Gameplay

Damage Reduction

Cover

Tactical reloads

Shooting and interacting

Dash bonuses

Swan Song

Special Enemies

Shields

If you're feeling too lazy to flank shields, you can stick your gun through the shield and shoot them. If you really want to get into it, bring a gun with a longer barrel so you can do so from further away.



If you're feeling too lazy to flank shields, you can stick your gun through the shield and shoot them. If you really want to get into it, bring a gun with a longer barrel so you can do so from further away. Tazers

Getting tazed has no effect on your aim in VR, so the biggest obstacle is to simply find the tazer. The tazer makes an electric crackling while tazing someone, use that to your advantage.

The gameplay itself is probably the part which separates itself the most from the desktop version, with multiple playstyle altering changes which make even veteran players to alter their tactics.All VR players have damage reduction which scales with range, meant to balance for the fact that VR players cannot see as far as the enemies with the current resolution of VR headsets. The Damage reduction starts out at 10% which is always active, and it scales up to 75%, capping at 60 meters. Meaning at 60 meters and anything further than that does only 25% of normal damage to VR players.To counteract this, all enemies within 20 meters of a VR player will prioritize them over other players. This results in the VR player taking more fire at close range, but less at longer ranges, which is fairer since VR players can see better at short ranges. So far it is unsure if this prioritization is a percentage that can be counteracted with Optical Illusions Basic and the Rogue perk deck, or if it is a hard coded effect that renders the aforementioned bonuses nonfunctional.In VR you can no longer simply tap the crouch button to peak out from behind cover, and to quickly move from low cover to low cover. In VR you have to physically get down, and depending on the cover that might mean literally down on your knees. And if you wish to do that rapidly over and over again, you will need proper physical fitness.Because of this, it's easy to forget to use cover in VR at all, because you need to exert yourself physically every single time you want to get down.Then again, if you really want cover then it's easier to find in VR than on desktop. Since enemies always target your head and not your body, you can hide behind literally anything that is solid enough to block bullets and that you can stick your head behind without the game blacking your screen out.You see a flower pot? Literally lie down on the ground and put your head behind that flower pot. You are now in cover. See a desk that has the perfect view for defending the objective? Lie down and stick your head literally under that table for maximum cover. See a computer chair? Stick your head behind that chair and you're good.All of this also applies to stealth. Guards and civilians won't spot you if your head is behind any solid object. This is your most valuable tool while stealthing as a VR player. It will make it extremely difficult for enemies to see you behind any kind of desks or other obstacles, even low ones that couldn't normally be hidden behind on desktop. On the right is a video demonstrating some of these possibilities.Using manual reloading you have the ability to interrupt the reload at any point in exchange for a partially filled mag. Use this to your advantage while using weapons with slow reloads. Even if an LMG has a reload time of 4 seconds, you can still interrupt the reload after under a second and still get several dozen bullets in the magazine. This progression is in proportion to how full the mag was when you started reloading.On desktop interacting with objectives or other things under fire is always a risk, because you are essentially defenseless during the interaction. But in VR your gun hand remains free to shoot, and despite interacting you are still free to move about your roomscale play area, taking cover behind objects as needed. In stealth you can cover yourself while answering a pager, and freely look around to make sure nobody is nearby.The dash bonuses from the skills and the perk decks are meant as a balancing feature to bridge the gap between dashing and direct locomotion. While using only dashing, tracking enemies with your gun while moving becomes difficult, in some cases impossible, while with direct locomotion it's easy to track enemies while smoothly moving. Dashing also requires you to point your controller in the direction of the teleport, which will hinder bag moving and almost certainly stop you from interacting with your belt with any kind of efficiency. Dashing is still available while using direct locomotion however, and gives the same bonuses.Dash allows you to stealth more effectively, because your detection only increases between the dashes, not during them. This can let you completely bypass guards standing in thin corridors by simply dashing from one side to the other, and cross larger areas by chaining together a few dashes and reaching cover by the end of it. In essence this works similarly to the crouchjumping trick on desktop.Swan Song's effectiveness is slightly reduced in VR, because at this time there is not much else you can use to tell when you are in swan song except looking down at your health meter, or noticing that you're moving slower than usual. There is a light flash at the edges of your view when you hit swan song, but it's easy to mistake for your armor breaking.