Tips and Tricks

edited January 2012 in PVKII Discussion
Skirmishers Gestirs, and Archers
Introduction
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.

Basics
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.

Skirmishers!
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.


Gestir!
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.

Archer!
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.



Conclusion
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!"

"Valhallaaa!"



*UPDATE*
Fight with your friends!



2.3 Tips and Tricks Teamwork!


Introduction
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.

Basics
Communicate!
Report to you teammates quickly and clearly so they know what is happening outside of their field of view.

Flank Em!
Outmaneuver your enemies and attack them from different positions.

Watch each others backs!
Protecting your teammates is protecting yourself from being outnumbered.


Arrrr! Pirates!
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.

Conclusion
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!

"Valhallaaa!"
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Comments

  • darktimesdarktimes Senior
    edited 5:33AM
    I started laughing reading this. not because it isn't awesome, useful and great, with clear hints, perfect for new players, and really a help.

    but butterknife. Hehe! it was a shortsword once! but even the devs picked that name up, well, everyone picked it up!
    _
    why are you reading this?
  • Gez the HealerGez the Healer Amuwau! Senior
    edited 5:33AM
    Some helpful hints there!

    Here's some easy team tactics to contribute;



    The Viking Horde - Simply pick up a few buddies and run round the map; great on HG and Territory mode, not so useful on LTS. Spamming 'you are no man' is optional.

    The Knight Camp-Out - Tired of getting picked off!? Let your enemies come to you! Get a nice balance of HK's protecting your archers and watch as your foes fall before your ranged might or throw themselves on your Heavies swords in a vain attempt to reach your archers. Useful in HG/LTS but be prepared for some serious hatred.

    The Pirate Ambush - While it's easy for a gang of skirmishers to pick people off while moving, there's always the risk of encountering ranged spam or angry hordes of enemies. What you need for this tactic is a nice open area, preferably with raised areas, cover and/or places to jump. Captain spam is especially useful for this as you can unleash a swarm of parrots at your unsuspecting foes! Try to keep an escape route open though, as movement is often your main advantage.


    Of course it's possible to do well without using any of these; the main factor is teamwork!
    image
  • TortelliniTortellini Senior
    edited 5:33AM
    The Viking Horde - Simply pick up a few buddies and run round the map; great on HG and Territory mode, not so useful on LTS. Spamming 'you are no man' is optional.

    Isn't that a tactic for the... Team? blink.gif
    No, just kidding with ya. Good tips here. (All of them)
    Pasta power!
  • Gez the HealerGez the Healer Amuwau! Senior
    edited February 2010
    Yeh they're all team tactics tongue.gif

    Another thing i've noticed is a lot of people bitching about knights when they're team is almost always 100% archers - GET SOME HEAVIES IN THERE! Works great on HG mode especially in cramped places!

    But the bottom line is teamwork is vital in any form it may take!
    image
  • TortelliniTortellini Senior
    edited 5:33AM
    Teamwork is CRUCIAL in all Class games, if you don't play like that, you could play something more suited for you.
    Plus, "GET THE HEAVIES IN THERE!" Ha...
    Pasta power!
  • `t0xiN.`t0xiN. Senior
    edited February 2010
    Thanks a lot for the beginner info. I find it annoying how the player guide doesn't really suggest applications for mechanics just tells you what hey do. It's kind of a confusing game to get into. Guide posts like this help immensely as I get burnt out easily trying to learn how to play through getting fragged into oblivion.
  • edited 5:33AM
    Yeah, the other day I started making a teambased post much like this one. But I was trying too hard to make it funny instead of just give the information.

    The idea came from Gez.
  • BagamBagam Senior
    edited 5:33AM
    A pro post right there, some of the "BAAAWWW I don't like 2.3! I want 2.2 back!!11one!" players should totally read this shit.
  • Gez the HealerGez the Healer Amuwau! Senior
    edited 5:33AM
    Thanks for the positive feedback, here's some examples of places to try these out smile.gif

    QUOTE (Gez the Healer @ Feb 23 2010, 10:07 PM) »
    The Viking Horde - Simply pick up a few buddies and run round the map; great on HG and Territory mode, not so useful on LTS. Spamming 'you are no man' is optional.


    Example Place to perform: Anywhere, but try to avoid notorious keg/ranged spam areas such as dining hall on Frostbite or Courtyard on Fort.

    QUOTE (Gez the Healer @ Feb 23 2010, 10:07 PM) »
    The Knight Camp-Out - Tired of getting picked off!? Let your enemies come to you! Get a nice balance of HK's protecting your archers and watch as your foes fall before your ranged might or throw themselves on your Heavies swords in a vain attempt to reach your archers. Useful in HG/LTS but be prepared for some serious hatred.


    Example Place to perform: The top or bottom of any staircase on Fort, Around where Viking Spawn used to be in 2.2 on HG Desertruin, Ice room on Frostbite.


    QUOTE (Gez the Healer @ Feb 23 2010, 10:07 PM) »
    The Pirate Ambush - While it's easy for a gang of skirmishers to pick people off while moving, there's always the risk of encountering ranged spam or angry hordes of enemies. What you need for this tactic is a nice open area, preferably with raised areas, cover and/or places to jump. Captain spam is especially useful for this as you can unleash a swarm of parrots at your unsuspecting foes! Try to keep an escape route open though, as movement is often your main advantage.


    Example Place to perform: The 'Cliff' Room on Frostbite is perfect as is the Armour pickup in the courtyard area. Also works at the very top of the map on Fort!
    image
  • BowrrlBowrrl Senior
    edited February 2010
    What I have found works well against Skirmishers while using a class with no ranged weapons is once they start to run away turn your back, charge your weapon and start walking forward.

    After a couple seconds (whatever gut feeling tells you) of this instantly turn around and swing.

    Its amazing (and hilarious) how many Skirmishers go "He's running away! Ill hit him in the back!" and get their heads taken off by this.
  • TheForgottonTheForgotton PVKII Team
    edited 5:33AM
    Lots of good strategies in this thread.
  • Trent FastTrent Fast Senior
    edited 5:33AM
    bumping this thread so hopefully people read it and l2p(and use TEAMWORK!!) instead of QQing about skirms, archers and gestirs being OP!
  • edited 5:33AM
    Teamwork Thread

    Thanks for the idea Gez.
  • Gez the HealerGez the Healer Amuwau! Senior
    edited 5:33AM
    Another top tip;


    On BT maps attack is often the best form of defence. Camping out points where the enemy has to go in order to get to your base will give you time to respawn if you die!

    The notable exception is Knights on Island who definitely need to be in the throneroom for the duration!
    image
  • SquirrelSquirrel Senior
    edited February 2010
    Battle Tip:
    The most effective way to dodge the enemies attack is to move the same direction of the enemies swing. For example: If you see your opponent charge a side swing from the left (your view), you want to move to the left. If you time it right the chance of being hit will be reduced severly, as well as giving you an opening for a counter-attack. Works best against heavy weapons.

    Special Tip:
    Always take the enemies special counter into consideration. Try to estimate when the opponents special is readied and when he will most likely use it.

    Parrot Tip:
    For the most effective parrot attack, always try aim the parrot release away from your opponent, so it won't reach him head on.

    Route Tip:
    The closest route to your target isn't always the best. If you meet your opponent caught in an escape attempt, your ambush might just land the final blow.

    Momentum Tip:
    Dropping down on your opponent from above deals extra damage. A jumpattack is never wrong when you have the high ground.
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited 5:33AM
    QUOTE (Zombiesquirrel @ Feb 27 2010, 07:25 PM) »
    Momentum Tip:
    Dropping down on your opponent from above deals extra damage. A jumpattack is never wrong when you have the high ground.

    And it gives a surprise to your target, because they often don't expect it/see you. Which gives you an other advantage.
    dragonattacksig04.pngrage.jpg
  • Gez the HealerGez the Healer Amuwau! Senior
    edited February 2010
    When to use specials;

    Some specials have situational advantages and disadvantages; here's a handy guide to getting the most out of your special attacks smile.gif


    Skirmisher - Never Use on uneven ground, especially from the top of a hill downwards. This special can be made to work from the bottom of a hill upwards but you'll probably miss out on a few hits with it. In rare situations you can use this special to escape - i.e. from a parapet thats slowly sinking into the lava on Suddern DERF on arena. For the best hits try to be medium distance away from your enemy and hit them cleanly with it.

    Heavy Knight - Do use on uneven ground! Staircases and cramped areas are also your friend here, give yourself ample time however, as you'll need a second to begin specialling.

    Huscarl - Corner them! If your enemy is trapped with their back to a surface you'll get a lot more hits out of it, in many cases this can make ganking them easier for teammates too smile.gif

    Gestir - Don't Corner them! Your special lasts quite a long time but will stop if you hit a wall - keep it in the open for maxium hits! If you're running away from this special planting your back to a wall is often a good strategy.

    Archer - This has no use restrictions but many people don't realise it clips straight through teammates and enemies (even those with shields) alike!

    Zerker - Remember all those pistolling skirmishers and arrowing archers? It's payback time! Make sure to mop up any weaklings before engaging the heavier classes and/or going for grail. Also works great as an escape strategy.


    I think i'm gonna collect these and put them in a thread as this one isn't getting enough love biggrin.gif
    image
  • Gez the HealerGez the Healer Amuwau! Senior
    edited March 2010
    Hey the thread got some love!


    Any chance someone with admin could change the name to something like '2.3 Tips and Tricks Megathread' or something similar smile.gif? Current name is a bit confoozing
    image
  • SquirrelSquirrel Senior
    edited 5:33AM
    Yeah I agree, totally love this thread idea! Way to go Mario!

    Once I figure out tips that I can make understandable by simpleton standards I'll post some more tongue.gif
  • edited 5:33AM
    Well,I had this strategy for the professional team(You need to be to execute these moves)
    Knights Formation(needs training)
    Heavy knights crouching/standing in front blocking the path to the archers all of them shield blocking(Problem lies if you are outflanked)
    Archers provide cover fire at the back(If it is done nicely,you can even reload a crossbow until your ammo runs out)
    This should work for Holy Grail and Booty.(Make sure archers are on a higher area than the HKs)(For kegs,break rank and seek cover)
    Vikings Formation(Needs training)
    Huscarl and Gestir all in front crouching and all shield blocking
    Remaining Huscarls and Gestir all providing cover fire with javelins and throwing axes
    When ranged weapons ran out,berserkers lead the charge forward to attack!
    Pirates tactics(needs training)
    Skirimishers throw 2x kegs in a certain area.
    The captains release their parrots.
    The skirimishers use half of their piston ammo on the enemy,captains use their blunderbluss
    captain and skirimisher all charge and attack(2 on one enemy)(one hit first,another attack after the first hit)
    Camp near Food/armour/ammo spawns(For holy grail only)
    Always stick together!Remember THAT Gangbang is always BEST!
    If you die,for booty,reform in groups of two or three and move out!
    If you die,for holy grail,ask in team chat where are your teammates and the target!
  • PaladinPaladin Senior
    edited 5:33AM
    I find it difficult when you are the Archer fighting againest the Skirmisher.

    Has anyone got any good tips?
    2v2z7rr.jpg
  • faktorfaktor Senior
    edited 5:33AM
    QUOTE (Paladin @ Mar 6 2010, 08:34 PM) »
    I find it difficult when you are the Archer fighting againest the Skirmisher.

    Has anyone got any good tips?

    Use butterknife.
    /theard
  • PaladinPaladin Senior
    edited 5:33AM
    QUOTE (faktor @ Mar 6 2010, 07:43 PM) »
    Use butterknife.
    /theard


    I suppose that is the only option but he doesnt seem effective enough againest the Skirmisher with his speed moving back and forth hitting the Archer.
    Also shooting with his Flintlock is instant compared to shooting with a bow. Thats why Skirmishers always tend to attack the Archer first.
    2v2z7rr.jpg
  • EssyEssy Senior
    edited 5:33AM
    QUOTE (Paladin @ Mar 6 2010, 07:50 PM) »
    I suppose that is the only option but he doesnt seem effective enough againest the Skirmisher with his speed moving back and forth hitting the Archer.
    Also shooting with his Flintlock is instant compared to shooting with a bow. Thats why Skirmishers always tend to attack the Archer first.


    Perfect parry is very nice against skirmishers
    "A delayed game is eventually good, a bad game is bad forever."
    -Shigeru Miyamoto

    That be a very nice booty yer have thar, it be a shame if something were to happen to it.
  • Brother PedroBrother Pedro Senior
    edited March 2010
    Sadly only works in server with less than 100 ping.

    But anyways, with PP and counter attack, you can seriously dent unsuspecting skirmisher if they don't change their strategy in time.
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited March 2010
    QUOTE (Specialist杀军 @ Mar 6 2010, 03:30 PM) »
    Well,I had this strategy for the professional team(You need to be to execute these moves)
    Knights Formation(needs training)
    Heavy knights crouching/standing in front blocking the path to the archers all of them shield blocking(Problem lies if you are outflanked)
    Archers provide cover fire at the back(If it is done nicely,you can even reload a crossbow until your ammo runs out)
    This should work for Holy Grail and Booty.(Make sure archers are on a higher area than the HKs)(For kegs,break rank and seek cover)
    Vikings Formation(Needs training)
    Huscarl and Gestir all in front crouching and all shield blocking
    Remaining Huscarls and Gestir all providing cover fire with javelins and throwing axes
    When ranged weapons ran out,berserkers lead the charge forward to attack!
    Pirates tactics(needs training)
    Skirimishers throw 2x kegs in a certain area.
    The captains release their parrots.
    The skirimishers use half of their piston ammo on the enemy,captains use their blunderbluss
    captain and skirimisher all charge and attack(2 on one enemy)(one hit first,another attack after the first hit)

    These tactics really sound like you have never executed them.
    The pirates tactic also sounds ineffective, if you want to know some good team tactics, you should follow Gez's tactics.
    (first page)
    dragonattacksig04.pngrage.jpg
  • HeiHei and truly did she know the name of the Kong Senior
    edited 5:33AM
    pirate tactics:
    all play captain
    Hang around on a skinny bridge (ex: bt_island path to vikings)
    When enemies show up, all release parrots THEN first guy blunderbusses then backs up to reload, while next guy shoots then backs up etc. If all of you shoot without killing all the enemies, last guy stays and parries/swords

    Worked better for 2.2 with the stronger blunderbuss, but 3 members of PpP pulled this off for 15 minutes with none of us even getting hurt once on 24/7 Island Party
  • Gez the HealerGez the Healer Amuwau! Senior
    edited 5:33AM
    Specialists tactics are overly complex and ill-planned, as I mentioned in his other 'expert tactics' thread biggrin.gif


    QUOTE (Paladin @ Mar 6 2010, 07:34 PM) »
    I find it difficult when you are the Archer fighting againest the Skirmisher.

    Has anyone got any good tips?


    Use X-bow when they're far away for big damage (iirc it does even more if you're zoomed). Too many people try and get off arrow shots even when a skirmisher is up close and actually swording them to death; despite the fact that point blank arrows and xbow bolts do laughable damage. Butterknife, PP and counter are your saviours! It's also good practice to 'buddy up' with a heavy if you're planning on leaving the safety of your base; even the most HURR DURR player will provide a great distraction as you plant arrows in the craniums of your foes.


    Love those pirate tax above ^^. A lot of people just let their parrot go and forget about him, but if used with proper care and control you can do some serious dmg/irritation. So without further ado, here's some top Parrot Control tips smile.gif

    1. Aim high! - If you look up and/or jump when releasing parrot the angle of attack he'll take is often from above, surprising your enemy and getting a few valuable pecks in before they attack him.

    2. Bring him back - If you're a comfortable distance away use right click to summon your parrot back to you, another right click will send him back to the fray without returning to you. Practice extracting your parrot before your enemy swings at him and knowing when to send him back when the enemy is otherwise distracted in for maximum irritation!

    3. Damage multiplier - Before entering a melee, release your parrot and then get stuck in. If your enemy stops to attack your parrot, you get a nice free hit on them, if they don't then they're constantly taking damage and becoming more and more IRRITATED ARRGH!

    4. Don't get too attached to it - Using your parrot as an escape tool can buy you a few seconds but it often means the end of your parrot friend. Similarly; no matter how good your parrot control, there's a million hazards out there which will bring your feathered friend to a sticky end (see random spears, javs, axes, specials, arrows, xbow bolts, getting stuck on stuff etc). Suck it up and move on, he'll be back soon enough smile.gif




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  • skenvoskenvo senior
    edited 5:33AM
    What i love doing with the parrot is to make it bob and weave, specially if the class takes out the faster weapon that it would be easier to hit the bird with.

    I love the parrot tips. I had a feeling he could be more useful than just a sliver of special.
    useful things for me to copy-paste at my leisure OR ELSE:
    It's Its so he's is IS Is
    S S S s ss s SS
  • edited 5:33AM
    The difficulty of fighting a skirmisher as an archer depends on 3 things: Distance, cover, skill.

    If you are far away from him you would do well to plug him with 1 or 2 arrows. However, this could be hard if he has lots of cover that he can zip in between to close the distance. Ideally you want to be in a position that forces him to take a path of little cover so as he is running to get you, he will get plugged with arrows. If a skirmisher takes said path (i.e. tunnel, bridge, doorway) it is advised you try to get an easy crossbow hit. Be sure to aim! (right click). If he's hurt he will most likely run away, but if he closing in, it's time to butter his bread with the archer sword. Basic melee rules apply. If you have bad ping, it will be tough to time those parries on his fast swipes. if he stays back to charge his attack, try to be out of range to disrupt his timing or rush in with fast swipes. Don't push your luck though, your primary weapon is the bow while his is the sword. He can also out maneuver you with his speed.

    It may seem completely unfair when you get ambushed and killed quickly. You should remember though, out in the open he is vulnerable to your arrows, at close range you are vulnerable to his sword.
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