Fencer's Guide to the Galaxy
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Fencer's controls are vastly different from those of other classes. Due to his dual-wielding capabilties, Fencer has two firing buttons instead of just one, and both weapons will have a secondary function. As a consequence, the buttons for changing weapons and jumping are moved. In addition to the button scheme being different, Fencer's controls will generally feel more sluggish. Both running and aiming controls are weighed down by acceleration, and most weapons have a delay between the trigger being pressed and the attack performing. To compensate for this, one must always think ahead when playing a Fencer. A Fencer's mobility is highly variable. As a default, he is the slowest-moving class in the game. If equipped correctly, however, Fencer can easily beat a Wing Diver in a marathon sprint, and cannot run out of energy like Wing Diver is capable of. Dashing Every CC Striker and CC Piercer come equipped with dashing as a secondary function. When dashing, you move at high speed for a short burst, then decelerate. If doing this repeatedly, a Fencer can keep up with if not shoot past a running Ranger. Dash-Canceling Many weapons are capable of interrupting attack animations to engage their own attack. In addition, dashing is also capable of interruption attack animations to engage the dash. By exploiting these two properties in conjunction, it's possible to skip the slow part of a dash and only use the fast part repeatedly. When this is done, very few things are able to keep pace with a Fencer. Note that even though some weapons are capable of canceling a dash, their animations may be so slow that no gain is earned from it. There is a window in dashing and every attack animation that cannot be cancelled, and learning these windows are key to dash-canceling. Weapons capable of dash-canceling include: Every CC Striker Every CC Piercer except Jackhammer Every Shield when using reflection Every Heavy Artillery Most Missile Launcher, except some shoulder-mounted models As mentioned, not all dash-cancels are equal, and it's not recommended to bring a Missile Launcher just for its dash-canceling capabilities. Javelin Catapult This is the easiest dash-canceling weapon available. It has an ammo capacity of over 300 shots, and is as such capable of dashing over 300 times before a reload is required. The reload speed is rather fast, so it's fast and easy to get back in action. To use, simply hold down the fire button and spam the dash button repeatedly. Pairs well with most CC Strikers. Reflector or Ion Mirror Shield Deploying a reflection with these shields is a very quick operation, and as such is ideal for canceling dashes. Dash and reflect in alternate to keep up a steady pace. Pairs well with most CC Piercers. Ion Mirror Shield takes about 10 seconds to reload while Reflector only needs 4. Blast Twin Spears While most CC Piercers can cancel dashes, Blast Twin Spear is notable for including dashing in its own attacks. This makes it extremely mobile in addition to being a powerful weapon. However, Twin Spears has very low ammo capacity, and the other weapon in the set will need dash-canceling capabilities to keep mobility up while reloading. Good matches include Ion Mirror Shield, Deflection/Master Shield, or a second equipment of Blast Twin Spears. Hand Cannon A very capable dash-canceling piece, and a powerful weapon in its own right. Very useful against Drones and Flying Vehicles, where reflection alone will not be able to take one down. Haken While most CC Strikers have forward momentum built into their attack, none have more so than Haken. They charge extremely quickly, so a lot of the time there won't even be time to dash between their attacks. Notable for having all-directional defence built into their attack in addition to being highly mobile. Unfortunately, no high-level versions of the Haken exist, so they'll quickly find themselves short on stopping power for actual combat. Force Blade, Blasthole Spear and Spine Driver Decent at canceling their own dash (self-canceling), but not exceptional. You'll want to bring at least this much dashing capability into almost any mission. Most of Fencer's artillery weapons come with recoil when fired. This will cause the Fencer's aim to move upwards and to the side, and must be continously compensated for. Players of Air Raider will be used to this from several vehicles, but players of Rangers will not be. In addition, the already low movement speed of Fencer might decrease if not halt entirely when firing a lot of his weapons. Despite this, his jump jets will remain fully operational, and tactical bursts of movement can be executed using them. Moreover, the Fencer's aim speed will suffer when wielding certain weapons, firing them, or brandishing shields. This can be mitigated by briefly letting go of the fire button for short bursts of aim speed. However, such weapons often come with spool-up times and must quickly be re-engaged. It'll take some getting used to, but the payoff is increased firepower and increased, up to the point of being unlimited, sustain. By delaying the fire from one weapon for a short while, it's possible to keep at least one weapon firing at all times by having one gun fire while the other reloads. When fired from a strategic position, Fencer artillery can massively outperform Ranger guns, but the strategic position must be made first. This is one of many things that make Fencer an advanced class compared to Ranger. Many of Fencer's weapons leave the user exposed while absorbing recoil or locked in an attack animation. This can be mitigated by using a shield, or canceling the animation with a different weapon. Nevertheless, at some point the attacks must stop, or the shield might break, and the user will end up exposed. Careful planning is required to work around this. If Fencer is so difficult to control, and he's vulnerable in so many situations, why should you even bother playing as him? Is it just a masochistic way to challenge yourself? It's a reasonable question to ask, but not the case. When equipped correctly, Fencer can move just as fast as Wing Diver, but with longer sustain. CC Strikers may not have as much damage over time as Wing Diver's Rapier, but they attack over a larger range, pierce through enemies, and often come with inherent damage reduction that not only allows the Fencer to survive more attacks, but makes them immune to knockdown and grabbing. Moreover, Fencers attacked while under influence of damage reduction get knocked away, transporting them to safety. For this reason, Fencer can sustain prolonged close-quarters battles for far longer than any other class, all without worrying about running out of energy. CC Piercers have a lot of damage, and can be used in conjunction with Shields capable of blocking or reflecting attacks. No matter how powerful an enemy's attack is, Fencer can reflect it, dealing that much damage back to the enemy while remaining completely unharmed. Light Artillery is always stronger than the Ranger equivalent when dual-wielded. The damage over time will be higher, in addition to the potentially infinite sustain. Fencer's snipers can vastly outperform Ranger's snipers given the correct setup. All Fencer snipers are capable of enormous damage and piercing, like a Stringer, and has a firerate and ammo capacity comparable to a Lysander. Then you dual-wield them... Fencer missiles come with comparable power to some of Air Raider's airstrikes. Granted. an Air Raider is requred to assist in order to make use of these, but they are well worth it. Sometimes you might find a mission strategy in this guide recommending weapons you don't have yet. It can be fun and rewarding to try beating the mission anyway, but failing that there are a few later missions that are relatively easy to beat, and provide every weapon a Fencer can get. The highest level any Fencer weapon has is 85 (Great Shield), and those will drop already from mission 63 and onwards
ИсточникGHub Platform · автор14.09.2026, 02:02:31
Fencer's controls are vastly different from those of other classes. Due to his dual-wielding capabilties, Fencer has two firing buttons instead of just one, and both weapons will have a secondary function. As a consequence, the buttons for changing weapons and jumping are moved.…
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