Difference between revisions of "User:SausageJavelins"

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<p style="font-size:2.0em;">A GUIDE TO KNIFE FIGHTING (under construction)</p>
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__NOTOC__
<p style="font-size:1.2em;">Small blades and cold-blooded murder</p>
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<h1 style="color:black;">SJ's Pro Tip Checklist</h1>
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<h4 style="color:black;">Useful info for players</h4>
  
 
{{Ambox
 
{{Ambox
 
|border=green
 
|border=green
 
|type=A few words from the author:
 
|type=A few words from the author:
|info=Although this guide was written by a max-level Knife Fighting enthusiast and can be presumed to be authoritative,<br/>
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|info=This checklist is meant as a guide and not intended to be complete. Suggestions for corrections or additions to this guide are welcome.<br/>
no one player is perfect: suggestions for corrections or additions to this guide are welcome.<br/>
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All specific information, such as keyboard bindings, are provided as-is with the understanding that this is just one way of doing things.<br/>
-SJ
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Feel free to contact me with proposed editions or complaints about content!<br/>
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-SausageJavelins
 
}}
 
}}
  
{{Quote|source=[[SausageJavelins]]|
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= User Interface =
Knife sucks, don't use it!<br/>
 
...<br/>
 
Ok maybe it's pretty cool!<br/>
 
}}
 
 
 
{{Quote|source=[[Bahdba]]|
 
With but a small knife, I can kill anything.
 
}}
 
 
 
= Introduction =
 
 
 
== Personal Experience ==
 
I have been playing Project: Gorgon since February 2017, and used the [[Knife Fighting]] skill as primary nearly the entire time (paired with Psychology as secondary). Knife always struck me as an attractive option, perhaps because the "sneaky" play style, required to properly utilize some of Knife's abilities and mods, suited my taste. It's a skill that requires a bit more planning and improvisational tweaking than others, unlike skills where simply mashing buttons in rotation is sufficient to wipe the area of mobs. Knife requires you to think about your next move a bit more than your average melee skill because of the wide-ranging abilities available: Do I heal or use a DPS ability? Does this mob require an evasion or vulnerability debuff? Is the target outside melee range? Does the mob have enough health to make DoT viable?
 
 
 
For me, having flexible options for a skill is more important than overall damage or other super-specialization perks. [[Knife Fighting]] is able to provide that "jack-of-all-trades experience" without making unwelcome compromises.
 
 
 
== A bit of History ==
 
As of early 2017, Knife was in a bit of a low period. It was extremely unpopular, lacking damage at higher levels and weaker than most others skills at combat support. Throwing knives existed, but the cost of using them was exorbitantly high because of the number of metal slabs required to make an ample sum of throwing knives.
 
 
 
May 25th of 2018 brought much relief with equipment mod improvements and ability tweaks, significantly increasing [[Knife Fighting]]'s damage and overall usefulness overnight. Knife now occupied the off-hand slot in the form of Dirks, whereas main-hand knives were relabeled as Daggers. A new dual-wield only ability was added, although you could still use all the other abilities with only a Dirk or Dagger in hand.
 
 
 
== Skill Strengths ==
 
 
 
 
 
== Skill Drawbacks ==
 
 
 
 
 
= Acquiring =
 
(talk about Bahdba in Serb as initial Knife trainer, oath to Winter Queen)
 
 
 
== Bahdba and the Oath ==
 
 
 
 
 
= Combat Roles =
 
(talk about how Knife supports tank builds or does DPS depending on abilities)
 
 
 
== Support Abilities ==
 
 
 
 
 
== Damage Abilities ==
 
 
 
 
 
= Damage Types =
 
(talk about poison and trauma supplementing pierce and slash, how those affect gameplay later on)
 
 
 
== Poison ==
 
 
 
 
 
== Trauma ==
 
 
 
 
 
== Piercing and Slashing ==
 
 
 
 
 
= Tips and Tricks =
 
(talk about what worked best, "temporary retreat" focus-removal technique, "sneaking" up on mobs allowing full damage,
 
grouping vs. solo play)
 
 
 
== What Works, What Doesn't ==
 
 
 
 
 
== "Run away!" Tactic ==
 
 
 
 
 
== "Sneaking" Mechanic ==
 
 
 
  
== Grouping vs. Solo ==
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== Target Categories ==
  
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* Targeting in Project: Gorgon is broken down into three categories: players, monsters, and "non-combatants" which include items, portals, and NPCs
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* The default setup relies on the '''Tab''' key to cycle through all targets in the visible scene
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* One strategy is to assign each category of ''previous'' and ''next'' targets to keyboard keys, allowing one to select more specifically
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* For example, I have the square brackets '''[''' & ''']''' set to select '''non-combatants''', colon and quote ''':''' & '''"''' set to select '''monsters''', and angle brackets '''<''' & '''>''' set to select '''players'''
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* '''Tab''' & '''Ctrl + Tab''' can be mapped to ''previous'' and ''next'' target, respectively, all categories.
  
= Misc. Info =
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== UI and Screenshots ==
(talk about anything that doesn't fit well in the other categories)
 
  
== Dirks ==
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* You can hide the UI to take great-looking screenshots by assigning '''Turn On/Off GUI Windows''' to a keyboard key
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* Regular and high-resolution screenshot functions can be mapped to keys, high-res is resolution multiplied by special setting '''SuperScreenShotRes'''
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* For example, I hide the GUI with '''Insert''' and take high-res screenshots with '''Home'''
  
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== Party Members ==
  
== Dual-Wielding ==
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*
  
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== [[Loadouts]] ==
  
== Known Bugs, Oddities ==
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* Upon reaching '''level 25''' in your first combat skill you get two loadouts to use, and one loadout for every skill past '''level 50''', maximum 9 loadouts
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* You can change loadouts using the '''star''' icon next to your combat bar, or you can assign a key or key combo
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* For example, I have loadouts 1 through 9 set as '''Shift + F1''' through '''Shift + F9''', respectively, as nothing in the game uses that combo by default
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 12:03, 18 October 2020

SJ's Pro Tip Checklist

Useful info for players

User Interface

Target Categories

  • Targeting in Project: Gorgon is broken down into three categories: players, monsters, and "non-combatants" which include items, portals, and NPCs
  • The default setup relies on the Tab key to cycle through all targets in the visible scene
  • One strategy is to assign each category of previous and next targets to keyboard keys, allowing one to select more specifically
  • For example, I have the square brackets [ & ] set to select non-combatants, colon and quote : & " set to select monsters, and angle brackets < & > set to select players
  • Tab & Ctrl + Tab can be mapped to previous and next target, respectively, all categories.

UI and Screenshots

  • You can hide the UI to take great-looking screenshots by assigning Turn On/Off GUI Windows to a keyboard key
  • Regular and high-resolution screenshot functions can be mapped to keys, high-res is resolution multiplied by special setting SuperScreenShotRes
  • For example, I hide the GUI with Insert and take high-res screenshots with Home

Party Members

Loadouts

  • Upon reaching level 25 in your first combat skill you get two loadouts to use, and one loadout for every skill past level 50, maximum 9 loadouts
  • You can change loadouts using the star icon next to your combat bar, or you can assign a key or key combo
  • For example, I have loadouts 1 through 9 set as Shift + F1 through Shift + F9, respectively, as nothing in the game uses that combo by default