Holocron
FFA (aka "Holocron Deathmatch")
Here you will find our strategies on playing this variation on FFA, accessible via the OJP mod.
Note:
It is first advisable to learn the various Force
Powers and Weapons, as well
as familiarize yourself with the Items
and basic game mechanics before attempting to play this competative
mode!
This
section provides basic tips for learning to play with Holocrons.
It is an under-appreciated, but rather fun change of pace
from the everyday saber duels and deathmatch servers.
You
should come here with a basic understanding of FFA (deathmatch)
gameplay, as well as knowledge of all the Force Powers. It
is highly recommended that you create a Force CFG file specifically
for this mode. Here is a sample
CFG file for you to modify to your needs.
Holocron
FFA This
mode is identical to normal Deathmatch (FFA) except that throughout
the levels there are Holocron cubes. Force Enlightenment
Holocrons are removed in this mode.
Unlike
in a normal FFA game, every player starts with just Level
1 Force Jump, Level 1 Saber Attack and no other powers. His Force configuration
screen is also disabled, since Force Powers are acquired through
Holocrons, not Force Point Allocation. The Single Lightsaber is limited
to use of Blue (Fast) Stance,
unless the Saber Attack Holocron is picked
up.
Each
power is represented in the level by the Holocron bearing
its icon (see table below). You'll note that Neutral Holocrons, Saber Power Holocrons, Dark and Light Side Holocrons all glow with a different color (blue, green, red and white respectively).
Picking
one up gives you Level 3 of the power. So for example grabbing
the “Force Saber Offense” icon
would give you fast,
medium, and
strong stances
with the Single Lightsaber.
The server can specify the max Holocrons one can carry from 1-3 or "unlimited" (3 is default).
If
you have three already, grabbing another one, forces you to
“drop” the first one you grabbed. You can pick
it back up again after about 1-2 seconds, but then you drop
the next one in line and so forth. Keep only the ones you
plan to use, once you’re filled up.
Here
is a rundown of the Holocrons you'll encounter and what they
provide when picked up
(plus
reminders on what you get with Level 3)
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Level
3 Saber Defense
(successfully
block incoming projectiles & reflect them back)
|
|
Level 3 Saber Offense
(all
three Saber styles)
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Level
3 Saber Throw |
|
Level
3 Force Seeing
(See
through walls & dodge charged Disruptor shots)
|
|
Level
3 Force Speed |
|
Level
3 Force Jump
(also
allows Lightsaber Special Abilities like the Wall
Walk)
|
|
Level
3 Force Pull
(grab
enemy weapons away)
|
|
Level
3 Force Push
(counter
Grip and Pull)
|
|
Level
3 Force Heal |
|
Level 3 Force Absorb
(Full Force Damage Absorbed)
|
|
Level
3 Mind Trick
(hides
you from most players on the map not using Seeing)
|
|
Level
3 Force Protect
(Helps
you survive falls and explosions)
|
|
Level
3 Force Lightning
(continuous
wide arc attack)
|
|
Level
3 Force Grip
(Levitate
victims and move with their bodies)
|
|
Level 3 Force Drain
(Focused attack which heals you by draining the Mana of others)
|
|
|
Force
Tips
Use
of Force Absorb or Force Protect
forces Force Dark Rage into “recovery”
mode. However other powers can be combined with no additional
disadvantages.
Dropping the Holocron of an active power cancels that power immediately (Dark Rage is forced into recovery for example). However the Saber Offense Holocron is somewhat different. If you use it to switch to Strong or Medium stance with the Single Saber and drop the Holocron, you can continue using this stance indefinately (once you attempt to switch, it will default back to Fast until you pick up the Holocron again). Bear in mind that the Dual Sabers and Saberstaff are already more or less "full strength," not requiring a Saber Offense Holocron to boost them like the Single Saber (however picking one up can deny it to Single Saberists just the same).
Force
Seeing becomes an incredible asset. If you have this,
be sure other players will have difficulty finding you, but
you will always have an eye on them. Also, you are protected
from most Disruptor snipers while this is in use. Plus you
can ferret out that guy with the Mind Trick Holocron.
Force
Protect and Force Dark Rage become
super powerful, since counters to them will not always be
readily available. Rage will let you chase down anybody except
the guy with Speed, and Protect will provide you with a major advantage in toughness against all
except the Rage guy (and watch out for the Push/Pull guys).
Force
Mind Trick is probably one of the most useful Holocrons.
One touch on the button and you’re invisible to most players
on the map (except the guy with Seeing). Get Seeing as well
to gain an incredible tactical advantage with sniping and
overall.
Lightsabers
in Holocron FFA
The
Lightsaber becomes a much less valuable weapon
in this game mode, due to the lack of the Lightsaber enhancements
(to do the Wall Walk or Wall Jump
you’ll need the Force Jump Holocron
and to do the powerful Strong stance moves you’ll need
Saber offense.. to block with any level of effectiveness you’ll
need Saber Defense, etc.). The Bryar pistol
becomes far more worthwhile than it ever was before, since
you can sneak in more charged secondary shots on Saberists
(who foolishly continue to wield their blades despite their
lack of enhancing powers).
If you’re a die-hard Saberist, grabbing
all three saber related ones (or Offense, Defense and Jump…)
might be worth while, but I think now might be a good time
to learn guns, if you haven’t already. Your survival
chances will greatly increase as a result!
Due
to the decreased power of Sabers, shields become even more
valuable commodities. Deny the Large Shield Boosts ("super
shields") from enemies.
Miscellaneous
Tips
Most of the time it is true that each power only appears once
in each level (1 Holocron for each power) so you can "deny"
it to others by picking it up. However, some maps seem to
have more than one of the Saber Enhancement powers (like Lightsaber
Throw). Bear this in mind when playing.
The
default setting is a Max of three Holocrons each and 100%
of all games I’ve seen have this enabled. The more Holocrons
you have, the more your character tends to “glow”
and makes you a bigger target.
Make
a customized force CFG file especially for Holocron
deathmatch. While it’s true you will only have three
powers at a time, you should be prepared to use any Dark/Light
combination. Here is a sample
file for you to edit (also great for “Jedi
Master” games).
If you don’t have three cubes yet, grabbing
an extra one will still deny it to your enemies. I would recommend
making sure nobody gets Mind Trick, Dark Rage, or Protect,
as those are going to be the ones that ultimately decide the
game in most cases. On maps with bottomless pits/lava and other dangerous drop offs, Grip and Push will become very useful for scoring quick kills (and you won't be able to defend against them easily, without Pull/Absorb).
More
than ever before, utilize your “no force” skills
gun skills as well as memorizing the positions
of every Holocron on the map (though this will quickly change
as the Holocrons are swapped around). Always keep an eye out
for a better power. Target players who have “full loads”…
they’re riskier targets, but the rewards for killing
them will be much greater! If you get fragged, try to head back to the location where you died to reclaim your powers.
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