Do you think Embark will let me teach in The Finals Academy? 😅 Check Out Apex Gaming PCs here: apexgamingpcs.com/pages/gamingpcs/?ref=hazednconfused Don't forget to use my 10% discount HAZED when you purchase an Apex Gaming PC!
High ground and scouting is also very underrated against sword lights, being able to catch a sword light out on their rollout will lead to them wasting valuable utility they need to be effective. An overlooked part of the sword kit is gateway; don’t be baited by a sword throwing something then running back! If you see a gateway up, camp it, gas it, mine it, or best of all, glitch it!
I don't mainly play light, but I would note that light grapple can really take the wind out of a sword light's sails if you leverage high ground. Basically just have an escape route in mind any time you play grapple: if the bad man is with you on the high ground jump down, wait for them to follow, then grapple back up. If you're on low ground try to always be in range of a high ground position to disengage onto. I've been running an LH1 build with sonar (or goo grenade), breaching charge, and thermal bore to pretty much fully open up vertical paths and lines of sight as needed -- basically always having that disengage option ready with minimal time needed to prepare it. Goo grenades can also be thrown high up to create free perches to safely hide from little sword men
Underhand throwing a frag grenade directly under you, or if you can break line of sight, a little ahead of yourself, is an easy way to punish any class chasing you. Lights especially don't like this due to any damage on them likely putting them into the damage threshold of being eliminated. It doesn't work every time, but its consistent enough to try it every chance I get. If I know for a fact I am going down I will throw a grenade and stay near it. Most don't notice the grenade as they are much more concerned with me. If it fails, I was going to be eliminated anyway. If it works, the martyrdom grenade takes my foe with me. Earlier respawn or I delay my opponent for longer, win win.
I recently have issues with heavy versus light sword players. I'm glad you uploaded this video. One thing I would like to mention is that if you have good accuracy the dual akimbo pistols are awesome! if you can at least land one headshot. You can just watch the light player disappear! lol
They're like: Resistance is futile. You will be assimilated. Your ideas will become our own. Adaptation complete. Sword Light Dash will not be stopped.
6:20 they actually just changed how the goo gun interacts with bullet weapons in a recent update. Now if the goo is a direct hit on a player, the player will still be immobilized temporarily, but the goo won't harden and stop bullets. Ekazo showed this off in his video testing the goo changes after the goo ship removal.
Thats interesting, I was not aware that the change effected the goo in that way. This would make goo an extremely good counter with the SA1216. Thanks for letting me know!
Barricades help a lot on heavy as well. Sometimes, I can run and just lock the light in a room behind me. You can also just mess up their thrust with a barricade or just get more cover to play from.
Edit: A tip I find useful is if to put your back against a wall, goo wall (like from a goo grenade) or barricade. This is to limit the area around you that you may need to track the light. It’s a lot easier to look down or to your side than swivel to look behind you, I think this positioning is especially helpful if you’re a controller player. Good video as always
The effort put into the script, footage, and editing are top class. You really deserve more views and subs. We really need to get you some top-shelf thumbnails, mate. 👏
One thing I will mention is that mines are effective as heavy ONLY if you use flamethrower. Whenever you attack a mine with your flamethrower, it detonates instantly skipping the charge time. If you play around keeping the mine in between yourself and the light, you can deal massive damage making the flamethrower an effective burst damage weapon as well. The pyro mine I’m pretty sure has a separate flame stack than the flamethrower, so you can get 2 stacks of 5 dmg/sec will is also really nice. If they escape, they will still most likely die from the afterburn. I usually run pyro/explosion mine so I’m never on cooldown for attacking, and I can use them like budget prod sensors whenever defending a cash out. There’s a lot of fun tech with the flamethrower+mine combo
As a mac 11 dash light the way I counter is I try and preemptively drop a flash at a door before I go in if I am being chased by a dash light, dashing past the flash so I don't get hit and then turn around and get the blinded light. Timing is really important or you could also pre flash a room you go through and if there is a notification of a blinded player then you go in and taser them.
As a heavy, (DEFINITELY not optimal), if the dash lights look like they'll attack in linear and predictable methods, I throw C4 on a path to myself or sometimes under a teammate to catch them; and in REALLY tight and super unrecommended situations I will underhand a frag grenade at my own feet if they can't see me doing it but are preparing the next swing! Stay tuned for more terrible advice from the comments section!
Just untrue tbh pullkia doesn't run sword in ranked and a bunch of other diamond sword players I know have just straight up swapped weapons or quit the game. (Including myself). The nerf gave sword less range than the dagger
The fact that lunge duration has been nerfed makes dashing during dash so unreliable and overall to win any encounter you need both close range and surprise, and even then you can lose against experienced players
@@rodipit7788 there were already not that many diamond sword players, people say it takes no skill but clearly not if not that many people can run it at a high level. So why play sword when your playstyle and movement you spent 100s of hours refining is just gone out the fucking window, when you can just play m11 or db
As a sword main myself I find I have to get more creative to close the gap, even then it's still bad against lights unless u catch them off guard and land the instant kill combo.
It’s still quite effective, as long as dash remains untouched. The change just made it less beginner friendly. Regardless though this guide can still be applied to countering Dash light in CQC.
One thing I will mention is that mines are effective as heavy ONLY if you use flamethrower. Whenever you attack a mine with your flamethrower, it detonates instantly skipping the charge time. If you play around keeping the mine in between yourself and the light, you can deal massive damage making the flamethrower an effective burst damage weapon as well. The pyro mine I’m pretty sure has a separate flame stack than the flamethrower, so you can get 2 stacks of 5 dmg/sec which is also really nice. If they escape, they will still most likely die from the afterburn. I usually run pyro/explosion mine so I’m never on cooldown for attacking, and I can use them like budget prod sensors whenever defending a cash out. There’s a lot of fun tech with the flamethrower+mine combo
Do you think Embark will let me teach in The Finals Academy? 😅
Check Out Apex Gaming PCs here: apexgamingpcs.com/pages/gamingpcs/?ref=hazednconfused
Don't forget to use my 10% discount HAZED when you purchase an Apex Gaming PC!
obviously, ur the goat of this game's guides
High ground and scouting is also very underrated against sword lights, being able to catch a sword light out on their rollout will lead to them wasting valuable utility they need to be effective. An overlooked part of the sword kit is gateway; don’t be baited by a sword throwing something then running back! If you see a gateway up, camp it, gas it, mine it, or best of all, glitch it!
Solid advice! Thanks for sharing this!
I don't mainly play light, but I would note that light grapple can really take the wind out of a sword light's sails if you leverage high ground. Basically just have an escape route in mind any time you play grapple: if the bad man is with you on the high ground jump down, wait for them to follow, then grapple back up. If you're on low ground try to always be in range of a high ground position to disengage onto.
I've been running an LH1 build with sonar (or goo grenade), breaching charge, and thermal bore to pretty much fully open up vertical paths and lines of sight as needed -- basically always having that disengage option ready with minimal time needed to prepare it. Goo grenades can also be thrown high up to create free perches to safely hide from little sword men
I love this, its super creative strategy. Thanks for sharing! 🙏
Underhand throwing a frag grenade directly under you, or if you can break line of sight, a little ahead of yourself, is an easy way to punish any class chasing you. Lights especially don't like this due to any damage on them likely putting them into the damage threshold of being eliminated.
It doesn't work every time, but its consistent enough to try it every chance I get.
If I know for a fact I am going down I will throw a grenade and stay near it. Most don't notice the grenade as they are much more concerned with me. If it fails, I was going to be eliminated anyway. If it works, the martyrdom grenade takes my foe with me. Earlier respawn or I delay my opponent for longer, win win.
Very good points!👍
I recently have issues with heavy versus light sword players. I'm glad you uploaded this video. One thing I would like to mention is that if you have good accuracy the dual akimbo pistols are awesome! if you can at least land one headshot. You can just watch the light player disappear! lol
100% Akimbo is my Bae ❤
@HazedNConfused I feel the same. 😊 It feels so satisfying when you delete a player because you know you earned it! Haha
@HazedNConfused If they give the 50.kimbos a slight hipfire accuracy buff then I think I may never take them off 🍺
@@ShaoShaoMienshao They don't need a buff they dual swords in medium do tho
@Yeboii_Pig Both. Dual Blades are so bad. I wonder how they could buff them.
Pov that one sword player who is watching and taking notes
😮
They're like:
Resistance is futile. You will be assimilated. Your ideas will become our own. Adaptation complete.
Sword Light Dash will not be stopped.
Thank you Coach Haze!
Very welcome!
6:20 they actually just changed how the goo gun interacts with bullet weapons in a recent update. Now if the goo is a direct hit on a player, the player will still be immobilized temporarily, but the goo won't harden and stop bullets. Ekazo showed this off in his video testing the goo changes after the goo ship removal.
Thats interesting, I was not aware that the change effected the goo in that way. This would make goo an extremely good counter with the SA1216. Thanks for letting me know!
Barricades help a lot on heavy as well. Sometimes, I can run and just lock the light in a room behind me. You can also just mess up their thrust with a barricade or just get more cover to play from.
Edit: A tip I find useful is if to put your back against a wall, goo wall (like from a goo grenade) or barricade. This is to limit the area around you that you may need to track the light. It’s a lot easier to look down or to your side than swivel to look behind you, I think this positioning is especially helpful if you’re a controller player.
Good video as always
Heyaa,,, can you share your gaming PC specifications and do you prefer 1080p or 2k please
The effort put into the script, footage, and editing are top class. You really deserve more views and subs. We really need to get you some top-shelf thumbnails, mate. 👏
I promise I'm not a bot, holy sh*t my comment was so generic LOL 😅
Nah your good lol, I really appreciate it!
One thing I will mention is that mines are effective as heavy ONLY if you use flamethrower. Whenever you attack a mine with your flamethrower, it detonates instantly skipping the charge time. If you play around keeping the mine in between yourself and the light, you can deal massive damage making the flamethrower an effective burst damage weapon as well. The pyro mine I’m pretty sure has a separate flame stack than the flamethrower, so you can get 2 stacks of 5 dmg/sec will is also really nice. If they escape, they will still most likely die from the afterburn. I usually run pyro/explosion mine so I’m never on cooldown for attacking, and I can use them like budget prod sensors whenever defending a cash out. There’s a lot of fun tech with the flamethrower+mine combo
thanks bro, I really wanted this❤❤
Welcome man, glad I could help!
Awesome!
countering sword with sword is pretty fun, you just have to make sure they attack first and miss to give you the opportunity to land the first attack
Being a light sword since season 1... I can outplay all of this. Only real sword mains know this.
As a mac 11 dash light the way I counter is I try and preemptively drop a flash at a door before I go in if I am being chased by a dash light, dashing past the flash so I don't get hit and then turn around and get the blinded light. Timing is really important or you could also pre flash a room you go through and if there is a notification of a blinded player then you go in and taser them.
Can we please get an SH1900 guide?
Right around the corner ;).
Yea! Suck on that melee teams 😂😂
Nooo we love our melee lights! lol
Love my sword dash ❤
Embar changed googun when they removed gooship. Now bullets are going through goo, if it hits player.
embark update fsr 2 to fsr 3.1.2
2:20 "on controller or on emm and kay" just sounds odd lol
Sh&t I sound like Mr. Garrison 😂
Its the wonky Dash hit reg issues that gets annoying, great video though!
Coming here as a Sword main to figure out how to counter the counters 😅
There's no one left to dominate with that sword nerf.
Just don’t die lol
just don't take damage!
Played Heavy flamethrower for my whole S3 Emerald grind. Just not worth the frustration+making sword players miserable feels great
As a heavy, (DEFINITELY not optimal), if the dash lights look like they'll attack in linear and predictable methods, I throw C4 on a path to myself or sometimes under a teammate to catch them; and in REALLY tight and super unrecommended situations I will underhand a frag grenade at my own feet if they can't see me doing it but are preparing the next swing! Stay tuned for more terrible advice from the comments section!
nice name, turbogranny
💨💨💨👵🏽
sword barely changed after the nerf, to be honest. indoors/close quarters the setup operates the exact same, so this guide is useful.
Appreciate it and I’m glad I could help!
Just untrue tbh pullkia doesn't run sword in ranked and a bunch of other diamond sword players I know have just straight up swapped weapons or quit the game. (Including myself). The nerf gave sword less range than the dagger
@@riverstreqm why? the sword has more thrust than a dagger.
Why did diamond players leave the game?
The fact that lunge duration has been nerfed makes dashing during dash so unreliable and overall to win any encounter you need both close range and surprise, and even then you can lose against experienced players
@@rodipit7788 there were already not that many diamond sword players, people say it takes no skill but clearly not if not that many people can run it at a high level. So why play sword when your playstyle and movement you spent 100s of hours refining is just gone out the fucking window, when you can just play m11 or db
I feel targeted as a light dash user lol. Jk love the video I can def see people needing this. Also highly recommend them raise their sensitivity lol.
Too late for this, Sword pretty much dead since last nerf 😭
Its still pretty good, but this guide can also be used as a counter guide against most dash light close quarter engagements. 👍
As a sword main myself I find I have to get more creative to close the gap, even then it's still bad against lights unless u catch them off guard and land the instant kill combo.
No it's not. It just requires a bit of skill now.
A little late now that sword sucks
It’s still quite effective, as long as dash remains untouched. The change just made it less beginner friendly. Regardless though this guide can still be applied to countering Dash light in CQC.
@ it’s ok but you need to incorporate dash a lot more when lunging which in tern means less good lunges and no escaping one you engage
One thing I will mention is that mines are effective as heavy ONLY if you use flamethrower. Whenever you attack a mine with your flamethrower, it detonates instantly skipping the charge time. If you play around keeping the mine in between yourself and the light, you can deal massive damage making the flamethrower an effective burst damage weapon as well. The pyro mine I’m pretty sure has a separate flame stack than the flamethrower, so you can get 2 stacks of 5 dmg/sec which is also really nice. If they escape, they will still most likely die from the afterburn. I usually run pyro/explosion mine so I’m never on cooldown for attacking, and I can use them like budget prod sensors whenever defending a cash out. There’s a lot of fun tech with the flamethrower+mine combo