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 -
cheburashka996678
I don't always Lycans scanlogic strong attack.
The attack is interrupted only when either MicroScan or bash.
In all other cases. if this does not occur - mob is free to point a paw at any time.
If you knock the mob endurance - it is located at the bash from each strike.
But:
1. Large mobs normal attacks Bashat only in case of lack of stamina
2. In the case of endurance. to bash can only power attack is the second strike (100% bash, if the mob is not in hyperbole), as well as the attack in the back\from the side.
But the Lycans were nimble, they almost always have time to turn around and let in his back. And forehead to bash conventional strikes them hard. One option - to beat the endurance of the Lycans, and then have to keep in stanlake conventional strikes. But the mobs fast enough out of stunlock series.