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By universal I mean, if an enemy is hold their weapon chest height (such the dual rigged enemies or the crystal humans later on) you can block/parry them.
If it is a overhead or otherwise vertical hit, you can't block/duck/jump it (think the hammer bros' up - down smash)
If it looks like its a *BIG* attack or something you doubt you can block (such as boss body slams/lasers/missles) just dodge.
the nanite humanoids (you can duck the spinning armblade attack if they wind up from a distance and charge at you)
the incinerator/cranes you can duck under their spin as well. Most of the time though I just dodge
1. Human dash jumping attack (duck it)
2. Dog like robot jumping attack (jump it)
You don't duck / jump both attacks. You only need to duck / jump the first of their two attacks. The reason... you should instantly hit RB (gampad, unsure on k/m) to counter after that first hit. It will damage them and "knock them out" for a period of time. So that second swing will never even occur.
Your counter-attack stuns them and interrupts their attacks. You only need to dodge the first attack, since the second never happens. It's the only enemy I've found where crouch/jump is worth using.
Agreed completely, and I've said as much in other threads. Lords of Shadow 2 (of all games) nailed that just right. Unblockable attacks would be accompanied by a red glow and a special sound to indicate they can't be blocked. I get that's not exactly realistic, but The Surge already has a lot of game mechanics with no explanation - revival, retrieval of loot after death, the ability to revive at a train station if you'd just arrived, etc.
Hell, go one step further and integrate this into the UI in the same way as bodypart targeting. Have the enemy's weapon flash red for an unblockable attack, and maybe play a sound depending on if it's a high attack, a low attack or "neither."
The counter attack also can be quite useful, sometimes doing a hefty amount of damage (especially if you use a light/fast weapon, since the counter attack damage seems unrelated to your weapon type). For example, ducking the first swing and jumping over the second swing from a hammer user's spin attack then countering will deal a good chunk of damage as well as likely stagger them. You can also exploit the enemy AI a bit by staying purposefully close to an enemy to limit their moveset, making it very likely that the hammer user will use said spin attack (only other attack they'll likely use when you are in their face is a quick jab which you can time block and then counter).
In the Arc robot example, if you stand right in front of them they'll only ever perform 3 moves at that range - high sweep, low sweep, or ground flame. Back away from the ground flame, and jump/duck then counter the sweeps to stun them and get some free hits on the back.
Mostly though I just think it makes me feel more bad-ass to use all the tools at my disposal, so I take the time to figure out what moves the jump/duck works on, what moves a timed block works well on, etc so when I'm fighting the same enemy later I have multiple options. I do agree that it would be nice if the jump/duck were easier to actually perform though.
It's 100% will make your life easier fighting Nanites and Smelter machines.
You can also duck and jump unblockable combos of the security guards with staves (jump 1st and duck 2nd).
I'd say if you're a dodge guy, you're fine with just that, but if you're a block/parry kind of guy, ducking and jumping worth learning since you can riposte after them as well.
As I said before, though - be nice if we had a better way of telling which attacks can be ducked or jumped besides taking hits to the face. There are also a bunch of attacks that look like they can be jumped, but I've not been able to. Gorgon Guards have a downward stab with their staffs which looks like a low attack but I can't jump over it. Doesn't help that the jump/duck animations are so slow that I have to start them so far in advance I don't always have time to see what attack's even coming.
I have fought the guards, yes. I found it easier to dodge their staff attacks than to try and jump over them. They have all of one unblockable staff attack - a low-to-the-ground sweep. I presume that can be jumped over, but they have such a short tell for it given how slow the actual jump is that I've found no reason to bother trying to jump over it. Much simpler to dodge back when they do that one attack and block/counter everything else. Their taser is dangerous, but they also give you a long, obvious tell for it, which makes it easy to dodge.