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==Weapon tips== | ==Weapon tips== | ||
'''Reload judiciously.''' Reload only when you're sure you have the time in order to avoid being interrupted or disarmed (which can cause you to lose a clip). When forced to enter melee combat while out of ammo you should holster your weapon, but you can fight with it in hand if you don't have time to holster. If you have a pistol in hand which is out of ammo, you can use the mouse buttons to perform your normal melee moves – but you can also use the punch and kick keys (by default 'f' and 'c') to perform melee with a <u>loaded</u> weapon in hand. Wielding a rifle-type weapon will change some of your moves, such as the Devil Spin Kick and the standard punch, but briefly fighting like that is still feasible until you've earned enough breathing room to reload or holster your weapon. | '''Reload judiciously.''' Reload only when you're sure you have the time in order to avoid being interrupted or disarmed (which can cause you to lose a clip). When forced to enter melee combat while out of ammo you should holster your weapon, but you can fight with it in hand if you don't have time to holster. If you have a pistol in hand which is out of ammo, you can use the mouse buttons to perform your normal melee moves – but you can also use the punch and kick keys (by default 'f' and 'c') to perform melee with a <u>loaded</u> weapon in hand. Wielding a rifle-type weapon will change some of your moves, such as the Devil Spin Kick and the standard punch, but briefly fighting like that is still feasible until you've earned enough breathing room to reload or holster your weapon. | ||
:One feature that may be useful on rare occasions is that you can reload over top of a clip that still has shots left; you will waste that partial remaining clip, but if you have an SMG with only have 3 rounds left in the clip and you're about to encounter another enemy, it makes sense to throw the rounds away | :One feature that may be useful on rare occasions is that you can reload over top of a clip that still has shots left; you will waste that partial remaining clip, but if you have an SMG with only have 3 rounds left in the clip and you're about to encounter another enemy, it makes sense to throw the rounds away so that you can jump into the fray with a full clip and not have to stop for a risky reload. | ||
'''Use the Campbell Equalizer Mk4 with precision.''' This weapon can be used for single shots or fired on full-auto, but the massive recoil means it's almost impossible to hit an enemy at mid- or long-range on auto. Also, enemies will evade a steady stream of bullets, so the only effective way to use this weapon is for single, careful shots -- unless the enemy is just outside of melee range, at which point automatic fire will be fairly deadly. | '''Use the Campbell Equalizer Mk4 with precision.''' This weapon can be used for single shots or fired on full-auto, but the massive recoil means it's almost impossible to hit an enemy at mid- or long-range on auto. Also, enemies will evade a steady stream of bullets, so the only effective way to use this weapon is for single, careful shots -- unless the enemy is just outside of melee range, at which point automatic fire will be fairly deadly. | ||
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'''Use the Phase Stream Projector to hold one foe at your mercy.''' The stream loses it effect after bouncing off walls, so you can't actually use it to shoot around corners despite appearances. The weapon isn't a huge damage-dealer, but it does stun its target. Since the enemy will be mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close the deal. There are better tactics to take out even a pesky melee opponent, but when dealing with an armed foe, this is one of the best ways to defend yourself from his shots. Note that, when facing an enemy using the PSP, you can block it in the same way you block melee attacks, by facing the attack while standing still or backing up. | '''Use the Phase Stream Projector to hold one foe at your mercy.''' The stream loses it effect after bouncing off walls, so you can't actually use it to shoot around corners despite appearances. The weapon isn't a huge damage-dealer, but it does stun its target. Since the enemy will be mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close the deal. There are better tactics to take out even a pesky melee opponent, but when dealing with an armed foe, this is one of the best ways to defend yourself from his shots. Note that, when facing an enemy using the PSP, you can block it in the same way you block melee attacks, by facing the attack while standing still or backing up. | ||
'''Use the SBG Man-Portable Mortar for tactical explosives.''' Do not use at close range! But incredibly useful when you have a good distance between yourself and your enemy. When facing enemies wielding a Superball Gun themselves, take them out at long range if possible. If not, close the distance as quickly as you can; if they shoot at you when you're nearby, the explosion will send them flying as well, effectively disarming them and allowing you to turn the tables as you pick up their weapon. | '''Use the SBG Man-Portable Mortar for tactical explosives.''' Do not use at close range! But incredibly useful when you have a good distance between yourself and your enemy. When facing enemies wielding a Superball Gun themselves, take them out at long range if possible. If not, close the distance as quickly as you can; if they shoot at you when you're nearby, the explosion will send them flying as well, effectively disarming them and allowing you to turn the tables as you pick up their weapon. | ||
:Delayed detonation: Hold down the trigger until you want the main mortar to explode. You can attack a wider area by releasing the trigger when the mortar is in mid-air. Alternately, hold down the trigger until the mortar comes to a stop on the ground to place a "land mine" that goes off when the trigger is released. | :Delayed detonation: Hold down the trigger until you want the main mortar to explode. You can attack a wider area by releasing the trigger when the mortar is in mid-air. Alternately, hold down the trigger until the mortar comes to a stop on the ground to place a "land mine" that goes off when the trigger is released. | ||
:Ricochet: The mortar can bounce off walls and obstacles, so you can surprise an enemy by shooting around a corner. | :Ricochet: The mortar can bounce off walls and obstacles, so you can surprise an enemy by shooting around a corner. | ||
'''Turn the tables in melee with the Van de Graaff (VDG) Pistol.''' This weapon is the best friend you could hope to have in a melee battle. It stuns opponents in a small arc in front of you. Don't miss; its rate of fire is extremely low. The moment your opponent(s) is/are stunned, go for the most brutal offense you can (like a Backbreaker) or run for cover if that's a wiser decision based on the odds. (Note that stunned enemies, though they can't react to you, can still see you, so running behind a small obstacle while they're stunned is useless since they'll just follow you once they're no longer dazed.) When you're facing a VDG, especially against multiple opponents, it can be a nightmare if you don't have a forcefield. But if you jump just before you are hit with the weapon, you'll simply be knocked out of the air rather than stunned, and can get to your feet much more quickly than if you had been stunned. Does | '''Turn the tables in melee with the Van de Graaff (VDG) Pistol.''' This weapon is the best friend you could hope to have in a melee battle. It stuns opponents in a small arc in front of you. Don't miss; its rate of fire is extremely low. The moment your opponent(s) is/are stunned, go for the most brutal offense you can (like a Backbreaker) or run for cover if that's a wiser decision based on the odds. (Note that stunned enemies, though they can't react to you, can still see you, so running behind a small obstacle while they're stunned is useless since they'll just follow you once they're no longer dazed.) When you're facing a VDG, especially against multiple opponents, it can be a nightmare if you don't have a forcefield. But if you jump just before you are hit with the weapon, you'll simply be knocked out of the air rather than stunned, and can get to your feet much more quickly than if you had been stunned. Does 1 HP damage. | ||
'''Keep it long-range with the Scram Cannon.''' Missile warheads are inactive at close range (but the impact of a missile will do still damage*). For best results, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can also match the speed of the warheads by dashing.) A quick flip and/or slide should be sufficient to dodge the missiles as well once you've gotten the hang of their maneuverability and homing. One effective maneuver is to run towards the approaching swarm, lure them upwards with a jump, then slide below them as soon as you land. | '''Keep it long-range with the Scram Cannon.''' Missile warheads are inactive at close range (but the impact of a missile will do still damage*). For best results, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can also match the speed of the warheads by dashing.) A quick flip and/or slide should be sufficient to dodge the missiles as well once you've gotten the hang of their maneuverability and homing. One effective maneuver is to run towards the approaching swarm, lure them upwards with a jump, then slide below them as soon as you land. You can kill a weak enemy by running into them and shooting them point-blank; the lack of explosion will leave you unharmed. | ||
'''The Mercury Bow – a rare and valuable weapon.''' Kills all but the strongest enemies with one shot. Two shots uses up an ammo clip, so make sure it's the most useful weapon you can get for the upcoming situation before spending your ammo on it (in some situations against multiple enemies, a Superball Gun might be preferable). Although the bow takes a very long time to re-freeze before it can fire again, if you scored a hit with your first shot then you probably finished off the enemy. If not, it might be best to drop the weapon before melee ensues. | '''The Mercury Bow – a rare and valuable weapon.''' Kills all but the strongest enemies with one shot. Two shots uses up an ammo clip, so make sure it's the most useful weapon you can get for the upcoming situation before spending your ammo on it (in some situations against multiple enemies, a Superball Gun might be preferable). Although the bow takes a very long time to re-freeze before it can fire again, if you scored a hit with your first shot then you probably finished off the enemy. If not, it might be best to drop the weapon before melee ensues. | ||
'''The Screaming Cell shows that Konoko's not the only living weapon in Oni.''' The Screaming Cell Cannon fires a capsule which explodes a second or so later, doing no damage but releasing a creature that flies around and drains the life energy of anything nearby for a short while. It actively hunts down a random target within range other than the person who fired the weapon, but since it drains life from anything within range, it can easily harm the SCC's wielder if (s)he gets too close. Use it either as a long-range weapon to take out distant, unalerted enemies with a single attack, or use it in close-range combat by dancing around your opponent and letting your hungry friend do the work while you focus | '''The Screaming Cell shows that Konoko's not the only living weapon in Oni.''' The Screaming Cell Cannon fires a capsule which explodes a second or so later, doing no damage but releasing a creature that flies around and drains the life energy of anything nearby for a short while. It actively hunts down a random target within range other than the person who fired the weapon, but since it drains life from anything within range, it can easily harm the SCC's wielder if (s)he gets too close. Use it either as a long-range weapon to take out distant, unalerted enemies with a single attack, or use it in close-range combat by dancing around your opponent and letting your hungry friend do the work while you focus on dodging. The creature flies slowly enough, and the SCC's rate of fire is slow enough, that enemies using this weapon against you are pretty much doomed if you just tackle them with a running throw or the like and confiscate their weapon. | ||
'''Become a human tank with the Wave Motion Cannon.''' Only available (without cheats) in the Vago Bio Lab level (Ch. 3). If you don't have the time to pull off a shot, drop it before it becomes a burden holding you down in combat. Konoko can only walk while wielding it. | '''Become a human tank with the Wave Motion Cannon.''' Only available (without cheats) in the Vago Bio Lab level (Ch. 3). If you don't have the time to pull off a shot, drop it before it becomes a burden holding you down in combat. Konoko can only walk while wielding it. | ||
:Primary fire mode: Don't use the energy beam at short distances; it takes too long to charge the shot. If you can keep the beam on an enemy for the full duration of the shot, it may well kill him in one shot. | :Primary fire mode: Don't use the energy beam at short distances; it takes too long to charge the shot. If you can keep the beam on an enemy for the full duration of the shot, it may well kill him in one shot. | ||
:Secondary fire mode: Fires a frag grenade that sends enemies flying. Does much less damage than primary fire mode, but buys you a little time to use the beam again. | :Secondary fire mode: Fires a frag grenade that sends enemies flying. Does much less damage than primary fire mode, but buys you a little time to use the beam again. | ||
The gun will eventually run out of ammo, but if you drop it and allow Barabas to pick it up, then take it from him again, you'll find it's been reloaded! | The gun will eventually run out of ammo, but if you drop it and allow Barabas to pick it up, then take it from him again, you'll find it's been reloaded! | ||
==Melee overview== | ==Melee overview== | ||
The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, combos, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys/mouse buttons, one for punching and one for kicking, but depth is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking | The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, combos, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys/mouse buttons, one for punching and one for kicking, but depth is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking requires precisely facing the opponent and not pressing any keys, but some attacks break through blocks enough to cause a stun effect and/or do chipping damage, and some are so powerful that they cannot be blocked. Jumping attacks and low attacks (such as leg sweeps) also add challenge to melee combat. One must be crouching to block a low attack, thus requiring fast reflexes; in addition, overhead attacks such as jump attacks and certain other moves can only be blocked while standing. The more advanced enemies are noticeably better at fighting than the ones encountered early on. | ||
When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an omnidirectional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room. | When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an omnidirectional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room. | ||