Alright, thanks everyone. This is exactly what I was hoping the case would be. I was a little worried that there was some major backstory that I was supposed to be piecing together over the course of 1 and 2.
*This question is in the context of having not started 3 yet, so no spoilers for 3 specifically, please. Stuff that happened in 1 and 2 are fine.
I played 2 about a year ago and 1 a few years before that, so I'm unclear how much I'm supposed to know about this Yennefer person, going into 3. Through a combination of not reading the novels, only reading some of the journals, and forgetting a lot of details over the years since playing 1 & 2, all I can really say with any certainty is that Yennefer is a lady that Geralt knows/knew and maybe something happened to her?
I've seen a few mentions of her in the context of 3 (such as some upcoming DLC pack having a new skin or something), so I figure she plays into the game in some way.
I guess my question is whether 3 is going to assume my reaction to her is "Oh right, Yennefer. What's she been up to lately?" or "Who? Oh, her. Maybe they'll finally tell me SOMETHING about this character, this time"
I started playing yesterday and ran into a dilemma. Do I play as the character that's been my favorite since I was a kid, but has a playstyle that doesn't seem particularly exciting to me (Colossus)? Or do I play as a character that seems like he has more interesting skills, but is (in my opinion) a super lame character (Hawkeye). Or go with a middle ground option that I think is so-so as a character and looks like he has some maybe interesting options (Cyclops).
OR just say "fuck it", pay a few bucks, and rock out as Squirrel Girl?
Colossus is so cool, but his skills are so boring! Like, one of his starting skills is "punch". 10 or 15 levels later, he learns "some other punch that calculates damage using a different stat". At 30 or whatever, he learns a third punch that uses some third stat. Beyond that, he's got a tackle and a ground pound or something, but nothing fun like "12% of your arrows will shoot poison gas or lightning or whatever"
*edit: Apparently Colossus learns that sick "HUAAAARGGHH" explosion thing he does in the old X-Men arcade game at level 30! I know it's a terrible reason to pick a character, but it might be what tips it for me...
One thing that might help people wrap their heads around the navball a little easier is to note that you can think of it as the rocket's point of view. If you superglued a GoPro to the nosecone of your rocket, the navball is what you would be seeing. The blue hemisphere is sky, the orange is the ground. The line where orange and blue meet is the horizon.
So when you're sitting on the launchpad, the ball is entirely blue because you're facing straight up at the sky. If the ball is entirely orange, that means you're pointed directly at the planet/ground/whatever you're orbiting.
One of the bigger implications of this (when you're taking off, especially) is that it's one of a few ways to quickly tell whether you're rising or falling. If your velocity vector is in the blue, you're going up (or away from the planet). If it's in the orange, you're falling.
I don't know how much of this is obvious or explained in tutorials, but I know I had a really hard time grasping a lot of this initially, so it wouldn't hurt to share some tips.
@thunderstorm101: @machofantastico: Regarding the keyboard controls and camera orientation, in general you want to do everything based on the navball. It's way easier, since you never have to factor in the camera's orientation. Pressing left always moves the ball to the left or up will always move the navball the same way. It does take a little getting used to, but it's definitely worth it.
For really detailed maneuvers, you can hit caps lock (by default) to toggle "precision" mode. This makes your controls a LOT less sensitive, allowing you to make small adjustments without swinging around wildly. You can tell that precision mode is on if your pitch/yaw/roll meter is blue instead of orange.
And yeah, 70 km is the edge of the atmosphere. At or above 70 km, drag is not a factor. But once you dip down to 69.999 km, you're losing speed to atmospheric drag until you pull back up about 70. This can be used to your advantage (look up aerobraking), but the main thing to remember is that if you dip into the atmosphere at any one point during an orbit, you WILL eventually fall out of orbit. It might take a while, but it will happen.