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I'm pretty sure I also scored a few one-for-one kills by smashing head-on into other pilots, through I don't recommend it as a viable strategy. The time it takes to drain the shields on an enemy ship and finally secure a kill feels just right a few missile volleys will take down almost anything, but your machine guns will work in a pinch. But a missile lock doesn't guarantee a hit: expert pilots will weave through the environments to throw the missiles off their trail, or deploy countermeasures via two mini-turrets that spray bullets wildly around your vicinity. And no matter how hectic the action gets, it feels totally natural tracking my targets with my eyes for a missile lock, all while steering my ship and trying to line up the primary crosshairs in my peripheral vision. This is essentially the assault class you've seen in so many shooters: well-rounded, agile, and packing mounted machine guns with respectable firepower. Locking onto your targets with your eyes while performing evasive maneuvers with your fingers is key to flying a Fighter ship, my personal favorite.
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But also, it's just so intuitive to look at what you want to shoot." "And it's like, 'You can look everywhere!' So this was a mechanic that was designed to help people move, to help people get used to actually using all of this space, because it makes you a more effective pilot. "We found a lot of people sitting in VR were just looking forward," says Willans. A separate reticle on the clean UI follows your real-world gaze as you crane your neck to check your corners, subtly snapping to whatever ship you've literally got in your sights.
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With the largely uncharted territory of dedicated VR gaming comes an unfamiliar, incredibly crucial new skill: look-to-lock targeting for your missiles, which you'll have to master if you want to survive Valkyrie's space battles (which have no connection to EVE Online besides the overall universe). "This is not like a project where someone said, 'Oh, let's do a VR version.' The purpose of Valkyrie was always VR." "We were built from the ground up for VR," says lead game designer Andrew Willans. These are the same adrenaline spikes that keep me coming back to the best FPS games - but none of those were made with sense-enveloping headsets in mind. And when I'm obliterated by a hail of enemy fire after being caught out of position, all I want to do is immediately spawn back in and exact my revenge. I'm keeping a watchful eye on the scoreboard, hoping to see my name at the top of the team. When I blast out of my carrier's Battlestar Galactica-style launch tubes, I stick with my teammates to up my chances for survival in this harsh PvP arena. Before each match, I'm customizing my ship loadouts to match my aggressive, all-or-nothing FPS habits.
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