Kingdom Come: Deliverance

Kingdom Come: Deliverance

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NITRO Sep 19, 2019 @ 4:05pm
Attack direction on mouse: any way to fix it?
I can say that atm I'm a fairly decent combatant, I can perform master strikes when the game allows me to (lol) and I can pretty much maul any common Cuman and Bandit to death fairly quickly.

The problem is that I'm still pretty much unable to perform combos reliably. I'm using a mouse and keyboard and its just a pain in the ass to direction your attacks with it. I try to make a slash from the lower left and the direction registers as upwards. I try to change direction from left to right and it actually goes to lower left. And its even worse when I want to attack the middle of the combat star since its apparently impossible to move your cursor there. I tried making very slight mouse movements, tried making broad mouse movements, none work. Its just extremely janky.

Is there any way to fix this issue that doesnt involve using a controler? I've seen quite a bunch of good combatants performing very well on mouse and keyboard so...
Also, my mouse is a very good one, logitech g502.
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Lieste Sep 19, 2019 @ 9:42pm 
Mouse directionality is sometimes a bit funny, especially if you are rushing - it can be effected by where you are sent by an enemy block, as well as it's natural flow from upper right to lower left to upper right, or from upper left, lower right, upper left... No device takes more than a single change of directions though, and some require *nothing* other than the natural flow and the use of cuts and thrusts. The issue is one of Henry's mechanical skill - you cannot register changes of mouse input fast enough to meet the device timing, as well as comply with the cooldown on registering actions during animations after an 'Indes' input from the opponent. It results in being able to change direction *or* being able to attack in the tempo, but not to do both. This eases as Henry's skill reaches then exceeds that of his opponents.

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.
NITRO Sep 20, 2019 @ 4:24am 
Originally posted by Lieste:
Mouse directionality is sometimes a bit funny, especially if you are rushing - it can be effected by where you are sent by an enemy block, as well as it's natural flow from upper right to lower left to upper right, or from upper left, lower right, upper left... No device takes more than a single change of directions though, and some require *nothing* other than the natural flow and the use of cuts and thrusts. The issue is one of Henry's mechanical skill - you cannot register changes of mouse input fast enough to meet the device timing, as well as comply with the cooldown on registering actions during animations after an 'Indes' input from the opponent. It results in being able to change direction *or* being able to attack in the tempo, but not to do both. This eases as Henry's skill reaches then exceeds that of his opponents.

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...
Lieste Sep 20, 2019 @ 5:40am 
Yes, there were two devices listed, both start in the lower left with one or two natural cuts (LMB), and two thrusts (RMB). They are simple and reliable.

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.
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Date Posted: Sep 19, 2019 @ 4:05pm
Posts: 3