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Roukan's first combat guide!
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03/29/2006 23:09:26
Subject:
Roukan's first combat guide!
Roukan
Femme Fatale
Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
Offline
So you wants to learn the Combat Upgrade? Hells yeah! Oh that's right, I went there. Back on topic.
Stats
I'm not gonna write it all out so here's a link.
http://thematrixonline.station.sony.com/news_display.vm?id=54&month=current
Now I'll explain how to attack since some of you might have forgotten.
Tactics
This is where your tactics are located. You simply load them into your hotbar at any preference you want. Here are the buffs each one applies to your fighting:
As you can see each has it's strengths and weaknesses. One thing to note, you cant use specials with Block.
Preperation
Now for actually getting ready to fight. Hyper Deflect, which adds to viral defense, can go with any other hyper buff, but only that one (other than hyper speed). Example you can have Hyper Deflect and Hyper Block, but not Hyper Block and Hyper Dodge. Since I don't have HyperSense on either character, it adds to thrown defense.
Melee = Melee
Ballistic = Ranged weapons
Viral = Hacks
Thrown = Knives and Assassin moves.
Styles
Now you have your choice of Hyper combo, and your main style set, as in Aikido or Hacker style for example. Now for your title buffs. Title buffs are such as this:
As with stats, they INFLUENCE your buffs gained by the things you use. Example if you have +10% melee accuracy and you're granted 5 with Kung Fu, you get... well I suck at math so you can figure it out.
Setting up your combat hud
By this I mean this:
Yes you can set your style as a free fire thing. It's called [SIZE=4]Melee Free Fire[/SIZE]! *thunder booms*
*coughs* Anyway.. you must be within 1 meter of the target AND have a tactic selected. A bonus with this, it's easier to cause states. So you could help someone by giving them the desired state on their opponent or cause one on an unsuspecting opponent.
Interlock madness!
Little known fact: If you have guns equipped it's still considered Ballistic in interlock. Same with hacks and Assassin.
Back to the main story:
Instead of your rolls, we now have circles. Here's a picture to show you:
Red represents a failed attack, which means you're vulnerable to being hit by the enemy, though not always able to get hit. Green = good, red = dead. Simple? K.
Changing tactics in interlock is vital now, you must adapt to the enemie's weakness. Example: Power has a -10% to Accuracy and speed has a -10% to Defense, so you could lose that, though with the +15% accuracy in speed the power attacker might also lose. This is called a hit-hit situation. In this new combat, both combatants can hit each other, and both can miss.
Now onto specials.
Specials
Just like in the old combat, you can hit or fail them. Duh. Except because the rolls are gone, how will you know if you hit or miss other than the animation? Simple!
This red mark means you failed the ability, that and the red circle under your feet should give it off too.
You win! Yes that's the animation you get when the special ability hits.
There's a special roll with special attacks though. Let's say you and your opponent both pick Extreme Falling Kick at the same time, how does it roll? Melee Accuracy right? WRONG! Initiative plays a part in this.
Initiative is when 2 special attacks are pitted against each other. The higher the initiative, the more chance you have of getting it off. Intiative bonuses are granted by the Vitality Attribute.
That covers most of the basics. A more advanced guide will come when I'm bored again.
See? I can make a guide too
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03/30/2006 11:35:49
Subject:
Re: Roukan's first combat guide!
hiriodakadai
Joined: Oct 5, 2005
Messages: 7
Offline
Not bad guide
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