War of the Roses: Five Survival Tips
War of the Roses is not the simplest game out there. It’s on the level of Mount and Blade, which makes it a mildly difficult game when it comes to PvP. Aside from directional combat and blocking you also have types of armor, different weapons, Perks and more. In other words, you have countless different possibilities but that does not always translate into effectiveness. You could have a bowman in heavy armor, but a bow might be less optimal than a crossbow. You could have a a longsword for a sidearm but that does not mean that you will kill enemies in heavy armor. There are many different tid-bits here and there so the purpose of this short guide is to help you a bit, if you need the extra help. Some of this knowledge might be “common” to experienced players but if you are new this will help you greatly.
War of the Roses: Survival
1. Range – Range is not only about ranged combat. It is also about close combat. When it comes to bows and crossbows, bows tend to cause less damage the further away the target, past a certain point. Furthermore, depending on your upgrades, types of bolts/arrows and perks your shots could drop sooner so you will need to angle your shots accordingly to hit your target. While it is tempting to always hit headshots, especially with the crossbow that could insta-kill, it is sometimes easier to just get a body shot. Even if you do not knock down an enemy you could at least wound them to the point where they have to hide, thus subtracting one enemy from the front.
The other side of Range, as mentioned above, is Close Combat. Due to the number of different weapons you might note that certain types of weapons have different range, but this also translates into effective range. Let me put it in perspective. Let us say you have a long pike, and you are facing an archer. A smart archer would parry your attack and then, literally, hug you. When you try to swing when the archer is this close you will most likely be unable to wound the archer at all. Mainly polearm weapons are least effective against targets up close. Each weapon appears to have its own “effective range” where a vertical swing can cause the most damage. The best way to figure out this effective range is to experiment, not only during PvP (battles and duels) but if you need a moment for yourself you can load up a practice map, stand in front of a dummy or even a fence, and smack away at it. You will not only notice how different weapons had different effective range, but also that each type of attack has a slightly different range as well. I would say that in the case of the fence testing any bladed weapons on it is better, because they will create clear slash-marks on the wood. When doing a vertical swing this also helps you practice how close and where an enemy has to stand so that you can hit him.
2. On Healing – If you are new to the game you might find this more informative than an experienced player. As you might had realized there is an HP based system in the game. Each player has 100 HP. If a player is knocked below, I believe, 10 HP he goes into bleeding and after ten seconds, regardless of damage, will be knocked out (you still get the kill credit if this happens). A player who is knocked out can be revived by a friendly, or executed. While still bleeding a player can bandage himself or somebody else might bandage him.
There are different perks influencing how quickly you can bandage yourself and others. There are also perks allowing for you to revive others more quickly. All in all, if you wanted to be a self-healing medic it’s possible. Defensive perks is where you can find the necessary Perks associated with your own well-being and bandaging. It should be noted that only when you use the armor perk can you chose beneficial self-healing perks. One of the most useful perks for self-healing is regenerative, that shortens the time it takes you to bandage up. All the “Medic” support perks are in the support perks under surgeon. Barber surgeon and sterilized bandages are two highly useful sub-perks of the surgeon. Barber surgeon allows for quicker revives while sterilized bandages heal a player fully when you revive or bandage them.
There is a “but” to all of this, oblivious. This Perk eliminates bleeding and any special effects associated with damage. However, you cannot heal yourself, nor can anybody else bandage you (you can still be revived). What is the purpose of such a perk? How can you stay alive? The simplest answer is the courage banner officer perk. When used this creates an area heal-effect that works on all the people in your squad. If there is no squad with an officer to offer such a bonus you can always set yourself as a squad leader of a new squad, so that you (and anybody who joins you) can benefit from healing. It should be noted that the banner’s heal effect is very limited. You will not recover from a near-death experience with a single banner use. However, the healing banner is capable of taking you out of bleeding. If you were just barely pushed into bleeding then the healing effect has a chance to healing you back to normal (but it will not take much to put you back into bleeding).
3. Bows vs Crossbows – If you want range then you have two obvious choices, bows and crossbows (you also have some very primitive firearms, but those are better at close range). The choice feels rather simple. Bows will always have a harder time with penetrating heavy armor than crossbows. Unless you use a special arrow tip, or if you target an armor’s weak spot (or if the enemy forgets to close his visor). Certain bow types are better suited for damage rather than rate of fire or arrow drop but some bows are far superior to others. Overall though, when it comes to comparing bows and crossbows, the bow will always fire faster than a crossbow. If you are not a good shot, or if the odds are simply against you though, it will be hard to wound anybody.
The other complication of the bow is how long do you have to pull it for maximum strength. A crossbow, once prepped, will always fire with equal effectiveness. A bow, when prepared to fire, is most effective when the two lines on the aiming reticule meet together. Beyond that and before that the shot will be weaker. A crossbow has a longer reload time, but if you play the mini-game well, and hook your crossbow efficiently, you could fire just as quickly as a bow. However, you have to remain stationary to reload a crossbow. If you get shot you will lose any reload progress. Furthermore, if you put away your crossbow and take out your sword you will have to reload your crossbow all over again (unless you have the correct upgrade). In close combat this makes the bow superior, because you will have enough time to fire at the enemy, and move back, multiple times while the crossbow can at best have a single shot.
Both the bow and crossbow are good at what they do. If you want an easier firing experience though I recommend the crossbow over the bow. The bow needs more practice and a good aim, while a crossbow can easily penetrate almost any piece of the enemy’s armor.