It looked like the game would be running really well on low-end hardware though, the game ran pretty fine until my laptop overheated and started throttling perf.
For Honor: Swordsmanship "Shooter" - Page 3
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ZenithM
France15952 Posts
It looked like the game would be running really well on low-end hardware though, the game ran pretty fine until my laptop overheated and started throttling perf. | ||
Gorsameth
Netherlands21509 Posts
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DannyJ
United States5110 Posts
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Yoav
United States1874 Posts
On February 12 2017 07:33 DannyJ wrote: I really don't like the boosts in this game. Just makes 4v4 elim involve a lot of running and playing... dishonorably. Elimination is my least favorite mode. Currently, I'm enjoying 2v2 best, and playing 1v1 when I want an extra challenge or Dominion when I want to just goof around. | ||
ZenithM
France15952 Posts
Why not some Capture the Flag? | ||
Yoav
United States1874 Posts
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Plansix
United States60190 Posts
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Yoav
United States1874 Posts
On February 12 2017 09:49 Plansix wrote: It seems like there are a lot more modes in the full game. And more classes I think. The classes are pretty neat too. The shield classes fill me need to be a total asshole and knock people on their ass. There are 3 other classes not in Beta that are in game at release: Shugoki (sumo wrestler with a club), Valkyrie (spear and shield Viking) and Lawbringer (full metal plate poleaxe Knight). More classes are to be released periodically after launch. Edit: so far we know there's a ninja and a roman-looking dude. Oh, and this seems like a good moment to give a PSA: You don't need to recruit a hero to play it. Recruitment is just to unlock customization. | ||
phyvo
United States5635 Posts
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Yoav
United States1874 Posts
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LaNague
Germany9118 Posts
the peer to peer gameplay where you can lag without it being your fault and the for a fighting game shallow combat. | ||
semantics
10040 Posts
Personally I don't think this game can hold my attention because lack of builds. The combat is too shallow to be proper fighting game on it's own, plus limited character pool. So then it comes down to builds and I just don't see it so far although it does seem like ubi is really trying to push a community onto the game building it up which seems like a good long term marketing approach similar to how capcom is to the FGC. I just don't see enough game atm and the online connections can be spooty Plus I fear bots, the data is telegraphed i'm sure it wont take long to make simple auto reposte scripts, or perma block scripts. I do think the game works to a degree, time certainly goes by without me noticing but I just question if it can hold my attention in a way outside of a month or two. Just adding more characters every few months also wont do it for me. | ||
Pwere
Canada1556 Posts
The fact is, we don't know how deep the game goes yet because nobody's even there. And once people are there, what's to say the devs won't step in to fix the defensive stalemate (which seems to be the main problem that might arise). Concerns about bots is pretty valid, however, and policing an entire community might not be on Ubisoft's radar. I don't think the game will feature a replay option with inputs either, which is huge for spotting bots in other fighting games. But they seem to have really good programmers on this game, so let's hope for the best. | ||
semantics
10040 Posts
On February 12 2017 13:54 Pwere wrote: I see a lot of mentions of the shallow combat, and when you look at streamers, almost none of them are even scratching the surface. The vast majority of players online have no defense and mainly mash their 2-3 best moves. The fact is, we don't know how deep the game goes yet because nobody's even there. And once people are there, what's to say the devs won't step in to fix the defensive stalemate (which seems to be the main problem that might arise). Concerns about bots is pretty valid, however, and policing an entire community might not be on Ubisoft's radar. I don't think the game will feature a replay option with inputs either, which is huge for spotting bots in other fighting games. But they seem to have really good programmers on this game, so let's hope for the best. Combat is shallow compared to actual fighting games the characters just don't have the same level of depth. Is the combat deeper then dynasty warriors, absolutely but it's not tekken by any stretch. It's deeper then dark souls? Sorta, dark souls combat had builds which gave them more depth because character stats were all influenced and magic and weapons gave more meaning to limited move pool. Not that Dark souls was terribly balanced, although 2's focus on balance got there pretty well but who actually likes 2's core game. Dark souls pvp is hardly enough to build a whole game around though that's a super niche area, FGC is pretty niche to begin with in terms of game genres. That's why i wonder if builds and feats will be opened up a bit more outside of just making my character shiny and being able to use feats every once and awhile. | ||
Foxxan
Sweden3427 Posts
Perhaps adding some more moves wont cut it either, perhaps there needs to be more finesse while someone combos for example... Big potential for sure atleast. Sad that the combat cant nail it because otherwise the game looks really good, exactly my cup of tea of a game. | ||
semantics
10040 Posts
Personally i feel like making maps just for 1v1 that have things like height and environmental dangers(no instant death but like the geysers(although nerved dmg) and other elements like that more objects in center of the arena could work. Then opening up equipped weapons to character stats change a bit, although i feel like that will happen in the game anyways for 1v1 duels / 2v2 brawls. Lastly reworking feats to always be available and specializing a set of feats balanced for 1v1 or 2v2 combat that are always unlocked at the stat. I think that would do it for me outside of doing something drastic which is more imaginative than what i'm thinking. Other wise it feels like the character personalization in the beta is limited to the messy 4v4 modes which are cluster fs to begin with. Obviously the feats can't be let into 1v1 or 2v2 setting as is, although revenge is let in for some reason. | ||
DannyJ
United States5110 Posts
Teching guard breaks in general seem really strange to me. Either the timing is outrageously specific or it's just purely random because of the network, I can't tell. In terms of being shallow I'm sure it is compared to legitimate fighting games. I don't think Ubisoft really intended to have a game where people can pick apart frame data or have specific option selects and shit. It's still definitely deeper than many other games like it though, and certainly allows for some fun mind games. | ||
Foxxan
Sweden3427 Posts
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TaShadan
Germany1965 Posts
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Deleted User 26513
2376 Posts
It looks good, the combat is decent, lacks depth and the bad latency doesn't help. The game itself is repetitive - just like any other multiplayer game... Overal a decent game, but the p2p connection is what is killing it for me. Ubisoft never fails to disappoint. | ||
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