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#1
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Greetings, berserkers. I discovered the wonderful strategy of melee locking and how it could be used to even solo patty when the party dies. Problem is, this doesn't seem to be very reliable inside multiplayer. In solo mode, Hell on Earth difficulty with faked players, I can kill him easily enough without taking any damage at all. Now, what happens when I go into multiplayer HARD mode? He hits me. Often. The speed at which he travels in Hard is about 15% slower than Hell on Earth, so ... what the hell.
If I'm doing nothing else but back-peddling as he's charging me, it should be damn well impossible for him to hit me (frankly, if I'm moving away from him at all), because in HoE solo, when I'm, again, doing nothing but back-peddling waiting to dodge his charge, he never touches me. Although I have no footage uploaded to show, I've reviewed several instances of my games in solo, and my games in multiplayer when this happens. In multiplayer, when I'm hit, the distance between me and him is FAR greater than in some occurrences in solo HoE where I can dodge his strike. A crude illustration of what I mean: X: Patty ---: Distance >: Me MULTIPLAYER (DIFFICULTY: HARD) X ---- > (HIT) SOLO (DIFFICULTY: HELL ON EARTH, FAKED PLAYERS: 6) X -- > (DODGE) Melee locking in multiplayer, for some reason, seems to work about 40% of the time while the rest of my team wails on him until dead. However, like mentioned above, I have absolutely no issues taking him out in solo HoE without taking any damage. So what the hell is going on? Does the patriarch have increased range and/or speed in multiplayer? Is the increased latency somehow GIVING patty more range somehow? Perhaps some bug I'm not aware of? |
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#2
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I'd say you simply backpedal too soon cause he walks slower and doesn't have the time to get to you :v
Tried in multiplayer HoE ?
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#3
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It is indeed harder in multiplay to melee lock the partiarch, but not on grounds of that multiplayer difficulty differs from solo difficulty.
This happens because of latency issues and sometimes the animations won't be played client-side for some reason (patty stands still and you have no idea what's going to happen next and you get hit without seeing any attack) or they are not played correctly (thus patriach sometimes insta-switches and shoots). |
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#4
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the problem is your a solo artist scumbag. please use teamwork to take down the patty. not being a zerker and trying to take him down yourself. what you do in single player i dont care for. but trying that **** in multi pisses me off to no end.
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#5
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and yes melee locking him is much tougher in online games |
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#6
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M99 FOR PATTY PLz I NED TEH ACHEVMENT !! PLZPLZPSLPZLSPLZ!!!1!!18
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#7
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My steam name is: _Qu[AA]rK_ so you should be able to find me. |
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#8
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#9
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M99 needs alot of balance. same for any class with a speed bonus. the only real advantage a specemine has on almost any class cept zerker and medic, is the fact the can catch up with you. take this away, you get solo artist scum on hell on earth and suicidal difficulty.
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#10
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Firstly, the "solo artist scum" you refer to are of course those berserkers who abandon their team entirely to run off and do their own thing (not to be mistaken with berserkers who kite clots, bloats, and scrakes out in the open to relieve pressure on the rest of the team). Secondly, you don't know me, and have never played with me, so get off your goddamned high horse and control your hormones. |
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#11
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#12
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#13
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#14
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Anyway splitting the team might also be an advantage due to fewer zeds attacking the teams then. BTT: The melee lock can be done with every perk class afaik. But with zerker/medic you are more likely to survive mistakes and it's easier. @Ironfungus, I can give you some advice. Don't hide you have to face the patriarch then it's more likely to get in the drill. When the patty runs towards you while being cloaked just also run towards him and start the drill. When he's uncloaked it's harder as he might move while attacking, so try to dodge away and initialize your drill afterwards. |
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#15
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Ironfungus made a good point. Whenever i play as a zerk, I keep to one side of the team, and keep things from getting past me, and thus harming the team. On lower difficlties, I stay nearby, and help take out bigs things that I see approach the team. Also, if a small critter is digging at a teammate, I take it out. The only time Ill stray away from the team, is to pick off a few zeds that could be a threat if not dealt with early enough. Also, whenever I play on a team that just doesnt want to help each other (like heal others befre healing self, not working together, not helping players when in need, etc.) I tend to solo as a zerk since I can keep myself safe for the most part. In fact, I get a kick out of seeing players who dont help, die and then leave the game. It just shows how impatient and rude they were when playing. But besides that, I always stick close, but not too close, to the team as a zerk.
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#16
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Whenever I attempt to melee lock I usually take a test hit from the Patriarch to get the feel for my timing. It really is all about the latency/ping differences amongst servers, for me anyway. However, after the test hit, I usually will be able to lock him in place.
Although, my failure rate is guaranteed for pings above 100; I just can't do it in that situation. |
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#17
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I find that the problem with taking a hit from him can be that he slaps you far enough away to start chaingunning or piping you which can be very bad news if you're not near cover.
I swear the Patriarch has a lag switch attack whenever I play Berserker, as soon as it gets to wave 11 my ping miraculously rises to 150+ and I end up swinging like a lumberjack before finding out he's teleported halfway down the map. |
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#18
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But you can cancel the ranged attack with a melee strike :P
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#19
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https://www.youtube.com/watch?v=0JyY...o&feature=plcp
THIS. is how you do it. o wait. that's single player.. nvm.
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