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Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

The Lone Badger posted:

I'm trying to learn to parry. How do I tell whether I pressed the button too soon or too late?
If you get hit, you didn't do it right.

But really, there are various types of parrying and they all have very different windows of opportunity, so this is not something that has an easy answer. The claw-type parry works a lot like Dark Souls parries do, while the blade-type parry expects you to sort of lean into it a second early and have the animations intercept each other. It's something you just have to practice until you get a feel for it. I'm not good at it myself, personally.

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The Lone Badger
Sep 24, 2007



Cardiovorax posted:

If you get hit, you didn't do it right.

I got that bit, but when I get hit I don't know whether I should be hitting the button earlier or later in order to succeed. Does the failure look different either way?

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

The Lone Badger posted:

I got that bit, but when I get hit I don't know whether I should be hitting the button earlier or later in order to succeed. Does the failure look different either way?
No, not really. If you trigger it late, you'll just get staggered out of the animation. If you hit the button early, it will go through the parry animation without interrupting you and then fail. Something you can do is look at the animation outside of fights to a get a feel for how much time you have. It's fairly easy to tell intuitively where the animation starts and stops. The claw swing looks pretty much exactly like the shield parry in Dark Souls, for example, same arc and everything. Others need a bit of prep time before they can go off. For best results you should time it such that you start the parry slightly early, so that you intercept the attack with the middle to last third of the animation or so. It gives you a bit of wiggle room for when you hit the trigger slightly late.

Also, there is a training room in which you can practice. It has a single enemy who hits you repeatedly with a single slow attack, so you can concentrate on getting the timing right. You can just teleport into it, I think.

Cardiovorax fucked around with this message at 12:42 on Jul 1, 2020

Ulio
Feb 17, 2011



Cardiovorax posted:

If you get hit, you didn't do it right.

But really, there are various types of parrying and they all have very different windows of opportunity, so this is not something that has an easy answer. The claw-type parry works a lot like Dark Souls parries do, while the blade-type parry expects you to sort of lean into it a second early and have the animations intercept each other. It's something you just have to practice until you get a feel for it. I'm not good at it myself, personally.

Ya I feel like the Claw is the only weapon with fast enough parry animation to be worth it. I didn't really try parrying in my playthrough since I was playing with a more dodging playstyle and blood codes that favor that.
Also parrying feels harder in Code Vein because the animations are not as telegraphed as Dark Souls nor are the enemies that slow.

I just got the game again on Steam, probably gonna redo a playthrough with some ranged build. Didn't bother with the dlcs since they just seem like the depths 2.0 with just a new boss.

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

Dodging is something Code Vein rewards very well, since the fastest dodge is basically the Quickening mist dodge from Bloodborne, so that's definitely a valid approach. You can get away with never parrying much more easily than with never dodging.

Ulio
Feb 17, 2011



Cardiovorax posted:

Dodging is something Code Vein rewards very well, since the fastest dodge is basically the Quickening mist dodge from Bloodborne, so that's definitely a valid approach. You can get away with never parrying much more easily than with never dodging.

Ya that's why I just felt dodging is better for the focus recovery and the animation being same to BB made easy to adapt to.

The Lone Badger
Sep 24, 2007



I'm lugging a zweihander around atm so dodging doesn't work great.

Claw seems like the best veil to me because the charged drain has a lot of forward dash to it. Any of the other veils don't have enough reach to be usable.

cheetah7071
Oct 20, 2010

GOOSE GAMER



College Slice

I used a zweihander and spent all my time with the lightest armor I could get and the code with the highest carry capacity so I could fast roll

The Lone Badger
Sep 24, 2007



Is it possible to get fastroll? With Atlas and this 'festive ogre' veil the lady was selling I can get midroll.

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

The Lone Badger posted:

I'm lugging a zweihander around atm so dodging doesn't work great.

Claw seems like the best veil to me because the charged drain has a lot of forward dash to it. Any of the other veils don't have enough reach to be usable.
Combo drain and backstab drain are really fast and often much easier to use than charged drain. A combo drain is +1 ichor and can reliably be used on every enemy at least once. You just have to build it into the flow of your combat.

BisbyWorl
Jan 12, 2019

GET YOUR HANDS OFF MY PENIS



Cardiovorax posted:

Combo drain and backstab drain are really fast and often much easier to use than charged drain. A combo drain is +1 ichor and can reliably be used on every enemy at least once. You just have to build it into the flow of your combat.

The one exception is an Ivy veil.

Once you get one of those you can open pretty much every fight with a charged drain snipe from outside an enemy's aggro range, giving you a good burst of damage and +2 ichor with zero risk.

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

Yeah, that's the one exception, if only because the ranged charge snipe is the big appeal of Ivy veils anyway. The rest of the time, just hitting everything you fight with a combo drain or two is going to leave you with such a surplus of ichor it's ridiculous.

Cardiovorax fucked around with this message at 07:03 on Jul 2, 2020

The Lone Badger
Sep 24, 2007



The most useless one I've found makes spikes shoot up in a small area around me. Like how am I even supposed to use that without getting staggered out of the charge animation?

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

I've seen a video of guy using that to crazy effectiveness on strong enemies with easily memorized attack patterns. The thing about the spike parry is that it has a bit wind-up, but also a much bigger window than the claw swipe. It lasts for quite a while, during which you're ready to parry whatever hits you.

e: oh, I thought you were talking about a different one.

Cardiovorax fucked around with this message at 07:10 on Jul 2, 2020

BisbyWorl
Jan 12, 2019

GET YOUR HANDS OFF MY PENIS



The Lone Badger posted:

The most useless one I've found makes spikes shoot up in a small area around me. Like how am I even supposed to use that without getting staggered out of the charge animation?

Holding the charge button lets you move the target area around.

Stickman
Feb 1, 2004

much, much larger than your hat, but not as large as the moon
-DNA


The Lone Badger posted:

I'm lugging a zweihander around atm so dodging doesn't work great.

Claw seems like the best veil to me because the charged drain has a lot of forward dash to it. Any of the other veils don't have enough reach to be usable.

I made this weight threshold chart a while back because I got annoyed by CV's weird-rear end weight system. A Zweihander with Alleviation has weight 69.7 and an Alleviated Ivory Grace is 9.6, so there aren't any blood codes that'll dash without extra help. The Ranger and Queen's Throat can pull it off with Revenant Ambition, but it's much easier just to get to medium roll and use Haste or Final Journey.

cheetah7071
Oct 20, 2010

GOOSE GAMER



College Slice

Must have been a midroll because I definitely didn't use an alleviated zwei. In fact I think I did the mod that made it heavier and was still just barely able to midroll. I uninstalled the game a while back so I can't check.

The Lone Badger
Sep 24, 2007



Dagnabbit I remembered fortification zweihander as 100 but it's 100.05, making it fractionally to heavy for the alleviated festive claw I just built.

The Lone Badger
Sep 24, 2007



There is a MASSIVE difficulty difference between normal play and bosses in this. They're not so more tougher as they are 5x faster than regular enemies.

Fojar38
Sep 1, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->


Go Shiina's ability to single handedly carry a narrative remains impressive

The Lone Badger
Sep 24, 2007



Yeah, I just can't get past the water boss.

Cardiovorax
Jun 5, 2011
I got chased out of the Monster Hunter thread for garbage posting, now I shit up other Games threads with useless low-effort uninformed aggro noise. I somehow think "VN nerds" are beneath me and I belong on your ignore list.

The water boss is a particular rear end and it becomes much easier if you go with one of the followers you can select. The game is basically balanced around going alone for free play and going partnered for bosses. Some of them are stupid hard.

NGDBSS
Dec 30, 2009








Steam currently has a half-off sale on Code Vein, including the DLC. It wasn't worth $25 but maaaybe it'll be worth $12? I mean I have 200+ hours in this game so why not.

Promethium
Dec 31, 2009


Dinosaur Gum

I found the second (ice) and third (lightning) DLC bosses rather annoying to fight.

The Frozen Empress has orbiting crystals that buff the boss and give it special abilities. You can hit the crystals to remove the buffs, except it's impossible to lock onto them and they rotate very quickly, which made fighting it with slower weapons and trying to connect with the crystals a massive exercise in frustration. The Lord of Thunder has a huge winged model that fills up the screen when you're close to it, making it hard to read what's happening most of the time. It also has possibly the fastest moveset in the game with some weird hitboxes. My guess is that you are supposed to fight it with a magic build because doing it with melee was really disorienting.

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FutureCop
Jun 7, 2011


Just picked this up recently from a GMG sale. Game overall so far is pretty neat: positives are definitely the versatility of builds, with it being eye-opening to switch between builds to handle a challenge better whereas other games would have you stuck throwing your rock against their paper (similar to choosing a counter hero in something like Overwatch). Another eye-opening factor was going solo: I wanted to stick with partners since it seemed like the intended way to play what with it being the default and all the chatter they generate, but once I got to the Trenches I went solo for a change and I'm never going back. It was like night and day: when I was playing with a partner I was slouched back and drooling in my chair, while when I was solo I was upright and sweating. I'm glad I got to face the Butterfly a second time in the depths, but solo: fighting her the first time with a partner was a cakewalk, while facing her solo was a heck of a challenge.

Bad parts about the game have been said before: really lackluster level design which might even fool you into thinking they were randomly generated instead of hand-crafted, they're that boring. Game also just a little bit less polish than a real Dark Souls: just general annoyances like I've had so many attacks of mine whiff for no apparent reason (looks like it happens with bayonets more than others) and enemy/boss telegraphs can range from being good to being really badly animated in a way that you can't naturally anticipate and react to moves, but just have to memorize. All of the bosses I've faced have kinda had the same sort of general attack pattern (spins, homing projectile, charge, etc) to them and each of them have had some sort of incredibly badly-animated and annoying move among their good moves (Despot had a zero-frame startup double-hit combo with the axe hilt, Butterfly in general has really bad combo telegraphs where the anticipation animation is just standing stock still, Executioner has a insta-kill slide move, deceptive hitboxes and zero anticipation combo spin moves, etc).

Attack animations and hitboxes in general for enemies are just so critical for a game like this to work: to get that proper "tough, but fair" feel. Tons of bosses in Dark Souls and Bloodborne can, at least within reason, be beaten on the first try with good observation, reactions and timing: they just feel very intuitive and fun. To me, bosses in Bloodborne and Dark Souls feel like dancing: it's a wonderful feeling and sometimes I'd even want to lose intentionally so I could fight them again. I can't say the same for Code Vein though: feels like a lot of the animations just aren't as good and the hitboxes so deceptive that you're just gonna have to take a lot of L's to memorize a boss, and the move patterns so similar between them that none of them particularly stand out yet (but I haven't beaten the game yet, so we'll see as I go).

FutureCop fucked around with this message at 15:24 on Sep 25, 2020

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