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| Gunzfactorian Postcount Demi-God | I wanted to make this my own post since I've had a solid and long winded opinion on the topic since the k-style/d-style/e-style/h-style concept was born. I've always thought the concept of e-style/h-style was bogus, since its literally impossible to avoid using "e-style" in the game, most people chalked up e-style as "tactics" instead of an actual style, so an h-styler was a k/d-styler who used tactics. Anyways, I would like to explain my concept as to how you should sort out k/d-style once and for all, and yes its pretty far from those concepts in that instead of breaking them down into sections, they are all in one massive pool of techniques. As Kiedo has said before, and I have said LONG ago, glitch techniques or "moves" are based on 7-10 definite glitches in the game. These are unchangeable and simple to explain. So in my explanation it would go... Basic Technique: A technique that was intended to be in the game, and is described by MAIET in their basic game guide. Dash, Tumble, Wallrun, Walljump, WASD(walking), shooting, etcetc, you understand. Basic Glitch: The series of glitches which comprise of every advanced move in the game. Alone these glitches are useful. They are labeled by their execution: slashswitch, slashblock, uppercutblock, peakdash (yoyo), dashlunge, reloadswitch... There are a lot of them. Advanced Technique: The rest of the moves that are comprised of basic techniques and basic glitches used in a specific way to receive a specific outcome. These techniques are generally named by their founder: slashshot, halfstep, halfhalfstep, instafall, the list goes on indefinitely. Now, as your probably thinking, "hymn, some k-style moves cant be used by a dagger, and some d-style moves cant be used by a sword", this is true, but the only defining point is the melee weapon (or gender in some cases). If you were to describe a Advanced Technique, all you would have to do is list what weapons it can be done with (and yes, there are some advanced techniques that can only be done by kodachis), and if it can be done by both, just list "all". And thats really all there is to it. "Styles" are junk, as they limit you to a single way to play. It should be up to the player as to what works and what doesn't work correctly. |
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| | #2 (permalink) |
| Gunzfactorian Postcount Demi-God | So if you wanted to define a move... well lets just show you how it would work. Name: Slashshot Type: SlashSwitch Weapons: Katana, Kodachi Execution: (while in air) Slash -> Switch -> Shoot Name: Reload Slashshot Type: SlashSwitch, ReloadSwitch Weapons: Katana, Kodachi Execution: (while in air) Slash -> Switch -> Shoot -> Reload -> Switch Description: Reloading after the shot allows you to switch to another weapon sooner, allowing you to consequently shoot faster overall. |
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| | #3 (permalink) |
| Gunzfactorian Soldier Join Date: Jan 2008 Location: Ont, Canada
Posts: 952
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Very well put. I agree that e/hstyle doesn't exist, because really, you're still exploiting the same glitch set to use most of the moves in hstyle. estyle really isn't a style because it is, as you said, tactics. It involves aim, timing, and placement- but all of these things can be accomplished by using any weapons in the game. It's more of a basic skill than a style of play. I'm interested to see what comes out of this. |
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| | #6 (permalink) |
| Gunzfactorian Postcount Demi-God | I was just ballparking it, and I think I was way off. Its got to be in the 20's range really. But yeah, if you want to list them off, i don't see why not. There is a third part of my theory called modifiers which allows people to label specific modifiers to each basic/advanced technique, since quite a few of them do have in game modifiers (slashes massives dashes tumbles) |
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