Combat, Blocking, and Parrying in 0.4

Hm, interesting. I’ve been trying it for another hour with the slightly advanced opponent ;), and can’t land a second hit. It’s always the same: I parry, during the “sword time” press attack, the hit lands and then I cannot do anything (controls basically do not react) for a pretty long time, it feels like a second or so, while the opponent is recovering. What is even worse, if I press attack again during this time when the controls do not react, Henry attacks right after the opponent has recovered, and this attack is 100% parried or dodged.

EDIT: I just watched the Alpha 0.4 live stream and Viktor attacks a few times after a successful parry, but always only lands one hit.

I tried playing with a sixaxis and a mouse might actually be easier IMO. Not good. With a controller Henry seems to unlock the target and lower the sword at every opportunity, not that it feels very good otherwise.

I only hope there’ll be option to avoid close combat in game. I’ve always prefered archery to melee :slight_smile: During training, I’ve unfortunately left the area and I’m not going to try it again :stuck_out_tongue:

why not? you have nothing to lose.

Plenty of times, I more often then not spam attack after a successful parry and they never recover.(using controller)

I only had that issue when I was panicky and trying to adjust stance too quickly. With controllers though many times that sensitivity is related the life of your controller analog sticks get old and touchy. I’m using a fairly new Sixaxis myself.

I actually found it helpful being able to break the lock more easily with the controller especially when fighting the cumans.

If the are close enough together you can easily break and lock onto the other.

That’s what the very advanced opponent does to me: if I don’t parry his parry, he can just beat the hell out of me, and I can’t recover until he stops.

Could it be a difference between a mouse and a controller? That would be kinda annoying. In my case the controls simply do not seem to react until the opponent has recovered after the first hit.

Its possible so far I have better experience using a controller. I plan to test more with KB/M here soon.

react time for keyboard and mouse needs a little bit optimization work!
Playing everytime with it and blocking/parrying is very hard with it.
OR i am to slow for the AI…
but i will never play with these bricks :confounded:

There is. We are working on it.

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@Iconoclast @Costin @nmk @MINTEEER

Having any better luck with mouse controls since the patch?

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Yes ican fight better than before

Oh yeah, much better now, I can reliably select the attack direction and pull off the up-right-bottomleft combo. So this change is exactly what I wanted. Unfortunately now when the main issue is solved, the other problems become more annoying. :smile: Since the combat is so awesome and satisfying (especially long parry-counter-parry sequences are badass), the bugs become really noticeable.

Main problems:

  • combos that include a stab seem very unreliable

  • An obvious hit is not registered, or there is a significant delay between the sword hitting and the opponent reacting; especially after a parry.

  • The opponents can do things that I can’t (don’t know how): unblockable parries such as the pommel in my face, or dodge and hit in the head-- huge stamina drainers. This one is kinda frustrating since I don’t know if this is simply not implemented, or Henry does not have a high enough skill, or if I’m doing something wrong.

  • And the most annoying one: as I wrote above, after a parry I

I know this is alpha and these things will be fixed, so I am not complaining too much. It looks incredibly promising.

You can do those! :point_up:
If you manage to “catch” the parry window at the very beginning, you will make a special parry, which really is unblockable.

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@TobiTobsen
New adjustment in patch is slightly better…
i was able to hit weak Advanced Trainer in one combo, finished him.
Second try was a fail but it was better as before! A+

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Thanks for the tip! It indeed works. But the window seems very short (or my reaction time is too slow) since I can hit it only when I spam the Q key (and key spamming is probably not the intended playstyle). I’m guessing that this will improve with Henry’s skill. The very advanced opponent pulls this on me annoyingly often.

Yes, it’s an RPG system’s stuff.
Once you are higher level, they are not able to do it that often. If high enough, they can’t “perfectly parry you” at all. It’s working the other way around too: once you level-up a bit, the window for you to perform these moves is (much) bigger.

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I am not sure about this yet, I will research more on this, but this came to my head today. I am not hating, I’m just asking politely. What is the point of choosing the direction of your blow, when block or parry is only dependent on timing? Isn’t it a little bit placebo effect? I mean I can choose 5 directions of attack, but for my opponent it means nothing, because he will block it anyway if he press Q at the right time. Are attack directions there only for combos?

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Yes, much better luck, although my existing criticisms still stand. :smile:

http://www.redbull.com/en/games/stories/1331745951567/kingdom-come-deliverance-combat-interview

what a great interview

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I agree. It painted KC:D in a very good light.