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At first I was a bit lost too but after improving my henry as well as improving my understanding of the combat (how/when to attack/defend effectively) things got a lot better. The game started with me having difficulties fighting a single medium armored bandit (the ones with the kettle hats and chainmail), but now the game can throw like 8 plate wearing bandits at me in close quarters and I just laugh.
I suggest reading through the discussion https://steamcommunity.com/app/379430/discussions/0/3378284761893147319/ it has a lot of tips for new players.
Must have:
- Bow dot (you can add a line to one of the files to force this without requiring a mod. the bow is kind of wonky even with the dot until you level it way up due to the swaying, the last thing you want when starting to use it is not even knowing where you're aiming)
- Unlimited saving (save from the ESC menu without consuming schnapps as long as you have one in your inventory)
- Better rain (better visibility during rain and overall just looks better. vanilla rain at night, especially in a dark environment, is like thin white smears running across your screen)
Optional:
- Instant herb picking (I use the one that uses the same animation as picking up items)
- Translucent helmet vision (improves your vision when wearing helmets, I use the lowest value to keep some blurring on the edge of the screen)
- Durable items (increases item durability, I would recommend a lower value like x2 or x3 just to make repairs a bit less of a hassle without making the mechanic irrelevant)
- No timed decisions (gives you time to decide on dialogue options)
- Higher Stakes (can bet more when gambling)
this mod to save any time.
-Master strike and clinch are your lifeline. Those create openings that let you dish out more damage, or let you create some space between you and your target. And master strike itself combines offense and defense, blocking a hit while landing one and allowing for a follow-up on most of it's animations. Perfect block is a good alternative when you fail to master strike because it still gives you time to then take the initiative with clinch, or at least it avoids a direct hit.
-You can master strike or at least perfect block any enemy taking a swing at you even when not targeting him as long as he's not behind you. The icon will still appear on your crosshair. This is a lifesaver in 1vX. You absolutely must use these opportunities and not get greedy after you do. Theoretically with just kiting and master striking you can beat multiple opponents with ease.
-The higher your respective defense and warfare skills the larger the master strike window (more overlap with the perfect block window making it more frequent and reliable), and the harder you are to master strike.
-Once you wear a target down and they run low on stamina (it depletes first when they get hit and is tied in with their max health same way yours is) it makes it harder for them to defend against you. Keep in mind that just as you can theoretically do everything your opponent can, they also suffer from the same weaknesses/restrictions. What works on you works on them.
-Shields not only help you defend better in all aspects but they still help tank hits when an enemy hits it while you're not actively blocking. For example in 1vX I keep one enemy on my left side to take some pressure off me. The enemy there hits or shoots it instead of my face or legs often enough. Meanwhile if it's only 1v2 I can focus on the enemy in front of me, switching it up when needed. (backwards and circling movement is and remains key, more on that below) Alongside a good mace and the headcracker perk it's so strong it's almost comical.
-In 1vX try to backpeddle, use terrain/obstacles to lead and kite the enemies around making use of your shield's aforementioned passive blocking your left hand side, as well as basic blocking and aforementioned master strike opportunities.
-In 1vX situations don't combo, the other enemies aren't going to stand by while you try to wail on your target. In 1v1 be aware that your combos can still be perfect blocked or even master struck by the enemy. So do not go berserk or you will soon find the tables turning. It's better not to combo until you tire him out a bit first so he has more trouble keeping up. At which point you can more safely get in a random chain of hits or even combo. Don't try to fight fancy, fight methodical. That includes grappling, picking your shots, and keeping a tight defense.
-For combo's regular block doesn't matter, the final hit in the chain triggers a special move that always hits. If you must combo stick with 3-hit ones. Just remember that when you're trying to combo do not pause between hits, your inputs need to be fast. Too slow = just random hits.
-When clinched or clinching in 1vX press stab (for punch) if it is relatively safe to follow up, or press slash (for kick) if you need to create more distance between you and that enemy. Also keep in mind that other enemies can still hit you while you're mid-clinch so be mindful of when you use it.
-In 1vX only when your position is good enough in the moment follow up a master strike or clinch with a strike. Then go back on the defensive and look for the next opening. Don't force it or you will put yourself right in the middle, get encircled, and ultimately overwhelmed.
-When you have the opportunity lure enemies out in groups of 1 or 2. Noise travels when you fight them. Once you are a good distance away from their camp or base and thus their reinforcements you take them down. Rinse and repeat. When fighting groups you want to keep them as small as possible and control the postioning because otherwise it is gangbang time. Just like getting jumped from all sides with baseball bats IRL, that is the mindset with which you need to approach those fights. You are one guy, they are a lot of guys. There is only one way that ends unless you are really careful and know what you're doing.
-Bows also help a lot by taking some shots while enemies are closing in from further away. Should soften them up good.
-Train a lot with bernard early on. You won't become fluid in your offense and defense until you practice and practice some more. I did just that. I started as follows; first hours of practice against bernard, and leveling important stats and skills to a reasonable degree so I had a good basis character-wise as well as a decent understanding of 1v1 combat. Then I did a scavenging run through skalitz for better gear, sneaking around the inner edge of the village counter-clockwise (and approached them from the direction of henry's old house) and lured the bandits there 1 by 1. Proceeded until they were all dead or the remaining ones had left (first time I did that they left already after I killed the first one) and then looted them and the dead guards. Especially those guards have some great stuff to use. And finally did lots and lots of tourney. The leipa set you get from winning the first five tourneys is very good, I'm still using 4 out of 5 pieces in my final loadout (decided on another helmet). Once I was more confident I started experimenting with 1v2 and 1v3 situations.
[edit]
Aside from the base gains leveling up your stats and combat skills will give you, there are some really good perks to get from them that will directly or indirectly aid you in a fight:
Strength
-Stronghold (blocking with shield costs less stamina)
-Clinch Master (much better chance of winning clinches)
-Mule 1/2/3 (increases your max load so you can be very beefy)
-Tight Grip (stamina regen never slows down in combat)
-Headcracker (10% greater chance of knocking someone out when hitting them in the head)
-Heavy Swing (str weapons cause more damage at the cost of slightly more stamina)
Agility
-Fast Striker (agi weapons use considerably less stamina, at the cost of a little bit of damage)
Vitality
-Sprinter (sprint faster at the cost of slightly more stamina, net gain in time/distance)
-Thickblooded (bleed out slower)
-Berserk (at low health gain 4x stamina regen)
-Bloodrush (after your first kill in a fight gain more damage and faster stam regen)
-Last Gasp (survive a fatal blow and regain 20% health, once per fight)
-Revenant (slowly regen health out of combat, helps a lot in-between fights during longer journeys so you are relatively fresh for the next encounter)
Defence
-Firm Grip (an opponent loses more stamina when blocking your hits)
-Weapon Cruncher (damage an opponent's weapon more when beating them in a clinch)
-Well Worn (cuts equipment weight by 1/3)
Warfare
-Bloodletter (greater chance of making an enemy bleed)
-Furious (the more wounded you are the stronger your attacks)
-Sadist (+1 str bonus when making an opponent bleed)
-Against All Odds (+20% str/agi/def/war bonus when outnumbered)
-Chain Strike (stacking damage buff on every hit you land including clinch as long as you do not get hit)
There are a few good ones under the skills category as well but not many that help you in a fight. Mainly Blacksmith's Son (damage buff) from the maintenance skill. Also Tin Opener (more damage to enemy equipment) and Serrated Edge (greater chance of causing bleed) from maintenance if you use bladed weapons. The first one activates when repairing your weapon with your own repair kit, the other two activate by sharpening your weapon on a grindstone. I exclusively use mace+shield now so I only get use out of the first one, but all are worth getting. Especially since in order to max out warfare in the first place you will need to spend time leveling up your proficiency with all weapon types.
I use these places whenever I find one and have a few favorites I can go to. I save schnapps to take just before combat.
this is mostly great advice, but I would disagree on this. Depends on how you like to play games, but for me the tension of knowing a lot of progress could be lost by a bad decision made for a more immersive and enjoyable experience. If I could wipe my memory and play it again, I would do it on hardcore and permadeth option (if it existed).
Thats a personal preference, not for everyone. I played subnautica the same way.
In the training fight i could do it but any real fight no chance, havent seen one feint working there even versus weak bandits
I guess the trick from what I can tell is to wind up an attack (and if needed cancel it and wind up another one) to try and get a defensive reaction out of your target. And then use the feint to strike opposite of where they are defending if they react to one of your wind ups. Even if you switch up directions, as long as you're just swinging without trying to trip them up first, the enemy should still nail down the timing and defend against it.
It's not something I am very good or confident with yet. I need way more practice so I am certainly not the right person to really coach anyone about feinting. I just know it a bit in theory and manage to land one some of the time. At the moment I rely more on master strike, clinch, and follow-ups whenever my target is off balance. x'D
On the upside you can dodge, perfect block and master strike just fine when holding an attack so you can experiment with it without completely exposing yourself, though bad hits once you swing will still get blocked or punished.
This guy in the vid on the other hand... he really knows his stuff. There's lots of tutorials on it on YT to help get a basic understanding of it. The game doesn't really do a good job of teaching feints.
https://youtu.be/N_1_HwWpywM
There is no way of knowing whether a feint worked or not since there is no feedback indicating so. The idea of a feint is to prevent a counter from the enemy but feints, if they even work, aren't foolproof. The enemy can still perfect block/master strike the player when you try to perform a feint if you even performed one correctly which you will never know if a feint occurred or not.
The only thing that determines the AI's ability to master strike is the coding, like this command.
rpg_param_key="CombatAutoSPBWeight" rpg_param_value
This command determines the frequency of the AI's master strikes. Nothing the player does, including feinting, or anything else in the code determines if the enemy master strikes the player, I've tested it by changing this parameter. You can completely disable enemy master strikes by modifying this command as well.
The game straight up tells you feints work, but then it turns out they don't and only one piece of code determines the AI frequency of master strikes. The player will "think" they are understanding and getting better at the combat by trying to perform a feint, but they aren't; it is just placebo at that point.
I've not tested it thoroughly myslef, but people have claimed that AI will not mirror your attack zone when it rolls anything other than the Normal Block, so if an enemy is mirroring your zone it may be an indicator that it's safe to feint and strike.
Wait!! Are you saying that feints do work?! Based on game code?!
Are you saying that mischaracterizing the game code doesn't work?