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Believe it or not, there is actually a metronome.. without knowing it's there it's almost impossible to see, but the aiming reticule sort of scans round and round.. of course with it moving all over the place it is difficult to follow, but knowing its there might help you?
I only found out about it the other day and haven't had much time to practice, but I will be trying to hit fire when its around 6 or 9 o'clock, something like that I'd imagine.
either way if i have to really on a very difficult to see metronome that is constantly moving the game isnt fun
The game "not being fun" because you can't hit the max score every time, not sure.
It says on your profile you've spent 1 hour playing the game, I don't think that's enough time to give it man. Like.. you probably quit at the first "boss" being the sandworm thing.
I nearly quit too, but there's something special here. I hope you can find it.
Be well!
https://www.youtube.com/watch?v=Bt2Y5dDlL1k&t=3s
Hang on... I've thought of another way of counting it... maybe....
*edit*
Dammit, auto formatting ruined my explanation. I'll have to do an image in Photoshop... gimme 5 mins.
As a drummer, I was taught to count in syllables, as shown on the chart. Sixteenths were pronounced 'one ee and ah two ee and ah three ee and ah' etc.
You should shoot on the 'ah'.
All this said, actually counting along as you play isn't what I designed for. It's about getting the feeling of 'ShhBoom'. As I've said before, it's like the action before the bat hits the baseball or he stick swings towards the drum head.
I hope I didn't just make it more confusing.
It's all about the 'ShhBoom'! That's the main thing here. :D
Just an idea for a potential solution, would an option to enable a small controller vibration on each beat be out of the question?
Also wondering if it's potentially audio latency causing issues? I'm running off of an USB wireless headset (no other options), which would in theory have a higher latency than a dedicated soundcard.
Aside from the issues with shooting (and the tutorials) this game really is something great.
As Foxache has said, it's difficult to explain 'when' to fire, because it's more of a gut feeling. However, getting into that mindset is difficult because rhythm games tend to compel the player to act on beat, and this mechanic goes against that internal feeling. It's not a bad or broken mechanic, it just takes adjustment.
There is a reason why every other music game I have played has on beat and equal windows. Anyone can say what they want, but the shooting for me kills the game. I don't want to learn it because it will through me off on every other music game I play.
It's okay though, chillout mode will be enough for me, I'll just hear the music and see the levels and be on my way to the next game. Still plenty of good things I can say about it.
I wish there was an "on the beat" mode for people like me too used to traditional rhythm games.
https://youtu.be/xzNKlvuaxU0
I think what I said makes sense, I'm not that smrt.
Cannot get through Alpha Centauri, as I am shooting too slow (due to lack of 'perferct' timing).
Reading through this thread didn't help a bit. I also watched a video of some guy mastering this track on PS4 and I cannot get rid of impression, that drum track is much more exposed in his video than it is in my gameplay. Therefore, I could totally catch when to shoot watching the video and listening to drums, while playing on my own drums are much more silent and hard to distinguish from the rest of music. WTF.