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Eternal Crusade (PC)


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As Lord Valrak has been posting his updates in News and Rumours keeping us in the loop about how things are progressing, we need an actual topic about actually playing the game with tactics and what not.

Let's go nuts!

Having literally just gotten the game today, have played a couple of matches so far, I'm not as advanced in gear at all so only have basic kit.

Still the heavy bolter is fun and getting bonus XP for supression is handy

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I think the only suitable answer for shieldmarines is trying to lob a grenade behind them on rank 1 level, and the other half is running away

On a separate note, vindicators are fun

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Got it yesterday myself...cannot for the life of me figure out melee. Damn loyalists and their boarding shields...

 

As a shooter, EC is fairly intuitive (point and click). However, EC features a fairly unique close combat system that can be confusing and frustrating to new players. Since most fights over a point end up in close quarters, it is important to know the basics of the system in order to effectively take and control points, Eternal Crusade features a close quarters combat system that resembles many fighting games, with a number of additional and different features. There are a set of essential moves that, in combination, can create deadly combos that result in defeat of the enemy.
 
The quick attack (QA) is the basic attack (right-click). It is relatively short range and deals normal damage. Normally, two or three of these will kill an opponent.
 
The dash attack (DA) is the quick attack while running (shift). It deals normal damage but adds a lunge and some stagger.
 
The heavy attack (HA) is a charged attack (hold right-click). It almost always instant kills, has a lunge, and will stagger the opponent. It can be released before being fully charged for less damage and stagger. Normally, one of these will kill an opponent.
 
The defensive bash (DB) is a counter attack (left and right-click). When activated, it absorbs quick attacks and staggers the opponent. Heavy attacks and attacks from behind will still deal full damage and break through the defensive bash.
 
When two attacks of the same type collide, a “clang” occurs, dealing durability damage to each player’s weapon. Depending on the respective “force” of a weapon, the durability damage is increased. As such, a higher force value weapon is more likely to break a lower force value weapon, once a weapon breaks its user is stunned and unable to attack for a couple of seconds. However, in order to compensate for this advantage, high force weapons take longer to perform quick attacks and charge heavy attacks.
 
The order of force from greatest to least is as follows: Power Fist > Power Maul > Power Axe > Power Sword > Combat Knife
 
**It should be noted that the information that follows is for the most part only relevant for characters with dedicated melee weapons, you should not be actively engaging in melee combat as any class with a ranged weapon and no dedicated melee weapon.
 
Beyond all this players may dodge by rolling or jumping (space bar). These actions cost stamina and may be performed from two times as all classes without a jump pack and three with a jump pack, after these rolls/jumps are used it takes about four or five seconds to regenerate your stamina/fuel back up to levels where you can dodge/jump again. Dodging and jumping are mainly used in order to evade hits that will deal heavy damage or otherwise incapacitate your ability to fight effectively.
 
The result of all of the above is that, depending on your class and loadout, there will be specific combos that will or will not typically work against certain other classes and loadouts. Recognizing your enemy’s class and loadout is an important part of achieving victory in close combat.
 
A power fist, power axe, or power maul, for example, can probably use a series of quick attacks to win any direct confrontation. In order to defeat a heavy, evasion or blocking is necessary to get a heavy attack ready to strike between the slower quick attacks. Clanging several times will surely result in your defeat.
 
A power sword, chain sword, or dagger are likely to use heavy attacks to take advantage of their speed. They take less time to charge than the heavier counterparts, almost surely one-shot you when they connect. In order to defeat an incoming heavy attack, interrupt the heavy attack with your quick attacks or dodge.
 
Jump assaults further complicate the variety of attacks that may take place with a “dive attack.” Depending on their altitude, a dive attack will either be a dash attack with extra range or a smash attack dealing splash in the area the jump assault lands. Be aware of the jump assault indicator to avoid getting surprised.
 
However, a savvy combatant knows that each combination of attacks has a weakness and needs to be prepared to anticipate and recover from combos that do not go as planned. All moves have animations and sounds that telegraph what your opponent is doing. Keep an eye out for these signs and react accordingly.
 
The general reaction to each anticipated move is as follows:
 
Incoming quick attack? If you have the heavier weapon, quick attack. If not, defensive bash.
 
Incoming heavy attack? If you have a faster weapon, quick attack. If not, dodge.
 
Incoming dash attack? If you have the time, charge a heavy attack to break through. If not, dodge.
 
Incoming defensive bash? Use a heavy attack or, if their weapon is worse than yours (e.g, power maul > power sword) you can also just defensive bash them back as they will be unable to break through your bash, finally you can also back away from the enemy and start shooting.
 
Incoming dive attack? If you can tell that they are going to smash, dodge and charge a heavy attack. Otherwise, dodge and prepare a defensive bash to interrupt a quick attack spam.
 
Enemy dodging or jumping? Lock on to make sure they don’t get behind you and defensive bash.
 
Enemy shooting? Use a dash attack to close the distance, or shoot back.
 
Practice will make these reactions automatic, but being aware of your surroundings is equally important. Sometimes disengaging is the right course of action (incoming enemies, etc.), but turning your back to the enemy allows them to gun you down as you retreat. Throw grenades between you and your enemy as cover to disengage.
Edited by LordValrak
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What levels do some of the better bits of kit start unlocking?

The strongest melee weapon I have access too is an Axe, and the biggest gun is the heavy bolter (though that hasn't stopped me offing 2 predators mind)

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Apart from a few moments of lag before work had a decent game this morning although the side lost!

Very happy with the heavy bolter on the map where on side is behind the blast doors til the vindicators take them out. Much fun!

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  • 4 weeks later...
  • 2 weeks later...

Have to say, really enjoying Eternal crusade. Especially the feeling of the weapons, bolter and heavy bolter. I have to echo helter however, shield marines are just hella annoying, and if it's a 1 on 1 you're most likely screwed. :/ (In my experience)

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Aeternas and charlo join me on steam: theblackcat0 (the ladies account)

 

http://i826.photobucket.com/albums/zz184/Lamenterkyle/Mobile%20Uploads/20160610_224828_zpswjugzxc7.jpg

 

Oh and the new autocannon is brutality in its purest form

Sent a Req. I really like the autocannon, but damn trying to pin eldar in place is tricky business. I can't really hear any difference between the widowmaker and normal bolter, wasn't sure if there was actually meant to be? Looks coolor though :D

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Whatever you do, don't use the Eternal Crusade forum. They don't have the same level of decorum as we do over here. Especially don't talk about the autocannon :p

I think the bolter is just meant to look nice, doesn't have any visible or audible affect from what I've observed.

Eldar are very killable if they bunch up and can't somersault out of the place, fire dragons I've seen wreck face, warlocks and scorpions seem reasonably handy amidst complaints they're not all that good. Havent seen the dark reaper yet but I've been ended by a couple

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Holy :censored: . Just had a look over at the forum for the autocannon...I don't think decorum can be used in the same sentence as them.

 

I've been having a hard time with lag recently, so haven't played as much as I would have liked to, so can't say if they're right about the AC or not. In my experience it feels powerful, and it should be. The fact that it barely can do anything to vehicles confuses me, but that might have just been my experience.

With Eldar I've just resorted to breaking out the HB and CB and emptying hundreds of shells into them at close range :P Seem to be experiencing much more lag in chaos vs eldar games than in chaos vs imperial ones though. :/ 

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Dude you need to mod harder. Some guy called me a Prig for expecting civility XD yeah I probably got a bit snarky, I'm not feeling well but jeez. Tough crowd tough crowd.

The Eldar look real nice in game, and I'm running the graphics on quite low.

The autocannon can do its work against vehicles when you buddy up, one sort of slowly plinks away, 2 of you, plus a couple of krak grenades and jobs a goodun.

Had some nice rhino kills today taking out a few occupants for that sweet sweet xp

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Ooo I come back from holiday to find new weapons and ELDAR? 

 

Egads, be still my beating heart. 

 

Edit: I still see Chaos reign supreme, how sad. Sorcerors really mess up game balance. Apparently Librarians are going to be rare elites only? What a b army decision. 

 

Add Pocktio on steam, I think some coordinated squad play with good composition would rock. http://steamcommunity.com/id/pocktio/home

Edited by The God-Potato of Mankind
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Ooo I come back from holiday to find new weapons and ELDAR? 

 

Egads, be still my beating heart. 

 

Edit: I still see Chaos reign supreme, how sad. Sorcerors really mess up game balance. Apparently Librarians are going to be rare elites only? What a b army decision. 

 

Add Pocktio on steam, I think some coordinated squad play with good composition would rock. http://steamcommunity.com/id/pocktio/home

 

Chaos in no way reign supreme. Last I played the Auto-cannon was just a little broken.

 

Sorcerer's are just the apothecary equivalent and they don't have as good healing, very balanced IMO.

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I use the autocannon, primarily because it's better than the heavy bolter and it's only scary up close. Even then eldar can dance round it like there's no tomorrow, been taken down by more than my fair share of warlocks and scorpions, and sheild bros can do their usual thing and ram their way up to it. Just don't be exposed.

Yes I did once make up my points mowing down 4 eldar on the trot with it but they were standing still and didn't want to move :p

I really enjoy the games at the minute, if you ignore the bickering and whinging a lot of folk have upped their game and matches seem to take the right amount of time unless you play vs a clan

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Aye the game is really taking shape.

 

I think it just needs to hopefully get the market appeal in then we could have a very fun and long-lived 40k shooter with plenty of updates.

 

Like how Terminators and Dreads are apparently the first content patch :)

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New patch all melta and autocannon have been nerfed -_- prooving if enough people cry loud enough they get what they want.

I'm so glad the b+c is my main forum.

Is my safe place.

Happy place.

 

In other patch news, hopefully bugs regarding RTS and eldar vehicles are fixed and the appearance tab has been removed.

So once my lovely computermabob has done its business we can get down to a game

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New patch all melta and autocannon have been nerfed :sleep.: prooving if enough people cry loud enough they get what they want.

I'm so glad the b+c is my main forum.

Is my safe place.

Happy place.

 

In other patch news, hopefully bugs regarding RTS and eldar vehicles are fixed and the appearance tab has been removed.

So once my lovely computermabob has done its business we can get down to a game

Give it a day before you see cries of 'Autocannon no damage! Pointless weapon! Needs buff!' ;)

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