A Handbook on the fundamentals of melee (Elex)
I wanted to share my experience in mastering melee in ELEX. Judging by the forum posts and comments in blogs, some players could not really get comfortable with fighting in the game, and it's a bit marred their impression of the game as a whole. But the emphasis here is very good. I at first was disappointed, but now I play on high difficulty and get pleasure from the battle and even less of victory.First, you need to be prepared for what will often die. Especially in the beginning of the game. Very often. This game leads the player by the handle, not showing how to behave in battle with a particular opponent, and many combat techniques (and it's not just the LMB E and Q), the player must learn yourself, through trial and error (well, after reading this opus). And the enemies here do not stand on ceremony and use the same opportunities that are available to the player. Every battle here (except weak enemies, which you have outgrown) is a fight with an equal opponent. And you can easily die if too relaxed in battle with some lizard, whom you have already killed more than a dozen. The fight here is the same aldana and role-playing system, there are almost no me-e-Zelenih swing before impact, no slowdowns before receiving a slap that you managed to put a block and of course not all QTE. The animation of the attacks (especially the monsters) very fast and sharp (if you remember kragenow from the first Far Cry or Snork from Stalker, here about as well). But JAX is not known for cat-like speed pan Geralt, and at any moment it seems to be easy and quick kick can be easily interrupted by a sharp rat attack or counterattack robber.
And so, in the beginning, trying to block the blows clamping PCM, the player will notice that it still passes damage. Do not just give up. Just starting rags no resists. As soon as you wear any armor, the unit will begin to absorb shocks much better, until the complete absorption of the damage but not always. Everything will depend on how the high rate of parry your reservation whether you are using a shield and there is great difference in level between you and the enemy (sorry, the game doesn't show the level of the enemy, only notify icon in the form of the skull, if it is much superior to you, the battle with the monster often ends on the first missed shot).
Will be very useful to prepare fried meat (cooked on the campfire when prescribed) and hang it on a hotkey. And learn the benefit of like food from a teacher of survival. With mobs stocks of meat will be constantly updated, fry it and always have stock for gradual health restoration during combat. It is easier and faster than drinking potions in circles, until the character gets drunk.
Also I would recommend to buy a shield. Besides the increased power of absorption in the unit, it will also protect from arrows, spitting and shots (blocking only works in the front zone, no cheat block 360 degrees, as Geralt, not here). And shield you can knock an opponent off his feet (button E), allowing yourself to breathe a little. Therefore, you usually fight with a shield looks like a series of normal attacks with weapons and in the end knocks the enemy down, stand, restore stamina and continue the fight.
Talk about endurance.
In the beginning of the game it is very small and just enough for three hits and remains a bit on the roll (or the final combo strike). Be sure to push your endurance a teacher of survival (the scrollable list of available teacher skills in the bottom) - fighting will be much more comfortable.
In battle, always follow the scale of endurance, try to always leave a little bit to Dodge - it is better to not complete a combo than to die. Do not abuse the unit, because as you hold the block button, your stamina recovers very slowly, in the end you simply wouldn't be able to attack; until you hold the unit, the enemy will hit you and knock those crumbs of stamina that you have restored. So from time to time you need risk, opening for a few seconds to fully recover. It is very careful to monitor the enemy.
This time with the restoration of stamina may differ depending on the situation. If you are fighting one enemy, it may be easier to include target acquisition, so you can always stand to face him, even if you release the block button. In combat with multiple enemies it is better to disable the target and escape back from enemies in an arc (for an arc, because the monsters can jump on you in dogonku, but the cone attack at the same time narrow and they'll probably miss if you run away with the turn, not straight). Also disabled the grip allows you hold block to defend against attacks from adjacent enemies (always keep them in sight and turn the shield in their direction, if the expected impact; don't forget that the block protects you only from the front).
The target lock is turned on and off with the button X. Also there is switching goals: Z - target lock-left, C - right takeover target. You can disable automatic target lock-on in combat, this is done in the difficulty settings of the game (available when running the game in main menu they are not).
Now about the combos. Lower left is a scale, which is filled after each stroke. On easy difficulty levels it fills pretty easy, just need to press the attack button to stop the animation of the current strike. On high difficulty to hit at the right time is more complicated, but all comes with experience. Upon reaching a certain level of scale combos the character is able to carry out a special attack (the Q button). Type of impact depends on the equipped weapons: a launching tube or three hits on an enemy in the head, axe - leap, shield - sweeping strike with his shield, knocking the enemy down (although the usual bash the button E more efficient and faster).
Now what even the shield won't save you.
Many monsters (for example, foulbrood or megacryst) often use a strong shock - typically from a run - they penetrate even the shield block in good armor. You can use Dodge to the side or just step to the side, holding the unit just in case (the run-up monsters have a small blast radius, so most likely it just flies by next to the character).
Trolls and other giants are hitting almost always very painful, and their attacks you need to Dodge. Sometimes even twice in a row; for example, a Troll has an attack with a very wide radius of destruction, he makes it swing left or right paw back, if you only do one cartwheel to the side, then he is likely still hurt.
Enemies-humanoids can counterattack; as soon as they pull this trick, you need to have time to react quickly and bounce, otherwise it will hurt. Unit supply fail, because the character is under the effect of otchityvanie. To oborote not to lose the distance suggest in the settings to assign a key to rebound (I use Alt) Then when you press the key the character just otskochet a step back, dodging the blow and be ready to attack in response. To tumble plus much more convenient using the key combination Alt+WASD than by double-tap WASD.
In addition to the counter otchityvanie also occurs when the opponent performs a combo, and in the final of this combo from JAX over capacity (each absorbed unit of the strike consumes stamina). In the end, JAX will take the shield away and would be completely open to attack adjacent foes. To avoid this sometimes is quite difficult. Need time to understand that this series of attacks is clearly not going to end well and be able to counterattack. Not interfere with the pump power parry (reduces otchityvanie) the teacher of martial arts. Well, it is possible to tumble, if possible. In General, the main thing is not to give the enemy to do the combo.
The counterattack is performed in the presence of the shield (although the enemies with two-handed weapons can do that, too, but I durocem not tried yet). Need to catch the moment when the enemy starts swing arms, hold and shield block (RMB) press the LMB. The enemy attack will be interrupted and he'll be a little shocked by your agility. Unfortunately, against the monsters this technique does not work. In other matters, they also do not know how, so everything is fair.
Now let's talk a little about is not very clear the behavior of the character in battle. It often happens that when you turn off the target the character is looking in one direction, the enemy is somewhere on the side, and when you turn the camera towards the enemy, press the attack button, JAX beats the air in front of him. The fact that the game has no intellectual control system auto-target lock (Yes, in the Witcher 3 there is one). But is it enough just to practice a little and you get used to independently set the direction of the character. Or use the capture target, but in combat with multiple enemies it is not very convenient.
Also sometimes there are situations when the game somehow handles delays and Dodge blows. It so happens that seemingly pushed the rebound in time, but the character remained standing on the spot and got the soup. According to my personal observations, most often it is due to the fact that the enemy was beaten for quick strikes and blows of the enemies tend to interrupt the strikes (or blows JAXA interrupt enemy attacks).
Speaking of interrupting attacks. This is the main method of starting the attack. At some point in the game you need to quickly decide: will JAX to hit the enemy first, or the rat that's dramatically scratch his face? The outcome of this puzzle depends on whether you hold a combination of blows. If you don't have time to notice the swing of the enemy and began to attack, it may be faster and your putts will break your backswing, causing you damage. The same thing can make you. As soon as the blow was successfully applied, is relatively safe to hold the next, and then another. But don't forget about the ability of enemies to Dodge and counterattack. Sometimes they do it well, VERY unexpectedly. In General, enemy AI is guided by the same principles as the player. He will not wait, while you deal with his friend, like some Batman or Assassin, and it will not wait for you to hit him - it had almost randomly chooses the beginning of the attack, just like you. "Strike now or wait until he strikes?" - figuratively speaking exactly think Raptor when you're dancing around each other. "How many times did he hit this time: one or two?" - you think, planning the moment when you can seize the initiative and begin a series of strikes, because if it hits a second time, JAX probably won't even have time to wipe.
In General, the enemies have a certain pattern of behavior. They have their own special kicks and punches, but to predict exactly when and what will do the enemy, is almost impossible. This makes fighting in ELEX complex, and often the outcome of the battle may depend only on occasion.
A little distracted.
So, perhaps, the game sometimes erroneously equates the attempt of the player to Dodge to attempt to strike, in the end does not do that. Or maybe I just pressed Alt later. Given my initial bungling where I'm wincing in the suit in the game, it is likely that and then I just fail. but because of the speed of attacks, do not have time to understand, time I pressed the button, or is still there. Another is that it seems that the roll is done, and it seems that even at the time, but the damage still went through. Also a moot point. The fact that the roll does not make your character invincible, as is customary in many other games. Therefore, if in a zone of defeat of enemy strike, there will only be one heel of somersaulting JAXA, the hit will be counted in favor of the enemy.
Oh, and. Be sure to take the satellite. Fighting with multiple enemies is created with the expectation that the player is likely to be not one. This is indicated, for example, Honduras "I'll get this one" in the beginning of the battle, after which he usually takes care of one of the foes, allowing you to deal with others.
Oh and don't forget to experiment. If you cannot defeat someone, but it really bothers you, maybe it can be set on someone else. Including another monster. They also do not fight away.
Well, I think that's enough.
I hope someone will find in the writing something useful for yourself.
All good and patience.
PS: some examples of combat using the described techniques can be viewed here -
Eynart wrote:
The fact that the roll does not make your character invincible, as is customary in many other games.
Not true, I am constantly anticipating on mine and roll over avoid the explosion damage
Comes to mind the comparison - wise tests everything himself, intelligent, asks questions, and the fools continue to try to zaklikivaem mobs and in the end everyone is playing from ranged weapons.
From the heart good morning to you Pandas!
Eynart
all correctly written, I'd add - and all the endurance to spend in combat, the ideal - the final blow is a punch combo (even without pumping endurance with proper timing it's not difficult) and then off to jet-pack and reganosa in the air. A great alternative to not have to leave the reserve for dodging, you can go to 0. Because combo attack is always at least a few milliseconds scanlogic and that's enough to take off. Though of course, if pictures and combos for the 1st charge does not work, then Yes, leave for evasion, because no microstoma you can not manage to take off (very rarely, in my estimation 10% from 90, but still possible). About Troll again - take off, and easier to Dodge than 2 times to roll and strike from the top cause (if pumped)
P/S Looked the beginning of the video I would personally take off, maybe just I'm an old hand at this, but such battles would not missed strikes due to take off, because there is no dependence on rollback endurance. And what about the unpredictable attacks of mobs is almost always so, but a unique attack ( let's call it the one that breaks the block) is always followed by pre-animation preparation (for example the lizard and the like zastavlyaut legs and you can understand what will happen next double attack). In my opinion it is, because it is a place for randomness leaves and studying the habits of the enemies is beneficial. Too lazy to watch until the end, stop the video with the rogue - I don't know the author purely joking, or is it a tactic but it's Always better to complete a series of attacks, combo strike than not. Even without the pumping ability (2 levels), he hits harder. Level 1 has noticeably stronger, therefore, the skull enemies will be much faster than pecking them and save combo stripes.
Let make a video where they malesnica play against Chimera\Lycan\Moloch WITHOUT block strikes. Only vorotah\bounces and shifts positions.
Against clusters of enemies much more effective to use the Grenade launcher. Melee weapons do not have the opportunity to catch and to hit 3-4 enemies, and the grenade launcher on the contrary - designed for clusters of enemies and Jahan is not bad.
There are some on the 30th level, I noticed the problem of the game, or some weed. On ultra I NPS did not penetrate into miles at all. Although the armor itself is not present. Damage some rogues\thugs,\exiles about 7 times lower than the Troll gets his paw. But, in the melee, all sorts of NPCs die in 3-4 strike. On the ultra.
As the author of this topic did not specify a damage shield almost negligible. In the ultra shield will not generally cause a clear damage to any mobs or NPCs. What odnorukij that dobrucki much more profitable to play from the damage than trying to play from the unit as only ducroc allows you not to lose much in the offense when playing from the unit.
Agnolucci strikes such mobs like the Troll\Linear\Cartridge\Cyclops only by a series of 2-3 strong attacks, and good punches a powerful punch. Normal attacks in turn caused very little damage, and the shield is not able to inflict damage on large targets.
Enuard Aid
The character you give a shit.Everywhere skepticism and despondency.The game is not about one Moloch and Lycans - they are few.Video and article reveal the mechanics that ignore button casuals.
Alexander Veligurov
What's my character then?
NPC mobs themselves do not present any difficulties. They kitada, extremely slow and Steelcase. And much thinner various large purposes. I have problem to killing the Chimeras and Moloch, the rest in melee to kill it is now very easy (in the ultra 1B1), and much faster than ranged weapons.
In these examples I have not found a way to milesnick to kill Moloch\Chimera without using Block.
Enuard Aid
Enuard Aid wrote:
Melee weapons do not have the opportunity to catch and to hit 3-4 enemies
Really?
cheburashka996678
I've also thought that my hammer at least 45 degrees Oeset standing in front of a crowd of adversaries.
Enuard Aid
You need the handle to drive the game?You're a supporter of the Artmann and CheatEngine and in many of their posts are already lit up with baghouses and other abusemy as you can to explain that either?Here just open your eyes to hidden mechanics, and everything else for your ruchenkami and wit.
cheburashka996678
The problem is fixing the damage, may be the effect of visual lesion, but the damage to the enemy will not. At least in my version of the game, none of the melee weapons do no damage more than two goals in 1 shot, as if they were not located. There was a case where my halberd in a circular order strike hurt 4 enemies, but unfortunately, damage dealt to only one opponent, although all 4 shaken after the circular stroke.
Alexander Veligurov
What's the possibility of hacking the game bothers to learn?
For your information, only through hacking of the game find various features in games such as Dark Souls, Skyrim.
For example, the Peak of the Dragon in the DS-3 was officially only found after hacking the game, when people in the game files First found this very location, was able through the hacking game to get into it, and then according to the game files looking for a way honest to enter this location.
And Yes, many Players doing a speedrun of passage, originally are in the game that is on the probe.
To go far not necessary, where for example, in DS-3, make saves on NG +7 and above on СЛ1? Unless someone is really sweating over that СЛ1 pass 7 times DC-3, with a gradual increase in complexity? A maximum of 1 out of 10 among those. who plays СЛ1 on NG+7.
There is nothing criminal in the fact that to use hacking games, search for different features and techniques.
And hacking the game or does not affect the ability to play from the player himself.
I wondered: where is the methods of killing the Chimera\Moloch lesnikom? on the Ultra. Since these mobs is the most rigid due to its museta which involves a series of 2-3-4 quick strikes with a wild AOE, such that a rebound will not go away from a series of blows.
Enuard Aid
His game was not paying attention. But in the 2nd video (Elex Melee Guide Multiple Opponents), approximately in the 4th minute shows that the damage taking three NPCs.
And speaking of Moloch/chimeras/etc. My tactic: to go away from the 1st attack (butting), then keeping your distance (not too close to the mob) are doing a combo to interrupt attacks with special reception at the end. Or initially trying to interrupt bodanie. After a successful combo (shield strike) mob drops, pause to recover the stamina, and the new. If the combo is ruined, then take off the jetpack, because the stamina is 0 and the run off is not always time.
PS use of oderus+shield, playing of high.
cheburashka996678
how to understand the combo to interrupt attacks? What weapons beat? Lycan even one-handed sword interrupts, I have often been cases when starting with a strong sword attack, I get a 1-2 punch in the face. Or do you mainly use the shield as an attacking force?
That is: a Chimera misses, I'm at the end of her attack, perform a power blow. after spam a series of 4 beats normal attack spam completing a series of powerful blow. But the problem is that you have a 50% chance the Chimera gives 1, sometimes 2 shot during my series of bumps, it is not starlicide from normal attacks, and the power to beat with weapons, long swing, during the swing Lycan calmly manages to weigh 1-2 punches in the face.
They have a very fast attack, 1 second can give 2 hit, sometimes 3 hit for fifteen seconds.
PY Sy, the video that I did, damage was done to all three NPCs. But in the moment, it is worth noting that the 2 NPCs were in one point, almost in each other.
The situation. when opponents are located at a distance from each other, at least half a meter, in my case the damage was only 1, max 2 PS. And indeed, I have often blows through enemies without causing them damage)
Maybe because it turns out that the damage is not applied, although it is clearly evident that the enemy reeled from the blow and stood in a block (in my case)
By the way, in your passage you had cases when killing an enemy the next blows passed through the enemy without causing damage? For example, you beat one NPC, kill him, beside you another, you switch to another. and all the attacks on him do no damage and pass through it, IF you continue the series of blows that killed the previous PS.
it happens so?
Enuard Aid
Enuard Aid wrote:
how to understand the combo to interrupt attacks? What weapons beat? Lycan even one-handed sword interrupts, I have often been cases when starting with a strong sword attack, I get a 1-2 punch in the face. Or do you mainly use the shield as an attacking force?
Beat with an ax. 4 normal attacks, in completing a particular/a strong kick - kick a shield in my case. Attack of the mob interrupted the usual hits, but the beat need a minimum.
Enuard Aid wrote:
By the way, in your passage you had cases when killing an enemy the next blows passed through the enemy without causing damage? For example, you beat one NPC, kill him, beside you another, you switch to another. and all the attacks on him do no damage and pass through it, IF you continue the series of blows that killed the previous PS.
it happens so?
Yes. Happened.