Post by eminent on Jul 11, 2009 5:31:45 GMT -8
So here I was thinking today we could use a swordfighting tutorial on here. So I managed to get Skev to give me a hand for making these screenshots.
Strategy going In
Yes, this is something you should thing about as you're trying to get a hang of your sword. Are you going for a balance of strikes and sprinkles? Or more one way or the other? And once you start recieving attacks, how good are you at anticipating drop patterns from the sword attacking you? Yes, I'm only talking singular becuase team battles, I'll try to cover a bit later.
So choosing a sword is probably the most important thing about the puzzle.
Drop Patterns
Let's say you're a striker, and you're wanting a top end sword. By top end, I mean expensive. Well, look at the drop patterns for a minute. You want something with a decent distribution of color throughout the pattern. So you see a Skull Dagger drop and it looks something like this:
As you can see, the long concentrations of color mean when your strikes form into blocks, they'll create a chance for your opponent to get off large attacks in return if they're able to get breakers right. This sword would be best as a sprinkler, the sprinkles will be somewhat color concentrated because of how the bricks form, but rarely do people play with a balanced board, or stacked evenly all the way across. You drop about 3 rows of sprinkles on someone that falls unevenly, they've got an ugly mess that can take some time digging out of.
Now, a Falchion drop pattern:
This is more balanced as a stiker because of how the colors are distributed. With colors forming no fused breakers and the overlap, if it lands on an uneven board with a large sword or two, you've got an opponent wasting valuable time digging for small return attacks while giving you ammunition to build your next attack.
Those are a couple drop patterns, I won't go into all of them, just use those two as examples because they're the most common you'll see at the tables and tournaments.
Now you're looking at those screenshots and wondering "Ok, so that's how my opponents board will look?" Well, yes and no. We'll bring up the Skulldagger drop pattern again. Yes, I'll re-post the screenshot so you won't have to scroll up and down.
Now, as you're looking at this, you may be wondering what makes this a strong sprinkle sword. Well, it's all in how the game distributes your drop. Basically, only the bottom two rows are used for determining how sprinkles form. So you send one row of sprinkles, it'll copy the bottom. Two whole rows of sprinkles will send over the bottom two rows. Now when you get into three is when it get's interesting. It repeats that cycle. So for 3 rows of sprinkles, it might look something like this:
RGBBYR
RRGYRR
RGBBYR
And yes, you do get one color on the outside. However, if you're trying to win, it's not about controlling the outside, it's about boxing the person in the middle, preferably utilizing columns 2-5. So just isolating the middle, and you've got:
GBBY
RGYR
GBBY
Now that's a messy drop pattern to try to dig out of, especially if you're able to keep sending sprinkles down the middle like that. You'll still have to worry about the sides, but if you're able to mass sprinkle like that and toss in a couple small strikes, you'll be able to just bury your opponent.
Now, the Falchion drop pattern again:
One thing stands out, like colors are clumped together. However, this works great for strikers, because of how your strikes will form.
When your strikes change to playable pieces, they copy your drop pattern all the way up, and for swords exceeding the height of your drop pattern, the top 4 rows repeat. So, for example, you send a 2x6 and a 2x8, since they're both higher than the Falch's 4 row height, you'll essentially get the drop pattern repeating throught your strikes.
XXRY
BBRR
YYBB
YGGB
BGRY
BBRR
So you can see, you're opponent only thinks he's getting some help from your drop, but considering those will take two drops to form into playables, that get's nasty trying to clear out more than 4 rows because of all the colors shielding each other from fusing. Add onto the fact that people rarely play with an even board, and those strikes fall apart to different levels, you've got a player's worst nightmare. They spend a lot of time trying to dig out of that mess, sending you only a few blocks at a time, which will only add to your next attack.
So as you can see, picking the right sword to fit into your playstyle can make a big difference as far as giving you as much help as you can get. Keep in mind though, there is no "best sword". There's only the sword that fits how you want to play. The more expensive swords might offer a slightly better selection as far as exotic drops, however they're more specialized. Read Tedv's guide to get a really good idea on how swords are best used. Just keep in mind, some of the drop patterns have changed a bit, so it might be a little outdated, but the basic concept is still there.
The beginning
First thing to remember, swordfighting is all about skill. Every player in it recieves the exact same pieces in the exact same order. So it all comes down to how well you build with those pieces. Planning ahead can help you, and trying to figure how your opponent is playing can give you a good idea what to do first.
Is your opponent sending some small attacks or no attacks at all? Well, if there aren't breakers or very many at the start, that's almost a guaranteed builder. A good strategy against a builder is send a couple small quick strikes. A 2x3 (2 bricks wide by 3 bricks high) or two is good, and if you can throw in a horizontal sword then even better for disrupting their breaks. This gives you a chance to either destroy a couple breakers in their chain, or bury something they're trying to use in an attack, as well as give you a couple turns at least before they can send an attack back at you.
Wait a minute. How long does it take for attacks to show up? This is something I hear (read?) quite a bit. And it's fairly basic. There used to be a rumor floating around that swords dropped based on the type of sword. Different swords had different drop rates, for example Cleavers cycled through incoming attacks slower so were able to soak up more damage. This is utter garbage, but has ensnared many a pirate (including your's truly) into believing it. The basic rule of thumb is this:
If you're against an opponent who doesn't touch the spacebar at all, it will take one drop for your attack to hit their board. If your opponent uses their spacebar non stop, it could take roughly 3-5 drops. The total time depends on client/server communication, but these are low-end average numbers. It could take a little longer without stalling, just depends.
Now, hold on. That doesn't seem fair does it? People who stall get the attacks quicker right? Wrong! The next time you're in a swordfight, count how long it takes for your starting piece to fall, then count how many straight spacebar drops you can place in that amount of time. 3-5 seems to be an even amount of time, depending on if you're holding the bar down, or just using it a little at a time. I explain the advantages of stalling in another post, so read ahead for that little nugget.
Anyway, using an opening with several small, quick attacks could get you a nasty tell or two, especially if you win, but it's perfectly acceptable and probably one of the best openings you can do instead of fighting for an insta and hoping you get yours off before they do. Remember, the object is win, not try to build the biggest chain you can. If they want to go for a Vegas2, tell them to go sail instead of swordfight.
Combos
Now there are plenty of guides around the forums that can explain how combos fall and how the game places strikes, so I won't go into that. If I can find one, I'll try to link it here.
Essentially, this is how things break down. Your first break, the pieces are halved,rounded down without factoring in the breaker. So you break 4 blocks with your first breaker, that sends two over. A double will double the initial amount, so on. So what happens if you Vegas on 6 blocks? Well, a Vegas is a 6 level chain, so you take the amount of the initial break, which is 3 blocks, and multiply that by 6, which gives you 18 blocks, or 3 rows of sprinkles on your opponents board.
The math with most strikes is easier. You take the longest dimension of a sword and multiply that. So you've got a 2x4 sword and you get a triple break on it. You've now sent a 2x12 sword to your opponent, or a sword almost the height of their board, since boards are only 13 rows high. A sword can be larger than 13 blocks tall, but not really worth it since it's maxed at showing 13 pieces tall. Now you build a horizontal strike instead, make it a 3x2. Well, a double on that one would get you a 6x2 horizontal sword, or a sword going from one side to the other on your opponents board. Anything larger than 6 blocks on a horizontal can turn your sword vertical with an equivalent number of blocks.
Now what does this all mean? A couple different things, Essentially anything larger than a Donkey with strikes increases the chance of wasted attacks, as well as any number of strikes over 3. By wasted, what happens is there isn't enough room for some of your attack. Since the board is only 6 columns wide, and the narrowest you can make a fused block is 2, you can only have a maximum of three swords land, in most cases. A couple examples:
Let's say you've got a red 2x4 under a yellow 2x2 with a couple green singles on top. You get your breakers stacked Yellow then Red and start your chain with a green. The Yellow will double, sending a 2x4 sword to your opponent, the Red tripled sending a 2x12. That's 4 columns covered. The game will assign where to send the strikes based on your opponents board. So let's say in column 1 and 2 (the far left) they've built mostly over on that side. Well, you're very likely to get the single sprinkle from your Green break fall over there, your Yellow 2x4 will fall in the middle and the last sword landing on the far right.
Basically what happens behind the scenes is as a strike goes over, it takes into account your opponents board and if there's anything that fell earlier on the same attack. They'll start looking in colum 2, then move on down until they're at the side of the board. They're looking for a clear place they can land completely. Since your opponent was building in columns 1 and 2, that leaves 3 and 4 open for the smaller strike and that forces the longer strike into 5 and 6 since strikes won't stack. If they're unable to find a place to clearly land on the board, then they'll disappear and won't get sent. Too many swords falling will cause some to disappear, or swords too wide or too tall could disappear. Strikes will avoid the center column at all costs.
But wait.... strikes avoid the center column, number 4, at all costs?! So how do I get an Insta on someone?
Simple. You want to build two fused blocks, one a 2xN and the other a 3xN. Only two strikes sent in the combo is best to keep the chance of a wasted strike down. Screenshot time:
As you look at this screenshot, you see that it looks kind of complicated. And at first, it is. I've set this up as a generic insta set up. It takes a lot of practice and a bit of luck and cooperation from your opponent to not screw up, but it is possible to get one off under fire.
Now this will be a Bingo. The Yellow starting the combo, the blue falling, which those singles produce a mind boggling 4 blocks. Now is where it gets interesting. The Green block is a 2x3, the Yellow a 3x3. What this means is when the Green lands, it will turn into a 2x9 with a good chance of landing either in any two colums together but leave column 4 alone. This one happens to land in columns 2,3. Now since strikes can't land on top of each other, this forces the 3x3, which has turned into a 3x12 because of the Bingo, into columns 4,5,6 as the only clear columns on the opponents board. Which means a couple rows on the bottom for your opponent, and there almost always will be, and you've won.
See? Looks nice and pretty doesn't it?
The one key thing to remember, is this comes with practice, so if at first you don't succeed, keep on trying. Eventually you'll get the hang of it.
*Edit* Expanded on drop pattern explanations.
*Edit 2* Added estimated drop times. It sucks, I've got my mind thinking about all this now and it won't stop.
Strategy going In
Yes, this is something you should thing about as you're trying to get a hang of your sword. Are you going for a balance of strikes and sprinkles? Or more one way or the other? And once you start recieving attacks, how good are you at anticipating drop patterns from the sword attacking you? Yes, I'm only talking singular becuase team battles, I'll try to cover a bit later.
So choosing a sword is probably the most important thing about the puzzle.
Drop Patterns
Let's say you're a striker, and you're wanting a top end sword. By top end, I mean expensive. Well, look at the drop patterns for a minute. You want something with a decent distribution of color throughout the pattern. So you see a Skull Dagger drop and it looks something like this:
As you can see, the long concentrations of color mean when your strikes form into blocks, they'll create a chance for your opponent to get off large attacks in return if they're able to get breakers right. This sword would be best as a sprinkler, the sprinkles will be somewhat color concentrated because of how the bricks form, but rarely do people play with a balanced board, or stacked evenly all the way across. You drop about 3 rows of sprinkles on someone that falls unevenly, they've got an ugly mess that can take some time digging out of.
Now, a Falchion drop pattern:
This is more balanced as a stiker because of how the colors are distributed. With colors forming no fused breakers and the overlap, if it lands on an uneven board with a large sword or two, you've got an opponent wasting valuable time digging for small return attacks while giving you ammunition to build your next attack.
Those are a couple drop patterns, I won't go into all of them, just use those two as examples because they're the most common you'll see at the tables and tournaments.
Now you're looking at those screenshots and wondering "Ok, so that's how my opponents board will look?" Well, yes and no. We'll bring up the Skulldagger drop pattern again. Yes, I'll re-post the screenshot so you won't have to scroll up and down.
Now, as you're looking at this, you may be wondering what makes this a strong sprinkle sword. Well, it's all in how the game distributes your drop. Basically, only the bottom two rows are used for determining how sprinkles form. So you send one row of sprinkles, it'll copy the bottom. Two whole rows of sprinkles will send over the bottom two rows. Now when you get into three is when it get's interesting. It repeats that cycle. So for 3 rows of sprinkles, it might look something like this:
RGBBYR
RRGYRR
RGBBYR
And yes, you do get one color on the outside. However, if you're trying to win, it's not about controlling the outside, it's about boxing the person in the middle, preferably utilizing columns 2-5. So just isolating the middle, and you've got:
GBBY
RGYR
GBBY
Now that's a messy drop pattern to try to dig out of, especially if you're able to keep sending sprinkles down the middle like that. You'll still have to worry about the sides, but if you're able to mass sprinkle like that and toss in a couple small strikes, you'll be able to just bury your opponent.
Now, the Falchion drop pattern again:
One thing stands out, like colors are clumped together. However, this works great for strikers, because of how your strikes will form.
When your strikes change to playable pieces, they copy your drop pattern all the way up, and for swords exceeding the height of your drop pattern, the top 4 rows repeat. So, for example, you send a 2x6 and a 2x8, since they're both higher than the Falch's 4 row height, you'll essentially get the drop pattern repeating throught your strikes.
XXRY
BBRR
YYBB
YGGB
BGRY
BBRR
So you can see, you're opponent only thinks he's getting some help from your drop, but considering those will take two drops to form into playables, that get's nasty trying to clear out more than 4 rows because of all the colors shielding each other from fusing. Add onto the fact that people rarely play with an even board, and those strikes fall apart to different levels, you've got a player's worst nightmare. They spend a lot of time trying to dig out of that mess, sending you only a few blocks at a time, which will only add to your next attack.
So as you can see, picking the right sword to fit into your playstyle can make a big difference as far as giving you as much help as you can get. Keep in mind though, there is no "best sword". There's only the sword that fits how you want to play. The more expensive swords might offer a slightly better selection as far as exotic drops, however they're more specialized. Read Tedv's guide to get a really good idea on how swords are best used. Just keep in mind, some of the drop patterns have changed a bit, so it might be a little outdated, but the basic concept is still there.
The beginning
First thing to remember, swordfighting is all about skill. Every player in it recieves the exact same pieces in the exact same order. So it all comes down to how well you build with those pieces. Planning ahead can help you, and trying to figure how your opponent is playing can give you a good idea what to do first.
Is your opponent sending some small attacks or no attacks at all? Well, if there aren't breakers or very many at the start, that's almost a guaranteed builder. A good strategy against a builder is send a couple small quick strikes. A 2x3 (2 bricks wide by 3 bricks high) or two is good, and if you can throw in a horizontal sword then even better for disrupting their breaks. This gives you a chance to either destroy a couple breakers in their chain, or bury something they're trying to use in an attack, as well as give you a couple turns at least before they can send an attack back at you.
Wait a minute. How long does it take for attacks to show up? This is something I hear (read?) quite a bit. And it's fairly basic. There used to be a rumor floating around that swords dropped based on the type of sword. Different swords had different drop rates, for example Cleavers cycled through incoming attacks slower so were able to soak up more damage. This is utter garbage, but has ensnared many a pirate (including your's truly) into believing it. The basic rule of thumb is this:
If you're against an opponent who doesn't touch the spacebar at all, it will take one drop for your attack to hit their board. If your opponent uses their spacebar non stop, it could take roughly 3-5 drops. The total time depends on client/server communication, but these are low-end average numbers. It could take a little longer without stalling, just depends.
Now, hold on. That doesn't seem fair does it? People who stall get the attacks quicker right? Wrong! The next time you're in a swordfight, count how long it takes for your starting piece to fall, then count how many straight spacebar drops you can place in that amount of time. 3-5 seems to be an even amount of time, depending on if you're holding the bar down, or just using it a little at a time. I explain the advantages of stalling in another post, so read ahead for that little nugget.
Anyway, using an opening with several small, quick attacks could get you a nasty tell or two, especially if you win, but it's perfectly acceptable and probably one of the best openings you can do instead of fighting for an insta and hoping you get yours off before they do. Remember, the object is win, not try to build the biggest chain you can. If they want to go for a Vegas2, tell them to go sail instead of swordfight.
Combos
Now there are plenty of guides around the forums that can explain how combos fall and how the game places strikes, so I won't go into that. If I can find one, I'll try to link it here.
Essentially, this is how things break down. Your first break, the pieces are halved,rounded down without factoring in the breaker. So you break 4 blocks with your first breaker, that sends two over. A double will double the initial amount, so on. So what happens if you Vegas on 6 blocks? Well, a Vegas is a 6 level chain, so you take the amount of the initial break, which is 3 blocks, and multiply that by 6, which gives you 18 blocks, or 3 rows of sprinkles on your opponents board.
The math with most strikes is easier. You take the longest dimension of a sword and multiply that. So you've got a 2x4 sword and you get a triple break on it. You've now sent a 2x12 sword to your opponent, or a sword almost the height of their board, since boards are only 13 rows high. A sword can be larger than 13 blocks tall, but not really worth it since it's maxed at showing 13 pieces tall. Now you build a horizontal strike instead, make it a 3x2. Well, a double on that one would get you a 6x2 horizontal sword, or a sword going from one side to the other on your opponents board. Anything larger than 6 blocks on a horizontal can turn your sword vertical with an equivalent number of blocks.
Now what does this all mean? A couple different things, Essentially anything larger than a Donkey with strikes increases the chance of wasted attacks, as well as any number of strikes over 3. By wasted, what happens is there isn't enough room for some of your attack. Since the board is only 6 columns wide, and the narrowest you can make a fused block is 2, you can only have a maximum of three swords land, in most cases. A couple examples:
Let's say you've got a red 2x4 under a yellow 2x2 with a couple green singles on top. You get your breakers stacked Yellow then Red and start your chain with a green. The Yellow will double, sending a 2x4 sword to your opponent, the Red tripled sending a 2x12. That's 4 columns covered. The game will assign where to send the strikes based on your opponents board. So let's say in column 1 and 2 (the far left) they've built mostly over on that side. Well, you're very likely to get the single sprinkle from your Green break fall over there, your Yellow 2x4 will fall in the middle and the last sword landing on the far right.
Basically what happens behind the scenes is as a strike goes over, it takes into account your opponents board and if there's anything that fell earlier on the same attack. They'll start looking in colum 2, then move on down until they're at the side of the board. They're looking for a clear place they can land completely. Since your opponent was building in columns 1 and 2, that leaves 3 and 4 open for the smaller strike and that forces the longer strike into 5 and 6 since strikes won't stack. If they're unable to find a place to clearly land on the board, then they'll disappear and won't get sent. Too many swords falling will cause some to disappear, or swords too wide or too tall could disappear. Strikes will avoid the center column at all costs.
But wait.... strikes avoid the center column, number 4, at all costs?! So how do I get an Insta on someone?
Simple. You want to build two fused blocks, one a 2xN and the other a 3xN. Only two strikes sent in the combo is best to keep the chance of a wasted strike down. Screenshot time:
As you look at this screenshot, you see that it looks kind of complicated. And at first, it is. I've set this up as a generic insta set up. It takes a lot of practice and a bit of luck and cooperation from your opponent to not screw up, but it is possible to get one off under fire.
Now this will be a Bingo. The Yellow starting the combo, the blue falling, which those singles produce a mind boggling 4 blocks. Now is where it gets interesting. The Green block is a 2x3, the Yellow a 3x3. What this means is when the Green lands, it will turn into a 2x9 with a good chance of landing either in any two colums together but leave column 4 alone. This one happens to land in columns 2,3. Now since strikes can't land on top of each other, this forces the 3x3, which has turned into a 3x12 because of the Bingo, into columns 4,5,6 as the only clear columns on the opponents board. Which means a couple rows on the bottom for your opponent, and there almost always will be, and you've won.
See? Looks nice and pretty doesn't it?
The one key thing to remember, is this comes with practice, so if at first you don't succeed, keep on trying. Eventually you'll get the hang of it.
*Edit* Expanded on drop pattern explanations.
*Edit 2* Added estimated drop times. It sucks, I've got my mind thinking about all this now and it won't stop.