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How about the performance of the new weapons in Nidhogg 2 - Introduction to the performance of the new weapons in Nidhogg 2

Author: Ai Xiaomo Date: 2024-03-19

There are many newbies who don’t know the performance of the new weapons in Nidhogg 2, so the editor has brought an introduction to the performance of the new weapons in Nidhogg 2. Friends who are interested can learn about it with the editor. Bar.

arms Attack speed range Is there an attack decision when standing/can I pick a sword? Attack rank Throwing decision*3 characteristic
fencing generally Far away*1 have upper middle lower Lower section The attack displacement is large, and the attack distance is the longest in melee combat.
heavy sword slower generally none up and down Lower section The attack can knock down other weapons except the epee. When the opponent is also holding an epee, the knockdown or block will be determined based on the weapon level; without a middle section, it is impossible to defend against mid-section attacks.
dagger quick close have upper middle lower middle and lower section*4 The attack speed is extremely fast but the distance is very short. If you attack a standing fencing enemy from a standing position, you will die first. When throwing, the opponent can only use the upper part to defend.
bow and arrow generally unlimited none Upper middle lower*2 Lower section You need to charge up when attacking (can covertly charge *5), and automatically switch to fist and kick attacks during close combat. If the arrow is blocked by the opponent in melee, it will bounce back and hit you.

​ ​Additional explanation:

​ ​ 1: The blue letter indicates that this item is the best among the four weapons. Fencing is the weapon with the largest attack range among melee weapons.

​ ​ 2: The attack level is the adjustable height of the weapon. As long as the height of your weapon is the same as the opponent's attack height, you can block. The bow and arrow can be used to perform attacks at the middle and lower levels while standing. Press down and then press jump to perform a small jump. At this time, you can attack at the upper level.

3: Throwing judgment means that your throwing attack will not be blocked when the opponent is in this level. For example, if the fencing throw is judged to be in the lower stage, then the opponent can block your weapon when it is in the middle or upper stage.

4: Because of its small size, the middle section of the dagger cannot block dagger throws. That is, when faced with dagger throws, the upper section must be used to block.

5: Every time you attack with a bow and arrow, you need to hold down the attack button for a period of time, and you will not shoot until the charge is completed. However, if you release the button before the charge is completed, it will enter a hidden charge state. The next time you press the attack button, you can launch directly without charging. You can use this move to suddenly cast a cold arrow.

Putting balance aside, I think these four weapons have their own characteristics. You need to adjust your gameplay and strategies when using different weapons and when facing different weapons.

For example, fencing has a long range and a relatively good attack speed, which gives it a great advantage when returning to the ground. Although the dagger is very short, it enhances his throwing judgment. When he suddenly casts a cold arrow, he can sneak attack the opponent's lower section with a sliding shovel, which catches people off guard.

The one that does the best is undoubtedly the epee, which has a super strong judgment of attacking and knocking down other weapons, but its standing attack judgment is canceled (that is, whether the opponent will die if he stands still and hits his own weapon), which makes it originally A strong hand-to-hand fighter has a better chance of winning when facing an epee. In addition, the middle part of the epee has been cancelled, which means that the epee cannot defend against attacks in the middle, so you cannot be reckless when you stand up. Prioritizing shooting down the opponent's weapon is the best strategy.

The worst one is the bow and arrow, which has no obvious advantages (both sides have strong mobility, but the arrow speed is average) and has a lot of shortcomings (the bow and arrow will rebound after being blocked, and the attack needs to be charged). Especially as a passive party (the party without kill priority), it is really embarrassing to randomly receive this weapon. Only in the Icefield Level 1, where there are a large number of ups and downs of Iceland and a large number of jumping platforms with non-uniform heights, is there much room for play.

Based on the overall experience, I feel that fencing and epee are relatively strong, daggers are weak, and the space for bows and arrows is very small. The development team can balance the weapon strength as appropriate.


The last thing I am not satisfied with is the AI ​​system. In more than an hour of experience, the AI ​​did not give me much sense of oppression. In the previous game, I was cornered by the Rainbow People many times. Although I do not rule out the possibility that I have become stronger, I still advocate the view that AI has become weaker.


In the previous game, I could clearly feel the changes in the AI's strategies and fighting methods, but I don't have this feeling in this game. Many times the AI ​​even makes many wrong decisions: many times when the AI ​​throws a weapon to kill me, it will not pick up a weapon nearby, but will run forward empty-handed; it will pull away from the player when it gets the priority to kill. Distance will also choose to turn back and duel with the player openly, instead of using the running strategy that most players will adopt; when I get priority, I will occasionally choose to chase me instead of running out of the screen to regenerate, causing the player to run for a long time in vain. distance.

There are many situations like this, and the weakness of AI is a big blow to people like me who have no friends. Personally, I really hope that the development team can strengthen the capabilities of the AI ​​in subsequent updates, and I look forward to one day being able to experience the oppressive feeling of fighting against the Rainbow People in this game.


Background settings

The picture accuracy has been greatly improved compared to the previous generation. In the game demo video, you can see that players can use swords, bows, axes, including melee, long-range, throwing and other weapons. The movements are very smooth and the music is very rhythmic. Although the picture is by no means exquisite, the sense of fun is already pouring out.

The above is all the information about the performance of the new weapons in Nidhogg 2. Interested friends, please come and watch!

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