Esquilax
Arcane
- Joined
- Dec 7, 2010
- Messages
- 4,833
Light armor basically provides insufficient protection. The upsides are that you can hit hard, hit fast and move quickly. The downside is that you have to keep moving - The light armor isn't for tanking, even if you're building a barb and religiously pumping HPs. The bottom line is that light armour allows you to avoid getting hit while still making some difference in case you do get hit. Which means that if you do get hit regularly you're doing it wrong.
The skill comes from learning from your trial-and-error. Luck is only involved in surviving something dumb and (rarely) in Beth's superb code glitching or gracing you with killmove the moment the enemy *starts* to swing (even if you could easily avoid it). If there is no enemy killmove or glitched controls involved, then the problem is you. Even with enemy killmove involved the problem is usually still you because more often than not it means you got cocky and did something you wouldn't afford to if you were fighting an actual human.
With the fact that light armor, at the moment at least, is about as protective as tissue paper for my guy, should I make some investments in smithing? Would it make enough of a difference in my survivability at the moment to be able to take a hit or two that would otherwise kill me?
Then it means the arrow took its sweet time reaching you so you could have been somewhere else already.
Not really. Oftentimes the arrow will hit you and it's basically "boom, you're dead". Of course, you can reload right away, but it's still irritating to get killed by a shot that is very far away. I thought there were penalties to damage the further the arrow has to travel.
So AI not being (easily) predictable is now bad?
Please, don't put words in my mouth. What I was getting at is that I don't know what strategy will be conducive to success - basically, right now what I do is that I reload a shitload of times until I get it right. There's nothing that I do that makes me think that I'm going in with the right gameplan for a particular foe that I can consistently reproduce. If I need to go through dozens of reloads to get through a fight, it probably means that the one time I did get through, I managed to get lucky and survive despite using the wrong strategy.
For example, I somehow managed to get through the Silent Moons camp this way by drawing out Ron the Crow and while avoiding getting pincushioned by arrows. He started to chase me down as I fled towards Whiterun (I could easily outrun him in my light armor)
First thing first - keep moving. You are just a dude - even if strong, fast and resilient dude - with some fur or leather on. You can't afford to be stuck full of sharp sticks tipped with metal. You can't afford being repeatedly hacked and slashed.
When charging archers try not move in straight lines and try to exploit anything to break their line of fire - terrain, architecture, even their own allies.
Yep, I figured this out pretty quickly. Getting to the archer before they get to me is my only hope. The dodge perk from the Evasion tree helps a little because if you time it right, you can sidestep an arrow just before it hits you, then cut them down. But it's still not very reliable, because your timing has to be perfect.
Also, sprinting is your friend, especially in light armor. Sprinting into your typical archer or wizard with a heavily muscled guy (especially when wearing heavy armor, but if you're strong enogh light will work too) will knock them off balance and onto the ground. An enemy who's trying to get up is an enemy that isn't shooting you, switching to melee, blocking or running away to shoot you moments later.
Holy shit, you can bullrush an enemy to knock them down? I didn't even know this. I thought my only recourse was to either use dodge, and swing, or to charge and pray that my slow swing hits the enemy before they can get a shot off.
Second, practice in melee. Low level Draugr (but try to postpone BFB, maybe try doing companions) are ideal practice dummies, they are slow, meaning it's easy to learn how the melee works with them, and they are tanky meaning no fluke victories.
They are also dumb and reckless so you won't get to learn fighting blocking and bashing enemy from them, but you will learn basics - when to block, when to dodge and when to interrupt by bashing. If you can melee two draugr at once you're probably pretty good.
I went through the Companions quest to collect the fragments of Wuuthrad, overall it was very tough. I can definitely handle two draugr at once, because the end of that quest had at least twenty that I had to flank to protect Farkas (who is a fucking monster in combat) from getting downed. If he is hit enough to the point where he can no longer get up in that quest, then the draugr swarm you and you are fucked. That being said, even when I somehow survived that at like level 5 or 6, I still don't know how the fuck I survived.
Bandits are harder but more versatile practice targets. They are much faster, more proactive and more concentrated on their own survival. They will block and interrupt. Learn to not get flanked - even a tincan can get 1hk'd by an unblocked powerattack with as much as lousy iron hammer or battleaxe. Your own powerattacks are good for breaking through blocks, but the blocking party can interrupt them with bash. Use length of your weapon to your advantage. With 2h you can hit them before they can hit you, bashes also only work up close - a shield or pommel has limited reach.
Learn to sidestep - see a guy running at you swinging a mace or hammer for overhead strike? Don't block, even don't interrupt, move aside. Then turn around quickly and split their ass.
Get a follower, possibly one complementing your own tactics. For example a 1h+shield+plate tank will have good staying power and will also provide good flanking protection and allow pincering single attackers and exploiting openings (enemy strikes, your fellow blocks while you cut the attacker down).
Yep, I managed to figure this out thus far. If you're up against a two-hander, especially a draugr, sidestep or get the fuck out of the way and counter-attack. If you're up against a one-hander, keep him at the end of your reach like a fighter using a jab.
Lastly, pick your battles and improvise when in over your head. Sometimes it's a good idea to turn your tail and flee.
Sometimes you can use something that isn't really part of your skillset well enough in the context to turn the tides of battle.
I've done a lot of the first one, but not much of the second, which is why I'm thinking that my guy is in need of a little branching out. Given that I have the Warrior sign that allows me to learn archery quicker, it makes the most sense to go with that, I reckon.
This is really important, I always say this about Requiem. You have to be prepared, even if you specialize in two-handed, see if you can carry a shield and a one-handed, and some ranged weapon, to thin down the herd before getting up-close, at least early-game.Draq said:Sometimes you can use something that isn't really part of your skillset well enough in the context to turn the tides of battle.
This is probably the crux of my issue. I have a very specialized build and I've used two-handers pretty much exclusively. I think I have melee combat down, but I need to branch out and try things that my character might not be that good at if I want to be successful. I'll report back in a bit after I experiment with my strategy some more.
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