This may be too late to mention, but I want to point out a cool feature about Rifles in this game: if you target an enemy while you are sprinting and press the fire button, Arno will drop down on his knee into a slide, brace the rifle on his raised knee, and fire the weapon mid-slide. It is very stylish. Pulling it off on the one guy running away after beating his buddies up with the same gun's stock makes you feel stronger than god.
@@nodrevilot It's been so long since I've played Unity that I honestly don't remember. It may be a perk/ability upgrade you have to unlock... maybe? Does Unity even have perks like that? For actually doing the action, you lock unto the target, run at a full sprint for a few seconds until you're at top speed, then I think you hold the fire button down; rather than simply pressing it. Sorry if this isn't helpful, again it's been quite a while.
@@LeoKRogue I used to run AC IV Black Flag with predominantly four pistol holster build. Basically I rushed to craft the holsters as soon as possible and whenever possible I went for headshots or quick shots to kill enemies, rarely using any other weapon other than pistols and a hidden blade. So beautiful ☠️
That's the long and short of it, yeah. I'm not sure if I would say I Love it, so much, because ultimately I'm not engaging with the system, I'm trying to refuse to take part in it, I'm trying to avoid it, etc. Not just because it's hard, but because it's just not very fun to play. Many amazing action games have even harder fight systems than Unity, but the difficulty there is no issue because the player *wants* to get better and experience flow. I'd say, I really dislike the *actual* combat in Unity, how limited, primitive and simple it is, but I *appreciate its Purpose* and why it's in the game; which is to incentivize stealth, as you said.
@@LeoKRogue yeah I always try to complete missions with stealth but since the AI is also broken it's nearly impossible for me not to get caught (I know about tools but they feel kinda cheap, I like using nothing but the hidden blade)
The AI just expects the player to use everything in their arsenal, that's all. It's significantly less busted if you do choose to use your full inventory. I do love H.Blade Only runs, but I'd tear my hair out if that was my normal approach in this game haha. There's a time and a place, basically.
I think that the craziest thing about the guillotine gun has to be the number of options it opens up to you as a sandbox player. The amount of combo potential for the mortar strike is phenomenal. When combined with a cherry bomb, smoke bomb, money pouch, stun grenade, or even an artificial crowd caused by an NPC under the influence of a berserk blade, you can easily wipe out portions of the map to create access points you otherwise wouldn't think would be possible. You can also attack enemies around the corners of walls through the blast radius if you spot them with your Eagle Vision. It's an absolute blessing that Ubisoft also gave us the Belt of Franciade, which increases your mortar ammo capacity to 4 grenades. When you combine this with the Assassin's Cache ability, you can grant yourself many opportunities to continuously use the guillotine gun's cannon. I'd say this is a must-go combination if you're a player who enjoys messing around in the newer Hitman games or Batman Arkham series.
The eagle guillotine gun is insanely fast, I like to play the it belongs in a museum heist, shoot a 5 star swordsman with the beserk, wait for a crowd to gather, use a stun and toss 7 poison grenades and stun again, then once their health is weakened I use the cannon and then finish off.
Just to clear things up, you need the *Heavy Weapon Master skill to get the Strong attack for Rifles.* Now you can all be badass musketeers and still have some edge in combat :)
I've recently been playing assassin's creed a lot out of boredom, and I'm completely in love with them again. So when I started watching your Unity overviews, they were an immense help for improving my experience and I just love hearing the passion from you as you explain the game, so there's a sub from me keep up the great content!
The best thing about the rifles in my opinion is that if you do a quick shot while running, Arno will basically knee slide while shooting the enemy, independently if it is in front of him or behind him. To me it is the coolest animation in the game. And I only discovered it existed after 3 years playing the game xD
Yeet yeet! Thanks, I've had trouble deciding which weapon type I should use for style and function, I've used spears for quite a while and really enjoyed how smooth it is, just heavy attack and stab them while they're down. I'll definitely be trying out all the weapon types
ever since im done in unity, i decided to focus my gameplay on combat rather then stealth. i know for a fact that many people think that this game is stealth focused/Parkour focused but, the combat can be enjoyable at times. this video also accurately describe the weapon mechanics in unity. sword : very well balanced weapon over all spears : for agility and flow in combat (i prefer to use fast attack when using with this weapon type) heavy : to make sure they're all dead (don't like hoe slow it is but, goddamn is the finisher is satisfying to watch) rifles : quick shot and Role play stuff guillotine gun : crowd control so far i had tested every weapon except for the rifles and the guillotine gun. to be honest however every weapon in this game seems to work the same really you when play it long enough. the only thing that does make you want to change weapons is mainly because that you just gotten bored with the type weapon that you had and with its animation as well. like me for example. i use swords through out the campaign and i gotten bored with it (mainly because that you can spam the same combo over and over again just like in this video). so i decided to play with other type of weapon. it really makes the game more fun to be honest. seeing arno using other types of weapons and seeing his mastery on any weapon type. that's my opinion anyways though. anyway, have a great time! btw nice video brother
Yeah, he's really awesome. I love to see characters using different weapon-types, across all games, honestly. Makes them seem very well-trained, and very experienced.
@@LeoKRogue the only assassins that i see that has pure mastery on many weaponry is jacob, evie, bayek and alexios. but, i still prefer arno. i don't know man. his attacks on all weapon types can somewhat describe his personality in combat. that how i feel anyways.
2:10 "For roleplaying purposes" Lmao, I equipped myself with the golden musket and the Napoleon's Artillery Outfit, proceeded to go to the military camp and beat the crap out of every guards/soldiers. All of that while imaging myself as the "Examiner" or "Tester" or some sort. If I managed to defeat them, they still need training! And if they managed to defeat me, that means they're strong enough to serve France!
It's really weird to see you fighting someone, but the vid was cool and I finally got on explenation on why I often used a finisher on lov level enemies when it was supposed to be my first hit on them
Wow, very informative as usual, Leo. it seems like I underestimated Unity's combat. It's actually pretty complex. No wonder I always disliked it just because I was spamming Perfect Parry with Combos. Now, if only it had more realistic animations like human shield and your weapon contacting enemy's weapon until you open them up for a finisher (AC1 style), this combat would actually be perfect for an AC game.
Thank you! ^__^ At the risk of sounding a bit bitter, I'm going to say that understanding Unity's combat does *not* suddenly make it great. Case in point, I just explained all of these things in the video, and I still hate fighting in this game. It's just not what I'm looking for in a combat system, and I play *a lot* of melee action games. I will admit, it's a lot more enjoyable if you actually use all of the moves you have access to, definitely more than just Perfect Parry and Light Attack :P
@@LeoKRogue what exactly you don't like in this combat system (minus the 2 things I mentioned)? How would you improve it to a level that you can actually enjoy it? Or say, if you were tasked to design a combat system for an AC game, what would it be?
[1. Aesthetic over Mundanity] So, I don't really care for realism that much, as long as what I'm doing looks *cool* and feels right, *feels* like it makes sense for the character and their world. The early Assassin's Creed games weren't necessarily the most realistic stuff in the world, but what made them awesome was that their animations not only looked sick, they *felt good* to do. Even AC1 had some pretty crazy looking attacks (they became more flashy the shorter your weapon got, so Sword was relatively grounded, Knife was a little intense, and Hidden Blade counter was just full anime mode). [2. Input Response] What matters to me is that the system is listening to what I'm saying. Unity doesn't feel like that, at all. Almost never, honestly, even when you're playing "perfectly." There's a pervasive sense of sluggishness, delay, and input-lag on every button the player presses, and that just doesn't feel very good, no matter how you argue about it. When you compare the instantaneous response of AC Brotherhood, or Devil May Cry, or any action game to Unity's combat, there's just no excuse. On the slower side, which can be done very well, Dark Souls, Sekiro, and Bloodborne, even Red Dead Redemption 2, which all lock you into their animations whenever you attack, feel much more responsive and reasonable than Unity does, without sacrificing any sense of weight to the actual weapon you're swinging or shooting. When early testers of Unity leaked information on the game and broke their Non-Disclosure Agreements, one of the things two of them mentioned was that they couldn't tell us information on Combat, because even though we were a few months before release, Combat wasn't even properly implemented and couldn't be thoroughly tested because its features were missing. Read that again; a few months before release, *an entire system* that represents one of the most "player-facing" engagement methods (Combat, Parkour, Stealth - as opposed to Economy, Gear, Skilling etc, which are secondary systems) was straight-up just not functional. They *clearly* needed to give this game more time in development. This ties into point three. [3. Fairness and Mastery-Curve] Unity combat barely has any mastery-curve, because you're either at the bottom rung, or you learn two or three critical techniques and suddenly you're a god. There's very rarely, if ever, a happy medium. The worst part of combat in Unity is that it doesn't trust itself to exert pressure on the player, so it freaks out and tries to overcompensate in a horrible manner; shooting you from off-screen. The more enemies there are in a fight, the more likely one of them will pull out a pistol and start to shoot you. The player has no method of interacting with this directly. If an enemy attacks the player, they can be Parried or Perfect Parried, which allows the player to Punish that enemy for their aggression. If an enemy far away from the player is attempting a Gunshot, even if you Dodge it, that enemy is no worse off than when they started. Because of this crucial blunder in the game's design, you can get situations where the player can't do *anything except dodge* over and over again because they're constantly getting Gunshot-Imminent indicators (the brighter glow, telling you "dodge NOW") throughout the entire fight. This is just one example, but it's ridiculous. Enemies don't have a stock of bullets that they can run out of, the player has a stock of Smoke that they *can* run out of, in order to shroud themselves from enemy snipers. The entire situation with guardswarms that are above a certain critical mass is just a clusterfuck. [4. Conscientious Design] Finally, none of what I just described would be a problem if the game was built with it in mind. But it isn't. The entire population of France *will still* aggro onto your position if you stick your pinky out wrong. Getting back *into* stealth after being caught is a nightmare, because Gunners are *not exclusive* to combat-pressure, they also pressure you for doing what you're supposed to; running away. In The Last of Us, if the player's running away from enemies, the %Chance that Bullets will hit you drops significantly, because you're playing optimally in that moment and the game is resonating with the correct decisions. Unity doesn't have *anything* like that, other than "Drop Smoke and keep running, and if you don't get away in time, drop Smoke and run away again." Basically, you can't really stay in Combat, but you can't Run Away back into Stealth *either* because you're gonna get clapped for trying *both* of those, unless you have Smoke, which brings me to the final effect this has on the entire game. [5. Encourage, But Don't Require - Varied Verb Use] Smoke Bomb is the most useful item in Assassin's Creed Unity, because no smart person should be playing the game without it. It solves Combat (gives you time to do free actions), it solves Stealth (create pockets of cover for yourself in the world; this is Smoke's best and most fun use, and what it should've been all about) and it solves Movement (while running away from guards, Smoking the ground prevents you from getting one-shotted by French Revolution Legolas and Widowmaker from 50000 meters away). In a better-designed system that was more aware of the effect every mechanic has on every other mechanic, you would not see Smoke become "meta" in every context. But it is. Because so much of Unity is rushed, unfinished, and poorly thought-out. Thanks for coming to my Ted Talk.
Leo K [Rogue] Would be pretty awesome if this game were modified by its community to update certain combat mechanics like being shot from off-screen, input delay, fixing the Combat-to-Stealth transition, and actually being able to use Rifles from a farther reaching distance. Not sure if there’s a modding community for that or if people are even able to modify the game files at this point though.
"Our goal is to make sure you can have a Unity within an Odyssey" They literally toned down and streamlined one of the core gameplay mechanics in this franchise. So much excuses on their obsession of big open worlds to justify those MTXs.
Thanks! Tell your friends and share me around. Check out my No Upgrades Commentaries of Unity, Dead Kings, and Syndicate, as well as my Stealth Reaper videos. ^__^
Replaying some of the AC games recently (On Brotherhood so far), and I gotta say after watching some stuff on Unity I'm lookin forward to when I get to it. Gotta say though, gonna miss Dagger/small weapon animations and the heavy weapon throw but hey-ho. Nice informative video!
9:23 this joke is the reason I’m subscribing and binging his videos right now, along with his chill personality, I’ve never seen this channel before but I love stupid jokes and puns, so imma sub just cause of the transition from 9:23 to 9:26 it’s amazing
i swear, ac unity seems like such a simple game but whnever i watch one of these videos it feels like theres a whole world of new mechanics in this game
3:04 "its not really important to keep these things in mind if you dont care about them" i can proudly say i make sure every single enemy is dead after a fight with arno. true stealth leaves no witnesses
"In case you want to role play some sort of pacifism.." Me: *In a bloody a bloody mess, holding the Seaman's Axe, still even at endgame.. And then if someone is knocked down, I still take the time to go out of my way and kill them with my hidden blade...* 💀
Ah yeah, remember when the most unrealistic item in the game was a granade launcher combined with an axe and a single glowing swordthat you had to literally finish the game to get? Good times
Good times. :[ Interestingly, even the Guillotine Gun itself was grounded in reality. In real life they'd just be called axe-guns, and they were allegedly used by pirates. There are both historical and more modern examples if you Google around.
yeah but i really like that you can win a small skirmish really fast and then going back to stealth. i love the balance in unity. there's a real incentive to play stealth but if you fucked up you can save it with a quickfight. i hate when game force you to play stealth and fail the mission if you are detected like in older AC or splinter cell.
i like the non-lethal spears because their finishers go well with the kung-fu staggering strike. And i like the lethal spears coz i think it looks cool when ground executing after a heavy/sweep attack. Especially the animation when Arno spins the spear around, holds it with two hands, and thrusts it down. That looks badass when arno sweeps and then spins the spear around for the ground kill, in my opinion.
I'm pretty sure long guns heavy attack comes from the heavy weapon skill Alright, so the way I like to fight in Assassin's Creed is by ensuring everything dies in one hit. On the defensive, this is pretty simple: Just do a God combo. There's actually only one enemy type that requires the tool finisher, and that's officers, who can do a ground dodge. Everyone else goes down from a single heavy attack on the ground, allowing you to conserve your items. As mentioned, every enemy type except heavies can be grounded by two staggering strikes just like the Kenway saga, but getting the timing down requires practice so you don't just kick them in the crotch over and over. Instantly killing a heavy without a legendary weapon or a perfect parry requires some sort of stealth technique converted to combat like the tackle assassination. Finally, legendary weapons are completely overpowered. They one-shot heavies with heavy attacks and everything else with light attacks. Officers always seem to block your first hit, so make sure to lead with a staggering strike. And keep topping up on smoke bombs so gunners don't one-shot *you!*
Reason I use the Rifle is because I have the Shay Cormac outfit and I wanted Arno to have an accurate Shay Cormac look. Another reason is the Rifle is good because it has a higher parry compared to the One-Handed swords, plus it deals the same damage as a heavy weapon since the Rifle is like a semi-heavy weapon when used as a melee weapon.
Also with any rifle equipped you can use staggering strike when enemy has no hp and you're behind his back to execute a fucking roundhouse kick. Really makes me feel like a badass
I would've pointed out, Spears and the Guillotine Gun replace your firearm. For anyone loving the concept of a grenade launcher, when those bombs are out, you have no pistol. A rifle uses the ammunition capacity, but slower, but feels cool as shit to use. Small odd factor, similar to the way maxed damage is identical from sword to spear to heavy, which is unrealistic, the max range between handgun and long rifle is exactly the same, where in reality, a long rifle shoots much further than a small pistol, which Assassin's Creed Black Flag-Rogue demonstrated correctly, not being able to strike gunners with any handgun, but when picking up their rifle, your range increased significantly.
Yeah, I neglected to talk about it it because I thought it was really obvious. It's kind of one of those things where... Because you're so used to it, you don't realize it even bears mentioning until you think about it after the fact and realize, oh, maybe not everyone knows that. And yeah, Gun Range being the same as all other Gun Range (ex. Guillotine Gun) is pretty well-known by now. As long as it's classed "Firearm" by the game, you're good.
Believe it or not but there actually is a real historical weapon that looks an awful lot like ACU's guillotine gun. Just look up "gun-axe" or something. You'll find it soon enough. Also, Shadiversity has a great video where he explains what it exactly is, what it does and when it was used.
I've had a few comments say the same, yeah, and by now I'm intimately well-acquainted with it. Of course, the Unity version is quite exaggerated, but it was awesome poring over all the articles and looking at photographs various collectors / museums have taken. :D
In this case you should judge a book by its cover. A morning star or any weapons with pointy spikes attached to a stick will kill a “Normal” person or if it’s not a strike to the head or vital area and the don’t bleed out so if you just break there leg or something they will have a bad day. But then again this is assassins creed so there going to have a bad day whatever you do.
I started the game with 2h swords because I loved them in Ac brotherhood, but after piercing a guy with it and leaving them alive it's obvious the game treats them as axes some that made me want to try other weapons, currently I' using the rifle it is strangely fun can't quite say why
Imagine that the Guillotine gun was considered Ubisoft getting a little crazy and not staying grounded with realism. Compare that to AC Valhalla, talking about jumping the shark, they went ballistic and threw and attampts of staying grounded right out the window. My god they destroyed such a great series.
9:48 did you know they removed a crossbow in one of the early games because they didnt exist yet they could've been a brotherhood invention or summ but nah they replaced it with knives
You ever notice how certain blades have different animations? So far I have only noticed thrusting blades (foils) and slashing blades (sabers/cutlasses).
I guess Rooks aren't innocent civilians, just thugs who ally with the Fry twins. Hell, you can see Blighters joining them after completing several of the side missions.
can anyone explain how you can tell if your too far away to shoot an enemy so you don't waste a bullet/blade? Does the target need to have a yellow outline for the kill to be guaranteed? Or red, or white?
My favourite is the spear. Im also not sure what you talkin about when you say ''timed release'' for heavy attack. I always just hold my mouse button and i end up sweepin my target to the ground, following by stabbing them or using ground execution. Why i like spear so much is the reason that its the only weapon that allows you to ''stagger'' brutes. Just swipe em and stab em and job's done. Speaking of combat in general in this game. I think its an aquired taste. At first i compared it too much with older AC games and i didnt like it much but now, i absolutely love it.
You can release "early" to get the spear sweep a small moment before you would by just holding, is what I meant. As for Unity combat, I'm glad you like it. After playing every single game in the series, not just released before, but released after too, and finishing this entire game multiple times, including a commentated No Upgrades run, it's definitely not for me, heh.
One down side of guillotine gun is that had only 2 shots and most of the time cant shoot someone on the roof Since heavy is the same + pistol so i enjoy heavy more
Non lethal in ac unity is like completing missions as a pacifist in dishonored 1, its even worse than just being killed lol, arno just hits someone in the head with a mace and lets them bleed out, its even worse than just finishing them off lmao
I see they never fixed this game, all the parry animations except for the swords are broken the enemies wierdly turn around and react incorrectly to the parry.
For real. Assassin's Creed has always had its fair share of animation 'desyncing' but in Unity is when it's at its absolute worst. Small wonder they went for a hitbox/lock-and-pivot combat system for Origins/Odyssey/Valhalla. It may look less fancy at baseline but at least it's consistent.
you don't actually need to time the heavy attack for spears, that's a heavy only thing. also rifle and non lethal heavy use the same animations, pretty sure the same goes for guillotine and regular heavy as well
also you forgot to mention quick finishers, which you do by depleting the enemy health with the first or second strike of a combo, then quickly press the attack button a couple of times
Good comments on the Spear Heavy, yeah. As for quick finishers, I feel that those are self-explanatory in that players will often discover them by accident since they're already mashing attack anyway.
I don't really enjoy either of their combat at all, so I have no real opinion. If I absolutely had to pick, I'd just go for Syndicate _simply_ because it's a lot faster and I'm pressing buttons a lot more frequently. But, neither one is great. 😅
I think they're all pretty average, but I enjoy AC1 and Brotherhood's because at least they're unique and interesting, if you choose to play with everything they provide to you. They have a flaw in that they don't properly punish a player for holding guard, turtling up and countering everything, but if you actually engage with the mechanics actively, they get really fast and interesting. Other than that, I think Ghost of Tsushima on Lethal Difficulty is probably what I'd want from an AC combat system. Challenging, punishing, but you're also very powerful if you know what you're doing.
Yup, if your weapon's stats are good enough to kill with, Heavy Attacks are easy clap. God-Combo is to be used when you're trying to kill guards while underpowered.
What I actually hate about the combat in the game is how unpredicatable it is. One point his con turned into a target, so I have to dodge and like a split second with no hesitation whatsoever, he chipped away almost 1/2 of my health left, despite dodging the best I could and have HIGH Health stats. This is why I prevent conflict as much as possible.
I for example, would not use the long rifle as well as all the other powerful weapons, but the idea of using the rifle now made me think that it would pretty cool to make an assassination with a rifle shot (the problem is that the game requires you to manually kill the target.. so this cannot be done unfortunately I think). LoL playing with the rifle as a baton is so silly!! Looks like one of those Walking-Orchestras where there are drummers juggling with drum sticks or actually rifle army \ reserve doing all those tricks with the rifle... ahahah maybe Arno is one of them. I love the lethality and not lethality.. Indeed I would love and try to kill less, but often doing that when later you kill someone makes the whole effort non sensical, indeed it must be carried on for an entire mission or it doesn't make any sense. This thing is very interesting.. I did not even knew (after some weeks of stop) how to actually knock adversaries out Damn! I did not know that a staggering strike (the shoulder hit) did damage! And actually could be the finisher.. ok but by playing without HUD I need to actually know how many hits (by heart each one will need in order to perform this.. anyway I am already at memory 9 so the game is almost done... Anyway I have to say this game is one type of game that maybe it's worth to replay to create those cinematic gameplay and to be played with a permadeath house rule too. I think they should have had created the spearless kung fu Donatello stick.. that would have been amazing, just amazing, non lethal and just great for every type of role playing or at least the most honorable ones.One of the rules with sword would be respecting the no attack unless targets sees you and wants to fight you, never double on someone with a sword etc. I am all about this type of realism.. it's not masochism, it's just imemrsion. I can see here you clothes setup, I can confirm as an italian it's really well done, good taste and realistic. What you say about the Rifle and your sensibilities is exactly what I feel or look for in games in general, that sense of consequence, of meaning, the satisfaction in feeling the character does it cool and well, and feeling the designers really have helped in fulfilling the dream of the player to be in the assassin shoes. I did not know that you coudl shoot after with the rifle, sort of execution (and there are no bullets required), I guess this is the finisher button (not seeing the gun on your side as a back up is triggered by going "L1" so "aim" and the shot will be automatic, but you will have to recharge after 1 shot still. Damn the game is way too short to find out all these things and find out how to run the coolest and most satisfactory Arno story in the most hyper realistic personal immersive style. I fear I will have to play it again but I don't think I will as the game should have had something to direct me to an objective or the other without switching on the map or gps ... that's the only problem of these games (they should have a Rockstar games system like the one in LA Noire that tells you where to go with some interaction with your fellow investigator or with other ways interrogating NPC or else). ... even RDR2 was supposed to have such a system but then it was canceled. ( I am talking of immersive navigation for no HUDders which is my player life now). LOL when you roll the rifle with a button abuse, which I don't know what it is but .. well that's funny! I can't even watch the guillotine gun, it was not only what I found in Dead Kings when I foudn myself locked in that DLC after stupidly going in it due to my curiosity as it was just a few meters away from memory 2 or 3 conclusion, but it also touches exactly that trigger of no-go-extreme fantasy which is something I can't stand in games as it's way too arcade for me. Dead Kings was good just becaue it gave me so many francs and just doing first part of the DLC( just a tiny mission) until I found out there was a way out teleporting back to Paris. (I say this just for the info in case someone will be reading one day)
Unity has so much cool stuff in it, but a lot is not quite finished or fully realized. There are many things I love about it but always find myself wishing it was just a more refined experience.
@@LeoKRogue Sorry for long posts. Yeah, maybe a mod could help that. Like a navigation thing, having voice overs triggered on Arno (since he knows la ville tres bien) with different voices not always the same barks to tell if he's near or not and also if to go right or do a little more city isles further in order to reach the location... Artificial sound clues like the one telling you are near a jumping spot isn't something i fancy at all, but instead hearing the eagle, that is extremely immersive and I really dig that instead (to tell you the same thing: up here, near here there is a tower location to reach). But What I am saying is connecting the story locations so that memories do not really feel like isolated or must need a HUD in order to reach them (or knowing the game by heart.. which requires at least 2-3 playthrough if not more). I myself have done the investigation mission, the one that is crime-scene style with also Elise, without HUD and tried to carry it until the end.. but sometime even the very bad button prompts triggering (due to distance not prompting it.. same when you want to steal) really ruins the entire thing and for that mission I just said I had after discovering 5 clues and talking downstairs with the "receptionist" I had to resort to using the Map and see the positions ... I just wish the games were made with the chance of playing it no HUD, I think they would not be heavy, they just would need a lot of handcrafting. I have been told that plus or minus The witcher is like that or CP77 is good too.. (in the latter no issues with using some good old HUD due to eyes augmentations or else) but I hope not to be broken in my expectations.
Generally a sword main here as well, when I'm not trying to be cheeky with a rifle. Sword heavies also instantly go through as soon as the charge is done, we don't have to release them, so that's just very comfortable to heavy attack people with. I didn't forget, Pistols aren't an Equippable Melee Weapon. I would've had to mention Phantom Blades, Berserk Blades, Smoke Bombs, Cherry Bombs, Stun Bombs, Poison Gas and Money Pouch too if I had to talk about every tool x_x
Yes and No. The reason the God Combo is called the God Combo is that it never fails on anything that you can put on the ground, and always kills. What you describe, some enemies will roll away from or survive. Try it on Spears or Elites/Agiles. The reason we projectile once they're grounded is that it's completely unavoidable, and pistol/rifle ammo is so cheap that spending it doesn't matter.
@@LeoKRogue Ah... actually i learned that the hard lol. It's sad because the spear I like is a low rank spear. Pretty much shrunk the Perfect Parry window to use it too. 💀 Back to my strongest weapons coz I hate the combat in this game.
what about the non-lethal spears?
I 250% forgot they even existed at all, my bad. I guess those would be Staff category, technically, but I don't know, I've never actually used one.
And there is non-lethal heavy weapon too.
@@finoderi Learning all kinds of stuff today, thanks guys. ^__^
@@LeoKRogue what are your PC specs
GTX1070, Ryzen 7, 16GB RAM
This may be too late to mention, but I want to point out a cool feature about Rifles in this game: if you target an enemy while you are sprinting and press the fire button, Arno will drop down on his knee into a slide, brace the rifle on his raised knee, and fire the weapon mid-slide. It is very stylish. Pulling it off on the one guy running away after beating his buddies up with the same gun's stock makes you feel stronger than god.
It's definitely awesome, I love doing that. Works for the Blunderbuss too, I believe.
i was gonna say that i thought everyone was clueless
Yo how tf do you do this I’ve been trying to do it all day
@@nodrevilot It's been so long since I've played Unity that I honestly don't remember. It may be a perk/ability upgrade you have to unlock... maybe? Does Unity even have perks like that? For actually doing the action, you lock unto the target, run at a full sprint for a few seconds until you're at top speed, then I think you hold the fire button down; rather than simply pressing it. Sorry if this isn't helpful, again it's been quite a while.
@@the_real_Kurt_Yarish ay thanks man I’ll try it out
“Use this if you don’t want to slaughter your enemies”
Weapon Description: “can crush a man’s skull like an egg”
I know right?! Unity is so weird because yeah, despite that, it totally just leaves them wriggling on the ground anyway.
Pistol: quick shot
Rifle: quicker shot (you would think longer shot but I guess not)
Blunderbuss: thicc shot
Guillotine gun: tactical nuke
_Choose wisely._
Absolutely brilliant.
''tactical nuke'' I love that description 🤣
When I played AC Unity musket was broken. It was the best melee weapon there is xd
Top 10. 1. The “best one” pistol
2. Rifle
"There's no additional animation for getting the pistol out of your holster" Lol that animation is the one reason I like pistols most.
It's so stylish hahaha. Just BAM and then puts it back.
@@LeoKRogue I used to run AC IV Black Flag with predominantly four pistol holster build. Basically I rushed to craft the holsters as soon as possible and whenever possible I went for headshots or quick shots to kill enemies, rarely using any other weapon other than pistols and a hidden blade. So beautiful ☠️
@@DravicPLdisarming with HidBlade, then manual aim headsh0t with the flintlock never gets old
The rifle in Unity vaguely reminds me of Connor in AC3 countering enemies with rifles.
And the broken rifle club. I kept that equipped for half the game
The fun thing was throwing it for an insta ko
Teacher: *teaches me for years
Me: *learns nothing
Leo K: *makes 10 min vids
Me: *remembers literally everything Leo said in the vid
Godlike
That’s because you actually care
Literally me
I love unity's combat and how it incentivices stealth, shame it breaks with little more than a box on the floor between you and the enemy
That's the long and short of it, yeah. I'm not sure if I would say I Love it, so much, because ultimately I'm not engaging with the system, I'm trying to refuse to take part in it, I'm trying to avoid it, etc. Not just because it's hard, but because it's just not very fun to play. Many amazing action games have even harder fight systems than Unity, but the difficulty there is no issue because the player *wants* to get better and experience flow. I'd say, I really dislike the *actual* combat in Unity, how limited, primitive and simple it is, but I *appreciate its Purpose* and why it's in the game; which is to incentivize stealth, as you said.
@@LeoKRogue yeah I always try to complete missions with stealth but since the AI is also broken it's nearly impossible for me not to get caught (I know about tools but they feel kinda cheap, I like using nothing but the hidden blade)
The AI just expects the player to use everything in their arsenal, that's all. It's significantly less busted if you do choose to use your full inventory. I do love H.Blade Only runs, but I'd tear my hair out if that was my normal approach in this game haha. There's a time and a place, basically.
@@LeoKRogue lol yeah, it takes me ages to complete missions and when I inevitably screw up (or the game does) I want to kill myself
The Unity Mood v__v
I think that the craziest thing about the guillotine gun has to be the number of options it opens up to you as a sandbox player. The amount of combo potential for the mortar strike is phenomenal. When combined with a cherry bomb, smoke bomb, money pouch, stun grenade, or even an artificial crowd caused by an NPC under the influence of a berserk blade, you can easily wipe out portions of the map to create access points you otherwise wouldn't think would be possible. You can also attack enemies around the corners of walls through the blast radius if you spot them with your Eagle Vision.
It's an absolute blessing that Ubisoft also gave us the Belt of Franciade, which increases your mortar ammo capacity to 4 grenades. When you combine this with the Assassin's Cache ability, you can grant yourself many opportunities to continuously use the guillotine gun's cannon. I'd say this is a must-go combination if you're a player who enjoys messing around in the newer Hitman games or Batman Arkham series.
The eagle guillotine gun is insanely fast, I like to play the it belongs in a museum heist, shoot a 5 star swordsman with the beserk, wait for a crowd to gather, use a stun and toss 7 poison grenades and stun again, then once their health is weakened I use the cannon and then finish off.
Just to clear things up, you need the *Heavy Weapon Master skill to get the Strong attack for Rifles.*
Now you can all be badass musketeers and still have some edge in combat :)
kinda weird. It acts like a heavy handed. Shoots like a pistol. Need heavy master skill. But the heavy attack is identical to one handed.
I've recently been playing assassin's creed a lot out of boredom, and I'm completely in love with them again. So when I started watching your Unity overviews, they were an immense help for improving my experience and I just love hearing the passion from you as you explain the game, so there's a sub from me keep up the great content!
Thank you so much! I'm so glad you found my stuff useful. :D
The best thing about the rifles in my opinion is that if you do a quick shot while running, Arno will basically knee slide while shooting the enemy, independently if it is in front of him or behind him. To me it is the coolest animation in the game. And I only discovered it existed after 3 years playing the game xD
It's super stylish for chasing down a Kill Objective Crowd Event like a criminal etc.
The only weapons I need are berserker blades and smokes
Saaaaame
This gives Leo *pleasure*
I feel this
Firing berserkers at brutes is pretty pog
berserk + wait for like 300 people to gather + grenade-axe = rip guards lmao
A delightfully destructive combination of mechanics. :P
Yeet yeet!
Thanks, I've had trouble deciding which weapon type I should use for style and function, I've used spears for quite a while and really enjoyed how smooth it is, just heavy attack and stab them while they're down. I'll definitely be trying out all the weapon types
Spears are so damn cool. I'd probably play with them more if I wasn't face-deep in Castlevania these days.
ever since im done in unity, i decided to focus my gameplay on combat rather then stealth. i know for a fact that many people think that this game is stealth focused/Parkour focused but, the combat can be enjoyable at times. this video also accurately describe the weapon mechanics in unity.
sword : very well balanced weapon over all
spears : for agility and flow in combat (i prefer to use fast attack when using with this weapon type)
heavy : to make sure they're all dead
(don't like hoe slow it is but, goddamn is the finisher is satisfying to watch)
rifles : quick shot and Role play stuff
guillotine gun : crowd control
so far i had tested every weapon except for the rifles and the guillotine gun. to be honest however every weapon in this game seems to work the same really you when play it long enough. the only thing that does make you want to change weapons is mainly because that you just gotten bored with the type weapon that you had and with its animation as well. like me for example. i use swords through out the campaign and i gotten bored with it (mainly because that you can spam the same combo over and over again just like in this video). so i decided to play with other type of weapon. it really makes the game more fun to be honest. seeing arno using other types of weapons and seeing his mastery on any weapon type. that's my opinion anyways though. anyway, have a great time!
btw nice video brother
Yeah, he's really awesome. I love to see characters using different weapon-types, across all games, honestly. Makes them seem very well-trained, and very experienced.
@@LeoKRogue the only assassins that i see that has pure mastery on many weaponry is jacob, evie, bayek and alexios. but, i still prefer arno. i don't know man. his attacks on all weapon types can somewhat describe his personality in combat. that how i feel anyways.
That transition between rifles and guillotine rifles was priceless.
Nice video. Very thorough as always.
Thanks~ ;]
The only person that I can understand if they give tips
Thank you so much! That's very encouraging. :)
Love your work man, you deserve a ton more recognition!
Thank you Josh. ^__^
2:10 "For roleplaying purposes"
Lmao, I equipped myself with the golden musket and the Napoleon's Artillery Outfit, proceeded to go to the military camp and beat the crap out of every guards/soldiers.
All of that while imaging myself as the "Examiner" or "Tester" or some sort. If I managed to defeat them, they still need training! And if they managed to defeat me, that means they're strong enough to serve France!
That's the spirit.
It's really weird to see you fighting someone, but the vid was cool and I finally got on explenation on why I often used a finisher on lov level enemies when it was supposed to be my first hit on them
Wow, very informative as usual, Leo. it seems like I underestimated Unity's combat. It's actually pretty complex. No wonder I always disliked it just because I was spamming Perfect Parry with Combos. Now, if only it had more realistic animations like human shield and your weapon contacting enemy's weapon until you open them up for a finisher (AC1 style), this combat would actually be perfect for an AC game.
Thank you! ^__^ At the risk of sounding a bit bitter, I'm going to say that understanding Unity's combat does *not* suddenly make it great. Case in point, I just explained all of these things in the video, and I still hate fighting in this game. It's just not what I'm looking for in a combat system, and I play *a lot* of melee action games. I will admit, it's a lot more enjoyable if you actually use all of the moves you have access to, definitely more than just Perfect Parry and Light Attack :P
@@LeoKRogue what exactly you don't like in this combat system (minus the 2 things I mentioned)? How would you improve it to a level that you can actually enjoy it? Or say, if you were tasked to design a combat system for an AC game, what would it be?
[1. Aesthetic over Mundanity]
So, I don't really care for realism that much, as long as what I'm doing looks *cool* and feels right, *feels* like it makes sense for the character and their world. The early Assassin's Creed games weren't necessarily the most realistic stuff in the world, but what made them awesome was that their animations not only looked sick, they *felt good* to do. Even AC1 had some pretty crazy looking attacks (they became more flashy the shorter your weapon got, so Sword was relatively grounded, Knife was a little intense, and Hidden Blade counter was just full anime mode).
[2. Input Response]
What matters to me is that the system is listening to what I'm saying. Unity doesn't feel like that, at all. Almost never, honestly, even when you're playing "perfectly." There's a pervasive sense of sluggishness, delay, and input-lag on every button the player presses, and that just doesn't feel very good, no matter how you argue about it. When you compare the instantaneous response of AC Brotherhood, or Devil May Cry, or any action game to Unity's combat, there's just no excuse. On the slower side, which can be done very well, Dark Souls, Sekiro, and Bloodborne, even Red Dead Redemption 2, which all lock you into their animations whenever you attack, feel much more responsive and reasonable than Unity does, without sacrificing any sense of weight to the actual weapon you're swinging or shooting.
When early testers of Unity leaked information on the game and broke their Non-Disclosure Agreements, one of the things two of them mentioned was that they couldn't tell us information on Combat, because even though we were a few months before release, Combat wasn't even properly implemented and couldn't be thoroughly tested because its features were missing. Read that again; a few months before release, *an entire system* that represents one of the most "player-facing" engagement methods (Combat, Parkour, Stealth - as opposed to Economy, Gear, Skilling etc, which are secondary systems) was straight-up just not functional. They *clearly* needed to give this game more time in development. This ties into point three.
[3. Fairness and Mastery-Curve]
Unity combat barely has any mastery-curve, because you're either at the bottom rung, or you learn two or three critical techniques and suddenly you're a god. There's very rarely, if ever, a happy medium. The worst part of combat in Unity is that it doesn't trust itself to exert pressure on the player, so it freaks out and tries to overcompensate in a horrible manner; shooting you from off-screen. The more enemies there are in a fight, the more likely one of them will pull out a pistol and start to shoot you. The player has no method of interacting with this directly. If an enemy attacks the player, they can be Parried or Perfect Parried, which allows the player to Punish that enemy for their aggression. If an enemy far away from the player is attempting a Gunshot, even if you Dodge it, that enemy is no worse off than when they started. Because of this crucial blunder in the game's design, you can get situations where the player can't do *anything except dodge* over and over again because they're constantly getting Gunshot-Imminent indicators (the brighter glow, telling you "dodge NOW") throughout the entire fight. This is just one example, but it's ridiculous. Enemies don't have a stock of bullets that they can run out of, the player has a stock of Smoke that they *can* run out of, in order to shroud themselves from enemy snipers. The entire situation with guardswarms that are above a certain critical mass is just a clusterfuck.
[4. Conscientious Design]
Finally, none of what I just described would be a problem if the game was built with it in mind. But it isn't. The entire population of France *will still* aggro onto your position if you stick your pinky out wrong. Getting back *into* stealth after being caught is a nightmare, because Gunners are *not exclusive* to combat-pressure, they also pressure you for doing what you're supposed to; running away. In The Last of Us, if the player's running away from enemies, the %Chance that Bullets will hit you drops significantly, because you're playing optimally in that moment and the game is resonating with the correct decisions. Unity doesn't have *anything* like that, other than "Drop Smoke and keep running, and if you don't get away in time, drop Smoke and run away again." Basically, you can't really stay in Combat, but you can't Run Away back into Stealth *either* because you're gonna get clapped for trying *both* of those, unless you have Smoke, which brings me to the final effect this has on the entire game.
[5. Encourage, But Don't Require - Varied Verb Use]
Smoke Bomb is the most useful item in Assassin's Creed Unity, because no smart person should be playing the game without it. It solves Combat (gives you time to do free actions), it solves Stealth (create pockets of cover for yourself in the world; this is Smoke's best and most fun use, and what it should've been all about) and it solves Movement (while running away from guards, Smoking the ground prevents you from getting one-shotted by French Revolution Legolas and Widowmaker from 50000 meters away). In a better-designed system that was more aware of the effect every mechanic has on every other mechanic, you would not see Smoke become "meta" in every context. But it is. Because so much of Unity is rushed, unfinished, and poorly thought-out.
Thanks for coming to my Ted Talk.
@@LeoKRogue so basically delayed input, crazy unbalanced NPC behavior which limits player's agency. Got it :)
Leo K [Rogue]
Would be pretty awesome if this game were modified by its community to update certain combat mechanics like being shot from off-screen, input delay, fixing the Combat-to-Stealth transition, and actually being able to use Rifles from a farther reaching distance.
Not sure if there’s a modding community for that or if people are even able to modify the game files at this point though.
"Our goal is to make sure you can have a Unity within an Odyssey"
They literally toned down and streamlined one of the core gameplay mechanics in this franchise. So much excuses on their obsession of big open worlds to justify those MTXs.
Saw that article. Disgusting.
Ugh
YOU literally deserve more subs seriosly
Thanks! Tell your friends and share me around.
Check out my No Upgrades Commentaries of Unity, Dead Kings, and Syndicate, as well as my Stealth Reaper videos. ^__^
@@LeoKRogue Don't worry i will :D
Replaying some of the AC games recently (On Brotherhood so far), and I gotta say after watching some stuff on Unity I'm lookin forward to when I get to it.
Gotta say though, gonna miss Dagger/small weapon animations and the heavy weapon throw but hey-ho.
Nice informative video!
Thanks Sasky! Hope you enjoy it.
Even though you're not big on the combat in this game, it seems like you really had fun making this video, which is really cool.
I 100% enjoyed myself making this, yeah. ^__^ Glad you noticed.
Waking up to one of your videos really puts a smile on my face 😃
And waking up to comments like these pays it all back haha
Lol
Idk that spiked mace smacking someone in the cheek seems pretty lethal
That was my exact thought when I saw what Unity designates it. I was like, hmm. Are we sure about that, Arno? :P
I wish the newer AC games would let you use the hidden blade as a main weapon like they used to
I wish the same.
Guillotine gun is actually a real historical weapon that does the crazy stuff we see in game
There are indeed axe-guns, in researching them I found they're not _quite_ the same, but maybe I misinterpreted what I read and the images I saw.
Literally the only youtuber I watch that I know I won't regret watching full vids of.
You're incredible.
9:23 this joke is the reason I’m subscribing and binging his videos right now, along with his chill personality, I’ve never seen this channel before but I love stupid jokes and puns, so imma sub just cause of the transition from 9:23 to 9:26 it’s amazing
Hahaha, I'm very glad you enjoyed it. ^__^
Thank you for your support.
"Spears spoke, it's what they do."
Damn Leo, giving us wisdom of the gods on a daily basis.
Poke* omg
@@LeoKRogue my keyboard is retarded, I typed on phone
i swear, ac unity seems like such a simple game but whnever i watch one of these videos it feels like theres a whole world of new mechanics in this game
It ultimately is a pretty simple game in the end, but it's definitely got a bit of juice, for sure :D
7:47 the crotch shot a popular move from the assassins it makes their enemies not have kids
Indeed. v__v
3:04 "its not really important to keep these things in mind if you dont care about them" i can proudly say i make sure every single enemy is dead after a fight with arno. true stealth leaves no witnesses
LMAO okay.
"In case you want to role play some sort of pacifism.."
Me: *In a bloody a bloody mess, holding the Seaman's Axe, still even at endgame.. And then if someone is knocked down, I still take the time to go out of my way and kill them with my hidden blade...* 💀
The crunch they make when you tap 'em while they're downed.. like popping bubble wrap..
Ah yeah, remember when the most unrealistic item in the game was a granade launcher combined with an axe and a single glowing swordthat you had to literally finish the game to get? Good times
Good times. :[
Interestingly, even the Guillotine Gun itself was grounded in reality. In real life they'd just be called axe-guns, and they were allegedly used by pirates. There are both historical and more modern examples if you Google around.
Let's not forget, "the sweep animation is kung fu as hell" 😆
I'm right.
Stealth really is better than combat in unity
It's just the way the game was meant to be played
Exactly right.
yeah but i really like that you can win a small skirmish really fast and then going back to stealth. i love the balance in unity. there's a real incentive to play stealth but if you fucked up you can save it with a quickfight. i hate when game force you to play stealth and fail the mission if you are detected like in older AC or splinter cell.
Yes and that's how an assassin should be. I really love the game because it's very realistic on battlefield and some mission are really hard
I hope one day my PC will be able to run Unity as smooth as your PC.
:( :D
I hope so too. You can try upgrading parts one by one, over time.
@@LeoKRogue i did. Only my video card left... 😔 The most expansive part.
This is why i asked you about yours once 😁
Nice to see people still play this game best new AC out the bunch
Thanks! Nice username. :D
Are you a fan of long game essays, by any chance?
There is a none lethal way to finish your enemies with a stagger, and it comes with some nice animations.
Yeah
I like how maces are non lethal but you are literally hitting a giant ball made of metal with spikes against their head
Damn you made the same point as me 😅
hahaha yeah
i like the non-lethal spears because their finishers go well with the kung-fu staggering strike. And i like the lethal spears coz i think it looks cool when ground executing after a heavy/sweep attack. Especially the animation when Arno spins the spear around, holds it with two hands, and thrusts it down. That looks badass when arno sweeps and then spins the spear around for the ground kill, in my opinion.
I firmly believe the spear animations are the best in the game.
I'm pretty sure long guns heavy attack comes from the heavy weapon skill
Alright, so the way I like to fight in Assassin's Creed is by ensuring everything dies in one hit. On the defensive, this is pretty simple: Just do a God combo. There's actually only one enemy type that requires the tool finisher, and that's officers, who can do a ground dodge. Everyone else goes down from a single heavy attack on the ground, allowing you to conserve your items. As mentioned, every enemy type except heavies can be grounded by two staggering strikes just like the Kenway saga, but getting the timing down requires practice so you don't just kick them in the crotch over and over. Instantly killing a heavy without a legendary weapon or a perfect parry requires some sort of stealth technique converted to combat like the tackle assassination. Finally, legendary weapons are completely overpowered. They one-shot heavies with heavy attacks and everything else with light attacks. Officers always seem to block your first hit, so make sure to lead with a staggering strike. And keep topping up on smoke bombs so gunners don't one-shot *you!*
Hell yeah.
Reason I use the Rifle is because I have the Shay Cormac outfit and I wanted Arno to have an accurate Shay Cormac look. Another reason is the Rifle is good because it has a higher parry compared to the One-Handed swords, plus it deals the same damage as a heavy weapon since the Rifle is like a semi-heavy weapon when used as a melee weapon.
Same here. It's probably my most-used weapon type, it just feels so comfy compared to every other.
Man I love the game and your outfit
Thank you. ^_^
I don't know why game devs do what they do, but I'm pretty confident getting hit with a 10lbs mace is deadly.
One would think, right?
Also with any rifle equipped you can use staggering strike when enemy has no hp and you're behind his back to execute a fucking roundhouse kick. Really makes me feel like a badass
That is pretty sick.
You can also perform non-lethal takedowns. On Xbox it is done by walking up to an enemy and holding the B button.
Yes. :) They don't use a particular weapon-type though, Arno just does them with his arm, I think.
07:45
Let us have a moment of silence for this poor sod.
RIP bawlz... v_v
7:45
and here i was thinking Connor was sadistic...
on a side note: Connor would be pretty cool as a mortal kombat character, though.
He really would be, yeah. Altair too, probably. Ezio was already in SoulCalibur.
I would've pointed out, Spears and the Guillotine Gun replace your firearm. For anyone loving the concept of a grenade launcher, when those bombs are out, you have no pistol. A rifle uses the ammunition capacity, but slower, but feels cool as shit to use.
Small odd factor, similar to the way maxed damage is identical from sword to spear to heavy, which is unrealistic, the max range between handgun and long rifle is exactly the same, where in reality, a long rifle shoots much further than a small pistol, which Assassin's Creed Black Flag-Rogue demonstrated correctly, not being able to strike gunners with any handgun, but when picking up their rifle, your range increased significantly.
Yeah, I neglected to talk about it it because I thought it was really obvious.
It's kind of one of those things where... Because you're so used to it, you don't realize it even bears mentioning until you think about it after the fact and realize, oh, maybe not everyone knows that. And yeah, Gun Range being the same as all other Gun Range (ex. Guillotine Gun) is pretty well-known by now. As long as it's classed "Firearm" by the game, you're good.
I'm rly late but this helped me a lot, tysm
You're welcome! Don't worry about being late.
The enjoyment of a single-player game has no expiry date.
This is a great video, very in-depth and helpful understanding these weapon types...
TOO BAD I NEVER NEED TO USE THEM BECAUSE I STEALTH 100%
Hell yeah~
Believe it or not but there actually is a real historical weapon that looks an awful lot like ACU's guillotine gun. Just look up "gun-axe" or something. You'll find it soon enough. Also, Shadiversity has a great video where he explains what it exactly is, what it does and when it was used.
I've had a few comments say the same, yeah, and by now I'm intimately well-acquainted with it. Of course, the Unity version is quite exaggerated, but it was awesome poring over all the articles and looking at photographs various collectors / museums have taken. :D
In this case you should judge a book by its cover. A morning star or any weapons with pointy spikes attached to a stick will kill a “Normal” person or if it’s not a strike to the head or vital area and the don’t bleed out so if you just break there leg or something they will have a bad day. But then again this is assassins creed so there going to have a bad day whatever you do.
Lmaaaoo
I started the game with 2h swords because I loved them in Ac brotherhood, but after piercing a guy with it and leaving them alive it's obvious the game treats them as axes some that made me want to try other weapons, currently I' using the rifle it is strangely fun can't quite say why
Rifles are incredibly fun.
Loved the vid, you got a sub
Thank you. You make nice edits as well, keep it up.
@@LeoKRogue nah, my brother made them, but yah thanks , looking forward to more vids
I always use the sword due to how freaking overpowered they are
But personally, i really love using the heavy weapons
Well made vid, thank you !
You're welcome, thank you for watching. :)
Imagine that the Guillotine gun was considered Ubisoft getting a little crazy and not staying grounded with realism. Compare that to AC Valhalla, talking about jumping the shark, they went ballistic and threw and attampts of staying grounded right out the window. My god they destroyed such a great series.
I know, it hurts.
Role playing sounds fun to do in unity, I might do that another time.
It's quite the immersive game at times, so feel free.
9:48 did you know they removed a crossbow in one of the early games because they didnt exist yet they could've been a brotherhood invention or summ but nah they replaced it with knives
I did know that. I'm okay with it, Throwing Knives are edgy and badass.
Yeah, Altair used one in the opening teaser of the original game. It's also awesome because he uses it like an axe to kill a guard as well.
I use non lethal weapons for role playing. I can’t believe I found someone who understands
Hell yeah. :D
Non-Lethal / Pacifist play is always a valuable experience to try out.
So Rifle is like the Club in AC 3, nice.
Pretty much!
You ever notice how certain blades have different animations?
So far I have only noticed thrusting blades (foils) and slashing blades (sabers/cutlasses).
In my experience it's pretty random. Foils slash sometimes and sabers thrust/stab sometimes.
@@LeoKRogue Weird. Maybe if I have time in the future I'll study it a bit.
7:46 wow that heavy weapon kill looks good if you get what I mean
Lmaooo
can u write my school essays, u sound so smart when u talk
Sure, but it wouldn't be free. ;]
Why does this look better then every game after origins
They pushed this game's visuals to the limits.
I wish there was a bayonet for the rifles so u could use it like a spear
Same, if only for the ground finishes.
Are you on twitch. I have a question to ask in the game where should I post it on youtube or twitch
Post your question as a "fresh" UA-cam comment (not a reply). I should see it.
his outfit is CLEAN
Have you ever noticed that you can kill rooks in syndicate without desyncing? So that means the Frye twins killed at least one rook....
I have not noticed, no. :P That's funny.
I guess Rooks aren't innocent civilians, just thugs who ally with the Fry twins. Hell, you can see Blighters joining them after completing several of the side missions.
can anyone explain how you can tell if your too far away to shoot an enemy so you don't waste a bullet/blade? Does the target need to have a yellow outline for the kill to be guaranteed? Or red, or white?
Yellow. Also, if you aim manually, your crosshair should turn red. Otherwise, you're too far.
hello i’m early so i really don’t know what to comment lol but it’s gonna be a great vid since it is by you
That's very nice of you, thank you. :)
My favourite is the spear. Im also not sure what you talkin about when you say ''timed release'' for heavy attack. I always just hold my mouse button and i end up sweepin my target to the ground, following by stabbing them or using ground execution. Why i like spear so much is the reason that its the only weapon that allows you to ''stagger'' brutes. Just swipe em and stab em and job's done.
Speaking of combat in general in this game. I think its an aquired taste. At first i compared it too much with older AC games and i didnt like it much but now, i absolutely love it.
You can release "early" to get the spear sweep a small moment before you would by just holding, is what I meant. As for Unity combat, I'm glad you like it. After playing every single game in the series, not just released before, but released after too, and finishing this entire game multiple times, including a commentated No Upgrades run, it's definitely not for me, heh.
@@LeoKRogue Aquired taste as i mentioned, i guess. I find it much much better than what we have in newer AC games!
One down side of guillotine gun is that had only 2 shots and most of the time cant shoot someone on the roof
Since heavy is the same + pistol so i enjoy heavy more
I feel similarly. Other guns are great because they're a linear shot that has pretty good range in any direction.
Men this game is underrated af.
Definitely! :P It's got a slew of problems, but now, more than ever, it's worth a lot for how Assassin's Creed it tries to be.
Non lethal in ac unity is like completing missions as a pacifist in dishonored 1, its even worse than just being killed lol, arno just hits someone in the head with a mace and lets them bleed out, its even worse than just finishing them off lmao
I see they never fixed this game, all the parry animations except for the swords are broken the enemies wierdly turn around and react incorrectly to the parry.
For real. Assassin's Creed has always had its fair share of animation 'desyncing' but in Unity is when it's at its absolute worst. Small wonder they went for a hitbox/lock-and-pivot combat system for Origins/Odyssey/Valhalla. It may look less fancy at baseline but at least it's consistent.
Guillotine guns is my favourite! Not the grenade launcher but the combat is my fav
Agreed, I love the animations on melee combat for that weapon.
Early finisher is not consistent with most two handed weapons because it will trigger the special move, sadly..
Yeah, that's why I use Sword as the example for the most spammable weapon to do it with. Heavies, Spears, G.Guns aren't great choices for it.
the suger sword turns u into the terminator
Indeed.
you don't actually need to time the heavy attack for spears, that's a heavy only thing. also rifle and non lethal heavy use the same animations, pretty sure the same goes for guillotine and regular heavy as well
also you forgot to mention quick finishers, which you do by depleting the enemy health with the first or second strike of a combo, then quickly press the attack button a couple of times
Good comments on the Spear Heavy, yeah. As for quick finishers, I feel that those are self-explanatory in that players will often discover them by accident since they're already mashing attack anyway.
I left a smoke and subscribed
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@@LeoKRogue 😍
Some videos said that heavy weapons are better because they deal more damage
Interesting. I don't know if that's true but it might be.
What do you think about syndicate's combat? Is it better than unity's?
I don't really enjoy either of their combat at all, so I have no real opinion. If I absolutely had to pick, I'd just go for Syndicate _simply_ because it's a lot faster and I'm pressing buttons a lot more frequently. But, neither one is great. 😅
@@LeoKRogue which ac game has the best combat iyo?
I think they're all pretty average, but I enjoy AC1 and Brotherhood's because at least they're unique and interesting, if you choose to play with everything they provide to you. They have a flaw in that they don't properly punish a player for holding guard, turtling up and countering everything, but if you actually engage with the mechanics actively, they get really fast and interesting.
Other than that, I think Ghost of Tsushima on Lethal Difficulty is probably what I'd want from an AC combat system. Challenging, punishing, but you're also very powerful if you know what you're doing.
@@LeoKRogue they j need to add a lethal type mode in every single melee combat based game
I just parry with strongest sword then heavy attack which normally one shots them
Yup, if your weapon's stats are good enough to kill with, Heavy Attacks are easy clap. God-Combo is to be used when you're trying to kill guards while underpowered.
Thx for this video
What I actually hate about the combat in the game is how unpredicatable it is. One point his con turned into a target, so I have to dodge and like a split second with no hesitation whatsoever, he chipped away almost 1/2 of my health left, despite dodging the best I could and have HIGH Health stats. This is why I prevent conflict as much as possible.
Yeah, exactly. Unity combat is very unfinished, it's barely fun at the best of times.
Aren't we supposed to avoid combat and be sneaky beaky like?
No one reads the (Request) in the video title, I see. (But, yes, ideally.)
@@LeoKRogue ok sorry dad
I forgive you.
Whenever I kill 6 enemies in unity through combat without getting hit I feel powerful....
You should, it's tough to do.
I for example, would not use the long rifle as well as all the other powerful weapons, but the idea of using the rifle now made me think that it would pretty cool to make an assassination with a rifle shot (the problem is that the game requires you to manually kill the target.. so this cannot be done unfortunately I think).
LoL playing with the rifle as a baton is so silly!! Looks like one of those Walking-Orchestras where there are drummers juggling with drum sticks or actually rifle army \ reserve doing all those tricks with the rifle... ahahah maybe Arno is one of them.
I love the lethality and not lethality.. Indeed I would love and try to kill less, but often doing that when later you kill someone makes the whole effort non sensical, indeed it must be carried on for an entire mission or it doesn't make any sense. This thing is very interesting.. I did not even knew (after some weeks of stop) how to actually knock adversaries out
Damn! I did not know that a staggering strike (the shoulder hit) did damage! And actually could be the finisher.. ok but by playing without HUD I need to actually know how many hits (by heart each one will need in order to perform this.. anyway I am already at memory 9 so the game is almost done...
Anyway I have to say this game is one type of game that maybe it's worth to replay to create those cinematic gameplay and to be played with a permadeath house rule too.
I think they should have had created the spearless kung fu Donatello stick.. that would have been amazing, just amazing, non lethal and just great for every type of role playing or at least the most honorable ones.One of the rules with sword would be respecting the no attack unless targets sees you and wants to fight you, never double on someone with a sword etc.
I am all about this type of realism.. it's not masochism, it's just imemrsion.
I can see here you clothes setup, I can confirm as an italian it's really well done, good taste and realistic.
What you say about the Rifle and your sensibilities is exactly what I feel or look for in games in general, that sense of consequence, of meaning, the satisfaction in feeling the character does it cool and well, and feeling the designers really have helped in fulfilling the dream of the player to be in the assassin shoes.
I did not know that you coudl shoot after with the rifle, sort of execution (and there are no bullets required), I guess this is the finisher button (not seeing the gun on your side as a back up is triggered by going "L1" so "aim" and the shot will be automatic, but you will have to recharge after 1 shot still.
Damn the game is way too short to find out all these things and find out how to run the coolest and most satisfactory Arno story in the most hyper realistic personal immersive style.
I fear I will have to play it again but I don't think I will as the game should have had something to direct me to an objective or the other without switching on the map or gps ... that's the only problem of these games (they should have a Rockstar games system like the one in LA Noire that tells you where to go with some interaction with your fellow investigator or with other ways interrogating NPC or else). ... even RDR2 was supposed to have such a system but then it was canceled. ( I am talking of immersive navigation for no HUDders which is my player life now).
LOL when you roll the rifle with a button abuse, which I don't know what it is but .. well that's funny!
I can't even watch the guillotine gun, it was not only what I found in Dead Kings when I foudn myself locked in that DLC after stupidly going in it due to my curiosity as it was just a few meters away from memory 2 or 3 conclusion, but it also touches exactly that trigger of no-go-extreme fantasy which is something I can't stand in games as it's way too arcade for me.
Dead Kings was good just becaue it gave me so many francs and just doing first part of the DLC( just a tiny mission) until I found out there was a way out teleporting back to Paris. (I say this just for the info in case someone will be reading one day)
Unity has so much cool stuff in it, but a lot is not quite finished or fully realized. There are many things I love about it but always find myself wishing it was just a more refined experience.
@@LeoKRogue Sorry for long posts.
Yeah, maybe a mod could help that. Like a navigation thing, having voice overs triggered on Arno (since he knows la ville tres bien) with different voices not always the same barks to tell if he's near or not and also if to go right or do a little more city isles further in order to reach the location... Artificial sound clues like the one telling you are near a jumping spot isn't something i fancy at all, but instead hearing the eagle, that is extremely immersive and I really dig that instead (to tell you the same thing: up here, near here there is a tower location to reach).
But What I am saying is connecting the story locations so that memories do not really feel like isolated or must need a HUD in order to reach them (or knowing the game by heart.. which requires at least 2-3 playthrough if not more).
I myself have done the investigation mission, the one that is crime-scene style with also Elise, without HUD and tried to carry it until the end.. but sometime even the very bad button prompts triggering (due to distance not prompting it.. same when you want to steal) really ruins the entire thing and for that mission I just said I had after discovering 5 clues and talking downstairs with the "receptionist" I had to resort to using the Map and see the positions ...
I just wish the games were made with the chance of playing it no HUD, I think they would not be heavy, they just would need a lot of handcrafting.
I have been told that plus or minus The witcher is like that or CP77 is good too.. (in the latter no issues with using some good old HUD due to eyes augmentations or else) but I hope not to be broken in my expectations.
THE TONE OF VOICE THOUGH 😎😎😎
>:)
I still play unity and I use the BONK! Weapon AKA every rifle in the game
I love that sound
From watching literally any of your videos you clearly prefer stealth, so I was curious if the combat in any of these games stood out to you.
AC1. Brotherhood. Origins.
I love combat in those games.
I mainly use swords because it's fast and powerful. You forgot about pistols.
Generally a sword main here as well, when I'm not trying to be cheeky with a rifle. Sword heavies also instantly go through as soon as the charge is done, we don't have to release them, so that's just very comfortable to heavy attack people with.
I didn't forget, Pistols aren't an Equippable Melee Weapon. I would've had to mention Phantom Blades, Berserk Blades, Smoke Bombs, Cherry Bombs, Stun Bombs, Poison Gas and Money Pouch too if I had to talk about every tool x_x
God Combo w/o wasting ammo.
Perfect Parry > Stagger Strike > Enemy Prone > Square.
Yes and No. The reason the God Combo is called the God Combo is that it never fails on anything that you can put on the ground, and always kills.
What you describe, some enemies will roll away from or survive. Try it on Spears or Elites/Agiles.
The reason we projectile once they're grounded is that it's completely unavoidable, and pistol/rifle ammo is so cheap that spending it doesn't matter.
@@LeoKRogue Ah... actually i learned that the hard lol. It's sad because the spear I like is a low rank spear. Pretty much shrunk the Perfect Parry window to use it too. 💀
Back to my strongest weapons coz I hate the combat in this game.
I'm also not a huge fan of Unity combat haha 😭
Most of the coolest stuff in the game is low-level.