Let me just start right now by saying I'm not an expert on this game. I fully expect some of the below guide to have small issues. However, the lack of a strong guide for this game bothers me. It's been painfully difficult finding information on actually playing, so I'm going to try to take what I know, help out people that don't know it, then take suggestions from people (And error correction) into this. Please be patient and help me out!
(Note: This guide is intended to aid players at all levels of play. If you're more experienced, feel free to skip the getting started portion.)
[b]Getting started:[/b]
First, design a character. Whatever you like as I've not seen any difference between gender/race. Also, don't worry too much about your Class. While your class will play differently from other classes, you won't really notice a huge difference in effectiveness (For what it's worth, Titans don't have a reliable Ultimate for hitting bosses, but that's a minor thing)
Destiny blends elements of FPS and MMO. The world you enter into is shared among other players (Though rarely very many at once). The most important part of that? No pausing.
The map is a bit odd in Destiny, but very effective. Your objective will always be pointed towards by a White Arrow on your map. Following it exactly works well as it will shift every turn to send you the right way. Only a few times has it led me wrong. So follow it. Red zones on the map indicate enemies in that area (NOTE: Cloaked enemies are NOT shown on your radar.) Bright red means you're at the same elevation, where as dull red means the enemy is above or below you. Bright red inner circle means you're about to be punched in the face.
Guns are simple and you'll eventually get up to 3 guns at once in your inventory:
[b]Primary (White Ammo)[/b] includes Auto Rifles (Full Auto), Pulse Rifles (3 Round Burst), Scout Rifles (Semi-Auto Long Range) and Hand Cannon (Semi-Auto High Damage, Low Fire rate).
All of them are strong and worth looking at.
[b]Specials (Green Ammo)[/b] includes Shotguns (Short Range), Fusion Rifles (Short/Mid Range, Charge Time) and Sniper Rifles (Long Range).
Fusion Rifles are odd ducks and I'm going to avoid outright bias here, but they're by far the most versatile of the Special weapons, but NOTE. They cannot deal critical damage. They also have no damage drop off at range.
[b]Heavy Weapons (Purple Ammo)[/b] includes Rocket Launchers (High Damage, Travel Time) and Machine Guns (Very powerful Auto Rifles).
In each category, you can find many different types of weapons. Rocket Launchers with 1 or 2 rockets in a magazine. Rifles that do more Precision damage, weapons that cause the enemy to flinch more, weapons with elements or weapons that do less damage, but fire faster. This guide is focusing on general concepts, not each type, so I recommend trying different guns as many of them within the same family can feel different.
Gun Stats:
Attack: A General Indication of how much damage your gun does. Modifies Impact. Helps determine damage against higher or lower level enemies.
Impact: The damage your gun deals per shot. Modified by Attack.
Rate of Fire: How fast your gun shoots.
Range: The effective range of your weapon before damage begins to drop off (To 50% damage). [i]**** I've not seen this stat be particularly relevant outside of shotguns. If anyone has information about whether or not this is actually an important stat, please let me know****[/i]
Stability: The higher the stability, the lower the recoil (Less gun shake)
Reload: How fast you reload.
Magazine: How many bullets you can shoot before you must reload.
Charge Rate: How long you must wait after pulling the trigger before the gun fires (Fusion Rifles)
Velocity: How fast the projectile moves (Rocket Launchers. NOTE: For Fusion Rifles, RANGE changes the velocity of the beams.)
Blast Radius: The size of the explosion (Rocket Launchers)
[b]
DEALING DAMAGE:[/b]
This. Is. Crazy. Important.
Please, please read this, as the amount of bad information and general lack of knowledge here is crippling the online community in Matchmaking for Strikes.
Damage in this game has a ton of factors. Here are the ones that matter to you in terms of how you play:
The Attack/Impact stat of your gun.
Your level.
How far you are from your target.
The elemental type of weapon.
Strength of enemy.
Precision Damage
The absolute, 100% most important contributing factor to your damage is your LEVEL.
At level 10, you do full damage to enemies at level 10. You do roughly 30% LESS damage to enemies at level 11. You do steadily less and less damage at the enemy grows stronger until they just become immune to you ([i]Around 5 levels higher is when this starts[/i])
One level higher than you, enemies take far less damage. You should always be at or above the level of any zone to maximize speed and comfort while playing. While you certainly can kill things that are higher level than you, you'll kill things very slowly and take a lot more damage from them.
(A fun note: It only ever gets so easy to kill enemies. At level 20, you'll be killing level 14 enemies roughly as easily as level 2 enemies.)
After level, the raw strength of your gun matters. Higher Attack is better. Impact is how large of numbers you'll be seeing (Generally, the higher the Impact of a weapon, the lower the Rate of Fire and vice versa. If you get both, you'll have no accuracy/range).
Range makes a huge difference with shotguns, seeing huge damage drop off very fast (Going from 100% to 20/30% in only a few feet). It's less of a factor for other weapons.
Elements rarely matter, but when they do, they matter a lot. There are three elements:
Void - Purple
Arc - Blue
Solar- Orange
Whenever an enemy has a glowing aura surrounding them of a particular color, it means that they take double damage from that type of weapon. This makes it very useful to have at least one of each elemental weapon type (This and one other reason makes this important. Will be discussed later.)
While you can just power through enemies with glowing shields, they're generally very strong. Matching Shield to Damage Type makes things very easy. A generally good tactic in a premade team is to make sure everyone is using different elements and then relying on them to attack the enemies they do more damage to. (In a Pick Up Group, with people you don't know, you can Inspect them via the Menu and just changing your choice for theirs)
Now, some enemies are just plain stronger. Any enemy with a Yellow health bar is an Elite Unit and just has more health and damage. Sometimes they have special abilities as well.
Lastly, Precision Damage. Precision Damage is any attack that does extra damage by hitting a weak part of an enemy. Generally, the head. Some guns do more or less of this and some other things change this as well.
Generally, it's very important to go for Precision damage whenever possible. Note: On Vex, the "head" is the white crystal in the stomach. Shooting the head just makes them enrage and shoot/move faster.
(Note: Minotaurs are one of the few enemies with no Precision Damage spot. This is why Minotaurs are pricks and I hate them. If anyone knows of a spot or a weakness that I've not found on them, please let me know.)
Weapon Information:
Grenades are infinite, but have a cooldown based on your stats and specialization.
Ammo is effectively infinite. If you run out of each type of Ammo (Or just get really low) you'll receive a surge of ammunition. Shoot them bullets.
[i](I need confirmation here.)[/i]
[b]Enemies:[/b]
I'm not going to cover every enemy because it's not really necessary. Generally, shoot them in the head, collect loot. But I will cover a few tricky things I've found to assist people in the game and help handle some of the trickier foes:
General:
Many stronger enemies have Shields. Sometimes elemental, sometimes just general shields. These seem to make the enemy immune to Precision Damage, so should be removed as fast as possible.
Fallen:
Headshots.
Dregs can throw grenades, but generally they're not very strong. Don't stand on top of them.
Vandals can spawn with Sniper Rifles. These guys hurt and should be focused in all encounters.
Vandals can spawn with Swords. These guys hurt and should be focused. Generally after Sniper Vandals. They don't tend to enjoy jumping, so elevation helps. Outrunning them/backpedaling doesn't.
Vandals can spawn with Cloak AND one of the two things above. Generally in packs. Just look for the shimmer (Maps will NOT detect them) and go to town.
Shoot Servitors in the eyes.
Sharks have no weak area, but no health. Just shoot them.
Captains and Servitors can teleport. They generally have to wait between each teleport and only teleport in response to taking damage. So make the first shot a big one and wait for the teleport before continuing.
Captains have high HP and damage, but just pump damage into their head and you should be okay. Do not let them melee you.
Part 2/3:
http://www.bungie.net/en/Forum/Post/69270652/0/0/1
http://www.bungie.net/en/Forum/Post/69270589/0/0/1
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Any advice or feedback is greatly appreciated =)
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Edited by Banaritaz: 9/13/2014 6:55:20 PMGeneral Tips: The Sparrow is an amazing, but underused mobility device. A few tricks with it: In PvP, you can use it to quickly escape a bad situation. See a Pike or Interceptor coming? Group of players? Dip behind a rock, pull it out and get out. It works very well for hit and run tactics with Sniper and Scout Rifles. In PvE, in most Strikes, you can immediately mount up and bypass the lower level content quickly. No reason to spend time clearly. Engrams can be received at any level, but there are some tricks with them (And trolls): You can save your engrams until level 20 and open them all at once. Engrams judge based on the level you are when you open, not pick them up. The engram rarity is the -max- rarity. Engrams can become materials and lower quality items, even at Legendary rating. Darkness Zones are the zones in game that only you and your fireteam are in. Respawning works differently here. In Heroic Strikes, you will not respawn until either everyone dies or a teammate Revives you. Don't die in dumb places. In Strikes, many places before boss fights have "Waiting rooms". But some of these places will spawn enemies if you stay in them too long. This can make the fight much more difficult (If not impossible). Clear out. Bosses generally are attracted to the person currently shooting them. IF a teammate goes down and you're in a good situation, fire at the boss to distract it while your other teammate revives. It's generally a waste of money to Upgrade Pre-20 items.
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1 ReplyEdited by Banaritaz: 9/13/2014 6:25:22 PMHive: Headshots. Thrall are melee based. Very fast. Elevation and headshots. Cursed Thrall are slow, stupid and almost more damaging to the enemy than you. Shoot them in the head and they explode, doing tons of damage to whatever is close... Of course... That includes you. I don't recommend melee'ing them. Wizards are bananas. They're fond of elemental shields, fly, do tons of damage, can throw down poison (Which slows and deals damage over time) and generally have strong shields. They should be focused. Always. These dudes MUST die. At high levels in particular, one Wizard barrage can destroy a solo player. Focus on getting headshots here, switching to the matching elemental weapon and taking cover when they barrage. Also, that can sometimes explode into poison when they die, making melee a bad idea. Shriekers can't be Precision hurt and shoot homing lasers. These do significant damage, but because Shriekers fly over the field and are so large, you can generally focus them before engagements and kill them easily. Vex: Belly shots. Blowing the head off Goblins, Hobgoblins and Minotaurs make them a bit stupid, but increases their fire rate and movement speed. Not generally a good idea. Hobgoblins do intense, long ranged damage. Focus them. After taking damage, they'll become immune to damage for roughly 2 seconds, doing Solar damage to anyone around them. They don't attack during this time. Just wait and finish them off after it ends. Minotaurs... Are pricks. Total jerks. They have lots of HP, do good damage, they can teleport twice in a row (With Visual and Sound notifications to let you know) They melee hard and they CANNOT be Precision hurt. I hate them. You can either focus them down or just avoid them, kill everything else and then start to slog through their HP.... I really hate these guys. Hydras and Harpies both can do good damage, but just shoot them in the eye. Hydras have Shields that hover around them. These make them immune to all forms of damage from that direction. All forms. This includes Rocket Launchers, Ultimates, Grenades. Just don't shoot these. Hydras also explode when they die, killing any player close. Cabal: Generally, they have high HP, but move slow. Headshots. Shoot Phalanx in the feet while they move or the arm while they're ducking to stagger them and expose their head. Do not try to use Area of Effect abilities on the shield. It won't go through. Colossus have high HP and damage, but rarely move. Psions do good melee and ranged damage and can launch a large, moderately strong shockwave at players. A good idea to kill them fast, as they have VERY little HP. [b]At Level 20[/b] At level 20, the game broadens quickly. Here is some good information on what is going on. First, all green gear caps at 18. You should be concerned with Blue/Purple/Yellow gear at this point. Level 20 is as high as you can get via Experience. This level is shown as Blue in the player name. Past level 20, you'll start seeing YELLOW levels next to player names. This is the player's "Effective" level against enemies and is increased by a stat called "Light" on Armor. A level 20 player with no Light and a level 20 players with 4 Light levels (level 24) are 4 levels apart in terms of what they can and cannot handle. A level 20 player will struggle with level 22 creatures. A level 24 Light player will slaughter level 22 creatures. This stat is incredibly important for end game play. Blue gear caps at 15 Light (Level 20 Piece with Max upgrades.) Upgrading a piece of gear (The upgrades that require materials and improve defenses) will also increase the amount of Light the item gives. At this point, you'll see "Strikes" becoming available (Starting at level 18). Here is some general information about getting started: The Vanguard Playlist will match you with 2 players in ANY Strike at the level you choose (18, 20, 22, 24) are the options. Keep in mind what I said earlier about Levels and how they change your damage. As a general rule, you can do any Strike in which you are within one level. Past that, you're relying on stronger teammates to do the majority of the damage (This is math based, not skill based. Regardless of how good you are, you are going to struggle doing 40% less damage). If you want to go faster (And you do) you want to [b]ONLY DO STRIKES IN WHICH YOU ARE AT THE LEVEL OF ABOVE.[/b] IE, if you want to do a level 22 Strike, you need to be level 22, including Light. Being Level 21.9 in terms of Light means you're level 21. Being almost there means nothing to damage calculations. The higher levels of Strike give better gear. You can receive up to do rewards at the end of each Strike (These can be anything and are not guaranteed.) At the Travel Screen, you'll see options to the hard left. These are "Event"-like things that are temporary offers. The "Daily" one can be done repeatedly, but will ONLY give rewards ONCE in a given day. The weekly will ONLY give rewards ONCE in a given week. There are "Heroic" events that are like normal Strikes, but have side effects. (Increased damage of certain types, more damage,, etc.) Heroic event abilities apply to both enemies and Guardians. If the Strike has higher Fire damage, Fire weapons you use will be far more effective. Vendors (Crucible and Vanguard) sell Legendary (Purple) and Exotic (Orange) items. These require Reputation and Currency (Reputation only has to be earned once and can't be spent. Currency is spent per item.) These are earned doing Strikes or Crucible playlists and are capped each week. Reputation is not and you can get as high as you want.