Difference between revisions of "Combat"

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Attacks may be chambered (parried) instead of blocked.
 
Attacks may be chambered (parried) instead of blocked.
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==Holding==
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Holding is the act of queueing up an attack and then not releasing it at the expected time, making the enemy think there is an opening for him to strike or throwing his timing off. An attack held too long will become weaker.
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==Feinting==
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Feinting is the act of queueing up an attack and then not attacking. This can be done by switching to a block or by using the "Cancel attack" key.
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===Sound Feinting===
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Sound feinting is the result of queueing up an attack and canceling it at the moment when its sound still plays for the opponent. This can cause the opponent to react to an attack which does not actually occur.
  
 
== Directional Blocking==  
 
== Directional Blocking==  

Revision as of 06:18, 6 April 2021

Melee combat in Gloria Victis is skill based, non-target combat with directional attacks and blocks.

This page is meant to be an explanation of the basic principles of melee combat beginning with the UI. For archery please go here: Archery

Combat Mode

When in combat, health or stamina does not regenerate. Being in combat includes attacking, taking damage, and blocking. It is important to disengage from combat for regeneration. Combat mode is indicated by crossed swords icon.

Incombat.png

The Aiming Reticule

The white dot on the center of the screen. Keeping your reticule on your enemy will prevent them from getting a hit at an angle you cannot block.

The Power Bar

Each weapon type has a unique power bar that is made up of green, yellow, and red zones which indicate the strength of the attack. Stronger attacks deal more damage. Hold down the attack button to see the color distribution. If the attack is held too long, the bar will grow and then shrink and then end up with a black box. This is the weakest attack of all.

Red indicates a strong attack



These 3 color zones indicate the strength of the attack. Stronger attacks do more damage when they hit the opponent.

  • green = weak
  • yellow = medium
  • red = strong

The amount of damage done to an enemy within each color zone is static, meaning that the same amount of damage occurs at every point within that color. Use this to more precisely time attacks.

When blocked, weak green attacks will stagger the attacker for a moment, leaving him open to a counter-attack. It is important not to "spam" weak attacks for this reason. Conversely, getting a quick hit off for a small amount of damage can be worthwhile if the hit lands.

The Mouse Indicator

Attackindicator.png

Just above the hotkey bar, there is a radial indicator that shows which direction the mouse is positioned. The small dot within it indicates which way the mouse is moving. It can be facing left, right, Overhead (up), or stab (down). In this image, the mouse is in the overhead/up position and is close to moving to the right.



The Block Indicator

The block indicator is a crescent shape that pops up when there is an incoming attack. The indicator tells the direction but not the strength of the incoming attack.

The color of the block indicator can be changed, but by default an unblocked attack will show up red, while a blocked attack will show up bright green. This indicator is a vital part of combat awareness, and it may be more helpful to focus on in some cases than the animations of the enemy. Choosing which attacks to block and which to allow through is an important aspect of fighting. Not every attack needs to be blocked.

Redblock.jpg

Greenblock.jpg

Directional Attacks

Melee weapons may be swung in 4 directions: from the left, from the right, overhead and stab. Directional attacks are determined either by mouse movement or by keybinds set in the Options menu.

Some weapons are best used in specific ways - spears are best for stabbing, for example - while others have more well rounded utility. Mouseover a weapon icon to see that weapon’s directional attack modifiers and damage type in each directional attack. Higher modifiers will result in more damage. See the weapons page to learn about each weapon's attacks and damage types.

In order to block attacks, players will need to counter with either a shield block or the appropriate directional block with a weapon.

Keybinding directional attacks - particularly the stab and overhead attacks - is highly recommended.

Attacks may be chambered (parried) instead of blocked.

Holding

Holding is the act of queueing up an attack and then not releasing it at the expected time, making the enemy think there is an opening for him to strike or throwing his timing off. An attack held too long will become weaker.

Feinting

Feinting is the act of queueing up an attack and then not attacking. This can be done by switching to a block or by using the "Cancel attack" key.

Sound Feinting

Sound feinting is the result of queueing up an attack and canceling it at the moment when its sound still plays for the opponent. This can cause the opponent to react to an attack which does not actually occur.

Directional Blocking

Weapons have a much smaller blocking angle than shields and must intercept the attacker’s swing at the proper angle in order to effectively block. There are 3 directional blocks: Left, right and center, and they are executed by mouse movements or keybinds. Center block will block both overhead and stab attacks.

Directional blocking with a weapon can provide excellent coverage for skilled two handed fighters. Many players find it especially helpful to keybind their blocks, but especially the center block.

Attacks may be chambered (parried) instead of blocked.

Special Moves

There are a few special moves that can impact a fight.

Chamber

Chambering is the act of interrupting the enemy’s attack with a counterattack. This will cancel their attack and enable you to deal damage. To chamber, begin a weapon swing that mirrors your opponent’s just as they are about to release their swing. There will be an audio indicator and "chamber" will appear on screen when you successfully chamber an opponent.

Kick

Kick is bound to Q by default. A kick is a short range attack that does not deliver much damage on its own, but it will stun or stagger a player blocking with a shield, providing an opportunity for another attack. It is not advised to kick a player who is backing away. Kicks are costly in stamina.

Shield Bash

Shield Bash is the leftmost skill on the bottom of the abilities tree, and gives players the ability to swing their shield like a weapon and hit an enemy for a small amount of damage and stagger or stun them for a moment. Players without this skill cannot shield bash. There is a short cooldown to prevent spamming and stunlocking enemies.

Hold down RMB and then click LMB to perform a shield bash. It is not possible to keybind this ability.

Shield bashes are directional attacks and can be done from the left, right, overhead or stab motions. They are all the same speed, but the stab attack is a bit harder for enemies to easily see because the shield does not physically move around as much.


Also see: Weapons | Armour | Character Statistics |