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Well thats your opinion but do you mind explaining to me how its worse? At least its more skill based and not just running around aimlessly trying to get some hits and dodging the enemy...
As for the OP, the most important thing is to know each style's strengths and weaknesses. Staff gives the most coverage in terms of defense, making it easier to block, and is pretty easy to get the hang of. Because of this, and it being far to easy to cheese, staff is considered pretty noobish. Dual saber provides good coverage for defense, though a bit less than staff since your middle section is open. It's also much harder to get used to than staff, because you now have two sabers off-center, and either can get locked by an incoming attack. And finally, single saber, which is usually considered the pro-choice. You get three sub-styles as opposed to staff and dual's two; light, medium and heavy. These have a bit of a rock, paper, scissors mechanic to them, though good players can surpass that limitation with ease. The key to getting good with single is knowing when to switch styles mid-fight. However, single gives you less coverage than the other styles, making defense a much more active process.
You've got 8 basic swing attacks per style, each corresponding to the four cardinal, and four diagonal directions. Get used to each swing, it's weight and reach, and learn to watch your opponent for their next move in order to counterattack with the appropriate swing. You've also got a jump attack(direction, jump and attack) for each style, as well as a lunge(direction, crouch and attack). Try these a few times to get used to the distancing and saber movements. Beyond this, there is a plethora of advanced moves that you'd have to observe in game, as much as I'd like to try and explain them. Just remember this: The physics are right, wherever you see the saber swing, it will hit. Be that the enemy, the enemy's saber, or the wall. You need to sneak your attacks in between theirs. Or you could just start moving your mouse around like crazy and hit everything at once(don't do that).
I can't really comment on Power Duels, however. Never like 'em. I recommend trying to find a server that disables all force powers but jump lvl 3, if such a server still exists. Those are real duels, none of that push/pull/shock spam BS. And I'm probably forgetting some things, as it's been nearly a decade since I've last played this. I'm just here to see if anyone still played, and thought I'd try to throw a few tips your way.
Oh, and yes, you shift to walk your attack.
Well it seems like i pissed someone off but i the opinion i gave was based on just videos and like 1 hour of playtime in the base jka, rest is in mb2. I guess my argument is a bit invalid because i have no real experience on it. Still when a guy ♥♥♥♥ talks something without any points, arent i allowed to ♥♥♥♥ talk back without any valid points? :P (pointing at solid snake)
Very good point sir, you are an ♥♥♥♥♥♥♥ because reasons right?
Yh i agree my point was invalid.
Both the saber combat and especially the blaster combat feel much tighter and cleaner than base. The movement is less quirky, but this makes it tighter and less arbitrary as a tactical game.
Not that it's a perfect game for everyone. The CS-style one-life rounds and the amount of (fairly intuitive) mechanics you have to learn both make it decidedly not a casual game.
I don't promise that you'll like it, but it's just plainly idiotic to say "Do not try" it.
and in spite of what a bunch of entitled babies who can't stand to learn and adapt to the diverse challenges of the game might say, there's not actually any straight-up broken cheese strategies that people just avoid using out of politeness.
Except, uh, stalling, team stacking, and team killing, which is why we have admins.
Everything has a counter, except a well-rounded and well-coordinated team.