A list of puns related to "Advanced Combat Optical Gunsight"
Hey everyone Nico here again, just wanted to talk about some advanced combat mechanics and mistakes people make that might not be as obvious, I do a lot of matches in house in my guild and also watch a lot of players play and see the same mistakes even as high as diamond rank players making some of these, so hopefully this will help a few of you out. Will cover mechanics such as ramp, cycling, saving, aggro spending, identifying threat's and noticing a winning board state.
Ramps:
Ramp is increasing the difference in mana between you and your opponent, this can be done by accelerating yourself or decelerating your opponent. Prioritizing Bernard and poseidon is really important, even though early it might seem like your losing over the course of the whole match you may even cast twice as many spells as them which will overall give you a huge advantage as the difference in mana increases.
There are also other ways to increase your ramp or create a difference in mana thats not as obvious, examples of this is using a 3 mana cost fireball spell to interrupt a 5 mana cost Tesa which nets you a 2 mana advantage, Little things like this add up and if you can keep track of it during a fight you can use big spells knowing they dont have enough mana to protect themselves with a woosa, think of it as counting cards but your counting mana instead lol.
Cycling:
Cycling is important and a strong thing that can save you during a game, cycling is the act of using a card with intent to get another card in your hand you much rather want in that moment. Having low cost cards is important at any given time i have 2 cards in my team that cost 2 mana at the start of the game to let me control my hand better. The reason you would want to do this is lets say they have a dot team but your opening hand doesnt have eleanore to cleanse it, i can cycle 2 cards for 4 mana total which will still buff me like megan and bernard which will generate mana faster and are cheap and let me get to a board state changing card that can save me the game. One card that is amazing at this is the 1 cost bird Konamiya who is super cheap and lets you get back a specific card you may want and gives you more control over your hand which then gives you more control over the game. The reason i mention cycling is because i see a lot of teams that average a mana cost of 4 mana which is way to high in my opinion and you then have to just deal with the RNG of what hand you are dealt.
Saving vs
... keep reading on reddit β‘I just basically want to turn more fights into strategic encounters rather than hoping and praying.
I dont know what's "for sure" in this game and what happens when lag gets mixed in.
For example, in overwatch genji has a defelct that deflects all projectiles in the game. I know that I should only use it against projectiles in that game, but right now I'm playing it as if I'm using reflect just to stop any and all damage just to survive.
I see all kinds of stuff like diving off walls and what have you, but even simple basics logic slips by me.
For example, if I'm getting comboed can I push counter at any time? Do I have to be not holding or pushing any other buttons? Why does my character counter if I hit lmb and then release and hit rmb shortly after?
I've tried countering plenty but it never really seems to work. I either don't do it or I do it but the focus hits me anyway.
I also don't know what focus attacks counter like tamulchs skill, I just found out that counters it.
But I would like a vast guide, as multiple people running up to you smashing buttons isn't a very good learning tool.
Not sure how to piggy back on that further, but I'm just curious - anthropologically or socially - it seems like this could definitely has some serious impacts in what you found or didn't find attractive, in men, or mates in general.
The reason I exempted beginners from answering is that I'm going to hedge my bets here and guess that the effects would not be nearly as pronounced until the person got to become substantially and undeniably more physically dangerous due to their skills.
Guns can be fun--ask any Hog driver, but the trouble I and I guess many have with the present "Deathdot/Pipper" gunsight is that it can be so finicky to use. Fine, granted, some people have learned to master it in all aspects of the engagement--they know how to turn, nudge the rudder, just to get that perfect alignment even at a maneuvering opponent on the verge of a PSM or pulling high Gs, and boom, "Mig-21 MGP OP, PA pls nerf." But for me, the symbology really only works reliably in a near tail-chase engagement against a slow or straight target. Everything else, it's hard to get the death dot on the Thing That Needs To Die Already^(TM), it's just far easier to just fire off a missile instead.
(Honestly, I have the same problem in every game that uses a pipper gunsight: USNF, HAWX, etc. Even the "shoot here" cue of War Thunder works better for me, but that's on the level of single-digit percentages of improvement. I wonder if the same is true for everyone.)
I wonder, though: how would you guys react if PA (either in a 7 patch or in a future game) adds an Enhanced Envelope Gunsight (EEGS) option? As noted in this Air University student paper, it allows for better gun usage in wider engagement scenarios than just straight-and-slow and tail-chase. And given my own experiences with such a gunsight in F22 Lightning 3, I actually find it more intuitive and natural to use even against maneuvering enemies (hence why an EEGS can be called an "all-aspect gunsight", compared to the pipper as a "Lead Computing Optical Sight"--source, that Air Uni paper).
I can appreciate some difficulties.
Whenever I play in the other modes, the players there are mostly noobs(compared to me) while in the Group Combat, there are much more advanced players and i dont stand a chance against them at all.. why is this so?
Hi there. I see a lot of people saying the Fremen needs a buff to stay competitive on a "Advanced minus Adv. Combat" game. Is that so, and what buff would you guys & girls recommend? Thanks!
Are you tired of wailing on the same armored guy over and over to little effect? This is how you can kill almost any enemy in one hit. Games will be organized into groups for techniques that work across the board with footnotes for each one with unique options
CLASSIC AC
Offense: Attack again as soon as your attack lands for a series of combo his. After enough successive hits, you'll be pulled into a finishing move. Failing one will reset the combo and force you to start over. Framerate is the most important thing to get the timing right. If you're having trouble, try turning down your settings for less laggy controls. There is no combo memory, so this only works for one target at a time. Grab and throw an enemy to ground them and kill them with your next attack. You have to be locked on, and in AC1 you have to use the hidden blade. Throwing them into scaffolding is always an instant kill. You can also slit an enemy's throat from a grab with the sword or dagger, but not in AC1. Switching to unarmed and throwing sand opens enemies to a kill, but not in AC1. Mercenaries, thieves, greedy civilians, and story allies make enemies all but oblivious, opening them to a backstab. If you absolutely must end a fight before it begins, smoke bombs basically delete enemies from the game
Defense: Use good counters. The hidden blade can counter almost every attack type, so despite being unable to fully block in many cases, it's actually the most reliable way to defend yourself. Switching to unarmed and disarming opens enemies to a kill, but not in AC1
AC1: During a kill, watch your enemies closely for the one that staggers or cowers. Unlock from combat, stab him with the hidden blade in low profile, and repeat. Leo will have a dedicated shock and awe guide coming soon. Certain counter types can be modified early on in their animation by adding an extra input. The only ones I know about are the kill override with armed, and the knockout kick with legs, which can be followed up with a hidden blade stab for a flashy finisher
AC2: Grabs can accessed here without unlocking from combat, so they're very powerful. Tapping block with the sword or dagger opens enemies to a stagger with the next hit, and a kill with the hit after that. Strange, but at least you only have to press one button at a time. Fear can propogate very quickly once enemies start to flee, so assassinate them as soon as you get the chance to scare more of them off. Rapid, efficient kills and minimal defendi
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