Line 30:
Line 30:
Whilst DLTK provides considerable difficulty, many common strategies can be adopted to simplified levels. The following list describes some common strategies in Goldeneye:
Whilst DLTK provides considerable difficulty, many common strategies can be adopted to simplified levels. The following list describes some common strategies in Goldeneye:
−
* [[AI Manipulation]] - Fundamental to DLTK is manipulating guard behaviour. Across and within levels, different guards have a range of behaviour, so understanding and abusing this is a key skill.
+
* [[AI Manipulation]] - Fundamental to DLTK is manipulating guard behaviour. Across and within levels, different guards have a range of behaviour, so understanding and abusing this is a key skill.
* [[Noise]] - Both minimising and maximising noise is a useful tactic. Minimising noise can be beneficial, e.g. avoiding alerting multiple guards when dealing with one. Similarly noise can be maximised to lure multiple guards into a particular area for easy elimination by explosion or into an avoidable part of the level. See also, [[Tracking Bond]]
* [[Noise]] - Both minimising and maximising noise is a useful tactic. Minimising noise can be beneficial, e.g. avoiding alerting multiple guards when dealing with one. Similarly noise can be maximised to lure multiple guards into a particular area for easy elimination by explosion or into an avoidable part of the level. See also, [[Tracking Bond]]
* [[Static Object Explosion]] - Guards which typically take 10 head shots can be easily eliminated by seemingly minor explosion of boxes/cabinets/consoles etc. This allows for low ammo-intensive kills and lower risk, in terms of margin for error and guard alerting.
* [[Static Object Explosion]] - Guards which typically take 10 head shots can be easily eliminated by seemingly minor explosion of boxes/cabinets/consoles etc. This allows for low ammo-intensive kills and lower risk, in terms of margin for error and guard alerting.
−
* [[False walls]] - These are barriers in the game, which you can shoot over/through, but guards cannot. For example: railings, low walls, over-hanging boxes. These can be manipulated to provide safe shots at guards
+
* [[False Walls]] - These are barriers in the game, which you can shoot over/through, but guards cannot. For example: railings, low walls, over-hanging boxes. These can be manipulated to provide safe shots at guards
+
* [[Door Opening]] - Similar to the False Walls, many doors which open vertically provide protection, since enemies cannot shot Bond until the door is fully open. Toggling such doors open and shut can provide safe shooting opportunities.
* [[Quick leaning]] - Similar to an [[R-Lean]], a quick sidestep whilst aiming (i.e. crosshairs visible) can provide a number of benefits. If done suitably fast, it allows you see around corners safely. It can be used to trigger a guards shooting animation allowing a subsequent safe window when the guard stops shooting. Likewise, it can be used to interrupt a guards running animation, so they stay further from you.
* [[Quick leaning]] - Similar to an [[R-Lean]], a quick sidestep whilst aiming (i.e. crosshairs visible) can provide a number of benefits. If done suitably fast, it allows you see around corners safely. It can be used to trigger a guards shooting animation allowing a subsequent safe window when the guard stops shooting. Likewise, it can be used to interrupt a guards running animation, so they stay further from you.
* [[Close Proximity]] - In many situations, it is possible to allay danger by standing immediately next to a guard. If proximity is suitably close, the odds of taking damage are significantly reduced (albeit not 0).
* [[Close Proximity]] - In many situations, it is possible to allay danger by standing immediately next to a guard. If proximity is suitably close, the odds of taking damage are significantly reduced (albeit not 0).