, 10:13 AM
I think it is a great idea!
I find it funny though when newbie fliers say they did not go thru the tutorial. Then you see them stuck at the capital ship or they run into the capital ship at the start of the match.
It would help tremendously if your HUD included green triangles around your target area, showing your team mates, in addition to the red ones and the A.B C sat indicators. This would help with the "getting used to the 3D space" issue of new pilots. At least they would have an easier time finding their group.
There is a lot to learn about GSF. While there is a lot of data on the internet, there is not an outstanding collection of information in an easy to read and digest format. I have culled thru much of it and found what I need to be a better pilot. That and I pay attention during matches and learn.
Just the basics about the Hanger is a lot of information for a new player. Knowing which load outs are better for your play style and which crew members are best to choose.
Then understanding hot keys.
F1 blaster priority
F2 shield priority
F3 engine priority
C quick check your target. While C is held down, you will look at your target rather than in front of your ship
E target the enemy under your reticle
<tab> target closest enemy within 1500 clicks
R target the last enemy to fire upon you
You can hit a priority key (F1-F4) while coming out of hyperspace in the beginning of the match. You do not have to wait until the hyperspace graphics are complete. Once you are out of hyperspace, you can barrel role forward or use thrusters.
When you hit barrel role or other engine propulsion effect, you have to re engage your thrusters if you are holding down your <space> bar.
Sensor range increase does not help in locating dampened gunships. With or without sensor range increases, you will see them at around 1500 clicks.
Sensor range increase will help you stay in range of satellites for capturing them. Technically, this seems to be the sensor focus range, but it is part of the sensor range increase choice. Just by choosing the crew member who increases your sensor focus range, you will have a noticeable effect on your satellite capture range.
Understanding firing arc, evasion, damage reduction, hull strength, chance to hit, chance to crit, crit multiplier, weapon cool down, weapon reload, Damage per Second versus Damage per Hit, range vs damage vs frequency increases, primary versus secondary weapons, shield recharge delay, shield recharge rate, etc is a lot of numbers and info to try and crunch.
For instance, damage reduction is very helpful against non-upgraded ships and turrets. Many upgraded ships bypass damage reduction, making it ineffective against most veteran pilots.
Chance to hit minus evasion is your chance to land a direct fire weapon. I don't think evasion helps with missile lock. But some missiles are slow and can be outrun.
Chance to hit with a direct fire weapon is based on range, weapon stats, and firing arc degree off center. The closer something is to the center of your firing arc, the greater the chance you have to hit it. So when I take shots at fast moving ships with my rail gun, if they are 5 degrees off center, I get a 20% tracking penalty to my hit chance. So taking the crewmate who gives 6% better chance to hit helps a lot in alleviating the tracking penalty with direct fire weapons.