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For Honor: Swordsmanship "Shooter" - Page 3

Forum Index > General Games
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ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2017-02-11 20:21:15
February 11 2017 20:19 GMT
#41
I haven't fiddled that much with it, but I'm pretty sure I wouldn't have a steady 60 fps even with everything to min and a sub 1080p resolution. My laptop doesn't run like a new laptop + 960m anymore, I have to remove the dust :D.

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
Profile Joined April 2010
Netherlands22046 Posts
February 11 2017 21:10 GMT
#42
Not a clue what this NAT system is but man is it garbage. It starts of green and I can find games fine but after 1 or 2 it goes to red and can't connect to anything any more. Restarting the client makes it go back to green for a game, seems totally arbitrary.

It ignores such insignificant forces as time, entropy, and death
DannyJ
Profile Joined March 2010
United States5110 Posts
February 11 2017 22:33 GMT
#43
I really don't like the boosts in this game. Just makes 4v4 elim involve a lot of running and playing... dishonorably.
Yoav
Profile Joined March 2011
United States1874 Posts
February 11 2017 23:47 GMT
#44
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
Profile Joined February 2011
France15952 Posts
February 12 2017 00:20 GMT
#45
What do you think would be the best objective-based modes for this game?
Why not some Capture the Flag?
Yoav
Profile Joined March 2011
United States1874 Posts
February 12 2017 00:32 GMT
#46
There's a lot of discussion about an assault mode, the attackers moving through various points to capture a castle before they run out of time/tickets.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2017-02-12 00:50:13
February 12 2017 00:49 GMT
#47
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.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2017-02-12 01:56:54
February 12 2017 01:56 GMT
#48
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
Profile Blog Joined April 2009
United States5635 Posts
February 12 2017 02:18 GMT
#49
Man I really wanted to get in on this action, it looks really cool, but my lappy is so old I simply can't run directx 11. Watching streams has been really fun though, whether it's the people 1v1ing who actually know things or the happy nooblords in dominion.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Yoav
Profile Joined March 2011
United States1874 Posts
February 12 2017 02:30 GMT
#50
I had a really hilarious 2v2 where I died to bleed damage after killing a Nobushi. Our Conqueror and their Warlord were senselessly bashing back and forth on each others' shields... I'm pretty sure they didn't know guardbreak exists. And I didn't really want to tell them because they were super committed to just trading useless blows. Eventually one of them fell in the lake. -.-
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 12 2017 03:49 GMT
#51
i am not sure if this is worth it, i have two problems with this game.
the peer to peer gameplay where you can lag without it being your fault and the for a fighting game shallow combat.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2017-02-12 04:07:24
February 12 2017 04:05 GMT
#52
My problem with the game beta so far is you can't rebind controller, brings too much advantage to kb/mouse which you can move buttons to be more optimal. Personally i find throw/counter throw way too useful and hard to reach on reaction at X(left) but much easier moving it to the keyboard. I mostly just want to bind throw to left trigger then i'd be happy. I'd probably also move cancel to a(bottom) and roll to x. I'd probably also want to move those around depending on who i'm using given the importance of throws and cancels does depend on some of the characters.

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
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2017-02-12 04:56:54
February 12 2017 04:54 GMT
#53
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.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2017-02-12 05:08:55
February 12 2017 05:08 GMT
#54
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
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-12 05:23:38
February 12 2017 05:21 GMT
#55
I to feel the combat feels shallow overall. Its missing something, has nothing to do with how high the skill cap, its that the combat is missing things, such as to little moves for each character, maybe it feels to slow paced from time to time as well.
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
Profile Blog Joined November 2009
10040 Posts
February 12 2017 05:34 GMT
#56
Yeah combat just feel lacking,

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
Profile Joined March 2010
United States5110 Posts
Last Edited: 2017-02-12 08:03:34
February 12 2017 07:08 GMT
#57
I also wish you could rebind stuff on the controller. Having a skill that relies most on your reactions being on X is REALLY awkward.

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
Profile Joined October 2004
Sweden3427 Posts
February 12 2017 08:12 GMT
#58
Nope iam not comparing it to fighting games, i might look at fighting games but its very simple, look, I look at this game after having played it for 10h or so and feel that the gameplay is missing stuff, iam not even sure what you are saying really. Feels like you defend it for whatever reason which you shouldnt in the way you are doing it.
TaShadan
Profile Joined February 2010
Germany1978 Posts
February 12 2017 16:06 GMT
#59
I like the game. But i am not sure if its worth 40-60 bucks...
Total Annihilation Zero
Deleted User 26513
Profile Joined February 2007
2376 Posts
February 12 2017 16:50 GMT
#60
60 euro for multiplayer game with p2p conncection... I will skip that.
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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