Post by Wolfeye on Aug 1, 2015 1:32:57 GMT
I'm tiring of hearing people complain about 1.00's "random" blocks that aren't actually random at all. So, I've concluded, I'm adding this little gem to the database so people can actually learn and understand why these blocks happen instead of complaining that they are completely random.
Section One: What is it?
The term "Sabergun" refers to the effect that is caused by the game's memory of last known saber position. When your saber gets turned off, the game remembers the last position where it was on. Oddly enough, and luckily for us, saber gun has a very minimal effect on the single saber. The reasoning behind it is, when your saber is off... It's off. I know that sounds redundant, but you'll understand more the further we go along.
To simplify what the sabergun does, I'm going to have to ask you to either use your imagination, or pay close attention in game. Unfortunately, it happens quite literally too fast for me to screenshot it, but the most simple way to saber gun is to turn your saber off, jump, roll, and then rollstab. You should see a long line from where you were, to where you are now, flash on your screen. This is the game's attempt to catch up to your current position. While the visual effect will still show up on 1.01, it is non-lethal. On 1.00, however, anything caught on that line is (usually) instant killed. Sabergun damage is largely unpredictable, but almost always 125+ hits.
Section Two: Duals and Staff
So I said that really redundant sounding "its off" statement earlier, right? Well, here's where that will make sense. With a staff, you can turn half the saber off. With duals, you can turn one of your two sabers off. Both of these work simply by switching styles. This becomes problematic, because the game is trying to remember where your saber is, while also thinking your saber is on. That means that the spot you turned it off in, still registers as having a saber that is on. What's worse, not only is it that spot, but ANY point on a straight line that goes from the spot you turned it off at, to the spot you're currently standing until you switch your saber back on again and it updates it's positioning memory.
What's this mean? Well, it means anywhere on that line, for as long as long as that part of the saber is off, will cause blocks when hit. These blocks may appear random, but they are very specific and have reasoning behind them. It also means that, since switching back updates the memory, if you time an attack with medium/fast (depending on if you have staff or duals) and switch back at the same time, everything in that line will be killed just like a regular sabergun. Rollstab sabergun attempts are more effective with duals/staff as well because its considered two separate sabers instead of one.
Section Three: Role in Combat
Let me be the first to say, sabergun is not a legitimate combat tactic. Aside from the fact that it is cheap and ridiculous, it is also highly ineffective. You're more likely to get a double kill with a DFA than you are to kill someone who is paying any attention with a sabergun in an actual fight. If you do, its about as impressive as spamming a kata and getting a lucky kill.
The importance of sabergun in combat, is that when fighting with duals and staff, it limits your ability to switch styles because you will constantly get blocked when attempting to attack or retreat. This means that you need to keep that strategically in mind in order to avoid those blocks. It also prevents the 1.01 common combat style of spam switches and forces the users to use primary attacks more.
I hope this helps explain to everyone what causes the blocking with duals and staff. Questions, commentary, marriage proposals to me? Speak up in the comments below!
Section One: What is it?
The term "Sabergun" refers to the effect that is caused by the game's memory of last known saber position. When your saber gets turned off, the game remembers the last position where it was on. Oddly enough, and luckily for us, saber gun has a very minimal effect on the single saber. The reasoning behind it is, when your saber is off... It's off. I know that sounds redundant, but you'll understand more the further we go along.
To simplify what the sabergun does, I'm going to have to ask you to either use your imagination, or pay close attention in game. Unfortunately, it happens quite literally too fast for me to screenshot it, but the most simple way to saber gun is to turn your saber off, jump, roll, and then rollstab. You should see a long line from where you were, to where you are now, flash on your screen. This is the game's attempt to catch up to your current position. While the visual effect will still show up on 1.01, it is non-lethal. On 1.00, however, anything caught on that line is (usually) instant killed. Sabergun damage is largely unpredictable, but almost always 125+ hits.
Section Two: Duals and Staff
So I said that really redundant sounding "its off" statement earlier, right? Well, here's where that will make sense. With a staff, you can turn half the saber off. With duals, you can turn one of your two sabers off. Both of these work simply by switching styles. This becomes problematic, because the game is trying to remember where your saber is, while also thinking your saber is on. That means that the spot you turned it off in, still registers as having a saber that is on. What's worse, not only is it that spot, but ANY point on a straight line that goes from the spot you turned it off at, to the spot you're currently standing until you switch your saber back on again and it updates it's positioning memory.
What's this mean? Well, it means anywhere on that line, for as long as long as that part of the saber is off, will cause blocks when hit. These blocks may appear random, but they are very specific and have reasoning behind them. It also means that, since switching back updates the memory, if you time an attack with medium/fast (depending on if you have staff or duals) and switch back at the same time, everything in that line will be killed just like a regular sabergun. Rollstab sabergun attempts are more effective with duals/staff as well because its considered two separate sabers instead of one.
Section Three: Role in Combat
Let me be the first to say, sabergun is not a legitimate combat tactic. Aside from the fact that it is cheap and ridiculous, it is also highly ineffective. You're more likely to get a double kill with a DFA than you are to kill someone who is paying any attention with a sabergun in an actual fight. If you do, its about as impressive as spamming a kata and getting a lucky kill.
The importance of sabergun in combat, is that when fighting with duals and staff, it limits your ability to switch styles because you will constantly get blocked when attempting to attack or retreat. This means that you need to keep that strategically in mind in order to avoid those blocks. It also prevents the 1.01 common combat style of spam switches and forces the users to use primary attacks more.
I hope this helps explain to everyone what causes the blocking with duals and staff. Questions, commentary, marriage proposals to me? Speak up in the comments below!