Sector's Edge

Sector's Edge

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Sector's Edge: The Basics
由 K716 制作
A very basic introduction to the game for new players.
   
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Introduction

There really is not a lot of information out there about this game. No guides, no YouTube videos, not much information floating about to introduce you to the game. That can be forgiven if the tutorial wasn't rubbish, but it is rubbish, so here we are.

First things first: There aren't a lot of people playing this game at the moment. I also am writing this while still barely over 10 hours into the game. At some point in time this may be out of date or incorrect. But still beats nothing at this point. As such I may not be able to provide information or suggestions beyond the basics so you too can enjoy your pubstomping ventures. This guide is mostly going to be images at 720p (1280x720px) with text referencing specific areas and topics.

The game's call to fame is a destructible voxel environment and is a relatively fast paced FPS genre game.

Using a MiDi and C4 to cause some ... minor aesthetic changes

Note: Some images may not match your current experience because of an update on the 17th of December 2023.

Onwards.
Home Screen
The home screen is where you end up every time you launch the game. Let's go over the important bits.

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  • A: Takes you to a screen where you can see your XP / rank, refresh statistics, send feedback, see the transaction log, redeem a key for Protons/skins or something else, and clear the cache.
  • B: The title bar.

    Home brings you to this screen, Play allows you to show the list of servers, choose Single Player mode, Trials, or the Tutorial. More on this later.

    Ship takes you to a closed off section where you can test out loadouts, weapons, experiment with the MiDi constructor/deconstructor, and practice against dummy targets. More on this later.

    Loadout lets you adjust your weapons and equipment. I'll get back to this.

    Customize is where you adjust your player model (Human Soldier/Human Elite/Human Recon/Human Veteran), apply skins, adjust weapon sights, and weapon skins. Upgrades to skins cost Protons to unlock. Odds are pretty good you won't have the chance to admire your kit or other people's kit in combat.

    Structures is where you adjust premodeled structures for utility, combat or defensive reasons. This can be tricky to work with, so I'll go over this later.
  • C: The cube is your inventory. Shows your Protons (think of coins), rank/level, apply boosts to XP/Protons and Token stuff. The gear-shaped icon is where you can adjust a wide array of settings, such as graphics settings, keybinds, adjust the UI, audio settings, and so on.
  • D: Announcements are here.
  • E: Your user name. Click it to change your allegiance. This is supposed to be used for some RP/story elements in the future, if that happens. If.
  • F: Your associated corporation or faction that you have allegiance with. This logo is that of Aegis. At the present moment this does nothing, however you can click on it chance your allegiance (at the bottom of the screen, you'll see Allegiance), the UI theme (which changes the background image at the background of this element) and some other title/slot stuff. This will probably be iterated on more later.
  • G: Your online friends. This for me is always empty, which if I did have any, they'd appear here.
  • H: Click this area to go to the Play screen, same as clicking Play at the top title bar.
  • I: Click this area to right to Single Player, just like clicking Play at the top, then choosing Single Player mode.
  • J: Your Steam profile.
  • K: Servers with populated human players can show up here to allow you to quickly join a game. As of right now the official servers are supposed to be going down soon, so this may change in the future to reflect community servers.
  • L: More announcements/notifications.
  • M: You may not see this in the future but as of right now this is the countdown to the sunset of the official servers.

Let's move on to the Play screen.
Play Screen
The Play screen is where you either find other people to engage with or pursue solo activities.

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  • A: Home takes you back to the previous screen. Server list displays the list of servers as shown here. You can kind of see why they're shutting down the official servers - nobody is playing the game. Very sadge.
  • B: Needs no mention.
  • C: Filtering specific servers by location, game mode, whether they have bots, are full or empty, or custom servers are possible here.
  • D: Manually refresh the server list. The list is auto refreshed every 10 seconds.
  • E: Server list. Replaced by a direct connection prompt.
Let's go over some more specific bits of this page.

Server list
Not available anymore since the 17th of December.

Single player
You play by yourself with local bots. Pick a map and game mode, and load in. Their skill level is...well it varies, sometimes you get drenched with some weird weapon and other times they're kind of dumb. Expect to work for your victories. If you press the ESC key in game, you can adjust how many bots are on each side on the upper left. 6v6 is probably OK, anything more gets too hectic. You can load a local map or pull one up off the Steam Workshop (see to the right of the Search text box). Since the bots are kind of dumb, and can be a bit aim-botty, Free for All keeps things simple.

Trials
These are single player challenges designed to push your limits with the MiDi builder/debuilder tool. Instructions are on the upper right. Rewards include Protons.

There are three modes, a building mode where you try to get to the end, a digging mode where you try to dig to the end point, and a mode with both. Recommended to help you get more familiar with the MiDi tool. As of right now you lose all your time records when the game is closed.

Tutorial
It's rubbish, and for me it also doesn't work right and glitches out.

Game Modes
There are 10 game modes available. Not all of them are available on every map. By the way the Arena maps are intended for 3v3 teams, anything more and they get too busy.

  • Breakthrough: If you have ever played a 5 CP map on Team Fortress 2, this should be familiar. You have 5 zones, A B C D E and F. You start on opposing sides (A and F) and fight to capture zones. You can only spawn in zones you have captured. Stand in zones to attempt capture. There can be as few as 3 zones and as many as 9.
  • Control Shift: There's a moving zone, and two ends of the map, your side and their side. Standing in the zone gains points for your side and subtracts from their side (you start with 50 and they start with 50) out of a pool of 100 points. Victory is achieved by pushing it all the way to their end or whoever has most points when timer runs out.
  • Capture the Flag: Same concept as many other games. You have a flag, they have a flag, bring their flag to your zone and stop them from stealing your flag. If you've played TF2, this is just like the CTF game with intelligence. Capture and defend spots are marked on your HUD. First one to capture 3 flags wins, although I also assume whoever has most flags when time runs out wins.
  • Escort: Very similar to CTF. You take your bomb to their zone while trying to prevent them from taking their bomb to your zone. You can defuse bombs brought over to your area to send them back. Bombs do not explode.

    Defusing a bomb to send it back to their side

  • Rush: You have a number of bomb sites. When you first spawn in, the first two activate after 40 seconds have counted down, A and B. Standing in the small zone activates the bomb and starts a roughly 12 second countdown timer. If the opposing force is able to stand inside that zone, it can be defused. Otherwise, big boom. There are four "pair" of bomb sites, and you must stay within a certain distance of the bomb while it is armed. There is a five minute counter that is reset every time a bomb goes off. When all bomb sites have been destroyed, the game is over.

    The light grey around around the bomb is the arming/disarming zone

  • Team Deathmatch: Your team gets 1 point for every kill. Appears that whoever reaches 50 points first wins, although I also assume whoever has most points when time is up wins. Similar to many other games.
  • Gun Game: Free for all, no teams. You cycle through all the guns, every time you get 2 kills with 1 gun you cycle to the next. Apparently if you get a knife kill on someone you send them back 1 gun. First one to get all the way through the guns (10 guns of them if I get that right) and get a kill with the finishing MiDi wins. Your only weapons are the ones you're issued and a stock unmodified MiDi and a knife. You also spawn very close to each other. Note: the MiDi has short range and weak damage.

    Gun Game spawns. Hope you love your neighbor!

  • Free for all: As it is in many other FPS games. No teams, every man for himself. First one to 30 kills wins.
  • Head Hunter: Only available on the Shrine map. You start with nothing except a MiDi, and there's guns in a central area you can pick up. After a bit you start with a pistol too, but you can swap to other kit that has been dropped by others. Free for all. Downed players drop blue shards of Soltrium, which can be collected by others, and shown in the TAB screen or on the right of the screen (near the game timer by default) which shows your points and the top scoring player. When you die you lose half your collected Soltrium. Winner will have the most at the end of the round. The amber thingys are armor mods (i.e. Scavenger, Hydraulics, Servo). Note: Like Static, you may encounter weapons with accessories not normally possible in this mode.

    A Head Hunter game in progress. Blue shards are Soltrium, amber thingys on ground are armor mods

  • Static: This is a 3v3 game mode where everybody has the same kit for the round. No respawns until the end of the round. The team with the last man/men standing wins the round. First team to 5 points wins the game. A display is shown on the right which shows how many kills are on each side for that round (with blue for your team and red for the opposing team). This game mode is only available on the Arena maps. Player can use their MiDi during setup period. Note: Bots can see through grass.

    Static game in progress, showing counter on right of screen. Note unusual weapon loadout (LMG with 4x sight)

At the end of the game you get the Summary screen. If you play with bots you won't see this screen, so you'll have to press TAB to see who won before it fades away. By the way, K stands for Kills, D for Deaths, A for Assists, and MS for miliseconds of lag (ping).

TAB view on game in progress

End screen. This was an unusual occurrence for me as usually I lost

The end screen can be cycled between the Summary, Podium (player models don't work on the Podium at the moment), Scoreboard (same as the in-game TAB view), and Stats. Players then vote for the next map and gamemode.The end screen is not available on single player mode.

Next section.
Ship Screen
The Ship Screen is a testing ground for experimentation and practice. A prudent player would spend some time here getting familiar with the equipment, testing loadout options and so forth.

Practice targets

The practice targets are helpful for getting more familiar with the game and testing certain mechanics.

Gun wall

The gun wall has a variety of kit that can be compared to each other readily without having to use the loadout screen. Otherwise, it has room for experimenting with the MiDi but not much else remarkable here. Let's move on to the Loadout screen.
Loadout Screen
The Loadout screen is probably where most of this guide will focus on. It is here where you adjust your kit and set up your equipment to suite your style or scenario.

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  • A: Shows statistics of the weapon, utility device or armor mods.
  • B: The primary display of the selected or active loadout. You can also create presets with the slider icon just to the right of the X icon.
  • C: Armor modifications.
  • D: Grenade option.
  • E: Not used at the moment.
  • F: Power. The game will not allow you to use a loadout that uses more than 15 power in a game, but if you're in the Ship, you can ignore this. Less than 15 power means more ammo for your weapons: for instance, the Pistol with full 15 power has 12 + 36 rounds available, but dropping to 14 power grants it 12 + 48 rounds. 1 extra magazine per weapon.
  • G: Scrolling display of various loadouts. Probably would be smart to focus on only a handful of loadouts. Click the tile with a + on it to create a new loadout; click the X to delete an existing one; and click the icon with two rectangles (lower left corner) to duplicate it.
The basic concept is you can make any loadout you want for primary and secondary weapons as long as you stay at 15 power or less (marked with the F arrow). Let's go over the weapons in a basic sense, keep in mind different people have different styles, interpretations and experiences.

Minigun
High power and takes 15 power by itself. 200 rounds can go by very quickly -- you'll need to gobble up those kills because you have no secondary weapon. Probably best used in a team. Spin up the barrel in anticipation of engagement. 14 body damage per shot, 17 for headshot. Good for defensive scenarios but not as good for offensive stuff. Try to grab all the ammo you can because this knockoff of Sasha goes through ammo quick and you'll burn through a lot for 1 target.

Analysis: Good luck.

Rail Gun
A single shot sniper rifle. Can go through ammo quickly so you'll have to be mobile and be near enough to the fighting area to restock on ammo, if you manage to last long enough. Fires a tracer element that can be seen by other players and has a long reload time. This is done for balance reasons: many games have issues with sniper rifles. Body shots count for 50 damage while headshots are 100 damage.

Modifications: I can't speak for Medium and Short barrel modifications. If you go with Piercing rounds you have to go with Impact modifier as well. Likewise you can only have Explosive rounds with standard rounds, so try both and see what you like. Piercing rounds can damage hostiles behind 10 blocks, while explosive rounds can cause damage within a 3 block radius.

Analysis: Sniping in this game is a lot like sniping in Team Fortress 2, it's not a slow paced game and targets can be very hard to hit consistently. You'll want to be more mobile as you have limited ammo and getting ammo pickups is a necessity after awhile.

Rocket Rifle
Kind of like a scopeless rifle. Cannot mount a scope but as default, two body shots can take out a hostile (50 damage each) and a headshot is 100 damage.

Modifications: I would be partial to default rounds, and impact for damage or explosive rounds for 3 block blast radius is up to you. Try both. Explosive rounds aren't as fast (velocity) as impact rounds.

Analysis: A viable option depending on your style. Lack of a decent aiming reference tends to limit it to intermediate range.

Grenade Launcher
Basic grenade launcher. Nothing fancy. Holding down right mouse button (RMB) tilts the weapon higher for a more angled shot.

Modifications: Sticky just launches a detonate-on-impact grenade, Ricochet can bounce off walls and Cluster sounds nice but the bounce pattern is ... vigorous. It would be better if they didn't scatter so hard. Explosive is default, but if you chose Impact, then it's like the Rocket Rifle and Rail Gun: 50 damage for body shot and 100 for headshot.

Analysis: I don't care for this grenade launcher because the blast radius of explosives in this game are kind of weak. 3 block damage radius is mediocre (and tapers off with distance severely) and doesn't hurt blocks all that much. If you are familiar with Demoman from Team Fortress 2, this is somewhat similar to grenade launcher in that game. Direct hits are the way to go. Rocket Rifle probably works better for this.

Orberator
This is more of a terrain/block destroying powerhouse. Best used with a team for support because it's not really a good damage weapon. Have a solid secondary weapon, you're going to need it. By default it does 75 DMG for a direct hit and ~48 for a shot to the feet.

Modifications: Standard magazine is OK if you're not going for big blast radius, otherwise I'd prefer the enlarged magazine, it allows you to cook off two large radius blasts in quick succession. Standard blast damage is 3 blocks wide, but how it does that is dependent on the other modifications. It'll penetrate up to 10 blocks deep, but if you do the Augmented plasma ammo, it is more of a real powerhouse but does mostly surface damage as it only penetrates about 3 blocks deep. If you use the Plasma Cutter mod, it's important to know that it only has a range of about 10 blocks, but can do decent damage, too. Try all the configurations and see which ones suite your style and what you're looking to do with it.

Analysis: Not good for solo play, but can be very capable with a good team for support. As it is more of a terrain blaster, picking a good secondary weapon is a must. If you want it for damage, use something else. It seems to be better suited for offensive use rather than defensive use, such as blasting defensive obstructions on Rush. Having a few teammates to follow up on your destruction makes it worth using. If all you want is a quick terrain chomper, use a Double Barreled Shotgun with Corrosive ammo, or max out the Servo and Rail options on your MiDi. Or, C4.

Plasma Rifle
A plasma projectile equivalent to an assault rifle. Unlike the Assault Rifle, it is not a hitscan weapon. Adaptable to a variety of purposes. 25 damage for a body shot and 50 for headshot.

Modifications: Accelerator increases projectile speed, which is nice but rather expensive. Ion plasma ammunition is interesting, as it means that you can temporarily turn blocks transparent to players and further ammunition shots, allowing you to phase shoot through blocks. (You can also use this to carve a 1x2 space to crouch walk through.) Dispersion is probably not worth it, as the area of effect (AOE) is really small, like under 2 blocks and does very little damage. Overcharged enables a 3-round burst fire mechanic, similar to Cobra assault rifles in Borderlands 1.

Analysis: Flexible, but somewhat expensive and limits other options in your loadout. Fires slower than the Assault Rifle but does more damage per shot.

Light Machine Gun (LMG)
A basic light machine gun. Has many of the same options as the generic Assault Rifle. Fires slower by base configuration but has more range (80 blocks versus 60 of the Assault rifle in default configuration). Default configuration does 20 damage for a body shot and 25 for a headshot.

Modifications: Extended barrel is probably a waste, a suppressor is your call. Try the different types of ammo (default, light or heavy) to see what you like. Firing mechanism (automatic or burst) and stock is your choice. No option for a telescopic (2x or 4x) scope, only iron sights or a red dot.

Analysis: Good, basic, nothing wrong with it. Opinion: Like the Assault Rifle, boring.
Loadout Screen continued
Assault Rifle
Your plain jane assault rifle. Nothing remarkable about it. Basically the same as the LMG above. Looks very similar to a H&K G36C assault rifle in real life.

Modifications: See above. Honestly the suppressor could be a decent call for picking fights at intermediate ranges.

Analysis: As above. Fires faster and and reloads faster than the LMG.

Light Plasma
A submachine gun variation of the Plasma Rifle. Fires faster, and reloads faster, but has less range and projectile speed is slower. 20 damage to a body shot and 40 for a headshot.

Modifications: Same as Plasma Rifle. The Ion plasma ammunition is probably more viable with this owing to the higher rate of fire. Accelerator is probably a waste and the suppressor is countered by fact that plasma ammunition is like tracer ammunition. Grip and stock is your call.

Analysis: Not bad, but I'd prefer the standard SMG instead. The choice of SMG, shotgun or Light Plasma is your preference and scenario.

Submachine Gun (SMG)
A generic SMG which has a variety of options to suite. Fires faster and reloads faster than the Assault Rifle, but has less range and a smaller magazine. Does the same damage as the Assault Rifle.

Modifications: A suppressor could be a viable option for sure. Try out the different types of ammo to see which one you like. Stock and grips are your call.

Analysis: Good, nothing fancy.

Combat Shotgun
A pump-action shotgun. Good for close quarter engagements. A favorite of mine, but you have to mind the range and use terrain to your advantage. 12 damage per bodyshot pellet, 16.8 per headshot pellet with 12 pellets per shell. At ranges of 6 - 7 blocks a single shell can take someone out, beyond that you probably need 2 - 3 shells.

Modifications: Suppressor could be an option but choosing Angled Grip is my choice. Grip upgrades increase rate of fire which helps in close quarter engagements especially against Assault Rifle and SMG users, but maybe you want a different choke to make it more accurate at longer ranges. Ricochet ammo does less damage but can be favorable for you, I just use standard buckshot. Incendiary ammo does less damage up front (fewer pellets and less DMG per pellet) but can light blocks on fire, dealing damage over time (DOT) to any player on the block. Corrosive ammo attacks blocks for roughly 3 blocks-depth.

Choosing a Choke reduces pellet spread. The color of the red dot sight (or the color of the iron sights) changes when the reduced spread is in effect. I.E. if you have a green red dot, it will change to red when the choke effect is effective.

Analysis: Good, flexible weapon, but not a good choice for intermediate ranges. Compare to the Double Barreled Shotgun.

Corrosive damage from pellets to wall. Orange particles on ground are blocks on fire

Double Barreled Shotgun
A simple doubled close range blaster, suitable for hit and run styles. Similar to the Combat Shotgun, but doesn't have options for choke (reduces spread over distance) and doesn't need a grip option.

Modifications: Much of the same text on the Combat Shotgun applies here. Slug can do some damage for sure, but try it out first to see if you like it. It will be a very situational option for sure.

Analysis: Try this if you don't quite care for the Combat Shotgun or if you're a hit-and-run type of player.

Revolver
A large caliber revolver, suitable for certain situations. Base configuration does 50 bodyshot damage and 70 headshot damage. Kind of expensive in terms of Power.

Modifications: The Extended barrel is probably worth it depending if you want to pick fights at intermediate ranges with it (as default, damage tapers off after 30 blocks). If you go with closer range intentions, then the Mechanical trigger is worth considering. Stocks increase the holster time, so that may not work favorably for what you want to do with it. Compensator barrel with a Heavy stock and Mechanical trigger, if you place your shots well, can hit hard and fast, and you'll be reloading a lot, but your recoil is nearly zero (and costs 5 Power!). Although you can put a 4x telescopic sight on it, I wouldn't as it has a rather narrow field of view.

Analysis: Good, but kind of expensive as a secondary weapon. You probably will want to use it with a lower powered primary weapon, such as a shotgun versus an Assault Rifle or Rail Gun.

Plasma Pistol
A pistol version of the plasma projectile lines. The choice of this or the standard Pistol is a personal choice, you'll have to try both out.

Modifications: The Resonator is probably not worth is as the orange tracers are counterproductive to stealth, but the Beam Splitter is probably even worse as it is expensive, but if you get all your shots to land, you can take someone out in 3 shots instead of 5 of the base. 20 bodyshot damage base, 40 for a headshot. I wouldn't chose anything other than default ammo as you get a reduction in charge size from 10 rounds to 6, and Ion ammo isn't as effective as it would be on the other Plasma weapons as a result. The Spinning core upgrade is neat but you usually chose a secondary weapon for backup reasons and you are usually low on Power available already: Beam Splitter combined with Spinning means the weapon costs 6 Power!...but can hurt hard.

Analysis: If you like Plasma weapons, consider it. Otherwise, chose a Revolver or basic Pistol. Possibly overpowered.

Pistol
A standard machine pistol capable of full automatic or burst fire modes. A popular option for a secondary weapon. 20 body shot damage and 25 headshot damage per round.

Modifications: Extended barrel is probably hit or miss, the suppressor is also kinda "eh" because your primary weapon will hit harder than this thing does. However the enlarged magazine, though costly at 3 Power, means you have 25 round extended magazines, which combined with full automatic, is almost equivalent to the SMG, a good choice for a Rail Gun user. The choice of fire mode, stock and ammo type (I kind of like the Light rounds for better stability in automatic fire) mean it's flexible to different styles. Try them all.

Analysis: Good. Can't go wrong with it.
Loadout screen continued
C4
A package of explosives that can be detonated remotely. Does significant damage, but blast radius in practice is rather small at roughly 4.5 blocks, with less damage the farther out you go. Good for blasting blocks, spawn camping, baiting people into following you into traps, or blasting people digging through terrain into you. The small damage radius tends to be its limiting factor, so you have to get it close to other players to blast them.

A rare good blast. Also, dumb bots.

Modifications: The Tunnel modification makes it so it digs roughly 8 blocks in the direction the charge is placed. Try it before you use it in the field.

Tunnel dig on left (line of blocks marks where it was placed, and blew towards the left side), and standard spherical explosion on the right

Analysis: Good, ish, but only suitable for close range engagements. Shotgun and SMG users should consider it, everybody else usually can't afford it or should pick something else. Caution: It's really easy to get killed by your own charge with this thing. Also can be shot to detonate.

Disruptor
Land mines. There's a couple of mods you can do to make it do different things.

Modifications: Default is a land mine that does 30 damage to a hostile that trips it. Slow applies a very mild screen disruption and a noise, but you can still see, move and shoot fine. Scan is a type of mine that reveals the player that tripped the mine through walls (for about 3 seconds), but it does not reveal an area like the Scanner does, and I doubt it reveals on the map when it trips. There's also mod to change it from 1 longer beam to 4 smaller, wider beams. Your call.

Analysis: Wouldn't bother. All the games I've been in, you're probably going to either A) Move past this point quickly because you're winning or B) Die before you get value out of it. Can be shot to detonate, and picked up after deployment, even by hostile players, who can see the mines. Only seen them used once in PvP. Did they contribute much? No.

Minor visual shimmer from triggering a Slow mine

A hostile enemy visible through blocks, visible from a tripped Scan mine. Note how the map does not show this position

Extractor
An automated digging device that can scoop up blocks and transfer the blocks to your MiDi block allocation. Like C4 it can be picked up after deployment.

Modifications: The standard variation digs a 3x3x20 tunnel. The other variation is a 9x1x9 slice, presumably for digging out large structures from the bottom. You'll have to find out which one you want to use.

The effect of two Extractors, one tunnel (vertical) and one as the slice (bottom)

Analysis: I haven't found a use for this yet. I'd rather invest into the MiDi device to dig faster.

Reconstructor
A device that automatically repairs blocks or destroyed within its area of effect, which I believe is 4 blocks. Wish I knew more about it. Sounds periodic neat little noises to advertise itself.

Modifications: None.

Analysis: Probably has limited utility or is used by real elite players. No idea who they are or where they are. Problem is that this thing is also easily damaged by whatever destroys blocks, such as the Rail Gun with explosive rounds. Can be useful for tunnel trap games where players can't really dig through it fast enough without explosives.

Scanner
A device that launches a blob that shows a roughly 3 meter area on your map for roughly 12 seconds, showing players through walls if they are in the area it can register.

Modifications: None.

Analysis: Kind of rubbish. You only get 1 of these (but you can pick up more), you need two ammo pickups to get another one, and it has a short range and short duration. For 2 power you can do better with something else, unless there's something I'm missing. Tends to be better on missions like Rush where you can see enemies coming/use it to find out how many are camping. Odds are good that you will likely die before you get a benefit out of this. A popup will tell you if you've been Scanned to advise you. Can be destroyed.

A hostile Scanner in use (see minimap lower left) along with a warning that you have been scanned

Scanner briefly shows hostiles through walls within its area

Armor Modifications
  • Hydraulics: Increases your jump height and can substantially reduce fall damage. I like 1 point of this as it means you can jump over a wall 4 blocks high.

    Stack of blocks for jump height testing

    By default you can only jump over a wall of blocks 3 high. Hydraulics 1 increases that to 4 blocks, which is the typical height for most player construction barriers such as steps and stuff, but you do have to jump twice or crouch mid-air to do it. Good choice for shotgunners and brawly SMG players. Hydraulics 2 means you can jump almost clean over the top with no effort but in my opinion you don't really typically have the Power available to afford this. The fall damage reduction from Hydraulics 1 is also a nice perk. For LMG, Assault Rifle and Rail Gun users you probably don't need this, or can't afford it.
  • Scavenger: You get more health and ammo from ammo dropped by downed players. (There's no difference between red and blue ammo drops.) By default you get 1 magazine per gun, 0.5 equipment (meaning you need 2 to get 1 C4 for instance, but it seems the first one grants you 1 utility item instead of 0.5). Scavenger 1 is probably reasonable if you like this perk as you probably won't live long enough to get the benefits of Scavenger 2 unless you're really really good. Or you're just pubstomping, in which case you have a probably better opinion than I do. Good for keeping your health up between fast sprees.
  • Servo: Your combat knife stabs faster and if you have throwable knives or items in the Throwable slot you can throw them significantly farther. Opinion: I wouldn't choose this.

Throwable Items
  • Default: A basic grenade with a roughly 3 block damage radius. Inside 2 blocks is dangerous. 3 blocks is mild and 4 blocks is safe from damage. Can be shot to blow up early. Rather weak overall.
  • Smoke: A smoke grenade. Can be useful in tunnel trap situations or ambush spots.


    Smoke Grenade

  • Blade: A thrown knife. 50 body damage, 70 headshot damage. Don't care for it, but maybe you're an expert on ZER0 in Borderlands 2. The default knife (via the C key) does 35 damage.
  • Sticky: Like the default grenade but sticks to surface thrown at. I like it, but I usually don't have the Power available to use it.
MiDi
The MiDi is a device (default item slot 4, press 4 to invoke it) for constructing single blocks (single clicks), custom shapes on the fly (by holding down and dragging), dropping predefined structures, or deconstructing single blocks or a 3x3x3 cubical shape. It has two modes that are switched with rebindable keys. By default Q switches it to build mode and E switches it to dig mode. Understanding how this tool works and using it effectively is a core component of the game.

Players start with 400 blocks normally but this can be increased by digging (or using an Extractor device) up to 1000 blocks. Blocks are used to construct structures or rebuild individual blocks. Individual blocks can be placed with a click of MOUSE1 or dragged with the same to make a string of blocks. Pressing the F key brings up a radial menu that can be used to select from up to 9 predefined structures, or you can press 5 through = to instantly select a shape. You may want to rebind those to something else at some point. Press R to flip it around (so the bottom becomes the top, basically inverts it) and MOUSE2 to rotate it clockwise.

Some basic structures

Among the only references or guides I found for this game was this one on structures[gamepretty.com]. In case it goes down at some point, basically you have a couple of different common structures, a 1-block wide stairs for climbing on a budget, 3-block (or 5 block) wide stairs for safer climbing or headglitching (not sure if that's still a thing, has to do with spamming crouch to make yourself more difficult to hit while engaging the enemy), a basic flat vertical wall, a basic flat horizontal flat surface, a bunker design, and staggered pillars that are actually pretty good for shotgunners because they force hostiles into really tight spaces where they are usually at a disadvantage and it is difficult to hit a player in a cluster of pillars from the outside.

In Dig mode the MiDi functions to break down blocks and add them to your block inventory. MOUSE1 excavates a 3x3x3 block area, MOUSE2 excavates a single block, good for making sniper holes. Different terrain can be harder to dig out than others: regular dirt is easy to dig but metal structures are more difficult (read: it takes longer to dig).

Upgrades to the MiDi depend on what you are expecting out of it. If you are a master builder, you will probably want an upgraded Core as it means you spend less blocks to make your blocks, basically discounted blocks. The increased gather rate from an upgraded Canister is not something I have information on at the moment.

However a fully upgraded Servo and Rail means you can dig very quickly, the same or roughly the same as your normal walking speed. This can be surprisingly good for evasion or flanking maneuvers to get around or behind a hostile. If you do this, you want the Turbo Servo and the Warped Rail together: they go together to dramatically increase your digging speed, and I feel this something you go all in on (or go halfway with the Power Servo and Quad Rail for a budget compromise) or don't bother. Snipers, LMG gunners, Orberator users and Assault Rifle gunners probably can't really justify these dig upgrades but brawly shotgunners and SMG users definitely can argue for it. The dramatically increased dig speed from a max dig speed setup means you can be very adventurous with digging alternate routes around defenses and other offensive digging operations.

You will want to spend some serious time with this device and tinker with the upgrades to find out what is right for you. In combat you'll find most of the time you drop simple structures for blocking incoming fire or high-speed digging, but beyond that you probably won't really have time to make a fancy castle before someone shows up some memey SMG and sends you back to the spawn pool. As you could probably imagine falling blocks can cause a lot of damage for which you have excavated the base out from...

The MiDi does a small amount of damage out to 5 blocks by default, but with upgrades it reaches to 7 blocks and can cause some hurt, but not as much as a real gun.
Customize and Structures Screens
The Customize screen doesn't really need any particular mention or elaboration here so we'll move on promptly to the Structures Screen.

Basic stairs

On the left side, you'll see a panel where you can adjust the block color patterns. Left click to interact with the editor, use right click and drag to rotate the structure around.

To the right of that you'll see the operations pane. BUILD MODE has 3 ways that you build, OPERATION TYPE has the mode that the pointer does, HEALTH shows the health of the block(s), drag the slider to adjust it, then place the block. Blocks with more hit points cost more resources to build. STRUCTURE is the predefined slot currently in the editor.

The characters (i.e. V, R, N, H) correspond to shortcuts on the keyboard.

Build Mode
The Voxel (V) edits individual blocks. Box (B) edits with a larger block (cubical) shape. Face (F) adds blocks on an entire face of a structure: you'll have to try it to understand what it does.

Operation Type
Add (T) mode adds blocks. Remove (R) is for deleting blocks. Paint (G) paints blocks according to the palette on the left. Health (H) adjusts the health of the block(s), default is 18 hit points. Set the hitpoints before you place the blocks. Set Origin (N) sets the origin spot, which is the reference for which all other blocks are placed in respect to.

Structure
These are the shortcut slots used for predefined structures.These are arrayed in a fashion on the radial menu in-game or accessed directly with a shortcut. Because quick defensive structure drops and quick stairs are often required, having a convenient shortcut can make common structures readily accessible in combat.

Info box
This shows the cost in blocks and the default time it takes to build it. Upgrades to the MiDi can modify this.

Force Fields
Force fields are translucent blocks created in the Structures screen. On the left panel you'll see a solid red block and a solid blue block. Red blocks are "Enemy force fields" and blue blocks are "Friendly force fields". Use these to create special shooting/defensive walls that allow you to return fire under cover. Note that force field blocks are more expensive than normal blocks.

Force field blocks for example

Red force fields block friendly projectiles and movement, i.e. you cannot shot through red blocks and cannot walk through them. Blue force fields allow friendly movement and fire but block enemy fire and movement. Being blocks, they are still capable of being damaged by hostile weapon fire. Also being translucent, both sides can see each other through both types of force fields. Creative use of these allow for control of the battlefield or tunnel trap situations.
Other game and gameplay information
This is a place where I'm going to dump everything else.

First tips
  • Turn off the music. As a video game music listener, it's ok-ish, but you need to be able to hear other players digging near you and footsteps.
  • Configure the HUD, keybinds and system settings to your needs. I like a field of view of 90, left Shift is crouch (too much Team Fortress 2 rocket jumping does that to you), and Capslock for sprint. You may also have to adjust the graphics settings, I have a decent modern graphics card but nothing fancy and it runs hot with high settings.
  • Spend time with the MiDi getting familiar with it. You will need it. Try your hand at the Trials.
  • Spend time getting familiar with the game in the Ship screen: know the range that C4 is thrown, how all the guns feel with different upgrades, and so on. Getting the game working the way you like it is worth it.
  • Bots are OK but kind of lame sometimes. Human players are better, so find a group to join and play with.
  • Friendly fire is off so blast away.
  • Check the minimap frequently. Most players are loud with their booms and it's good to glance at it frequently for locations of hostiles. You may want to adjust the map zoom so it shows more area than the default.
  • You can ping targets (default ~ (tilde) key if I remember right) which puts a small arrow above their head to indicate to your team (or "team") a target of priority. See below (works better on ranged targets).

    Pinged target (note small triangle above head)

Other gameplay information
Spawns. As far as I can tell spawns are on either a 9 second window or everybody has a default 9 second respawn delay. It could also be 10 seconds, which would make more sense, it just counts down faster than I can figure out what it is. Incoming hostile spawns are marked with a red line, friendly ones are blue. Once you've waited out your spawn timer you can respawn whenever you like.

Would be a damn shame if someone put C4 on that spawn spot. Spoiler: He died.

If possible, use cluster spawns. Cluster spawns are where you spawn in with one or two others and get a reduction in your respawn time, plus you spawn next to your teammates, if they're any good or not is another matter. You can see other friendlies spawning with a white box, see below.

Spawn screen (Full size, opens in browser)

Let's talk about this briefly:
  • A: The instructions for the game mode you are currently playing. They usually aren't working, which is fine because the game hasn't been fully released at the moment, hence why I went over every game mode earlier.
  • B: A cluster spawn. Click it or press the CONTROL key to join in it and reduce both of your spawn times.
  • C: You can respawn more or less where you want manually. Above this is the instructions for this screen.
  • D: Map timer.
  • E: Load out screen. Use this to see what you are intending to drop with, adjust your loadout, or swap loadouts. Remember when I said having fewer is better?

The spawn area is different based on what game mode you are in. Sometimes you are restricted to a certain spawn area, marked in green. Other times it advances as you advance (like Breakthrough) or wherever you want (Free for all). You may also carefully spawn on top of high places.

Pressing the ESC key brings up a UI that allows you to Continue, Redeploy (respawn), Spectate (Spectate only works if you do this, or play in Static game mode if I'm correct, so if you want to find out how bad the bots are, you can do it that way with swapping to First Person view, and see how they land all their shots sometimes), swap teams, view the scoreboard (same as pressing TAB), or Disconnect. Lobby panel is only for admins of servers. You may also adjust bot counts on each team if you are playing single player.

The last day
On the 17th of December 2023 the servers were shut down. The last game was on Soltec Railway on a Control Shift mode on a Toronto, CA server.

Ending score of the last official server game

It was a bittersweet moment. While the team I was on lost, we made them earn it, extending past the official time for the server to shutdown, and the score hovered precariously in the single digits on our side for probably almost 10 minutes. Safe to say, we made them earn it.

When the next map rotation came through, the game started with me alone with some bots or what looked like bots, and then the server froze. The time had run out.

From there on the server browser was replaced with the direct connection prompt. It was then found out that since the game was delisted from Steam, nobody could install it. Here is the installation link:

https://github.com/sectorsedge/sectorsedge/releases

If you need help with setting up your own server, you may refer to this link or try looking at the Sector's Edge Community[discord.gg] Discord server. This poster has no relationship to this Discord server.

Remember to open Port 11810 for UDP traffic on your router/modem, and you may need to allow that through firewalls as well, if you want to host a server.

Ending thoughts
I don't know what else to say at the moment. I hope you found this useful. I am not sure what the future of this game is going to be like, but I'll probably update it as I get more information, but information is literally limited to other players on Discord and whatnot.

I want to say it is a good game, because it definitely is a game made by gamers, and has a lot more customization options than many other games do. It also demonstrates gun reloads properly, where as many, many other FPS games just get it wrong all the time. However I have to say there's something "off" about the game that doesn't have the same engaging feel or spark of certain other games (like Deep Rock Galactic, but that game mostly is that way for the "Better than average" players), so I'm hoping maybe one day it could be trending and cool.

A thanks goes out to R2D2Vader for more information which has been updated. Additional gratitude goes out to Hiiamairfryergaming for additional help.

Thanks for reading!
1 条留言
hiiamataco 2023 年 12 月 28 日 下午 6:20 
good guide