The
Light Side of 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) and the readme
documentation. 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.
Light
Powers In
general, the powers of the Light Jedi are defensive. This
does not mean they are not used to defeat your enemies, but
that they themselves are usually designed to counter Dark
Powers and to keep you alive, so that you will be able
to take out your foe through the use of your other weapons
and items.
The
Lightside is a nice foil for the Dark Side in that many of
the powers are complimentary, and balance out other out. If
the Light Side does not appeal to your playing style, my advice
is to learn it anyway, since you will be encountering opponents
who use it, and one should know one's enemy!
When
choosing the Light Powers, I recommend putting some Force
Points into Heal and Absorb in addition to your Neutral Powers
and Lightsaber Enhancements, at the very least since these
are your main counters to Dark Side powers (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
Heal
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
2 |
65 |
instant |
Restores
5 health units |
Level
2 |
4 |
60 |
instant |
Restores
10 health units |
Level
3 |
6 |
50 |
instant |
Restores
25 health units |
Force
Heal is accomplished by simply pressing the Force Heal key.
Healing
is perhaps your most valuable Light Side power, as it restores
health anytime, anywhere, as long as you have a few moments
to do it (even at Level 3, it takes a split second to work,
so sometimes you can be killed before it can save you). It
makes the same sound when it heals you as a Bacta Canister
and depletes some of your Mana with each use.
Since
health is such a valuable commodity, I recommend as many points
into this power as you can spare! Having multiple ways to
heal is also helpful (Force Heal, Med Packs), as you
can take whichever one is quickest and easiest, while saving
the others if needed. Since Mana recharges, when you are in
relative safety, it may be wise to heal minor wounds with
this power, in order to be ready for combat.
Remember
that if you don't have Mana, you can't use this power to heal
yourself...
Force
Absorb
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
1 |
51 |
8
secs. |
33%
Force damage absorbed, converted to mana |
Level
2 |
3 |
16 |
9
secs. |
66%
Force damage absorbed, converted to mana |
Level
3 |
6 |
11 |
12
secs. |
100%
Force damage absorbed, converted to mana |
To
use Force Absorb, simply press the Force Absorb key. This
is a toggleable power, that can be turned on or off, but uses
mana each time it is turned on. While it is toggled on, your
Mana Pool will not replenish itself and consumes nearly 1 mana point per 1/5 second. Once your Mana Pool is
depleted or time expires, the power wears off.
When
used, Absorb gives off a continuous sound (listen for it to
know if the power is being used by someone). If the user is
attacked with the Force (Grip, Drain, Lightning, etc) a blue
aura appears and surrounds the user and you hear a distinctive sound.
The blue glow appears even if they are on the Red team in
a team-game, so watch out!
While
the power is in use, the effects of certain Force powers against
that player will be lessened or negated. The power itself
uses mana at a constant rate, so be sure to toggle it off
when not needed to conserve mana.
Absorb
is indispensible when facing Dark Jedi who like to use Drain,
Grip, or Lightning. When being attacked by these
powers, quickly activate Absorb (or activate it as a preventative
measure if you think they may use them) and the effects of
Grip will cease, Lightning will not harm you, and Drain will
not sap your mana. In addition, each Force attack upon you
will not only waste your opponents mana in a fruitless attack,
it will also restore some of your own mana!
Advanced
players will be listening for the power, so it may be a good
idea not to toggle it on until you engage the enemy. If in
doubt that a player is using Absorb, give them a quick push
or pull (just realize you're giving them mana when you do
this).
Be
careful when using low level Absorb, because if you are hit
with a higher level of Drain, you can still lose mana (and
allow them to heal). Level 3 Absorb counters Level 3 Drain.
When
facing Dark Jedi, especially those who have Drain, I recommend
as high a level of Absorb as you can spare. In a team-game,
it may be less important to have, since they can save you
(in theory) from a Dark Jedi's assault, but at least somebody
on the team should have absorb, to prevent you all from losing
mana at the same time (it may also be good to have a Dark
Jedi with Team Energize to help offset the enemy team's
use of Drain).
Cannot
be used at the same time as Protect. Absorb also counters
Push and Pull.
Note: Absorb's ability to resist Push/Pull is reduced when in mid-air, meaning you can still be thrown to your doom while making jumps.
Force
Protect
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
2 |
|
10
secs. |
50%
damage blocked. 100% removed from mana pool. Max 100 damage |
Level
2 |
5 |
|
14
secs. |
75%
damage blocked. 150% removed from mana pool. Max 200 damage |
Level
3 |
8 |
|
14
secs. |
87.5%
damage blocked. 25% removed from mana pool. Max 400 damage |
Force
Protect is accomplished by pressing the Force Protect key.
It instantly envelopes the player in a green aura around their
entire body. Like Absorb it is a toggleable power, that eats
mana at a constant rate, and prevents your mana pool from
replenishing while it is in use. Once your Mana Pool is depleted,
the power wears off.
Protect
acts as a huge shield that lessens the damage dealt from attacks
that would normally reduce your shields (useless against most
Force based attacks, but helps against weapons).
The
downside of this extra protection, is that the bright green
glow makes you an easier target to aim for, and is a dead
give-away (however your opponents will have to get closer
to you to use Force attacks instead of weapons, drawing them
into your own Force/saber range).
It
may be a good idea not to activate the power until you need
it, since it is so obvious and eats mana for breakfast. However,
it is more ideal for distance combat, so if habitual snipers
or mine layers are around, it may be a good idea to use it.
Just be ready to rely on your non-Force techniques, weapons,
and items, since it may leave you mana-less for awhile.
Another
valuable use for Protect is to reduce falling damage (many
normally fatal falls become survivable with Level 3 Protect).
Cannot
be used at the same time as Absorb.
Force
Mind Trick
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level 1 |
4 |
20 |
20
secs. |
Makes
you invisible to targetted enemy |
Level
2 |
6 |
20 |
25
secs. |
Makes
you invisible to all enemies within your view |
Level
3 |
8 |
20 |
30
secs. |
Makes
you invisible to enemies in a large area of the map |
Press
the Force Mind Trick key, while targetting the enemy you want
to no longer see you, to activate this Force Power. At Level
3, you can activate the power anywhere, to have it go into
effect. A sound will play while the power is in effect, and
tiny stars will appear on the heads of players who cannot
see you.
This
power is toggleable (at Level 3), and in the same fashion
as other toggleable powers, it prevents
your mana from replenishing, but can be toggled off to let
it restore again. At lower levels, the power will wear off
after a short period, or once you have made your attack or
your victim uses Force Seeing.
Mind
Trick makes you completely invisible, masking even the glow
of a lightsaber (but not the hum of the lightsaber!).
Keep in mind that once you injure someone, or are injured
yourself, you will most likely become visible again (for example
being hit produces pain sounds and the shield flashes, helps
give you away). Also, others can use Force Seeing to detect
you.
When
facing Mind Trick, listen for the footsteps and saber hum
of the enemy, or turn on Force Seeing to reveal them. Once
their cover is blown, they will either attack you or flee,
so be prepared for what comes next!
At
Level 3, this power is also potentially advantageous to snipers.
Force
Team Heal
Force
Level |
Point
Cost |
Mana
Cost |
Duration |
Effect(s) |
Level
1 |
1 |
|
instant
|
50
health restored to one ally.
33
health restored to two allies.
25
health restored to three or more allies. |
Level
2 |
3 |
33 |
instant
|
Same
as above, but
1
1/2 x range |
Level
3 |
6 |
15 |
instant
|
Same
as above, but
2
x range |
This
Force Power is only available to Light Jedi who select it
in team-based games. It functions much like Force Heal except
it is used to heal the other injured members of your team.
On a team server, if possible it's nice to have multiple "healers"
who can recharge the Flag defenders and returning Carriers.
Combined with Team Energizers (on a mixed Dark/Light team)
this can be incredibly beneficial.
Players
that are having their health restored will briefly glow with
a green aura
(similar to the aura created by Force Drain, and Team Energize).
When
playing a team game, especially in a larger game of CTF, it's
a good idea to have at least one Light Jedi with this power
at Level 3. Combined with Dark Jedi who have Team Energize,
this can be an excellent way to keep your allies strong. A
Team Healer is a great person to have back at base to keep
your defenders alive. Sending a Team Healer to aide the Flag
Carrier may also be a worthwhile strategy to develop.
Verses
DarkSide Your
foil and arch-nemesis, the Dark Jedi, possesses powers equivalent
to your's, only his are more offensive, and he will use them
to try to destroy you. Your powers are designed to counter
his, and to keep you alive long enough to use your weapons,
items (and wits) to win the battle.
The
Dark Jedi comes fully equipped to destroy you before he even
begins to collect weapons, and thus is a very dangerous adversary.
His weakness however, is that in general, he needs a victim
to feed off of (Drain is how he heals with the Force) and
he needs mana to fuel his Dark Powers, without which, he is
forced to use conventional weapons or his saber.
Some
general strategies and hints when dealing with Dark Jedi (more
or less applicable in one on one situations, apply these strategies
as they fit the situation):
Know
the location of Jedi Holocrons on the map, and control them.
Do not allow your enemy access to the Force Boon or Dark Enlightenment.
Mine the area or snipe him when he tries to get them.
Remember
that Dark Jedi, like you, have access to Neutral Powers and
Lightsaber Enhancements and the same weapons and items you
can pick up, so use your basic combat skills and strategies
to match his in this regard. The key to beating your opponent
is adaptation, quick wits, and a steady aim.
That
said, your main counter to the Dark Jedi's assault will be
Force Absorb. This power alone counters Grip, Drain, Lightning,
and his attempts to Push/Pull you. The problem is keeping
enough mana to ward off his constant attempts to sucker you
with his powers.
I
encourage you to learn the Dark Side yourself, even if its
not your playing style, in order to know your enemy and what
he is capable of.
Now
for some general strategies against his side-specific powers:
Against
Drain
Since
a Dark Jedi can only heal with the Force by using Drain, deny
him this healing ability by using Absorb. This will also effectively
counter Grip (and get you out of a Grip attack) and Lightning.
Absorb
is the ultimate counter to Drain, so you should always activate
it before your enemy (whom you know has Drain) enters into
range. Remember that he can't see Absorb (the blue effect
which is invisible to everyone but you until you are attacked
with the Force), but he can HEAR it being used.
Using
Mind Trick, you can throw off his aim with Drain, however,
it has a somewhat wide radius, so it may be wise to keep your
distance just the same. He can simply activate seeing to counter
your Mind Trick, but that means less mana to drain you with.
Pushing
your enemy to the ground, off a cliff, or out of range will
buy you time for a counter-attack, or a chance to laugh as
he falls to his doom.
Against
Dark Rage
If
a Dark Jedi uses Dark Rage (you'll know when you see his body
covered in red bolts of energy), GET AWAY FROM HIM, since
he's now faster than you, and cannot be killed in a normal
fashion. If he's close enough, you can try Force Pushing him,
to gain time to get away, or push him off a ledge, but it's
pointless to engage him in saber combat. Once the power wears
off, be ready to hit him with everything you've got, or snipe
him, as he will be slower for a time and weakened health-wise
(unless he can get health right away).
Most likely he will be going for health almost immediately
after the power wears off, or may be heading there to camp
it as the power wears down. Deny him the health, or sabotage
his salvation with booby traps or snipe it from afar.
If
a Dark Jedi uses Dark Rage near ledges or killer traps (that
no one can survive) in addition to pushing him into harm's
way, you can BLAST him to his demise with any weapon that
has an explosive "pushing" effect, such as a Rocket,
Thermal Detonator, Flechette (secondary), etc. Rage or not,
he can't survive at the bottom of a "bottomless"
pit, or in a crushing trap or pool of lava.
Using
Force Protect may buy you some time to get away from his onslaught,
but keep in mind it will only protect you from weapons, not
from his other force powers. However, his mana may be low
and it may be a gamble worth taking. I would rather use Speed
and Jump to out manuver him.
Against
Grip
If
you lack Absorb, or the mana needed to use Absorb, and you
are being Gripped, you can use Force Push to break off the
attack, and even knock down your enemy, giving you time to
get away, or to strike a counter blow.
Also
while being gripped a less recommended solution would be to
pull them close to you, so you can slash them with your saber.
Keep in mind that any action by you that knocks them out of
range, or disrupts their line of site to you for more than
a second, will stop the Grip attack. Each attack only lasts
for five seconds, but in that five seconds he can do many
nasty things, so be quick, whatever your response!
Mind
Trick will take you out of their sight long enough to counter
Grip (though it may take a second or two for the effects of
Grip to stop). Keep in mind that if they have seeing turned
on, this will be useless.
Remember
that a Dark Jedi, while gripping you, will likely try to manuver
your body over a cliff and drop you. Avoid this by countering
grip as soon as possible, and avoiding ledges when your enemy
is close by (unless you have Absorb). In these cases, activating
Absorb after Grip starts, may be too late, so turn it on as
soon as you see them.
Against
Lightning
Use
Absorb to counter Lightning the same way you would counter
Drain, although Lighting damages your health instead of your
Force Power, so it's up to you to decide which is more dangerous!
Mind
Trick, if it prevents you from being seen, will mean that
your enemy will have difficulty aiming his lightning at you.
Less
useful, though sometimes effective are the use of Force Pushes
to knock them out of range or on the ground for a counter-attack
or quick escape, and Force Pull, to draw them closer for a
quick saber slice.
Against
Team Energize
There
isn't much you can do against this power on the enemy side
(as a Light Jedi anyway), though it is not offensive in nature.
All it does is give mana to the Dark Jedi's teammates. If
a Dark Jedi is on your team, he can use this power on you
to restore needed mana to be used for whatever you want!
However,
if you know of an enemy Dark Jedi that habitually uses this
power on his team, you can target this player for destruction,
killing him repeatedly and otherwise occupying him away from
his teammates, to make energizing them difficult. The enemy
team can always designate a new energizer, but it may be a
good psychological tactic.
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
LightSide Like
you, the LightSide Jedi will have his Force powers as tools
to keep him alive. You may find yourself competing for weapons
and the Force Boon and Light Enlightenment. Be sure that you
get them and not him (set traps, do whatever it takes to deny
him mana).
You
should make sure that in any battle, you have plenty of healing
items, when you're using mana to heal yourself, you won't
have mana for other things. The battle may come down to who
has the best aim, and makes best use of his Neutral powers.
These types of battles may be long and drawn out, due to the
hardy nature of the combatants.
Absorb
won't be used as much as Protect in a heavy battle, so keep
that in mind. Watch out for Push/Pull (Absorb is the best
counter unless you wish to conserve mana) and keep your neutrals
strong.
Against
Heal
Not
much you can do about heal, except to slash/shoot him quickly
to injure him faster than he can heal up.
Against
Absorb
His
use of Absorb is pretty much a waste of mana when facing a
Light Jedi (although it does protect him from Push/Pull),
so use this opportunity to pound him mercilessly with gunfire
and saber attacks, since that's less mana for him to heal
with. Use Protect, to reduce the damage you take.
If
you have the Saberstaff or Melee (with g_debugmelee 1 turned
on and no points assigned to Saber Attack) feel free to kick
him to the turf since Absorb will not help him one bit against
physical strikes.
Against
Mind Trick
As
he may try to snipe you while invisible, Level 3 Seeing in
most cases is your best bet to countering this power. You
can of course use the same tactic on him, but he'll probably
be on to you.
Against
Protect
When
you see the green aura, you know that physical strikes are
less effective. Instead, blast him around with explosives
and use Push/Pull to knock him around and off ledges since
impact damage will hurt him just as much as normal. Or keep
your distance (Speed, Jump, Push) until it wears off and he's
low on mana, then blast him away. Don't bother trying to snipe
him while Protect is on.
Against
Team Heal
Nothing
you can really do here, except hog the Force enhancing items
(Boon, Enlightenment) and make it your mission to go after
the Team Healer to prevent him from helping his allies.
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 Light Side, you should review
the Force Basics or move on
to the DarkSide section.
|