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 JK2'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.
***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.
Lightsaber
- Weapon Stats
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 touching someone with the extended
blade without swinging, 5 damage per pulse). |
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.
The
colors 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
ignited blade can cause damage to enemies it touches (in a
pulsing manner, 5 damage per pulse). 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.
Update
(05/24/03):
It
IS possible to use the lightsaber in First Person POV in multiplayer
(by default you are limited to Third Person only)! Go to the
console and type in this command:
CG_fpls
1
Now
the lightsaber will default to First Person viewpoint when
used (no odd camera switching either, it functions very similarly
to how it works in Single Player). 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. I am glad that Raven left this option
in the game, as many really were miffed that it was missing.
Decide for yourself if it's easier for you.
I
find that blocking blaster shots is somewhat easier to do
in this viewpoint. I am told this only works in version 1.03
and above (tested with 1.04
and it works fine).
Special
thanks to NemoX, Nemios and thehomicidalegg
who contributed this information in the forums!
Nemios
also comments:
- In SP you can't do rolls, flips and
special moves from 1st person POV for saber. In MP you CAN.
- When someone grips you your character
instantly turns to the gripper so that you can push him to
escape.
1.03
Patch Notes:
(Quoted
from LucasArts
patch page)
"Lightsabers
will do less damage at the very start and very end of a swing.
This should prevent kills from just touching an opponent with
the tip of your lightsaber."
"Lightsaber
usage in multiplayer has been modified to work similarly to
the way it works in single player levels. This will enable
better saber battles up close with your opponent."
It
has often been said that the 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:
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):
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
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):
Slow,
deliberate and powerful swings. 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.
Lacks
chainable combo ability.
1.03
Patch Notes:
You
can chain a small amount of moves together, usually about
two. The speed of the stance is somewhat slower as well. The
"knock-away" ability of the batsaber is more pronounced
against weaker stances in addition.
1.04
Patch Notes:
You
are no longer knocked down by the "Kick" move while
in this stance, but only knocked backward.
Update:
.Templar. (of the forums) reports that in fact the
Kick move can still topple a Strong Stance user, but only
when he is NOT swinging. So it seems that
this stance does not provide perfect protection against Kicks,
but it does prevent your swings being countered in this fashion.
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
Swing:
Crouch+Forward+Attack
This
move produces an "uppercut" swing as your character
lunges forward.
The
move can be done in mid-air (if repeated it can lead to a
slight slowing in descent as your character grunts and tries
to do the move a second time). If timed correctly, it can
be used to stop yourself from taking damage from long falls
(but not falls into bottomless pits).
Here
is a demo
recording of the move used in this manner. Special thanks
to Strike
for contributing it (place the file
in your base\demos folder and run in game)! Update: This
demo, of course, was meant for version 1.02.
The
strike itself has poor range (like most Fast stance attacks)
compared to the other stances, but is a good suprise move,
and may be useful to take someone out in mid-air if your timing
is good.
1.03
Patch Notes:
The
damage of this move has been somewhat reduced.
1.04
Patch Notes:
It
is no longer possible to perform the move in mid-air, removing
the ability to slow your falls. Thus you should use the crouch-roll
and/or Force Protection to reduce falling damage instead.
The
move appears also to not be as easy to chain (ie: you cannot
perform the move over and over rapidly).
Medium:
Flipping
Slash:
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.
Strong:
Lunging
Overhead Chop (aka "Death from Above"):
Forward+Jump+Attack
Download
a short demo showing the move being executed here
(recorded for 1.04
only, place file in base\demos folder and use "demo dfa"
to run in the console).
Character
leaps forward while swinging his blade directly overhead and
stabbing it into the floor. An excellent killing blow to use,
if timed properly, on a fallen opponent.
Somewhat
tricky to get the timing down at first, this move is done
by tapping the aforementioned buttons quickly. Often after
coming out of a force jump, this can be executed. Apparently,
it is unblockable, but can be dodged. There is a short recovery
after the move as well, as your saber sticks into the ground,
leaving you open to counter-attack.
An
alternate method of doing this move, which is much easier,
is to run forward and swing the saber (this will result in
an overhead blow). As you see the animation of your character
hefting the saber over his head to swing (the wind up) tap
the jump key.
Thus
the method is 1) begin swing 2) jump+attack
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, although the move uses no mana). This
method is more consistent than the one above, but it may be
easier for your opponent to spot.
Mixing
up your swings is a good idea to prevent it being countered
when you land. It is also possible to control your direction
(by "looking") as you leap through the air.
As
a potentially instant killing move, this technique is hated
and feared throughout much of the online community. Suffice
to say though, that it has various built-in disadvantages
to prevent it from being used over and over to win every match.
It is far from all-powerful, and often deterimental to their
own game in the hands of an amateur.
1.03
Patch Notes:
You
can no longer control your direction or "pivot"
while doing this move, making it harder to hit your opponent.
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
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.
1.04
Patch Notes:
(Quoted
from LucasArts
patch page)
"Corrected
bug allowing players to pivot while executing backstab moves
in all stances. Players may no longer pivot when executing
these moves."
"Corrected
issue causing damage not to ramp up and down properly when
using the backstab move in light saber stance."
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.
Lightsaber
Special Abilities
These
are moves that can only be performed while the Lightsaber
is held in the hand. Most of them use mana (though they can
be performed even when all mana is used up) and cannot be
used while a Ysalamari is held. Some require at least Level
2 Force Jump.
Wall
Walk
Your
character will hop up on the side of the wall and jog along
it for a few steps, 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
five mana units, requires Level 2 Force Jump, cannot be done
while a Ysalamari is held.
Wall
Jump
While
touching a wall, jump, or while pressing against wall, jump.
Your body will be propelled away from the wall (you can control
yourself in mid-air). Good for when you are cornered as an
escape tactic or to confuse your opponent. This can be done
when you are parallel to the wall facing it, or with your
back against it. If done "sideways" it becomes more
of a "Cartwheel Wall Flip" but the effect is the
same. Requires at least Level 2 Force Jump, and cannot be
done while Ysalamari is held. Uses the same amount of mana
as a normal Force Jump.
1.03
Patch Notes:
(Quoted
from LucasArts
patch page)
"Backflip
now requires that you double tap the jump button."
This
can be tricky to pull off at first, but with practice, becomes
easier, though its difficult to get a good "fix"
on somebody in a game that's laggy.
Kick
Simply
put, perform a Wall Jump, ON the body of an enemy. Your character
will backflip, smacking your enemy in the face with your feet
as you flip away. You'll hear the blow land and the enemy
will be knocked back, often knocked on the ground (with a
similar effect as Force Push). The attack does 20 damage,
and uses the same amount of mana as the Wall Jump. Requires
at least Level 2 Force Jump and cannot be performed while
Ysalamari is held. Both Forward and Side kicks are possible,
and can be used repeatedly.
Swoosh
says:
"Probably one of the least known
moves of Kyle Katarn's is the deceptively powerful kick. This
unique move allows you to knock over your opponent, as well
as to cause 20 units of damage. The ability to knock your
enemy on his back is something that becomes very welcome when
it's late in the battle and you are low on force mana. It
gives a similar effect to force push, but is many times more
effective. Using the kick to damage your enemies is even more
fun. What could be better than finishing off another Jedi
with your lightsaber stowed away and instead use your feet!
Nothing is sweeter, and more humiliating."
1.03
Patch Notes:
Since
the Wall Jump requires a fast double tap of the jump button,
so does the Kick move.
However,
the "side kick" (done by strafing and hitting jump
while touching an enemy body on the side) does NOT require
a double tap, and works with one quick press of the button.
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 (though your extended saber can brush against
the enemy for 5 points of damage). Uses no mana, but cannot
be performed while Ysalamari is held.
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).
Another
use for this move is to roll under the blue beams of Laser
Tripmines.
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 and
Jump) and only the Lightsaber 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.
1.04
Patch Notes:
(Quoted
from LucasArts
patch page)
"Fixed
bug allowing inventory items to be used in FFA 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.
What
I like to do in a saber lock, is to switch to Strong stance
(if I'm not in it already) while I jam on my attack button,
so that I can set up my opponent for a free hit if I win.
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!
Though
it is utterly useless strategically, it looks somewhat amusing
if one or both players turn OFF their sabers during a lock.
It will appear as if you are both struggling with your hilts.
1.04
Notes:
Raven
developers have mentioned that it is now possible to use powers
like Force Push while knocked to the ground, to help prevent
yourself from being killed after losing a saber lock.
Also
note that with the slower speed of Strong Stance, quick finishing
blows are trickier to land on fallen players (thus I recommend
Medium stance instead).
It
is also no longer possible in 1.04 to "struggle with
your hilts."
I
once heard reports that it was possible to disarm (literally)
your opponent, if you won the saber lock and your enemy was
very low on health. However this may only be in single player.
Some players have said that this works, but I am not sure
if it is a bug or not. If anyone can verify this, please contact
me!
Update:
At least two people have emailed me to confirm that this does
indeed work in multiplayer!
"...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
& Blood (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 (tested in version 1.04).
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 "100"
The
first one is for the server. Meaning if people join your game
and have the second line, they will see 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).
The
number in quotes can be anything, but 100 seems to work well
(you could also try 300, but too high and the game may crash).
About 99% of the time when you get a lightsaber kill, some
part of them will be cut off (leg, arm, hand, head, torso
cut in half).
Some
players also like to have "blood" appear when they
score a direct hit on the enemy as well. Some will argue that
Star Wars isn't bloody (though they probably have forgotten
the Cantina scene in A New Hope or Darth Maul's unfortunate
fate in The Phantom Menace) but I'll let you decide.
I'd also point out that when Jedi Outcast was first shown
at E3 it featured blood effects in gameplay
(but these were subsequently turned off, along with dismemberment
for the final release).
It's
definately nothing so over-the-top as Quake, but it does help
to see if you've actually hit somebody in a game with low
framerate or lag, or over long distances.
These
mods are client-side and work quite well to put these features
back into the game, if that's your thing.
Find the JK2 blood patch (and others) here:
http://www.blutpatches.de/
(the
site is in German)
Update: Lost the link to the JK2 Blood Patch, so here it is again (it's an older version, I'll have to find the original final version on CD, but it may take awhile). In the meantime try this for all your bloody needs!
Once
you have become familiar with the Lightsaber, you should review
the Force Powers and Weapons
pages in our other sections. |