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Thrusting... why not use the thrust button assignment, rather than looking for the 'middle' of the combat star? While both work, the use of RMB is rather easier.
Selecting any of the lower 4 guards will send the thrust to the body. Selecting the 'roof' guard will send the thrust to the face.
A totally reliable device is the Fehlen: Scarmaker for longswords (in two hands). Lower left entry with a cut. Trust twice. It will only fail if the opponent breaks it with a perfect parry or a dodge. Similar is the Drei-Wunder: The Wrist. This cuts twice starting in the lower left, then completes with two thrusts. There are no changes in cut direction needed for this one either.
my greatest struggle is when trying to go from one side to the lower part of the opposite side. It never works as intended and I still dont know how I should be moving the mouse around even after training with Bernard for hours.
So wait, that last combo all I need is to press LMB on the lower left and then just press RMB twice? I didnt know that all thrusts were on the center except for the one in the face...
Injuries to the head reduce stamina regen rate and increase delay.
Injuries to the right wrist reduce the opponent's attack speed.
(In addition and for completeness - Torso - strength and agility reduction, Left arm - defence, legs - movement speed and availability of sprint).
To move the sword from lower left to lower right in sequential attacks. The first cut flows up to the upper right. This is the 'relative' position for the second cut. So to hit the 'bottom right' move the mouse down. Should work, but can be interrupted by external movements of the weapon/hands from enemy defence or offence actions, especially in multi-opponent combat.
Look at it as a 'probability/intent' rather than as a definite next action. This is unusual for 'games' but matches how swords move with the fencer IRL, along with near automatic stepping to provide measure and 'open' structure for power in the cut. (That is you step with each cut, and mostly cut (or at least provide a threat) with each step in the fighting distances.)
Also, (and somewhat of a sidenote) the 'covering the line' parts of perfect parries and masterstrikes are mostly instructions for Henry, rather than the player. Mechanically you only need to see the threat and 'cut into it' with your defence action 'Q' - but Henry needs to bring his weapon to cover the threatened opening when he performs your action. IRL, you would nearly always stand in an opposed guard (e.g. both fencers at their respective right shoulders) and you have the additional momentum of the counter cut and twist of the body with step to strengthen your parry. Standing in a left shoulder guard opposing a threat from his right (i.e. same side of the centreline) only makes his next action certain, but unpredictable - an attack to any of the other openings - rather than nearly always to the 'closest' opening, or 'odd' and easier to spot as a 'wrong action' and to defend against or slower and defeated by your own offensive counter-cut.