Whats the point of having the description say that they are using their power to make the sword weightless, if its still going to have the mobility of a heavy weapon with low dodges and dodge distance.
If everything worked according to the flavour texts, the game would be unplayable.
Because youâre using your powers to make it weightless, but that in turn means youâre not using them as much to make your own atrophied Psyker body FAST.
(you also get a ridiculous stamina boost, +4, which can also be considered what that statement is referring to).
The description refers to the unusually high attack speed for a two-handed weapon.
Use a 1-Handed Weapon or a Handgun if you want more Mobility.
2-Handed Weapons feel perfect as they are. You know what my secret is? I use the 2-Handed Weapons that utilise ONLY Sweeping Light Attacks when those are available. This moveset keeps you sufficiently mobile due to a rarer usage of Heavy Attacks and this is important because Heavy Attacks will slow you down significantly more than Light Attacks do.
Mk XV Heavy Eviscerator and Mk VIII Blaze Force Greatsword, just spam Lights for Horde Clear and reserve Heavies for the bigger fellas. Youâll not struggle for Mobility if youâre truly worthy of wielding a 2-Handed Weapon.
Ogryn doesnât have a 2-Handed Weapon with Sweeping Lights and Strikedown Heavies, but Karsolas Delver Pickaxe will do until then. Veteran doesnât have any 2-Handed Weapons yet, but I hope thatâll change soon.
My order of preference from lowest to highest is:
â˘1-Handed Weapon ()
â˘1-Handed Weapon that can deal with Carapace
â˘Shield and 1-Handed Weapon Combo
â˘2-Handed Weapon
â˘2-Handed Weapon with Light Sweeps and Heavy Strikedowns ()
And finally Polearms⌠of course, we donât have Polearms yet. Unfortunately. I place my unwavering faith in @Incandescent when and if that time comes. Dual Wields would be nice as well, although I wouldnât personally go for them over 2-Handed Weapons of any kind.
And always remember to use your Force Pushes!
It absolutely has several properties contributing to that description:
- Its handling - ie. equip and attack speed - is incredibly fast compared to any other 2h weapon
- It has a minimum sprint cost below 1 (since 60% stat is minimum), which is very rare even for 1h melee weapons
- Compared to Relic Blade - which is its closest equivalent of all the weapons in the game:
- FGS attacks are a LOT faster and more responsive
- FGS has a weapon switch attack, giving you a tremendous advantage any time you need to swap to melee
- FGS favors lights for horde & heavies for elites and has a generally simpler & superior moveset with virtually all cleave attacks being horizontal and all single-target attacks being up-down for easy headshots
- FGS has the typical Force Sword push & push-attacks, offering unparalleled CC for controlling the momentum
- Dodge Distance stat has always been misleading since itâs not based on the stat, but weapon families instead
- This is why knives & Duelling Swords have fantastic dodge distance no matter the stat. The stat only scales the distance within the category itself.
- Iâll admit I havenât tested exactly how long the dodge distance is on FGSâs, but itâs by no means bad
Mk. VIII FGS specifically is fantastically fast considering its tremendous strength and reach. If you play around with that, then go and play around with a zealot & RB for example, the difference is very immediately obvious.
It doesnât weigh much but your psyker is clumsy and keeps catching it on things? The floor, walls, barrels, Ogryns.
The psyker doesnât actually make the weapon âweightless,â of course, but suppresses the itemâs inertia.
But this isnât Newtonâs Classical universe - we have to deal with frames of reference, and the psyker can only shunt into the warp the inertia of the sword with respect to his personal frame of reference. Itâs inertia-less when he waves it around his person. But when he tries to move both it and himself with respect to other frames of reference - when he walks or runs - that inertia is still there, and the sword resists the movement.
Because psyker is weak and doesnât lift with their arms, they lift with their mind. Compared to zealot who just has the arms to swing a two handed weapon
What is this? Not heard this description before.
They mentioned it in the blog post about adding it to the game, but there is a short window of time when switching to the weapon where you can perform a unique attack not included in any of the other patterns. All melee weapons donât have draw times, but the FGS gets a special attack because itâs a special boy.
Yee so hereâs a pic from my notes:
As you can see, greatswords (both zelly and psyker) have unique attacks from push, switch, sprint, and slide. They have similarities but not always. For example FGS VI has a heavy cleave, but itâs only accessible from L3, or push-attack â L â H. FGS VI is really odd in general, just look at how many different kinds of attacks you get depending on what you were doing before (the switch-attack is probably just L2 like sprint tho, I think I messed that one up).
I didnât yet care to test their dmg patterns to match them to the base attacks, so all those extra attacks are white. But Iâm very certain that at least for VIII the switch attacks are stronger than the basic ones.
Anyway, if you look at the other weapons and how often youâll have to go through extra attacks that may not even fit the base combo pattern at all, it really paints a picture for why greatswords in general are quite advanced and tricky weapons.
Thatâs why I enjoy VIII so much! FGS VIII is lot more straightforward and intuitive compared to the rest. The other weapons would have you memorize half a dozen different leading patterns and exceptions, easily risking extra moves often with difficulties tracking where you are and whatâs coming next. But for FGS VIII itâs simple:
- Every single left-to-right light ( â ) always leads to a cleaving heavy, which combos back to L2
- So no matter what youâre doing, if you just swung that light, you can now keep repeating H â L â H â L as long as you like for max cleave. Or just spam lights if you need speed ofc.
- Every single right-to-left light ( â ) always leads to a strikedown heavy
- Every single light without exception (other than PA followup) always cleaves
- No matter your movetech, your first heavy always starts with a cleave
- Push-attack combos into the crazy strong poke, which leads straight to H2 for that self-looping strikedown
- So no matter what you were doing before, push-attack resets & skips the 1-2 cleaving heavies, and then does poke â H2 â H3 ( â repeat H2 â H3 âŚ)
- Because of how powerful your PA is for CC and how crazy strong that poke is, itâs often much better to do a PA rather than spam heavies when engaging many elites
- Special always leads to either:
- L2 â H1 â repeat for cleave
- H2 â H3 â repeat for strikedown
Tldr; It has a very intuitive moveset and can near-instantly access power, cleave, and strikedowns no matter what you were doing. So whether youâre sprinting or just mashing away in a horde, you can intuitively switch between cleave & single target on-the-fly as needed. I absolutely love this weapon to bits!
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