The
Dark Side of the Force
***WARNING!
Read this before proceeding!***
Players
new to JK2 should realize that the Multiplayer mode is substantially
different from the Single Player mode. In particular, the
weapons, items, power-ups, and other features are different
in many ways from their offline counterpart. We strongly recommend
playing against Bots (AI simulated multiplayer opponents)
as training for internet or LAN games, as they represent the
type of gameplay you will experience online. However, there
is no substitute for the unpredictability and inventiveness
of human opponents, so eventually you must venture out if
you expect to master the game! Players migrating over from
other FPS games will have many new challenges ahead, including
learning Force Powers, the
Lightsaber, as well as the
different nuances of the game. Even veteran players of other
Dark Forces series games (JK, MotS, etc) will have
many new things to learn. In short, you must "unlearn
what you have learned," to quote a wise Jedi Master.
; )
The
site will be presented with the assumption that players have
already read over the official JK2 manual (that comes
with every legitimate copy of the game) and the readme
documentation. Some material from these sources may be covered
in more detail however.
The
Force represents the "meat" of JK2 multiplayer and
is what distinguishes it (along with the lightsaber) from
most other games in the genre. Not all servers permit the
use of Force, but since it is what we play most often, and
what makes JK2 gameplay so challenging and unique, we will
focus on "Full Force" (FF for short) gameplay strategies
primarily. Playing without Force can be very different and
may be a subject for future sections, when time permits.
Dark
Powers
Essentially,
the Dark Jedi is a Force-powered combat monster. His powers
are designed to sap the health and mana of his opponents,
and over-power them quickly, augmented by his saber (since
the attacks connect at close range) primarily.
The
Darkside is a nice foil to the Lightside, in that Light Jedi
will constantly have to put up their defences to counter your
attacks, using up valuable mana. It is important not to put
too much faith in your destructive powers, as you must have
a backup plan to put into effect the instant you know they
are going to counter your power. Using combinations of different
Force Powers, weapons, and items is a great way to make it
difficult for your enemy to adapt to your strategies.
When
using the Dark Side, I recommend putting Force into your Lightsaber
Enhancements (maxing them out if you can) since this is the
weapon you may end up using a lot of in close quarters (it's
almost always the best weapon for that job). Grip and Drain
are highly effective powers, but can both be countered by
one power: Absorb. So Dark Rage is definately a power to consider
(however, be ready to deal with the consequences). If you're
going to use Dark Rage, put as many points into it as you
can, might as well go all out. If you encounter habitual Absorb
users, Dark Rage is definately a power you want to have (even
at the expense of the other Dark Side Powers, in my opinion.
Remember that after hitting escape and changing your Force
configuration in the "Player" menu the changes will
not take affect until your next "respawn" after
death or the next map.
Force
Grip
Force
Level |
Point
Cost
|
Mana
Cost
|
Duration
|
Effect(s) |
Level
1 |
1
|
4
|
5
secs.
|
immobilizes
victim, doing no damage. attacker remains stationary |
Level
2 |
3
|
4
|
5
secs.
|
same
as Level 1, but damages victim with each pulse, has
lift effect.
Damage
(per pulse):
2,
2, 2, 20
|
Level
3 |
6
|
4
|
5
secs.
|
same
as Level 2, but attacker can move freely and has control
over levitated victim's body.
Damage
(per pulse):
2,
2, 2, 40
|
To
use Grip, target your enemy at a short distance, and press
and hold the Grip button. A red energy will appear on your
hand, and your enemy (if affected) will clutch at their throat,
while you hear a crushing sound.
The
Grip attack is a kind of pulsing move, that does damage in
a certain rythm at Level 2 and 3. At level 1 it is simply
a way to immobilize the enemy to set them up for an attack.
When used at Level 3, it is usually not the choke itself that
kills your victim, but the manuvering of their body into danger
that does the job. An nice combination is to grip your enemy
up into the air, and then Force Push them making them take
falling damage from the long drop, or tossing them a country
mile (thanks to Artifex for the tip!).
Absorb,
Jedi Mind Trick, and Push can counter it, as well as certain
heavy damage sustained to the caster's health, or if they
move out of range of the victim.
Grip
is one of the most hated and feared Force powers in the Dark
Forces series, and for good reason. It can both immobilize
them, deal damage, and at the highest setting, allow you to
move your victim into a position where they will fall to their
death, get hacked up by your saber or shot up by enemies (or
your fellow teammates).
The
initial "grabbing" action of grip can be countered
if the attacker is damaged, in most cases, as there is a slight
delay between the activation of the power and the actual damage/immobilization.
According
to various sources, Grip in the latest patch only allows slow
(walk speed) movement with the victim's body when carrying
them around. To help compensate for this, combining it with
Force Speed is recommended (or possibly Dark Rage).
Force
Lightning
Force
Level |
Point
Cost
|
Mana
Cost
|
Duration
|
Effect(s) |
Level
1 |
2
|
2
(1
shot every 3 secs. max firing rate)
|
instant
|
single
bolt that deals damage to enemy |
Level
2 |
5
|
|
continuous
|
sustained
forward attack |
Level
3 |
8
|
|
continous
|
sustained
forward arc, hitting multiple enemies |
Force
Lighting is accomplished by tapping the Force Lightning key.
A bolt of blue/white lightning (or forward attack) is cast
from your arm. Victims struck by Lightning pulse with energy
(much like victims of the Stun Baton) and take damage.
The
attack must be "aimed" and has limited range. Lightning
can be good for wearing down an opponent in a saber fight,
or trading hits when someone is gripping you. It does not
work on Assault Sentries. I don't use Lightning very much,
but if you do use it, you might as well put it at Level 3,
since it can do vast amounts of damage (but drains your mana
quickly).
Lightning
users can be easily beaten by Dark Jedi using Drain (no mana,
no attacks!) or Light Jedi with Absorb (Lightning merely charges
up their Mana Pool).
Force
Dark Rage (aka "Rage")
Force
Level |
Point
Cost
|
Mana
Cost
|
Duration
|
Effect(s) |
Level
1 |
4
|
7
|
10
secs.
/
10
sec. recovery.
|
Fire
33% faster, move 100% faster, damage taken decreased
by 50%, cannot die (health stays at 1).
Recovery:
Fire
50% slower, move at 75% speed.
|
Level
2 |
6
|
7
|
20
secs.
/
10
sec. recovery.
|
see
above |
Level
3 |
8
|
7
|
30
secs.
/
10
sec. recovery.
|
see
above |
Force
Dark Rage is activated by hitting the Force Dark Rage Key
and activates instantly. The player is surrounded by swirling
red electricity (and a red tinted haze in first person view),
and their rate of fire and movement speed increase.
During
this frenzy of bloodlust, the caster cannot be killed (except
by being thrown into a bottomless pit or crushed by traps).
Damage taken is reduced by 50%, and while their health is
reduced with attacks, it will not go below 1.
While
this toggleable power is activated, the Mana Pool will not
increase, but other powers can be used while Rage is going.
The
power likewise cannot be activated if the player has 1 health
(since it drains about 4 health units per second when activated).
While Raged, a player cannot pickup Med Packs, but he can
restore his rapidly decreasing health through the use of Bacta
and Force Drain. While this slows the depletion of his health,
it will not extend the life of the power. If done properly,
the user will be at 100 health immediately after the power
wears off. During the "recovery" period, the castor
is left slow and vulnerable, until the icon has stopped flashing
(and the recovery period is over).
It
IS possible to use Force Speed during both
the "Raged" period and recovery
periods (although the latter is difficult since you'll be
so low on mana.. best done when you've picked up the Force
Boon power-up). Level 3 Force Speed + Level 3 Dark Rage is
so fast, it almost feels like you're playing Dark Forces II
again (use wisely when fleeing with the Flag).
Sometimes
it may even be advantageous to activate the power the instant
you respawn (as you start with 25% more health by default)
and so will be harder to stop... this could be beneficial
in CTF for instance.
Remember
that if at any time the enemy does enough damage (difficult,
but possible) to reduce you to 1 health, the power will end
prematurely and force you into recovery.
The
power can be toggled off early which immediately triggers
the recovery period. It's wise to keep some Bacta on hand
when using this power! It can be excellent for one on one
battles, and for CTF (for defense, or for Flag Carriers to
get that last leg of the journey.. just be careful you don't
get caught between bases when it runs out!).
Force
Drain
Force
Level |
Point
Cost
|
Mana
Cost
|
Duration
|
Effect(s) |
Level 1 |
2
|
1
per hit
|
instant
|
single
shot that drains 10 mana points per second from enemy
(restoring 10 health to user) |
Level
2 |
4
|
1
minimum, 11 in about 4 secs.
|
continuous
|
unaimed,
continous attack that drains 15 mana points per sec. from
enemies (restoring 15 health to user) |
Level
3 |
6
|
11 in about 4 secs.
|
continuous
|
continuous
forward arc that drains 20 mana points per sec. from enemies
(restoring 20 health to user) |
1.03
Patch Notes (in progress):
The
mana use value for Drain is increased, making it harder to
rely on it to sap your enemy's mana pool. Instead, it is more
of a way to simply heal yourself. Here are the aproximate
adjusted values.
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level 1 |
2 |
½
per hit |
instant |
single
shot that drains ? mana points per second from enemy (restoring
? health to user) |
Level
2 |
4 |
½
minimum, 10 ½ in about 4 secs.
|
continuous |
unaimed,
continous attack that drains ? mana points per sec. from
enemies (restoring ? health to user) |
Level
3 |
6 |
½ minimum, 11 in about 4 secs. |
continuous |
continuous
forward arc that drains ? mana points per sec. from enemies
(restoring ? health to user) |
Force
Drain is accomplished by tapping the Force Drain key. The
key can be held down on the higher levels for a sustained
attack. Its method of use functions much like Force Lightning
in this respect.
Drain
launches red lightning from the hands of the user, which drain
Force mana from the enemies it hits, restoring lost health
points to the user (sucessful hits will cause your enemies
to briefly give off a red aura). This is the Dark Jedi's method
of healing, by leeching off of others.
This
power is especially deadly since it can leave an opponent
unable to use Force powers, and take down Protect and other
toggleable powers in record time. However, it is totally useless
against a higher or equivalent level of Absorb.
With the patch changes, the emphasis is less on draining the enemy of all Force Mana and more on simply healing the user. But the added bonus of taking away that little bit of power they need for their next heal/attack can sometimes be enough to turn the tide!
Force
Team Energize
Force
Level |
Point
Cost
|
Mana
Cost
|
Duration
|
Effect(s) |
Level
1 |
1
|
6
(1),
12
(2),
Full
(3 or more)
|
instant
|
restore
50 mana points to one ally, 33 mana points to two allies,
25 mana points to three or more allies |
Level
2 |
3
|
see
above
|
instant
|
same
as Level 1, but with 1 1/2x range |
Level
3 |
6
|
see
above
|
instant
|
same
as Level 2, but with 3x range |
Available
only to Dark Side players in team-based games, this power
is accomplished by targetting your teammates that need Force
mana regenerated, and hitting the Force Team Energize key.
You will take some of your mana, and use it to restore their's.
Players
that are having their mana recharged will briefly glow with
a blue aura
(similar to the aura created by Force Drain, and Team Heal).
When
playing a team game, especially in a larger game of CTF, it's
a good idea to have at least one Dark Jedi with this power
at Level 3. Combined with Light Jedi who have Team Heal, this
can be an excellent way to keep your allies strong. A Team
Energizer is especially important for Dark Jedi, as their
offensive powers need lots of mana. Sending an Energizer alongside
his comrades on offense can also be a worthwhile strategy
to develop.
Verses
LightSide
The
Light Jedi is your polar opposite. He relies on his saber
and other weapons to fight, and the Force to keep him alive
and counter your powers. When he spawns in, he's less dangerous
than you, lacking a way to attack with the Force (other than
his Neutral powers like Push and Saber Throw, which you have
as well).
Use
your Dark Powers to augment your other weapons, but don't
discount the power of the ambush and quick assault. Overwhelm
him with DarkSide attacks and your saber, but don't forget
to gather weapons, since he will be doing that right off the
bat.
Hog
the Dark Enlightenment and Force Boons, and sabotage/snipe
at him and other wise deny access to the Light Enlightenment.
Keep
in mind that a Light Jedi with Level 3 Absorb can counter
most of your powers simply by keeping it on (Lightning, Drain,
Grip, Push/Pull). But he needs mana to keep this up, and this
also limits his use of other powers. Deny him mana and don't
give him room to manuver.
Against
Heal
Prevent
him from Healing by using Drain. Deny him other healing items
(which you need for yourself anyway). If you deal damage fast
enough, his constant healing won't save him either. He also
can't heal his way out of a long fall (thanks to Grip/Push/Pull).
Since
Drain's effectiveness as a "mana sucker" in the
latest patch is lessened, employ the other tactics mentioned
above instead.
Against
Absorb
The
bane of your existence, since it counters most of your powers.
If you see the blue glow, don't use Grip, Drain, or Lightning
on him. Use Dark Rage (that'll show him), and Saber Throw,
instead. Take advantage of him when he turns off Absorb to
Drain his mana. Of course if he has Less than Level 3 Absorb,
use Level 3 Drain to sap his mana away (slowly but surely).
If you want to knock him off a ledge, employ weapons with
an explosive effect (Demp 2, Merr Son, Thermal Detonators,
Trip Mines, Det Packs).
Against
Mind Trick
Prevent
him from using this power with Drain, but it's probably not
worth the effort. Simply use Seeing to reveal his location,
and attack him mercilessly. He may try to go invisible then
snipe you. Level 3 Seeing serves a dual purpose by revealing
his position and letting you dodge his sniper shots. Keep
your saber out just in case.
Against
Protect
An
easy one, use Drain to shut down this power, or use Force
attacks (Grip in particular) instead of saber attacks or guns.
If forced into close quarters Drain first if you can. Grip
him into the air and over a ledge, or Push him into harm's
way. Remember that he can still die from traps as well. Don't
waste mana on Dark Rage when you see the Green aura.
Remember
that he cannot combine Protect with Absorb, so he's open to
attacks with Lightning, Grip, Push, and Pull. If you're a
good shot, Dark Rage may enable you to hurt him enough to
push through, despite his Force Shield.
Against
Team Heal
As
with countering Team Energize, kill and otherwise distract
the Team Healer from his teammates, making his job tougher.
Drain works nicely for this purpose.
With
the lessened effect of Drain, employ similar tactics you would
use against Heal. Keep in mind that he has to be almost within
touching range of his teammates, so keep him seperated (or
kill his friends before he can rescue them). Do this especially
if he's trying to help his Flag Carrier! Just don't let the
Carrier get away...
Verses
DarkSide
When
facing Dark Jedi, you have a war of attrition on your hands,
as you both try to pound each other with your offensive powers.
Remember
that you have no natural defense against Lightning or Drain
(unlike a Light Jedi) so be prepared to strike first and hard,
or employ other tactics.
Hoard
the Dark Enlightenment and Force Boons, or sabotage/camp them,
when he tries to fill up.
What
it may come down to, is a case of you both running out of
mana, or both attacking each other, and the one with the fastest
reaction time will be the winner. Keep lots of healing items
ready, and your saber handy for close encounters. At times
it may be more effective to stay at a distance and hit him
with guns, where his powers will be out of range (forcing
him to run away or gather weapons).
Dark
Rage is powerful, allowing you to fire much faster, take advantage
of this, and outgun him, but watch out for the weak period
afterward. When you see him using Rage, count the seconds
before it wears off and then go in for the kill.
The
key is to keep your mana full and ready at all times, and
hoard the healing items and shields away from him. Unlike
Light Jedi, his main arsenal is with the Force, and so expect
an attack at any time.
Against
Drain
If
he likes to use Drain, keep him at a distance (using Speed,
Jump, Push) and use your guns and other weapons, or Drain
him first. Using Drain right off the bat to wipe out his mana
will prevent him using anything on you.
Against
Dark Rage
Keep
bacta handy for regeneration after Dark Rage wears off, and
hoard the health if he likes to use it (since he'll need to
recharge as well). Take advantage of his weakness and unleash
a Rage of your own!
Drain
him to shut down Rage quicker (if you dare get that close)
and counter-attack when he's weakened.
Use
Grip to manuver him into traps or off ledges (where even his
Dark Rage cannot save him from dying). Use Push in the same
way (less effective if he has Pull).
Against
Grip
If
he levitates you up in the air with grip, zap him with high
level Lightning to deal more damage to him than he gives to
you. Counter the attack with Push, or Pull him towards you
for a quick saber slash.
Against
Lightning
Use
Drain to kill his Lighting barrage. Keep at a distance (Push,
Speed, Jump) and blast him with weapons.
Against
Team Energize
Drain
their mana, and use Team Energizers of your own. Target their
designated Team Energize users and kill them repeatedly, while
trying to cut them off from the rest of their team. Keep in
mind that he has to be almost within touching range of his
teammates, so keep him seperated (or kill his friends before
he can rescue them). Do this especially if he's trying to
help his Flag Carrier! Just don't let the Carrier get away...
Once
you have become familiar with the Dark Side, you should review
the Basic Force section, or
move on to the LightSide
section.
|