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I'm afraid you don't understand. They are able to attack three to four times, with fluidity in the span it takes me to wind up. It's not about momentum and the speed of a single blow. I have a fairly good understanding of footwork and how it plays into the physics. That's not the issue.
Something else I just thought about that that I'd forgotten about is that it's possible to cancel attacks, so that is probably what's happening. Maybe they are cancelling 1 time, then swinging, then cancelling their 2nd attack and then swinging again.
devs also said that the player is just the same as the enemies +/- skills...except big guy in story everyone in the game is the same so it would be weird if they are faster...i think you are just missing something or refering to the bug attacks
Has it been confirmed that these are bugged?
I don't mean the bugged attacks, I mean getting smacked with a flurry of blows off of a counter all faster than the time it takes me to launch a standard attack. The fact that the developers say that npcs are the same is why I am posting here, because I want to know if I am missing something and I too can land such rediculous combos and butcher an opponent so effeciently, or if in fact this is some sort of bug or perhaps undocumented change.
I think it has something to do with the Riposte style skills. Only once have I ever had a lightning fast attack after a riposte, and I've yet to be able to reliably reproduce it. So I usually just stick to swinging the same time they do, and just beating the AI through footwork alone. I think there needs to be more descriptions on how these skills work, because they feel very cryptic.
I think that Master level opponents are the absolute pinnacle of fluidity that you CAN achieve, but they manage to do it at an extremely consistent level... which I don't really mind. Master level opponents should be able to compete with the best players. I think the bigger issue is the games current lack of a proper tutorial and skill description system that leaves us in the dark; making us think the AI is doing some weird ♥♥♥♥ we can't seem to reproduce. Pherhaps even after 150 hours I'm still missing something intrinsic to the games combat that I've been missing all along.
I would really like to hear an official opinion on this though, something other than the typical "You're playing the game wrong, stop using spacebar" novice advice we usually get.
TL;DR: I've noticed it too, but I don't think they have any objective advantages. The high-level AI is probably just really consistent with using the ellusive "Riposte" skill and have insane footwork.
Thanks for replying, we're on the same page. I just want to know if I am missing something. I've tried for hours to reproduce the ai's fluidity and I have had no success.
As far as I can tell, Sangrin seems to have the right idea. Since quite a few versions ago the AI has developed an uncanny ability to hit overheads and possibly other strikes without needing any noticeable wind-up. There's very clear video evidence of this and, to my knowledge, not even the best players among the insiders have any idea how to perform these hits as a player. It only seems to occur after an attack has been initiated by the player, so it may well be linked to the riposte skill. It seems to happen a lot more with axes, but it has been seen to occur with maces and swords. Perhaps it has to do with pixel perfect timing by the AI, but to the player it usually seems to come out of absolutely nowhere.
The dev has responded to a report on this on the insider forums, but since the context there was slightly different I'm uncomfortable with quoting them. Hopefully they can chime in on this, as imo it's a pretty serious matter that can lead to frustrating and seemingly unfair defeats and deaths.
We have taken the reports seriously and we've been monitoring all the relevant parameters watching for something unusual. I've done quite a few hours of testing myself by now, and nothing strange came up, nor did I notice any attacks behaving oddly.
In general it is quite possible to hide the windup of a swing using feint. Even with very heavy weapons a well timed feinted attack can seem to come out of nowhere. A very simple way to reproduce this is remise and feint as the second attack is just gaining momentum. There's no special mechanic involved, it's just the way the momentum is translated into the new swing can be very hard to see. This also makes it quite hard for the AI to parry.
The AI does some pretty wild stuff with feint, but I'm not sure it could justify something like the strike I saw captured on video. On the other hand it's also very hard to say what is and isn't possible playing by the rules, as the physics and muscle driven animation don't exactly behave in a predictable way.
We'll keep investigating either way and see if something comes up.
As for the skills, there's no special mechanics or timings you need to know to use them properly. They essentially just remove delays and make transitions quicker. How quickly you riposte is just down to how quickly you attack after parry, you don't need to activate it somehow, you just don't have to wait for your character to recover from the parry.
Sure enough that fool pulls a three strike slash technique across my man's chest and fills his bar completely red.
Damn, if this AI didn't cheat he sure didn't have to train 172 hrs to learn how to do that.
Seems the AI already knows what's possible and we dont.
You were not parrying properly that is why you got slashed. The cleaver is actually extremely deadly, its sharp and fast and has a pretty large "sweet" spot.
Secondly there are some rediculous reposts from a miss (the block movement without an actual block yet reposts none the less). This isnt a damn reposte why give the benefit!? >.<