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 Writing the Guide 2.0

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HAXage
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Join date : 2012-10-25
Location : Victoria, BC

PostSubject: Writing the Guide 2.0   Thu Jun 30, 2016 4:25 pm

finally getting off my ass and doing this. i'm basically rewriting the whole thing since the last update was in the points era and i didn't know anything about playing this game. can anyone think of anything i should put in that i haven't thought of already?

basically it'll cover jargon and techs VERY BRIEFLY and then go into what happens in an average tourney/set/game of SFA. a somewhat incomplete list might be: i plan to talk about character selection, stage selection, control over areas of the map, strategy at early/mid/late game, decision making, styles of play (aim/movement vs. strategy/tactics), when to make pushes, when to barrier (controversial, i know!), and basically anything else i can think of that might be useful for people to learn.

but yeah, some input would be great, if there's stuff you wish somebody would have told you ages ago or whatever, i should definitely write it down now
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PostSubject: Re: Writing the Guide 2.0   Sat Jul 30, 2016 1:38 pm

I just actually read this now, I'd be down to help (once I get home in a few days). Might need updated "Why it's banned" videos too for the new banned stages.
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HAXage
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PostSubject: Re: Writing the Guide 2.0   Sat Jul 30, 2016 4:00 pm

yeah, i've been wanting to redo all those videos actually as they're not really concise and refer to a much older era of gameplay. i think we should only do videos for wolf and vehicles, and maybe roll all the competitive rules into one explanatory video

the place the guide is currently at is:

- primer to how a game of competitive SFA works, VERY general things that happen (attacking or defending, having a position of control, why decision-making is important)
- brief overview of competitive rules that won't change (wolf, vehicles, time matches, no reversal weapons, radar on)
- terms and knowledge (basically everything covered in SFA 101, minus the information that's from Strider4102's guide)
- weapons and their relative importance, and how to use them
- barrier usage, balancing risk and reward
- character analysis

after these chapters, i'm planning to go into analysis of actual games, maybe 5 of them or so, and break down which decisions were good, and which were questionable - kind of like chess analysis. outside of that, i'm not sure if there's anything else to include, which is where this topic comes in
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