Speed during combat

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randompointer
Peasant Status
Posts: 1
Joined: Sat Dec 13, 2014 7:36 pm

Speed during combat

#1 Post by randompointer » Sat Dec 13, 2014 7:43 pm

I just discovered this game, it is awesome. I am a fan of QFG, it has been over ten years since I played the game and I want to replay the game. I found this while in the middle of playing the original version.

Combat is totally different, I welcome that. I am wondering if there is an option to slow down the speed during combat? The moment the opponent made a move and then attack is way too short, I did not have enough time to make a counter-move. Slowing down the animation speed did not help.

Any tips?

Markus Ramikin
Royal Servant Status
Posts: 106
Joined: Sun May 03, 2009 1:26 am
Location: Holy Terra

Re: Speed during combat

#2 Post by Markus Ramikin » Tue Jun 30, 2015 8:38 am

Yeah, counterattack-based combat is pretty hard. With enemies like Uhura, if you want to match your response to each of her 3 attacks, to either parry-riposte (vs normal attack), duck-rising-slash (vs high), or do the skullsplitter (vs low), that's pretty much unfeasable - if the game is running at its intended speed. Playing on Windows 7 often comes with a speed bug and a slower framerate, though, which makes combat easier. HQ graphics filters also tend to slow the game down.

Your best bet with most enemies is to simply spam the attack combo whenever you see an opening, and jump back or shield-parry if you need to. If you're playing with a shield, that will block almost everything from weapon-using enemies, so just use that. With the Terrorsaurus and the Ghoul, you want to simply run away from them until you've build up your skills enough that a simple offensive strategy + jumping back when needed (+ anti-ghoul boots) will work.

Another way to add some variety into your fights, is to respond to every attack by quickly tapping Special-Back-swing. This covers all possible attacks from enemies like Uhura, Terrorsaurus or Scorpion, and will result in skullsplitters when facing a low attack, and either rising-slashes or jump-backs in other cases.

Another such combo is Special-Parry-stab, which produces skullsplitters and parry-ripostes, but doesn't work against animals.

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