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Rapporter et problem med oversettelse
I swear it just says "duel" for fist fights, but I guess I'm not paying enough attention.
Thanks for this.
When you punch, make each blow a feint and only extend just as far as you need to hit. This means not using remise, because to remise you have to fully attack. If you do a remise punch for some reason, then feint the remise so you don't overextend. Generate extra momentum by twisting into the punches also (same for uppercuts).
The left hand also is pretty good to lead with, so practice those left to right attacks. Pugilism gets way better when you get the gist of when to punch left vs right and have the control to do so.
Punching works the same way as weapon attacks, except you punch straight-ish at a weird angle. When throwing the right hand just aim more to the right of the enemy.
It looks stupid, it feels janky, it is by far the worst aspect of the game, but it's honestly less work to KO someone with punches than anything else. Despite it being hard to tell when you actually land good hits, punching does insane stamina damage.
Afaik pugilism hasn't been touched in a long time, so I'd imagine it's just a matter of getting to it on the list of dev priorities.
Not necessarily true, especially in the case of pugilism; unarmed strikes have a much higher tendency to slide around rather than stop flat when you land hits. It's not uncommon to be taken by complete surprise when the AI gets KO'd by what, by all indicators, was a glancing blow that made no solid impact.
Back when I first started playing (a few years ago), I swear the pugilist used to clench fist once in a while.
I know I saw this at one time, anyone else remember this?
I mean in general. It's completely possible to perform a powerful strike every time by using proper footwork and rotation. However if you simply hold left click and don't time your steps/dashes you'll end up throwing those "fake hay-makers" that seem like they shouldn't do anything but end up being a solid strike. I'm not disagreeing with you, just pointing out that everything that happens on screen is a direct result of our input.
When it comes to pugilism, specifically, there are occasions where the feedback doesn't really match up with what happened on screen, general combat techniques aside.
It seems like a combination of your arms not being as rigid as a weapon; sometimes leading to a hit technically being counted as a solid hit, but visually looking more like it rolled around the side of the head; as well as the fact that punches do devastating stamina damage, and often stagger, regardless of whether or not you made any effort to put power behind them. If you just smash your body into the enemy and hold left click one or the other will get knocked out fairly quickly, despite neither ever being able to throw a solid punch.
Personally, I like that you can knock people out really quickly with powerful hits, but I think damage needs a much sharper drop off when you aren't putting power into your swings, so you don't get surprise 1 inch punch knockouts when people bind up.
additionally if you get to grappling your opponent, do a lunging side step left or right to basically throw your weight around, thus letting you move your opponent into a corner or tight space where their weapons get caught on stuff.
Its similar to flipping people with the Sledgehammer and maul. Used to be easy then the gameplay changed. Easy for me anyway.