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don't even worry about your melee hit yet. once you get the timing down you can add that in.
longer reach weapons like the scythe are easier to lock with IMO. whereas katana needs more delicate timing because it's got a shorter reacher and timing where it lands
there's the invisible charge and the non invisible charge. the invisible charge ends with a ♥♥♥♥♥ slap that's easier to avoid. the visible charge ends with the chest explosion which has a longer reach.
in both cases you have to do the same as i said before. touch and dodge. invisible one is easy to dodge. the other one - someone else will probably have tips but i think you can dodge it with a well timed jump or good terrain
From my experience, the "♥♥♥♥♥ slap" is harder to avoid because unlike what the animation shows, it has longer reach. Well, whatever the attack, make haste and create distance haha
I remember when I was in your situation thinking "how can anyone melee lock?" after attempting anf failing. And I must say, the most important thing I learned is what Gwynplaine is telling you: you have to be touching the patriarch to get him to stop.
The tough part is touching him right in between the animations when Patriarch is deciding either to move towards you or swipe at you without moving. You want him to decide he doesn't need to step forward to hit you.
As for him charging, I would recommend setting him on fire with a flare revolver so you can see the flames coming from his cloaked figure and use that to time your movement. And what you should do is literally run up to meet him until you touch him, then backpedal right away. If he's not moving as he swipes at you, that's a success.
1. When he's charging and invisible.
2. When he's not charging, has line of sight and is visible.
You are highly unlikely to lock him if he's charging and visible. Expect to die!..lol.
Timing for starting the lock (for the above 2 situations) is easy, once you know it.
When the lock is established, follow this method:
1. Move in to point blank, while striking and stay there till he starts to swing.
2. Move out to just out of his reach, but no further (his arm and chest strikes are the same reach). Move too far and he'll probably move as well but it can be recovered (this method can be great for dragging him slowly over pipes).
3. Move in after he completes his swing, but vary when you move in by fractions, otherwise he works it out (ie he learns!).
4. He'll want to heal at some point, and he'll say something that will let you know. Keeping the lock will be harder as he'll want to flee.
5. When he gets stunned by others who are spamming him (ie aa12's, etc), his animation often freezes. When this happens, strike twice with the katana (Alt Fire) and move out. Move back in after the usual pause time.
Weapon choice: I recommend the Katana, for it's swing time, reach, weight & damage stats. Weight is an important factor. The heavier you are, the more precise you must be, because you're slower. A flare gun is useful too, because you can see him burning when he charges or tries to flee (to heal).
If someone's got the Pat locked, other players need to stay out of his reach and this includes you. The lock will be lost otherwise, because the Pat reacts to close distractions.
A skilled Pat locker can make a team win very quick (and seem easy) because while you have his attention, slow perks can safely spam him from a distance. I hope this helps but you'll need to practice...alot. Good luck!