Forums » Suggestions
Combat Training
I've only been playing this game for a week (my game time probably adds up to less than 24 hours though what with work...) but already I can see something that I think would be a great benefit for new players.
I'm sure I'm not the only one who has come to this game with no experience of the 3D environment. Although, in some respects, I'm quite an experienced PC gamer, all the games I've played have been 2D so coming here is both exciting and very new. It is also, however, extremely frustrating.
I don't think the combat training goes far enough to prepare new players for just how different fighting is on the 3D environment. Where, on 2D games, you lock on your target, shoot and in most cases your shots hit (in a straight line), that is not so simple here. Although the training missions do explain things like 'strafing' I really think more needs to be explained in terms of how the physics makes so much difference even to things like aiming.
For instance, I'm finding it difficult to even take down DenTek Collectors because I have to wait for my cross-hairs to line up before I can aim (at least that's the way I see it) - by the time the cross-hairs have lined up and the target goes yellow, I've taken quite a lot of damage and occasionally have even been blown up. Yet, to me, the DenTek is right in front of me and able to shoot directly at me at point blank range!
I do remember to use the 'strafe' keys and to 'tab' away but that's when the problem strikes - when I turn the ship back round my cross-hairs are miles away and take ages to line back up. And, of course the drone is moving as well so trying to even get to the target going yellow is ... challenging!
I can't help thinking if I can't even take out these drones very well, how will I ever cope when I go up against other players?
So, I'd like to suggest that something like a 'flight simulator' could be added. Maybe make it part of the training or a stand-alone practice mission that all players can keep taking when they feel they need to.
The simulator would go through everything - how to aim, when to fire, ranges, angles (or arcs) to use, how to really use the 'strafing', and maybe explain as you go along why you are not hitting the target or why you are taking on damage when you think you're avoiding it. Obviiously I realise that some players don't have a very good attention span so maybe break it down into smaller chunks and have 2 or 3 of these missions.
I can't help thinking that if this very important aspect of the game were better addressed at the training stages, more would want to stay.
Don't get me wrong, I'm not trying to suggest that new players need to be spoon-fed - I just think that if they can't get to grips with the difference between fighting on 2D and on 3D, they may not stay and all games need new players!
I apologise if I haven't explained my actual idea or the reasons behind it very well, I'm not very good at posting on forums! But I hope you get the idea!
I'm sure I'm not the only one who has come to this game with no experience of the 3D environment. Although, in some respects, I'm quite an experienced PC gamer, all the games I've played have been 2D so coming here is both exciting and very new. It is also, however, extremely frustrating.
I don't think the combat training goes far enough to prepare new players for just how different fighting is on the 3D environment. Where, on 2D games, you lock on your target, shoot and in most cases your shots hit (in a straight line), that is not so simple here. Although the training missions do explain things like 'strafing' I really think more needs to be explained in terms of how the physics makes so much difference even to things like aiming.
For instance, I'm finding it difficult to even take down DenTek Collectors because I have to wait for my cross-hairs to line up before I can aim (at least that's the way I see it) - by the time the cross-hairs have lined up and the target goes yellow, I've taken quite a lot of damage and occasionally have even been blown up. Yet, to me, the DenTek is right in front of me and able to shoot directly at me at point blank range!
I do remember to use the 'strafe' keys and to 'tab' away but that's when the problem strikes - when I turn the ship back round my cross-hairs are miles away and take ages to line back up. And, of course the drone is moving as well so trying to even get to the target going yellow is ... challenging!
I can't help thinking if I can't even take out these drones very well, how will I ever cope when I go up against other players?
So, I'd like to suggest that something like a 'flight simulator' could be added. Maybe make it part of the training or a stand-alone practice mission that all players can keep taking when they feel they need to.
The simulator would go through everything - how to aim, when to fire, ranges, angles (or arcs) to use, how to really use the 'strafing', and maybe explain as you go along why you are not hitting the target or why you are taking on damage when you think you're avoiding it. Obviiously I realise that some players don't have a very good attention span so maybe break it down into smaller chunks and have 2 or 3 of these missions.
I can't help thinking that if this very important aspect of the game were better addressed at the training stages, more would want to stay.
Don't get me wrong, I'm not trying to suggest that new players need to be spoon-fed - I just think that if they can't get to grips with the difference between fighting on 2D and on 3D, they may not stay and all games need new players!
I apologise if I haven't explained my actual idea or the reasons behind it very well, I'm not very good at posting on forums! But I hope you get the idea!
New players do need to be spoon fed.
It also sounds like you're playing on a tablet, denteks aren't very hard.
Here is a video of me killing Prosus Assaults on a PC my maneuvering keystrokes are displayed on the screen. Notice I have flight assist off at all times (Flight assist is more for transit, not combat).
All the other stuff you talked about; how to aim, when to fire, ranges, angles (or arcs), how to really use the 'strafing' etc.. etc.. the only way is through experiential learning and that's just how it is. A tutorial is not going to make you good at it, it's like driving a car.
It also sounds like you're playing on a tablet, denteks aren't very hard.
Here is a video of me killing Prosus Assaults on a PC my maneuvering keystrokes are displayed on the screen. Notice I have flight assist off at all times (Flight assist is more for transit, not combat).
All the other stuff you talked about; how to aim, when to fire, ranges, angles (or arcs), how to really use the 'strafing' etc.. etc.. the only way is through experiential learning and that's just how it is. A tutorial is not going to make you good at it, it's like driving a car.
I'm not on a tablet, I'm on a PC. I did forget about toggling between flight assist and physics modes which I've started to do since I started a new character and went throught the training again. I now see it makes a great difference so I am getting better.
But I still stand by my suggestion. I realise gaining experience takes time but I still think a simulator would be a great help especially during the training stages.
It is only a suggestion, however, so if it's not popular and doesn't get implemented it's no biggie. Just thought it might help. :)
But I still stand by my suggestion. I realise gaining experience takes time but I still think a simulator would be a great help especially during the training stages.
It is only a suggestion, however, so if it's not popular and doesn't get implemented it's no biggie. Just thought it might help. :)
Some of the finer points of aiming should be covered somewhere in game, preferably in a training mission in the training sector.
"aiming" involves more than just the mouse, or rotational control. distance control is important. if you overfly your target you will have to turn around. better is to slow as you approach and maintain your desired distance. strafing is not just for dodging, it is also for aiming. some time try to aim without turning, but by only strafing. when you properly combine strafing, rotating, and distance control into a unified motion, you can aim and dodge at the same time.
"aiming" involves more than just the mouse, or rotational control. distance control is important. if you overfly your target you will have to turn around. better is to slow as you approach and maintain your desired distance. strafing is not just for dodging, it is also for aiming. some time try to aim without turning, but by only strafing. when you properly combine strafing, rotating, and distance control into a unified motion, you can aim and dodge at the same time.
Advanced Combat Training I and II cover some of the topics you mention in your first post, I think.
It does take a while to build up a proficiency in adjusting to different bots and their tactics; I can see how this would be more challenging for someone unfamiliar with 3D game environments. You shouldn't feel at all behind the curve in finding Dentek bots to be a step up in difficulty at first: they have tougher armor and much higher velocity blasters compared to their more basic counterparts.
I remember feeling dazzled in taking on assaults for the first time; I was somewhat agape at how quickly they refired and how fast the shots came in. After a while, however, it becomes second nature. Most importantly, don't feel afraid of dying, and don't be afraid to make mistakes. Take a basic ship, something you can afford and don't mind losing over and over, and practice. If a tactic isn't working, try something different (rather than repeating the same approach over and over).
This works in everything from learning to take on Denteks on a PC to adjusting to fighting Arklans on a phone.
As a tip, a roll-strafe maneuver works very well against the collector bots on a PC. Hold down a roll key and a strafe key, such as "Q" and "D", and continually adjust your aim using the mouse. Do this in physics mode, and control your distance using your middle (or ring) finger with the "W" and "S" keys. Ring finger would be more proper, I think, so that each finger gets a pair of keys.
It does take a while to build up a proficiency in adjusting to different bots and their tactics; I can see how this would be more challenging for someone unfamiliar with 3D game environments. You shouldn't feel at all behind the curve in finding Dentek bots to be a step up in difficulty at first: they have tougher armor and much higher velocity blasters compared to their more basic counterparts.
I remember feeling dazzled in taking on assaults for the first time; I was somewhat agape at how quickly they refired and how fast the shots came in. After a while, however, it becomes second nature. Most importantly, don't feel afraid of dying, and don't be afraid to make mistakes. Take a basic ship, something you can afford and don't mind losing over and over, and practice. If a tactic isn't working, try something different (rather than repeating the same approach over and over).
This works in everything from learning to take on Denteks on a PC to adjusting to fighting Arklans on a phone.
As a tip, a roll-strafe maneuver works very well against the collector bots on a PC. Hold down a roll key and a strafe key, such as "Q" and "D", and continually adjust your aim using the mouse. Do this in physics mode, and control your distance using your middle (or ring) finger with the "W" and "S" keys. Ring finger would be more proper, I think, so that each finger gets a pair of keys.
"For instance, I'm finding it difficult to even take down DenTek Collectors because I have to wait for my cross-hairs to line up before I can aim"
Try turning off Mouse-Look. You can still control your ship with the mouse when Mouse-Look is turned off; the difference is that you'll have direct control over your ship's rotation. When Mouse-Look is turned on, moving the mouse changes your view, and your ship attempts to rotate to match it. This can be nice when it comes to seeing what's around you, but it also plays hob with any attempt to intuitively understand how your ship itself is oriented. With it turned off, moving the mouse directly rotates the ship -- it will feel more sluggish, but the ship itself is turning the same speed it always did. You'll know exactly where you're facing, and you'll have more control over the movements.
Try turning off Mouse-Look. You can still control your ship with the mouse when Mouse-Look is turned off; the difference is that you'll have direct control over your ship's rotation. When Mouse-Look is turned on, moving the mouse changes your view, and your ship attempts to rotate to match it. This can be nice when it comes to seeing what's around you, but it also plays hob with any attempt to intuitively understand how your ship itself is oriented. With it turned off, moving the mouse directly rotates the ship -- it will feel more sluggish, but the ship itself is turning the same speed it always did. You'll know exactly where you're facing, and you'll have more control over the movements.
Thanks for the replies, I've tried one or two of them and they do seem to help. Practice will help of course.
Still stand by my idea though, some new players may not have the time or (how can I put this nicely) wherewithall (for want of a better expression) to do it the hard way so my idea may help keep new players around.
Still stand by my idea though, some new players may not have the time or (how can I put this nicely) wherewithall (for want of a better expression) to do it the hard way so my idea may help keep new players around.
I've always been a fan of the Descent3 Training level, and I wish Vendetta had something similar.
They start right off with how to strafe in a 6-Degree of Freedom 3D environment.
They start right off with how to strafe in a 6-Degree of Freedom 3D environment.
Plus One Million.