The
Force
***WARNING!
Read this before proceeding!*** Players
new to JKA 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 JKA manual (that comes
with every legitimate copy of the game), readme documentation
and the in-game help ("Rules"). Some material
from these sources may be covered in more detail however.
The
Force represents the "meat" of JKA
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 JKA 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.
Setting
Up: Before the Game Part
1: Sizing up the Situation
Before
each game, a wise player will ask one's self, "What
is the maximum Force level for this server?" "What
map is the server using?" "What gametype are they
using?" and "What sorts of Force powers may
I need to counter when playing against these people?"
These are the sorts of questions that every player must consider
before making their force setup.
The
other thing to consider is to have a backup plan in
case one's initial Force setup turns out to be ineffective
for the situation. Changing Force setup's mid game however
eats up valuable seconds that may mean the difference between
victory and defeat, and may confuse you as much as it does
your opponents. Thus it is important to learn ALL of the Force
powers, even if you don't use them all, so you can be ready
for anything.
Part
2: Allocating your Force Points In
JKA multiplayer, each Force Level has a maximum total of "Force
Points" that each player is allowed to allocate to their
various powers. At the highest level, "Jedi Master"
each player begins with 100 Force Points, that they can allocate
any way they choose. Not all powers use the same number of
points, and there may be points left over. It is best to use
as many points as you can, in order to give yourself the best
range of power possible (no bonuses are awarded for conserving
Force Points!).
Force
Mastery Levels and Force Points Available:
Uninitiated |
0* |
Initiate |
5 |
Padawan |
10 |
Jedi |
20 |
Jedi
Adept |
30 |
Jedi
Guardian |
50 |
Jedi
Knight |
75 |
Jedi
Master |
100 |
Please
note that the "Bot Difficulty" level refers only
to the level of skill that the AI Bots possess, it does not
reflect the number of Force points THEY have to choose from.
Bot
Difficulty Levels (0-5) represent bot intelligence in maps
that support them (Initiate, Padawan, Jedi, Jedi Knight, Jedi
Master, from easiest to hardest).
* "Uninitiated" rank is not normally selectable in the menu, but it refers to any time you cannot assign points to Force Powers, since you're a "non-Jedi" (Merc).
Players
must also choose whether to be on the Dark
Side (Red: Offensive) or Light
Side (Blue: Defensive) of the Force. This is
more than a mere role-playing convention, as it decides what
powers you may choose from the main group (both "Sides" have the same Neutral Powers and Lightsaber Enhancements to
choose from). In most multiplayer games, anyone can be a Dark
Sider or a Light Sider.
Some team games are setup so that the Red
Team MUST choose the Dark Side,
and the Blue Team MUST choose
the Light Side. Keep this in
mind before joining the server.
Your
choice of side of the Force should be based primarily on your
playing style. Choosing one side means considering the counters
others will be able to use against you, and what kinds of
things you'll be able to do fighting against people who have
chosen the same or a different side. The two sides of the
Force are in many ways complimentary, with different powers
matching or countering each other.
I
like to create several profiles for myself, on both Dark
Side and Light Side, with
Force Points allocated to various types of powers. JKA already
has some presets (that you can also modify) such as "Knight,"
"Healer," "Swashbuckler" etc for Lightside
for example. We won't be covering those here, but feel free
to use them if you find them helpful.
The
more points you allocate to a particular power, the more powerful
or useful that power will become. Each power has three "levels"
of potency, each requiring more Force Points to raise. You
are granted one freebie power, Level 1 Force Jump, which has
a cost of zero Force Points. This power is thus available
even in "No Force" games, though it is much weaker
than Level 2 or 3 Force Jump.
Note
that Multiplayer servers have the ability to selectively disable
any Force Power(s) (or all of them, including Jump). Keep
in mind that this may unbalance the game in some cases. If
a power is disabled you simply will not be able to assign
any points to it, period. Bear this in mind when joining a
server with the "Force Disabled" game. Our strategies
will be based on "Full Force" (no powers disabled,
Jedi Master, that is Level 7, Force Mastery Level).
Part
3: The Force Mana Pool The
Force Mana Pool (aka "Force
Meter") is located on the lower right portion of your
HUD (Heads Up Display) on your screen. Be sure that your HUD
is turned on so you can keep track of this and other important
stats!
The
blue semi-circle and blue number
(100) underneath the ammo
count (orange) of your selected weapon represent
the units of Force Mana (or "Force
Energy") available to you. Some powers are automatically
triggered by certain events, while others are manually activated.
All
Force Powers use up Mana and so it must be managed carefully,
just like your ammo, health, and shield stats, if you are
to use it effectively in combat. Some Force Powers are time-based,
and while they are active, your Force Mana Pool will not
recharge. Be aware of this when using such powers. Under normal
circumstances, your Force Mana Pool will slowly recharge at
a constant rate, until it is full again.
In addition
some Lightsaber special moves use up Mana and it will often
not begin to recharge until the move animation is completed.
This
recharge rate is accelerated if you pick up the Force Boon
power-up. Obviously, if you are completely out of Force Mana,
you cannot use Force Powers (although you can still use certain
special abilities, see the Lightsaber
sections for more information on these moves). The default
recharge rate for Force Mana on Jedi Master Level Force Mastery
is 200. If a server choses to set this number lower, Mana
will recharge faster. 100 would be twice as fast, 50, four
times as fast, 25, eight times, etc.
The
guides on this site with regard to Force Powers are written
primarily from the assumption that the server is "Full
Force," that is to say, it is set on the highest
possible Force Mastery Setting (Jedi Master).
Explanation
of Force Power tables on this site: Force
Level: The three levels of each Force Power and how they
compare.
Point
Cost: The number of Force Points (from your starting total)
required to assign the power to your character (in the "Player"
setup menu). By default, left and right mouse clicks add or
subtract points to the powers you move your mouse cursor over.
Mana
Cost: The number of Force units the power drains from
your Force Mana Pool under normal circumstances. The Mana
Pool has 100 units and a color bar showing what percentage
is left.
Duration:
The amount of time the power lasts. "Continuous"
means it will keep up as long as you have the power active
(sometimes requires holding down the key) and continue to
drain Force mana. "Instant" means the effect happens
right away and only once (to do it again, you have to activate
the power again).
Effects:
What the power does, and who it affects. Some powers affect
the user, others affect only enemies, while a few affect only
allies (teammates).
The
first set of powers to learn are the Neutral Powers:
Neutral
Powers These
powers are the backbone of any Force user's arsenal. They
are so-called because everyone who can use Force has access
to them, Dark or Light. While a person can choose to play
without them (except Level 1 Force Jump, which everyone gets),
I do not advise this for most players, as these powers enhance
your abilities and have so many uses. The Light and Darkside
powers are often optimized for more specific situations, and
so, while important, must have Neutral Powers to back them
up.
When
choosing the Neutral Powers, I recommend putting some Force
Points into each of them, since they are applicable to so
many situations. If nothing else, after you have caught on
to your opponents, you can increase the points in certain
powers if necessary (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
Jump
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
FREE
(0) |
22-38 |
instant |
aprox.
2x normal jump height |
Level
2 |
2 |
|
instant |
aprox.
4x normal jump height |
Level
3 |
6 |
|
instant |
aprox.
8x normal jump height |
Force
Jump is accomplished by simply pressing the regular "Jump"
button.
In
JKA, there is no separate key for this Force power, so bind
your Jump key so it is easily accessible (I play with a keyboard
and mouse, so I bind it to my right mouse button, your setup
may vary) at all times. To perform a normal Jump (thus conserving
Force power or mana) give the button a quick light
tap. To do the Force Jump press it firmly, holding it down
to reach the full height of the Force Jump.
The
first and perhaps most basic power, Force Jump allows you
to jump much higher than normally possible. Everyone in a
Multiplayer game has at least Level 1 Force Jump automatically,
regardless of the settings of the server (unless they are
running some special modification that removes this, but I
have yet to see one). So allocating points to this power is
less mandatory since you already have it. However, Level 1,
while increasing the height of your jumps will still leave
some areas out of reach, thus I recommend at least Level 2
for most players (higher depending on the map).
Jump
is useful for both reaching high places (for example to find
a sniper position or reach a special power-up) as well as
for avoiding mines, and escaping from pursuing opponents.
Keep in mind however, that as the level of Force Jump increases,
the height of jumps increases, but a certain "floating"
ability becomes pronounced. While "floating" you
are vulnerable to being shot by your enemies if they have
decent aim!
This
power has some "floating" ability to it, especially
at the higher levels, which will prevent you from taking much
falling damage after coming down from the Jump. However, it
will not stop you from being hurt from very long falls. One
technique to do is to select the Lightsaber weapon, and hold
crouch as you come down from the Jump. This will make you
perform a forward somersault roll when you hit the ground,
hopefully lessening any falling damage you would take, and
also can provide a nice escape for enemies wishing to hit
you the moment you land. Keep in mind however that the somersault
moves you FORWARD, and you may roll off a cliff if you're
not careful! It is possible to control the direction
of your roll, by "looking" in the direction you
wish to move (you can even roll in a circle).
In
addition, you have a certain amount of "air control"
while in the middle of a jump, so use this to quickly maneuver
yourself to safety.
Another
thing to keep in mind while Force Jumping, is that your enemies
may try to Force Push or Force Pull, you in
mid-air. Read on for counters to these powers.
If
you use the Lightsaber frequently, I recommend at least Level
2, since this allows you to use some special abilities
such as the Wall Walk (covered in more depth in the
Lightsaber
sections). Certain maps contain various hard-to-reach places,
in which case you'll want to have Level 3, and perhaps a level
of Force Speed, to increase your jumping distance. For flat,
Dueling maps, Level 1 is usually enough, but being able to
use the special abilities is an added advantage to Level 2
or higher.
Though
not strategically valuable, it is possible to do a more "dramatic"
type of jump, performed by moving forward or sideways, hitting
jump just as you release the directional movement key (letting
the momentum carry you). Thus you get a different animation
for each of the jumps. Once performed, you can also tap the
movement key for a little bit of extra distance.
Force
Push
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
1 |
20 |
instant |
pushes
targeted enemy back |
Level
2 |
3 |
20 |
instant |
pushes
back multiple enemies in limited arc |
Level
3 |
6 |
20 |
instant |
same
as Level 2, but pushes enemies hard enough to knock down
and inflict damage if pushed into solid surfaces |
To
use Force Push, aim at your target and hit the key you have
assigned to it. You will push your opponent away from you.
Force
Push is a great power to use to knock your opponent off balance
for a free hit with the lightsaber, or to knock them off ledges
or into traps. Shoving them against the wall is a good way
to knock them down for a few seconds. If you are Pushed, try
to Push or Pull them back as a counter, and if you are knocked
down, tap the Jump button repeatedly to get up faster.
Putting
points into Force Pull will make it more difficult for you
to be Pushed. This is an automatic defense. Don't rely on
it however! Watch out for ledges, pits, and traps that you
may be Pushed off of or into when running through a map.
Force
Push resists Pull as long as you have mana, but the chances
are greater that you'll be pushed if you're running from your
opponent or attacking. It also depends on the level of Pull
they use vs. Push. You can take damage from being shoved into
walls, but this is rare.
Force
Push may also be used against players using Force Jump or
Force Speed, to throw them off course, and possibly into danger.
One
of the more important uses of Force Push in a Full Force game
is to counter various Darkside Powers. For example, if someone
is trying to use Drain or Lightning on you, you can try to
push them away before their powers affect you too much (with
Drain especially you have to be quick since it can sap your
Force mana quickly!). Push is also an excellent counter to
Grip, (again, quickly countering Grip is essential, since
at high levels Grip users can maneuver you in the air off
cliffs).
Another
vitally important feature of Force Push is its ability to
deflect certain projectiles. If you spot a rocket, secondary
Repeater projectile or other missile coming towards you (but
not a basic blaster shot), pressing the Force Push key while
aiming at it can send it back towards the person who fired
it. There is some degree of aiming involved when pushing,
at the moment that you push, move the mouse to once side and
the angle of the projectile's direction can be changed. This
is quite tricky to do however. Thermal Detonators are very
difficult to push, and certain other shots from guns are very
difficult or impossible to push (it actually is possible to
push even blaster shots, but it isn't very helpful since only
about 1 in 10 shots is pushed and it goes wild rather than
hitting the person who fired it). A full list will be posted
eventually.
Absorb
counters push.
Force
Pull
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
1 |
20 |
instant |
pulls
targeted enemy towards you |
Level
2 |
3 |
20 |
instant |
pulls
multiple enemies towards you in limited arc, with a chance
of pulling weapons away |
Level
3 |
6 |
20 |
instant |
same
as Level 2, but pulls enemies hard enough to knock them
down at close range |
Force
Pull is accomplished by aiming at your target and press the
button you have bound to the power.
The
opposite of Force Push, Force Pull brings the enemy toward
you. This is often useful when you have the Lightsaber available
to bring them in close for a quick (and often lethal) blow.
Be wary of pulling lightsaber wielding opponents close to
you if you have a gun, as your shots can more easily be blocked
(and reflected back at you) at close range!
Force
Pull can be used as a counter to Force Push, especially at
the higher levels. I recommend putting at least Level 2 into
this power, Level 3 if the map in question contains many ledges
and traps (to defend against Push). In a Saber only map, Level
2 or 3 are highly recommended, especially if your opponents
like to use Push and Grip. As with Push, pull is an automatic
defense against Pull, but do not rely on this alone, actively
pull your opponent to bring them along with you if they try
to Push you off a ledge!
Force
Pull resists Push as long as you have mana, but the chances
are greater that you'll be pulled if you're running toward
your opponent or attacking. It also depends on the level of
Push they use vs. Pull.
Another
benefit of having at least Level 2 Pull is the ability to
pull weapons away from your opponent and into your hands.
This effect doesn't always work, but if you target your opponent
from close range, often you can snatch the weapon away into
your hands or at least pull them towards you and you'll get
their weapon as soon as your bodies touch.
If
someone has Thermal Detonators, Det Packs, or Trip Mines out,
you'll pull away a pickup worth of the weapons (usually 3-5
units). With other weapons, you'll pull the gun but not necessarily
all the ammo. The BlasTech pistol, Melee and Lightsabers cannot
be pulled away.
Absorb
counters pull.
Force
Speed
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level 1 |
2 |
50 |
10
secs.
|
move
aprox. 25% faster |
Level
2 |
4 |
50 |
15
secs. |
move
aprox. 50% faster |
Level
3 |
6 |
50 |
20
secs. |
move
aprox. 75% faster |
Press
the Force Speed key to activate this Force Power. Note that
Force Speed is toggleable. Tap the button again to
turn it off again (this may take a second or two). Keep in
mind however that each time it is activated, it uses up mana,
and while it is active, your mana will NOT replenish itself,
even if you have the Force Boon power-up. Once the
power wears off or is deactivated, your mana pool will begin
to recharge itself.
Force
Speed allows you to travel at an accelerated rate of speed,
making your running (and even walking) get you to where you
want to go much quicker. However, it has its disadvantages.
For one thing, you have to be much more careful navigating
ledges, traps, and other hazards. You may speed right through
someone's swinging saber blade or bounce too close to an explosion
and that'd end your trip real quick, eh kid? In addition,
players may try to Force Push you as you go by, sending you
off in the wrong direction or into a wall. Thankfully, Force
Speeding into a wall normally won't hurt you, but being Pushed
may cause you to be knocked down, and vulnerable.
Force
Speed is excellent for chasing down fleeing opponents, escaping
from pursuers, or getting that Flag to its destination just
a wee bit faster (in CTF games). Grip can be used to stop
you from Speeding away, so use Push to escape before wasting
your mana! I recommend at least Level 1 of this power, and
2 or 3 for CTF games (Speed can also help you rush to the
aide of your teammates in regular Team games). When playing
CTF, it may be helpful to have a few players max out Force
Speed to be Flag Carriers (on offense), additionally.
Force
Sense (aka "Seeing","Sight")
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
2 |
20 |
continuous |
surrounds
other players with gold auras (red or blue in team games)
at a limited range, and Trip Mine lasers glow brightly |
Level
2 |
5 |
20 |
continuous |
same
as Level 1, but 2x range and auras show through walls |
Level
3 |
8 |
20 |
continuous |
same
as Level 2, but with 3x range, and the ability to automatically
dodge Disruptor fire |
Press
the Force Seeing button to immediately activate the power.
This is a toggleable power, that causes players around you
to be encased in a glowing aura. The aura appears gold in
normal games, and changes to red or blue (appropriate to the
team) in a Team game.
As
with all toggleable powers, your Mana Pool will not begin
to recharge until the power has been toggled off.
This
power can be very helpful for locating friend and foe alike,
though it can also detect dead bodies that haven't yet disappeared
(so watch out!). The power gives off a noise while it is active,
and your Force Mana Pool will not recharge while it is active.
Seeing
is also an excellent counter to the Mind Trick Force
Power used by Light Siders. Formerly invisible players will
be revealed instantly upon activating Seeing, as long as you
have enough Mana. Seeing is also great when you are sniping,
to more readily locate your targets, and in team games, to
keep tabs on both your teammates and opponents on the other
team (especially with the see-through-walls ability afforded
at the highest level). To conserve mana, toggle off when not
in use.
Two
other excellent benefits of this power are the ability to
see Trip Mines much more readily (the blue laser beams glow
much more brightly when the power is on) and to dodge sniper
fire (at Level 3, you automatically dodge most Disruptor shots).
Lightsaber
Enhancements The
following powers are only available to you when you have the
Lightsaber
weapon selected. In order to play with a lightsaber, you must
have at least Level 1 Lightsaber Defense selected.
These
Lightsaber-specific powers are at the bottom of the Force
Point Allocation Table on your screen, in the Player Setup
menu, along with your other Force Powers. Like the other Neutral
Powers, they are available to all Force users in a game.
In
a "Saber Only" game, such as on a Dueling Server,
you might as well pump up all of the Saber related powers
to maximum, for obvious reasons.
Saber
Throw
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
4 |
20 |
instant |
hurl
lightsaber like a boomerang |
Level
2 |
6 |
20 |
instant
|
throw
speed and spin speed increases |
Level
3 |
8 |
20 |
instant |
fastest
spinning and throw speed |
With
the Lightsaber
weapon out (if the blade is not activated, it will automatically
activate when you use Saber Throw) press the Secondary Fire
button. You will toss the spinning lightsaber in front of
you, cutting into any opponents in its path.
The
longer you hold down the Secondary Fire key, the farther the
saber will go. Hold it down in order for it to reach its maximum
distance before it starts to slowly come back. When it reaches
its maximum extent, your hand will emit a golden glow. The
handle will also glow gold on its way back. It does not seem
possible to in any way stop an enemy's thrown Lightsaber except
by blocking it with your own blade.
The
thrown lightsaber will immediately stop once it intercepts
an object or body, and begin to return to its owner. The ability
of the saber to return to the hand of its owner is incredible!
It will seek you around corners to return to your hand! The
only time that the saber will not return to your hand is due
to a rare bug, in which case it stays away permanently (until
you respawn). Sometimes it will become "caught"
for a few seconds on a piece of scenery (in which case, you
need to get close enough for it to "come back").
It is advisable to switch weapons while this is happening,
so you don't get killed!
If
you are killed while your saber is in flight, it will automatically
deactivate and fall uselessly to the floor with a disheartening
clank. Thrown sabers can be blocked by saber users, the same
as any other projectile, and the thrown saber will then begin
its return to the hands of its master.
If
you wish the saber to "fly around" a bit more after
throwing (especially on higher levels) simply run around in
a circle "dodging" the saber as it tries to come
back to you. While the saber is in flight, your mana will
not recharge. Keep in mind that you cannot block projectiles
without the saber in your hand!
While
Saber Throw is not a mandatory power, I recommend at least
Level 1 if you use the saber often, as it can be a way to
surprise your opponent, or to hit a retreating enemy in the
back if you don't have time to switch to a gun (or want to
conserve ammo).
Saber
Defend (aka "Saber Defense")
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
|
0 |
N/A
|
Saber
can block incoming projectiles and sabers . |
Level 2 |
5 |
0 |
N/A |
Blocking
effectiveness increases and shots reflected. |
Level
3 |
8 |
0 |
N/A |
Most
blocked projectiles reflected back towards shooter. |
* In Duel/Power Duel with Lightsabers only.
Saber
Defend is not a Force Power per se. It is both automatic and
uses no mana, but it does cost Force Points to enable.
To
block projectiles, point your ignited Lightsaber blade in
the direction of the shots or saber you wish to block (it
helps to aim the crosshair at the head of the person firing).
It is far easier to block when not swinging than in the middle
of an attack (that leaves you vulnerable). Saber users are
vulnerable below the belt, and on their non-saber side (and
back).
Note
that this power affects the blocking abilities of ALL Lightsaber
type weapons.
If
you know you will be facing a lot of gunners as a Jedi (such
as in the "Jedi Vs.
Merc" gametype), Level 3 of this power is
mandatory.
Saber
Attack (aka "Saber Offense")
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
1 / FREE (0) * |
0 |
N/A |
min.
required to carry Lightsaber. Fast
Stance only
(single Saber). |
Level 2 |
5 |
0 |
N/A |
Fast
and Medium
Stances (single Saber) |
Level 3 |
8 |
0 |
N/A |
Fast, Medium,
and Strong
stances (single Saber). |
* In Duel/Power Duel with Lightsabers only.
Saber
Attack is not a Force Power per se. It affects how you handle
the (single) Lightsaber weapon.
With
no points assigned to Saber attack, you will have Melee (fists)
instead. With Level 1, you carry a Lightsaber, but only have
the Blue (Fast) stance. At Level
2, you gain the Yellow (Medium)
stance which is better for saber to saber combat and does
more damage with increased range, but is slower and not as
good for blocking shots. At Level 3, you gain the Red
(Strong) stance, which is the slowest, but has big
swings that do the most damage. Switch stances, by tapping
the "change stance" key.
The
three saber stances (Blue, Yellow, and Red) are covered in
more detail in the Lightsabers
section.
Note
that the Dual Sabers and Saberstaff have their own pre-defined
stance, and thus Saber Attack (above Level 1) does not apply
to them.
The only known benefit to having Level 2 or 3 Saber Attack for Dual Sabers or Saberstaff is that this increases the chance that you will win a Saber Lock against an opponent with a lower level of Saber Attack.
Fusion, of the forums community, reports that in fact Saber Offense has another function! The greater your level of Saber Offense the greater your chance of "breaking through parries" (by your opponent) in a saber battle. So Offense and Defense work together to work with the balance of a fight. Theoretically two players with an even level of Defense and Offense will have equal chances, based on this.
Other
Lightsaber abilities are covered in the Lightsabers
sections.
Once
you have become familiar with the Neutral Force Powers, you
are ready to move on to the specific techniques of the LightSide
and DarkSide.
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