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The Lightsaber

The Lightsaber, "an elegant weapon, from a more civilized age," as a wise Jedi Master once said, is by far, the single most complicated weapon to master in JKA's multiplayer.

While it is fun to use, and definately powerful and versatile (when combined with the Force), I do not consider it the ultimate weapon for all situations. In fact, I consider it folly to use it in certain situations when better weapons are available. Still, some players swear by it as their sole weapon of honor, so do what you feel is best, according to your own playing style. However, our strategies are designed to optimize your chances of winning the game, if you take them to heart, so bear that in mind.

This section will take you through the basics of the Lightsaber, various special abilities you gain when using the weapon, and on to more advanced strategies and techniques.

There are three types of Lightsaber weapons in the game. Skip ahead to a section below:


***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.


Lightsaber - Weapon Stats

Closeup view of the elegant weapon

Weapon Type
Melee
Ammo Type
N/A
Ammo Use
N/A
Primary Fire
Swing blade (varies with stance and movement directions)
Secondary Fire Saber Throw (if Force points assigned to this power)
Rate of Fire

Slow (Red stance) to Fast (Blue stance).

Saber Throw: Slow to Fast (depends on how quickly saber comes back)

Range Good (Primary) to Medium (Saber Throw)
Damage Medium to Very High (Low for a swinging saber merely brushing a limb)
Danger Level
None. Cannot harm user

By default, six colors can be chosen for the Lightsaber's energy blade:

Blue, Green, Yellow, Orange, Purple (actually Pink/Violet), and Red. Ten hilt designs are also available.

The colors and hilts have no affect on the actual performance of the saber, and depend solely on player preference. In team games, players will be forced to use a saber color that matches their team color (red or blue).

The Lightsaber is a very dangerous weapon. A mere touch of the swinging blade can cause damage to enemies it touches. Normally in JKA, a touch of an ignited blade does no damage if an attack is not in progress. In most team games, your saber cannot damage your allies, but it is considered rude and is counter-productive to go about playfully striking your teammates.

A single well placed hit can kill even the most heavily shielded foes, and fast, repeated blows can whittle down your enemies in seconds. Powerful hits can send an opponent reeling. The blade itself can block blaster shots and small projectiles, even sending them back towards the player who fired them (this skill varies depending on the angle of the shots and level of Saber Defense that is assigned).

To block shots with the saber, simply "aim" at the enemy doing the firing, while not attacking. Focusing on the head of the person firing helps increase the chance that you'll get a good angle on them. But don't relax however, as your opponent will try to vary the angle of their shots and aim for your vulnerable areas (your non-saber side, your back, and below the belt). An overconfident Saber-user is an easy target for experienced gunners, so watch out! Close the distance and slash your opponent down, disarming them if possible (with Force Pull) and using your other Force powers to augment the saber's strengths. Similar techniques are employed in blocking other Saber blades. If someone throws their blade at you, don't panic, this too can be blocked.

The saber can be turned off (hit the "select saber" key a second time) for purposes of stealth (since the Saber gives off a bright colored glow around your character and an audible hum, giving away your position). It will flare up again if thrown or swung, ready for action.

First Person Lightsaber (almost!):

It IS possible to use the Dual Lightsabers in Pseudo Person POV in multiplayer (by default you are limited to Third Person only). However, since there is no semi-transparent skin, your characters head still partially obscures the action. Go to the console and type in this command:

CG_fpls 1

Now the Dual Lightsabers will default to a Pseudo-First Person viewpoint when used. Type the command again with a 0 instead of a 1 and it will default back to normal. You can also bind the command to a key or put it into a CFG file for easy access. Decide for yourself if it's easier for you.

I find that blocking blaster shots is somewhat easier to do in this mode.

A mod that makes true First Person Lightsaber possible in Multiplayer is OJP mod, Check it out!

It has often been said that any Lightsaber in the hands of a beginner can be laughable, but in the hands of a master, something to be feared. To help work your way from the former to the latter, I advise reviewing and practicing the following techniques:


Acrobatic Moves (Saber/Melee Special Abilities)

These moves are performed while holding a Lightsaber (of any type or stance, regardless of whether your blade on (ignited) or not.

All of these moves can be performed by a player that is in Melee mode (fists), though some require the use of Force (and thus cannot be used by non-Jedi) and a few require that g_debugmelee 1 be enabled for Melee users to perform them. Melee mode of course can be chosen by Jedi by simply not assigning any Force Points in your profile to Saber Attack.

Acrobatic moves are generally used for navigating the world around you, to confuse your opponent and out-manuver them in combat, and to temporarily avoid dangers (though if timed poorly, these moves may actually send you into more danger rather than away from it).


Backflip

Jump (while backing into wall)

Not very useful, except to propel you back into a fight if backed into a wall. You perform a mid-air somersault and use about 6 force mana points. Requires Level 1 Force Jump.


Force Jump, Force Flip, "Advanced Jump" & "Knee Tuck"

Hold Jump (this is a Force Jump as opposed to a normal jump, performed by simply a quick tap on the key). These can all be performed so long as you have Level 1 Force Jump or higher and some amount of force mana left.

For "Advanced Jump" hold a movement direction to run, then jump, but as you do so release the direction key (rather than holding both down). Moving forward you will spread your arms outward and arch your body forward. If done to the left or right (with the strafe keys) you'll arch your body in that direction with your elbow out.

Advanced jump really doesn't seem to help much, it just looks cool, if you get bored of doing "Force Flips" (simply a Force Jump + Direction) all the time or the boring "normal" jump animation.

The "Knee Tuck" is more useful for Single Player, but it simply entails hold crouch at the height of your jump to tuck your knees slightly, which can gain an extra inch for your feet, allowing you to reach a ledge you normally don't have enough clearance to swing your legs over and land on. Rarely useful, but its there.

Tapping jump lightly and repeatedly is very useful in JKA. Your regular jumps are slightly higher than in Jedi Outcast (and so by extension are your Force Jumps). Strafing forward while tapping jump in this manner is sometimes called "bunny hopping" or "strafe jumping/running." Combined with Speed or Rage, this allows you to cover slightly more distance in a shorter period. This gives you more mobility and makes you a more difficult target to lock onto (useful in CTF or Siege games). Even without Rage or Speed, "bunny hopping" can be useful, especially when you're wishing to conserve Force (often for that big burst of Speed later!).


Somersault (ground roll)

Hold crouch while running forward, backward, or strafing to the sides. You will roll in the chosen direction a few feet. This can be used as you land from a jump to lessen the potential damage from a fall, or as an escape tactic. Be careful you don't roll off a cliff!

You also cannot attack while the roll is being performed until the roll is completed, in which time you can execute the "Roll ing Stab" move. Uses no mana (unless you do the "Rolling Stab" in which case you use 25 mana points).

It is possible to control the direction of your roll, by "looking" in the direction you wish to move with your mouse (you can even roll in a circle).

Another use for this move is to roll under the blue beams of Laser Tripmines.


Knockdowns:

In JKA you can be "knocked down" (onto the ground) in a variety of ways.

You can be kicked by Saberstaff or Melee users (the latter only if the server allows g_debugmelee 1).

Certain spinning moves done by Saberstaff or Dual Saber users may cause you to be knocked down.

High levels of Force Push or Force Pull used at the right moment may toss you to the ground.

The Secondary firing mode of the Concussion Rifle (see weapons section for details) can toss your body into the air and leave you flat on your back.

And finally, if you approach a knocked down player, they may "kick back" and knock you down as well.

When knocked down you are vulnerable to virtually every attack imaginable and won't get up automatically for several seconds. It is thus advisable to get up and out of danger as rapidly as possible.

Note also that if you're in first person mode a quick tap of the change Perspective/POV key may help you assess your situation better as you try to get up, seeing all possible threats.

Jump Kick From Knockdown

Rapidly Tap Jump while knocked down (or hold forward or backward while knocked down).

This move causes your player to "flip up" into a standing position from a knockdown, while kicking out with both feet forward. If your enemy is standing over you, this can allow you to knock them back or even down as well, turning the tables on them!

Requires Level 1 Force Jump.

Jump Up From Knockdown

Hold Jump while knocked down.

This move causes your player to "hop up" faster than waiting for you get automatically get up (which takes several seconds). Usually though its more fun to Kick up than simply to jump.

Requires Level 1 Force Jump.

Roll From Knockdown

Strafe Left or Strafe Right while knocked down.

If you're on the ground and you don't have time to flip or kick up, use this move to "roll" away out of danger (giving you more time to get up in a safer position).

This move is an excellent way to avoid someone doing a Ground Attack (stab downward) strike on your vulernable body. Be careful not to roll off a cliff!

Be prepared to execute a flip up or kick up after rolling, since the longer you spend on the ground, the more chances for your enemy to kill you more easily.


Run Up Wall - Backflip (aka Backflip Off Wall)

Run towards wall and hit Jump just before you hit it.

This move, if timed correctly will allow you to run straight up a wall for a short distance, then automatically backflip off at the end. You can press Jump anytime during the run to do the backflip portion immediately. Double tapping Jump as you hit the wall (in the above execution) will seem more like a regular Backflip off the wall.

This can have use as a showy escape tactic (when otherwise backed against a wall) or to perform some acrobatic feat in order to manuver to another platform on the map that is otherwise unaccessible.

Requires at least Level 1(?) Force Jump.


Side-Flip Off Wall

Strafe Left or Right While Parallel to Wall

Only works on "straight" (not curved) walls. This move causes you to flip sideways away from the wall. It uses about 6 force mana points and requires at least Level 2 Force Jump. The mana it uses usually has recharged by the time you land from the move under normal "Full Force" settings (default mana regen rate of 200, Force Mastery Level 7).


Wall Grab Jump (aka Wall Stick)

Jump, then Press and Hold Jump again as you touch a wall

Only works on "straight" (not curved) walls. This move allows you to momentarily "sit" on a wall, then push off in the opposite direction (and slightly upward). The "grap" itself can be done from a normal jump (not just a Force Jump) but the "pushing off" motion uses about 6 force mana points (which recharge quickly enough) and the move itself requires Level 3 Force Jump.

You can grab a wall from the side or back (with your back to the wall) as well as from the front. As you approach in the air, simply hold a direction towards the wall along with hitting jump and you can stick facing whatever direction you desire.

If the server has g_debugmelee 1 set, you can do your best Spider-Man impression and stick to walls forever (so long as you hold down the jump button)! Note that you are highly vulnerable while sticking to the wall, but this can be used to aide in ambushes or to hide from opponents that lack Force Seeing.

While sticking to a wall, you can only use certain Force Powers (Absorb, Protect, Dark Rage, Seeing, Heal). Use of other powers may cause you to automatically "push off" the wall. You cannot switch weapons or attack and use of the move forces your saber(s) to turn off.

Finally (and this is especially important if you have g_debugmelee 1 turned on), your force mana will NOT recharge while you are sticking to a wall!


Wall-Run (aka Wall Dash)

Your character will hop up on the side of the wall and jog along it for a bit, a good escape manuver or to help you get over a wall to a higher level easier.

A simple move really, simply press Forward+Strafe+Jump while parallel to a smooth wall (curved or sloping walls don't usually work). You have some control over yourself while you are walking (you can chain saber attacks or jumps with it).

Uses about 5 force mana points, requires at least Level 2 Force Jump. Can be used even if you are out of Mana.

If you hold the "backward" (aka backpedal) key while performing a Wall Run you will only go half as far. This allows you to limit the distance of your Wall Run if you so choose.


Lightsaber Stances

There are three stances (or "styles") for the Lightsaber (accessed by clicking the "change stance" key). The current stance is shown on the right side of the HUD, just above your Lightsaber icon and Force Mana Pool indicator. The color shows the current stance. When a player starts the game, Blue is selected by default. Get to know what each stance looks like, so you can be ready to counter the moves of your opponent.

Each stance appears visually when the lightsaber is ignited and the user is standing still. You can thus help hide what stance you're about to use in a duel by turning your saber off momentarily (dangerous, but sometimes useful) or running around.

The three stances are (and from now on will be referred to by their proper names):


Fast (Blue):

"Fast" Stance

Fastest swings, virtually unlimited chainable combos and lots of spin moves. Best overall blocking ability for blaster shots and projectiles. Blocking against Medium and especially Strong stances are sometimes less effective. These swings also tend to do the least amount of damage of the three stances. This is the stance that all Lightsaber carriers possess by default.

The official documentation recommends this stance for battling non Lightsaber opponents (though I've found it can be quite useful in dueling as well).

Medium (Yellow):

"Medium" Stance

Medium speed swings, do medium damage, and have less spins and chainable combos than Fast stance. More effective at blocking against Strong stance.

The official documentation recommends this stance for battling multiple saber wielding opponents (though I've found it can be useful in dueling as well).

Strong (Red):

"Strong" Stance

Slow, deliberate and powerful swings. The character treats the blade as if it is "heavy" leading some to nickname this "Heavy Stance." This stance has some of the most damaging attacks of any weapon in the game. However there is a wind-up and follow-through for many of them that makes them easy to see coming, and avoid (or counter-attack). Use with care! Can knock aside Fast blocks with ease, if done properly. This style has the nickname "bat saber" in some circles, in the way that some of the attacks have the effect of a baseball bat on foes (knocking them around or tossing them to the ground like rag-dolls).The official documentation recommends this stance for battling against a single saber wielding opponent.

You can chain moves into combos with this stance, but far fewer than the others.


The game literature recommends Fast stance when facing multiple opponents who lack Lightsabers; Medium for facing multiple Lightsaber wielding opponents and for general use; and Strong stance for facing one Lightsaber wielding opponent. It is possible to use the Strong stance in a room full of enemies, with broad swings to wipe them out, but this is very dangerous and should only be attempted by advanced users.

These stances are not merely personal preference, but have different strengths and weaknesses and work better in different situations. Thus you may find yourself changing stances frequently in battle, and this makes it important to learn all three. Your enemies may also like to use certain stances, so you will want to know what they are capable of.

In addition to their various attributes, each stance has certain moves unique to it.


Stance Specific Lightsaber Moves

As the heading implies, these moves can only be performed while in the specified stance.


Fast:

Uppercut Thrust (aka "Lunge"):

Crouch+Forward+Attack

This move produces an "uppercut" swing as your character lunges forward and uses 25 force mana points.

The strike itself has poor range (like most Fast stance attacks) compared to the other stances, but is a good suprise move, if your timing is good.

Fast Attack Kata:

Attack + Alt Attack

Press Primary and Secondary Attack keys firmly together to do a swirly series of fast strikes. Using 50 force mana points, it is an excellent move to whittle down your opponent's health or to attack a group of enemies, though it can be easily dodged.


Medium:

Flipping Slash (aka "Yellow DFA," Flip Attack):

Forward+Jump+Attack

Perform this move when your enemy is directly in front of you. You'll flip into the air and strike, then do a flourish with your blade when you land. This latter part of the move is rather slow, but has a wide sweep, making it possible to take out multiple enemies at once if done in a group melee. It also leaves you vulnerable if it misses. Uses 25 force mana points.

Medium Attack Kata:

Attack + Alt Attack

Press Primary and Secondary Attack keys firmly together to do a swirly series of medium strikes. An excellent move to whittle down your opponent's health or to attack a group of enemies, though it can be easily dodged.


Strong:

Lunging Overhead Chop (aka "Death from Above," Jump Attack):

Forward+Jump+Attack

Character leaps forward while swinging his blade directly overhead and stabbing it to the floor. Using 25 force mana points, this can be an excellent finishing blow, if timed properly, on a fallen opponent or as a surprise move.

Somewhat tricky to get the timing down at first, this move is done by tapping the aforementioned buttons quickly. The move is not that powerful and uses mana, but is unblockable.

With practice, you can execute the move after coming down from a jump, while running forward, etc, pretty much anytime.

If done correctly, you'll see the move execute (with a whooshing sound like Force Jump).

Mixing up your swings is a good idea to prevent it being too easily expected. You cannot change direction once the move has started and are vulnerable for a moment as the move ends.

Strong Attack Kata:

Attack + Alt Attack

Press Primary and Secondary Attack keys firmly together to do a swirling series of strong strikes. Using 50 force mana points, it is an excellent move to whittle down your opponent's health or to attack a group of enemies, though it can be easily dodged.


Lightsaber Attacks

The Lightsaber has a variety of different attack swings. Think of each "stance" as a seperate weapon. For each stance, memorize what each swing looks like (noting its speed and damage), and how it hits a target (practice on a wall or other object where you can see it hit and make marks). As in many fighting games, this technique for learning the saber will make each move more automatic, and may help you anticipate the moves of your opponent in order to better counter them (in a saber duel for example). Keep in mind that the same moves vary in strength, speed, and range as well as animation depending on your Saber Stance (see that section for details).


Backstab / Backslash

Back+Attack

This fabled move has the air of "coolness" about it. Your character leans back with a stab directly behind him with the saber, running through anyone foolish enough to be in the way.

To do this move, press Back+Attack while the enemy is directly behind you. It is somewhat slow and can be dodged, but is seemingly impossible to block and can be deadly in one hit if successful. A good surprise move, especially when being "snuck up on" during a saber fight.

With Fast stance, the move is a quick backstab. With Medium and Strong stances, a spinning slash (or "back sweep").

Reportedly, some players adopt the tactic of, for lack of a better term "ass fighting" which is to say, they have their back to their opponent for the majority of the battle, and continually attempt to execute this move. I do not recommend this tactic, as it makes your actions very predictable to your opponent, and leaves you totally open to attack, while your back is unprotected.


Forward Vertical Slice

Forward+Attack OR Backward+Attack

A quick top-down slash that can be good for hitting enemies that are higher or lower than you.


Horizontal Side-Swipe

Strafe Left/Right+Attack

If you strafe to the right while swinging, you'll swing from the opposite direction. Great for hitting a forward (and moving) target. I find that sometimes it helps to rapidly strafe back and forth while tapping the key (especially while using Force Dark Rage or Force Speed) resulting in rapid sweeps back and forth if your time is right, which can wear down an opponent fast.

Be careful however, since the big sweeps can be slow, leaving an opening for your opponent to counter-attack.

With Fast stance, holding strafe and the attack button can result in your character spinning round and round with the saber (which may or may not be useful, depending on the situation).


Diagonal Downward Slash

Strafe Left/Right+Forward+Attack

Great for hitting a stationary target, this slash has limited range, but is fast.


Diagonal Upward Slash

Strafe Left/Right+Backward+Attack

The opposite of the above move, it can be excellent against crouching or jumping foes.


Attack Kata

Attack + Alt Attack

Depending upon the stance used, performs a series of swirling slashes, sometimes with movement of the player's body. Devestating if timed correctly, but leaves you open and is easily dodged. Varies with stance (see each stance section for details on variants).


Attack Enemy on Ground

Hold Forward + Attack (near fallen enemy body)

This is a "finishing move" which uses no mana, causing you to leap into the air and land with downward stab through the fallen opponent's body. Most of the time it is fatal, considering the person is not blocking, however it is also easily dodged.

A fallen opponent can hold jump to get up quickly before the move hits (in time to block), roll away using the strafing keys or tap jump rapidly to "kick up" and knock back the would-be ground stabber.

The move also has the tendency to "miss" if you're not lined up with the body properly.


Stab Forward (aka Roll Stab)

Crouch+Forward then attack (as roll completes)

Uses 25 force mana points, thrusting your blade forward after a roll. Can be dodged, but is difficult (if not impossible) to block. Without sufficient mana, the move cannot be performed.


Cartwheel

Strafe Left/Right+Attack

Uses 25 force mana points, and virtually identical to the move when used by a Single Saber user, this move causes a sideways mid-air cartwheel with blades extended. Not so much an attack as an escape move to sidestep attacks or to hop over some terrain.


Saber Challenges

The Saber Challenge is when, during a FFA (Free for All, that is deathmatch) game, on a server where it is enabled, a player targets you (from a short distance away, about Grip range) and presses their Saber Challenge Key ('K' by default). When they do this, text will appear on your screen showing you have been challenged. To accept the challenge, press your own Saber Challenge Key. You do not have to accept a challenge, and you may need to do the procedure again if you wait too long or get out of sight.

Once accepted, the combatants will freeze in place, a short distance apart, facing one another. They will begin to glow (with transparent white auras from their Point of View, and with dark blue auras from other players' POV), indicating that they are protected from outside attacks. No other players may damage them during the duel, however, they can "get in the way" which is considered annoying and rude. Thus it is recommended that Saber Challenges take place a safe distance away from the general melee and firefights on a map.

To start the battle, the announcer will say "Begin!" and the fight begins (with both players sabers igniting simultaneously if they are not already active). The battle continues until one player dies, or the combatants get too far apart (text will say that the duel was "severed").

During the duel, Force Powers are limited (you can use Saber Throw, Jump or the various Saber related special moves) and only the Lightsaber weapons can be used. Also during the duel Saber Locks are possible (see that section for details). The winner of the duel will have their health restored to maximum, and the gameplay will resume as normal.

One thing to watch out for when getting ready to accept a duel, is the fact that you can be hurt just before the battle begins, and thus be at a disadvantage without full health or armor. This can occur if your enemy takes a "cheap shot" at you before accepting the challenge (watch out) or if an outside player hits you by accident (or on purpose). It is best not to whine when this occurs, but it could be pointed out as a point of ettiquette, since that is the purpose of a duel, to have a one on one battle (outside the FFA game where anything goes). Still, with enough skill, you should be able to win the battle, even if your health is not at maximum, and it won't help anyone to whine and complain if you did not choose a safe place to have your duel.

There is something of a point of controversy about Saber Challenges among some player circles. Most of the time, a FFA server will have "Lightsaber Challenge" allowed. In most cases, this means one set of combatants can engaged in one of these duels at a time. What sometimes will occur is that players will assume that the game revolves around waiting for this duel, and that no one should do any fighting outside of it. Some players prefer to keep their saber "off" before engaging the Challenge. This however, leaves them ripe targets for snipers, since they cannot block anything (and they are still dangerous, able to whip out the saber instantly in an attack). I feel it is a better approach to keep your saber out when challenging, since it won't matter anyway once the duel begins (both players activate sabers automatically).

If you join a server and find that there are certain expectations relating to Saber Challenges, and you do not agree, it may be good to find another server, as some people can get quite upset. If you are the host of the server, and present, I feel it is incumbant on you to explain the rules to new players joining. After all, not everyone will be familiar with your own "house rules." Binding a key to a line of text explaining the rules clearly and concisely can save you time in this.

Personally I find it much easier to run or join a Duel server than rely on Saber Challenges, since it has all the benefits of the Saber Challenge duel (you can observe those fighting when its not your turn, in spectator mode; you can limit Force to make battles last longer; you get access to Saber Locks; no need to worry about being hit by people not involved in the duel, etc) with other benefits. For example there is no glow surrounding the fighters, and other players cannot "get in the way." As in spectator mode (automatic when you are not actually fighting) you can view the battle from the POV of either combatant. However the Saber Challenge can be a nice change of pace from the chaos of a deathmatch, or to match the egos of players who can't seem to beat each other using the rest of the weapons. =)

Unfortunately, bots never accept Saber Challenges.


Saber Locks

When two players are fighting with their sabers (in either Duel Mode, or during a Lightsaber Challenge), often a series of close range swings or if players begin to touch each other's blades, a "Lock" will occur.

At first these locks may seem random, but in general, when two swings collide at close range (regardless of the stances used) a lock will occur.

The two players face each other as their blades press against each other and they strain to overthrow each other, with sparks flying everywhere. Players tap their "attack" keys repeatedly to try to win the struggle. The winner of a lock will shove his opponent to the ground (much like the effect of Force Push) and can set him up for a free hit or killing blow.

A saber lock will last a maximum of 10 seconds, with the result being either the loser being thrown to the ground, or both players being pushed back (in the case of a tie). During the lock, the manual recommends using Force Push to give you a chance of an advantage over your opponent. It is true this is sometimes effective, breaking you out of the lock early and beating your opponent.

Some have suggested ways of winning locks that might be considered cheating in some circles. For example many controllers have a "rapid fire" setting or a script can be written to have rapid attacks. However, even for these cases, it seems that pure button mashing can still come out on top. I recommend, if you are involved in many saber locks, to bind a key to your keyboard (don't break your parent's/friend's keyboard!) for attack, even if you already have attack mapped on your mouse (as I do). That way you'll resist wear and tear on your mouse, and you can pound it a lot quicker than clicking your mouse.

Be ready however, if you lose, to get back up again (tap jump key repeatedly to get up faster) and be ready to use force and whatever you can to avoid a death blow!

"...It IS possible to disarm your enemy within a saber lock. Very easy. Your enemy just has to be low on HP (>20?) and you have to win the saber lock.

It gives a pretty cool animation, the hand gets chopped off and the person dies.

However it only works with very low HP and after winning the saber lock which would result in death anyway (knocked down + blue stance + low HP = dead). " - Aeth S'kray, Academy Jedi Knight

For more info on dismemberment in multiplayer, see below:


Dismemberment (Optional)

With the Lightsaber it is possible to cut off an enemy's limbs in multiplayer. However, both the server and the client must have this feature turned on.

Add/modify the following lines in your autoexec.cfg file (or whatever cfg file you use for MP):

seta g_dismember "100"
seta cg_dismember "3"

(note, cg_dismember can be set higher, but only needs to be set to 0, 1, 2, or 3. 0 is no dismemberment and the default, 2 is limited dismemberment with no heads or torso cuts, while 3 is full dismemberment allowed, at the probability set by the server). Thanks to Amidala of Chop Chop for the details!

The first one is for the server and equals the probability of dismemberment occuring during saber kills. Thus "100" equals 100% of saber kills will result in some kind of dismemberment.

Meaning if people join your game and have the second line, they will see full dismemberment. I find it adds just a little bit more of a Star Wars feel to the game (though it doesn't affect gameplay in the least).


Once you have become familiar with the Lightsaber, you should review the Force Powers and Weapons pages in our other sections.

 

  >>Siege Guide - by Kurgan
  >>Force Profiles - by Kurgan
  >>SP Walkthrough - by Various Authors
  >>Your article here!