You can just upload the demos to the MB2 site and attach I believe. I don't mind if you zip the demos either.
I use autorecord demos and just click my bind for 'save current demo/save last demo' after each round. That doesn't drain my FPS at all o.o
So far in 1.4, there are many unique playstyles available to people. In order to record a wider range of playstyles and skill-levels, I'm making this competition.
Send me your best and most interesting dueling demos. I will pick a few winner duels and make a video with these duels in the hope...
Just on a general note, there seems to be a lot of talk going around about 'Turtling' and how incredibly slow duels are, but yesterday I had some duels with people whom I outskilled alot. Nearly all of those duels ended very swiftly regardless of what style I was using, be it blue, red,yellow...
Yeah yellow is quite interesting in this patch. No more boring 4 hit combo zombie style play. One of the main things I tried to get through was a basic principle to include more 'act-react' cycles. So one 4 hit combo while the opponent PB's or counter-combos would the 1 cycle. In the new system...
I second what is being said about Cameratargetdamp. Something is wonky here. I noticed it first when playing in the beta but thought it was just the map's fault for messing with dynamic crosshair. After playing gunner on open I notice weird targetdamp clearly. Even with 1,1 values it moves...
1. Bring Back RDFA Jump :) It seems nobody likes the reload RDFA jump beside you stassin :p
2. Make red stagger slightly longer (but not as long as in closed beta).
3. Remove 2 ACC drain from bodyhits/yellow perk from Cyan/blue or find some other way to balance it vs styles like yellow. Blue...
Duels on day 1 of patch 1.4 open beta after finishing the awfully slow and long download in the evening. This video is pretty much just me dueling sek a bunch of times and him getting better and adjusting more and more to the system as I talk and explain stuff to him. He hadn't read the patch...
I'm not sure what you mean with funky halfswing animations? Spins were mostly removed, esp for halfswings in the air, so certain diagonals that would spin before now have a clean animation to them.
Red has a low BP multiplier and high attack damage. It has always been a stance relying on overpowering the opponent with powerful attacks right up until the unfortunate addition of the BP drain on PB perk, which made alot of players adopt a retarded turtling playstyle counter-intuitive to the...
After people have played 1.4 for a week, and if the devs then take it down so that you're no longer able to play 1.4 for some reason, then I predict a drastic decrease in the number of active users until 1.4 is once again playable.
Once you go 1.4, you never go back.
Try holding the slap button and watch with amazement the flurry of wrist-flickings that the SBD can produce. About 2 per second. Now given that each slap was like 10 dmg, I don't remember exactly, that was retardedly overpowered.
The point I raised in beta was to reduce the slap damage even...
From the little testing I've done in open situations it seemed to me like I was able to use nudge very well to my advantage. However, this kind of testing particularly in saber vs gunner, is the reason for open betas like this, since it's hard for the internal team to test such a broad aspect of...
Reduced hp damage on swingblocks was removed some time ago afaik.
Flinch is an aross the board mechanic I think, so it should be present when fighting SBDs and deka's aswell. Do note however, that since you're able to pretty much instaswing with red at close range due to nudge, that it might be...
About nudge, as mentioned I've updated my guide to explain nudge again.
It is also worth noting that nudge also works on gunners.
But it might be a bit difficult to understand it. I went digging in the SeV video archives and found two of my old videos, very short, where you can see nudge at...
If a gunner and a jedi are super close and the jedi starts a swing but doesn't swingblock, and the gunner shoots the jedi while he is swinging, then the swing will be cancelled and he will enter a flinch, which is a short stagger animation. This is to compensate for nudges and to make skillful...