Skirmishers Gestirs, and ArchersIntroduction
I am not the best player in PVK. (*cough cough* Blade!) I do however see a large influx of new blood with the release of 2.3 Many of them complain ingame or on the forums about how "X class is overpowered!" "How do I kill X class!?" Some people on the forums may disagree but constantly fragging unskilled new players to get a good K:D ratio is not fun. The general purpose of this post is to help new players have a better chance at winning against these classes. After "mastering" single combat, a new player can carry his weight for his team and have fun being a part of victories instead of a painful slaughter.
Power attacks, holding down the attack button and filling the charging bar will allow you to deal damage through an opponents parry, possibly stunning them, and deal extra damage.
Parrying, holding down the block button will parry a random direction when no attacking opponents are near. It will do the correct direction to the closest attacking opponent.
Counter-attacking, after successfully parrying your opponents attack, providing it wasn't a power attack, you will stun your opponent briefly allowing you to press the attack button to quickly counter-attack them. While your opponent is stunned you get a brief speed boost to move into position to attack.
Momentum, if you move (WASD) in the same direction of the attack you are using there is a small damage multiplier. The effect is mainly noticeable with two-handed weapons doing fully charged attacks. The effect is minor but there is no reason not to do it whenever you do a power attack with these weapons.
Characters with the speed advantage, i.e. the skirmisher have the most control over if their power attacks will land and if they can avoid the enemies attack. Against slower classes, namely the HK and Zerker they can force them to swing their slow weapon and move in with fast attacks, time power attacks and deal some damage through their parry, or even out maneuver their parry and strike exposed areas.
A skirmisher succeeds when he picks his battles and runs from situations that he knows he doesn't have a good chance of winning. Skirmishers like to take cheap shots on people from behind while they are distracted and then run away. Be a harder target when it is possible to get ganked by a skirmisher. Sidestep, jump around, or if the opponent you are currently facing isn't making a move to attack, peek over your shoulder for skirmishers. Skirmishers like to chase people who try to run from them it tells them that you are weak and those are the targets skirmishers prioritize. Ambush them, or parry their spammed attacks. Once you have shown the skirmisher that you are not to be trifled if he's smart, he will run. If you're a heavy knight or zerker you're SOL, however if you have a form of ranged attack this is where you need to be proficient in using said weapon. Heavy knights and berserkers beware though, he may be trying to fool you when you give up the chase.
Characters with the ranged melee advantage, i.e. the Gestir. Depending on their aim can guarantee their attacks hit their opponent first and have a good chance of escaping a perfect parry due to their distance. They can power attack before an opponents power attack will land, and they can make quick jabs at their opponent while he charges his attack.
A Gestir excels at combat in open areas where he has room to maneuver. This is also where ranged combat will give you the edge and perhaps force him to use his secondary weapons. A Gestir's side attacks are quick jabs, while his forward and back attacks are strong thrusts. Many gestir's rely on landing their power attacks to deal constant damage on an opponent with a shorter weapon. If you have said shorter weapon try to turn this battle to ranged weapons and kite him around. If you don't have a real ranged weapon be prepared to take some damage through your parry or time your power attacks to get the double stun while you draw him into tighter quarters where you can get him stuck on walls and into your melee range. A Gestir chasing a retreating opponent may spot this ruse and instead use his javelins to soften you up. If you can avoid them then you will be in good shape to face him in melee under better terms. He may continue to charge all of his attacks but it should be easier to get in close and spam attacks for more damage against him. Also, the Gestir's spear does count as a small weapon and can be parried by other small weapons so if you know his timing is off or if he tries to spam, you can perfect parry him.
A lone archer doesn't seem like a very threatening enemy. In long range combat they are unmatched, in melee combat they are lackluster. However, if you let him take favorable terrain he is your worst nightmare.
An archer will always try to put as much distance between him and a target engaging him, He will make shots on targets not engaging him while moving to favorable terrain so when he is engaged he has a better chance of winning. Archer combat can go two different ways. The first way is if you are too slow to catch him in melee range, the second is if you are fast enough. If you are slow, shield up and advance on his position. A good way to do this is to run and block while jumping to keep your forward speed. This will work if the archer has no room to run. You will get close and force him to either use his crossbow, his special (that he probably has filled from perforating your teammates), or his butter knife. An archer retreating behind cover or through doors is a little dangerous so keep that shield up or try to bait his attack on the door by faking it and then actually going through. If you are winning the archer may turn and run more and shoot less and if your shield breaks you should start using your ranged weapons and finish him off. If he breaks your shield before you can do anything to him then he probably has the terrain advantage then you should run and try to engage him or use your ranged weapons on him while he is distracted. If you do not have a shield you are fast enough to catch the archer and the battle becomes simply the skill of his shooting versus the skill your dodging. If he has favorable terrain, you may even want to leave him alone or attack from another angle. If you do decide to engage him, the battle is decided on how much damage you can do in melee range before he is able to retreat again.
These tips are only some ideas for new players who just can't seem to win against these classes. Human players online will vary and may do things you did not expect at all either to kill you or give you a free frag. It is possible to underestimate or overestimate your opponent and still lose. If you are not having fun there is no shame in "rage-quitting." (getting spanked can be enlightening or brutal)
Good luck out there! "I'll see you in Valhalla!"
Fight with your friends!
2.3 Tips and Tricks Teamwork!
Welcome back! This is essentially a "part 2" to my original post of "2.3 Tips and Tricks" Hopefully everyone is having fun playing 2.3 In a lot of games I've noticed a specific team dominating a server either because they have players with superior skill or simply they are throwing more bodies at the objectives. If you find yourself alone against a team, the best you can hope for is a clean escape or an honorable last stand. However, if you have a couple buddies around I'm willing to impart some tips on what your team can do to play to it's strengths and defeat your opponents.
Report to you teammates quickly and clearly so they know what is happening outside of their field of view.
Outmaneuver your enemies and attack them from different positions.
Watch each others backs!
Protecting your teammates is protecting yourself from being outnumbered.
The strengths of the pirate team fits the dirty fighting tactics pirates are known for. Pirates have a relatively low health/armor pool but they have great speed. To balance this, Pirates can deal a great amount of damage in a short time but often they require an unaware or distracted opponent. Pirate Captains require cover or breaks in combat to reload their blunderbuss. Skirmishers need those as well to light and throw their kegs. The success of a pirate team is made of providing opportunities for your teammates to flank enemies, reload, and light kegs. Scurvy Dogs who play pirates also need to know when to fight, and when to retreat.
After pillaging the holy grail, Pirates need to keep moving and ambush players in close quarters. If pirates are flushed out to open areas, skirmishers and captains alike should try to take down archers who may pick off their carrier. A slow viking or knight trying to chase a skirmisher with the grail should be easy pickings for the rest of the pirate crew. On booty games a pirate victory is won by blasting the enemies defenses with kegs, finishing off the stragglers and making off with the treasure before they can recover. When defending as pirates, kegs make great defense in blasting an overwhelming enemy attack. When not blasting enemies, pirates should send scouts to warn of enemy attacks so their pirate buddies can ambush and prepare their kegs/cannon specials.
You are no man! Vikings!
One viking well-versed in combat is a nuisance, a horde of well-versed vikings is an unstoppable fighting force. Vikings have a good health/armor pool and can deal great damage. In terms of speed, Vikings carrying a full arsenal of weapons or a giant stone axe may not be able to catch a skirmisher or archer. But with shields, and thrown weapons, they may never need to. Vikings are able to adapt to the battlefield ahead of them, drawing shields against a ranged attack, throwing spears/axes to soften exposed enemies, and finally obliterating enemies with big axes and long spears. To create victories as a viking you must fight like a viking. Unless you are severely outnumbered, a viking should never show his enemy fear or weakness. In most situations a retreating viking is often too slow to get away and will not have a seat in Valhalla.
After plundering the holy grail from weaklings, a viking team is at it's most powerful when they stick together and keep moving. Enemies trying to take the grail are going to try to figure out which way the vikings are going and wait in ambush with kegs, crossbows and special attacks ready. Vikings on the move should be able to crush these "smart" enemies before they pose a real threat. When pillaging treasure in booty, vikings are able to use their fighting strength get to the treasure room, take the treasure, and kill anyone who gets in their way. A viking shield can guard a door allowing teammates to escape with treasure very easily. When defending, a viking team should push out of their base and keep their enemies reeling. If the vikings try a turtle defense in their base they will be blown up by pirate kegs or turned into pincushions by archers in good position protected by knights. Only when overwhelmed should vikings fall back and try to ambush their enemies.
It's just a flesh wound! Knights!
Archers can be annoying but close the ranged gap and he's just another frag and perhaps the 4th powerup "Free special attack". A heavy knight can be tough as nails, a giant blade cleaving you and your buddies, or he can also be a slow idiot in a tin can for you and your buddies to use for target practice. The Knight team carries both sides of the coin in terms of class balance. Alone an archer or a knight have weaknesses that can be severely exploited but together they are a deadly efficient war machine. An archer depends on a knight for protection against enemies in melee range, and the knight relies on the archers ranged attacks to nail enemies trying to kite the knight. Sounding much like Soldier-Medic combos in TF2. A knight can play in the "pocket" or go "roaming" for enemies. The pocket knight follows archers around and protects them from melee coming from the front or surprise attacks from behind. A knight roaming charges forward and keeps enemies from getting close to archers. An effective knight team finds the balance between archers, knights, and the role the knights are playing. Too many archers and you can get overrun in melee. Too many knights and you may get kited and weakened before getting to hit anyone with the big sword. Even with a mix of archers and knights, too many knights playing pocket can block shots and enemies may push forward with shields or parrots will get into melee range easily. Too many knights charging forward and your archers will get jumped by skirmishers and berserkers and may shoot teammates more than the enemy! In specific situations however, lots of archers and lots of knights can prove effective. Tight indoor quarters? You want a lot of knights. Open areas with elevation that is easily defensible? Get lots of archers. Volley!
When on a holy grail crusade, knights should push to a position where their archers can take advantage of of their range with heavy knight protection. Knights can also play lots of heavies in close quarters but be prepared for keg spam and shield/spear charges. When running the archer strategy you should have at least one knight playing pocket, and the remaining knights roaming. During breaks, the roaming knight should check around corners for skirmishers lighting their keg or captains loading their guns. When defending your king's wealth in booty, the knight team should work to have heavy knights between the bad guys and the treasure. Archers should cover the open areas or the chokepoints from a distance. After the base is safe from attack, the knights should consider pushing forward on the enemy's base allowing them to more easily defend fewer choke points. Sometimes even the most honorable knights must go to war, and a knight team will need to attack to reclaim their king's treasure. Attacking knights need to know when to hold a position and when to advance. 5 archers storming through a door are only going to feed the enemy special attacks to kill the heavy knights trying to catch up. It is advised to have the archers cover a door and wait for the knights to go first. When making the assault on the enemy base, archers should stay back and provide ranged support while the knights kill enemies and take treasure. Knights should pass the treasure they've stolen to an archer and then turn to fight or steal more. Archers can run the treasure back to the base faster than a heavy knight and a heavy can block a door with his shield if the enemies try to stop the carrier.
In an online game of PVK you may not have teammates that realize they are part of a team and it may be difficult to win. Sometimes people don't have microphones or the communication just isn't there. As you would try to predict an enemy's attack strategy you should try to predict what your teammate's plan is and provide support. They may notice this and do the same for you!
Thank you for reading! and Good Luck!