Dystopia

Dystopia

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Dystopia Pro Guide Twenty Twenty Five
By Vizzys and 1 collaborators
or how i learned to stop worrying and love the ion
   
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The Introductions
Hello cyberpunks!

I'm Vizzy and I'll be your handler today.
Reasons you would want to read this guide:
  • You are obscenely bored
  • You are high as hell
  • You legit want to git gud because reasons
  • You dont know
  • All of the above

If you answered yes to any of the above questions, then continue on!

Complimentary tutorial musics
What you need to know
Dystopia is a game about attacking and defending objectives with a high barrier of entry.

To be competitive you must know the following:
Understand differences of the 3 player classes
Understand Health/Shield/Energy/Spawn Timers and how they work
All competitive map layouts/objectives
How to move at max speed by bunnyhopping
Pros/cons of all weapons in given situations
How cyberspace works and how to deck key map objectives

This guide will help you along your way
Movement Basic: Bunny Hop
In Dystopia Bunnyhopping is a feature not a bug.

To test simply hold space before you hit the ground and you will hop in place. (pogo)

Other movement options include:

jumping
walking (up down left right diagonals)
sliding (hold space to slide if you have horizontal momentum)
ledge grabbing (automagically grab ledges) (not as heavy)

(This guide assumes you use WASD to move as all normal people do.*)

Basic ez mode bunny hop:
  • Equip Leg Boosters.** then spawn anywhere.

  • Tap Shift while holding Spacebar. (this begins leg booster charge)

  • Release spacebar while you Tap W to boost forward

  • Hold spacebar before landing on a surface, this will jump for you. (pogo)

  • Release and hold spacebar again after hitting any surface

  • At the same time as above step: Tap A to bhop left, or Tap D to bhop right (never use W unless initial boost)

  • Repeat until you reach a movement enemy*** or destination.

Congratulations you learned to bunnyhop in Dystopia!


* A man who read the QETC guide

** You may also bhop without leg boosters but you will need to gain momentum by other means(see future momentum section of guide)

*** see next section
Movement Enemies
In Dystopia there are five types of enemies that will attempt to hinder your movement

Doors.
Stairs.
Turrets.
Energy.
Players. (and their weapons)

In that order.
Movement Enemies: Doors.
Doors, yes doors are your biggest threat to movement in Dystopia

Some will slow you down.

Some will stop you from moving completely.

Some will kill you.

Tips to avoiding Doors:
  • Spam the use key (E) as you attempt to jump through them.
  • Moan at your deckers to open them for good.
  • Inspect doors with screens to make sure its not about to kill you. (dys_vaccine)

Praying helps sometimes
Movement Enemies: Stairs
I told you about stairs bro.

Why stairs are your movement enemy:

  • You must walk up them
  • Unlike ramps you cannot bhop off them well from below

The key to defeating stairs is to ignore them. It is a mental game of chess between you and the stairs.

Luckily most stairs on maps have ramps on the side of them, it is best to bhop/slide up those to keep momentum instead. That is your only hope.
Movement Enemies: Turrets
Unlike stairs, Turrets are relatively harmless.

Why are turrets less deadly then stairs? Because you can kill most of them. You cant kill stairs. I rest my case.

  • Turrets are color coded
  • Turrets make noise if they see you
  • They can sometime be turned off or shot down
  • Even if a turret shoots you you can still save some momentum from a hop in most cases
  • they can be confused by circling them (not useful in most cases)

Avoid them, respect them. But dont fear them.
Movement Enemies: Energy
If you dont have energy you cant boost into bhop. This leaves you slow and therefore worthless as a human being.

So watch that meter carefully. Dont charge leg booster unless you need to as this stops energy from regen.
  • SCS implant that give you more energy
  • Cold Suit implant helps energy regen at faster rate
  • Thats about it.
Movement Enemies: Players (and their weapons)
Players are the least of your movement concerns (an exception being your own team)

Avoid enemy fire as this will stop your momentum after a certain damage threshold. Especially if you have been stripped of armor as you become highly vulnerable to knockback.
Buy a good mouse.
Aside from movement you also need to complete objectives in order to win the game.

This involves shooting things, sometimes players.

Step 1:

Plug in a laser or optical mouse, preferably via usb port.
If its a wireless mouse or trackball, just throw it in the trash instead.

Step 2:
Configure mouse game settings
  • use raw input
  • turn off smoothing garbage
  • low sensitivity in Dystopia (adjust mouse dpi to preference)
  • a decent crosshair (preferably pink in color)
Step 3:
You are ready to aim at things.

Here are some decent mice incase you dont own one for some reason:
  • logitech mx518 (optical, old school)
  • logitech g500 (laser, new school)
  • logitech g9x (laser, expensive school)
  • steelseries sensei raw (laser, ambidextrous, I use this )
Learn 2 Aims
Once you have aquired a decent mouse you have no more excuses.
  • spawn as a heavy class with ion cannon weapon
  • strafe aim into your enemys pitifully predictable path of movement
  • click mouse 1 to fire ion
  • if they are still alive switch to MP / Fist depending on distance of the enemy, press / hold m1 again
  • Repeat until enemy team is completely wiped

Protips:
  • sidestrafe left and right while looking at enemy to avoid fire
  • if your enemy is also sidestrafing (aka baiting) the most likely place they will be is the middle of their strafes, aim there (especially true if using projectile like boltgun)
  • boosting in a direction helps sometimes if the enemies weapon is slow or you have cover, this of course depends on the weapon you are using and theirs
  • sometimes boosting towards your enemy is the best course of action, pull out your katana and let er rip
  • slow reload? switch to mp instead of reloading while engaging enemy
  • nades, use them wisely

Some people say circle strafing is better than side trafing but imo its eh
Weapons Summary
There are 19 weapons in Dystopia
4 Primarys for each class
1 Machine Pistol for all classes
3 Melee weapons
3 Grenade types

Heavy
  • Ion cannon
  • Minigun
  • Basilisk
  • Rocket Launcher
  • Spider Grenade
  • Heavy Fist
Medium
  • MK 808
  • Tesla
  • Assualt Rifle
  • Grenade Launcher
  • Medium Katana
  • Frag Grenade
Light
  • Boltgun
  • Smartlox pistols
  • Laser rifle
  • Shotgun
  • EMP Grenade
  • Light Katana

Machine Pistol - a solid backup to when you run out of primary or want to finish an enemy.
Heavy Weapons: In depth.
Ion cannon
One shots any light class player that has taken any damage before they get to you. Best used as a defensive weapon for protecting map objectives.

Once you hit a light class player and they dont die switch to mp and finish them off. This combo is very common and all good users do it.

Damage for this weapon falls off at range to about half, so not very good for sniping.

Pros: powerful
Cons: slow between shots


Basilisk
The all rounder. This weapon fires fast and is pretty accurate and damaging at all ranges. Secondary fires a flak bomb in an ark thats explodes indirectly, good for clearing corners.

Pros: its too good
Cons: its too good


Rocket Launcher
m1 fires a rocket aimed with a laser pretty fast. m2 fires a rocket controlled with wasd for around corners/things but leaves you stationary while its in flight.

Pros: direct hit kills light class in one shot, splash damage
Cons: secondary leaves you vulnerable, semi-slow reload

Minigun
The Wall of pain. m2 spins up, m1 fires a stream of bullets into someones face. Accuracy increases while crouched.

Pros: technically best heavy weapon up close in terms of damage/killing potential
Cons: firing it makes you slow and possibly vulnerable, medium range at best


Spider Grenade

Chases enemy on its own. Does not detect stealthers. Can be used to deter enemy from going to area where you cn't fist them. Can be easily destroyed by dense gunfire or explosions
Medium Weapons: In depth.
Assault Rifle

m1 fires rifle, spread increase the longer you fire
m2 fires a shotgun like burst of fire to annoy opponents to death

Pros: High rate of fire, High Damage
Cons: Crazy inaccuracy after a few seconds of fire, secondary fire is meh at best



MK 808

Hitscan rifle, m1 fires (tap or hold down), m2 zooms in

Pros: most balanced medium class weapon
Cons: zoomed aim can hinder more than help


Grenade launcher

Fires grenades that explode on contact if holding m2, otherwise they are delayed timers

Pros: strips armor via splash damage, high dmg, can be used for traps
Cons: slow reload, low ammo count (intentional tho)


Tesla Rifle

Crazy electrical nonsense. m1 fires eletricity like the assualt rifle, hold m2 for a tesla ball that hits indirectly and can be thrown around

Pros: no need to reload, m2 can spam entire hallways
Cons: can run out of ammo fast, electricity blocks view sometimes


FragGrenade

Large blast, high explosive damage, but kinda slow unless cooked
Light Weapons: In depth.
Boltgun
Electric bolt launcher. m1 fires bolt, m2 discharges electricity at any point after bolt fires. Can only be discharged once per bolt so timing is key. Projectile not hitscan.

Pros: high damage, good accuracy, can be used to trap, probably best light weapon imo
Cons: you have to aim ahead of opponent. slow reloads can be awkward


Laser Rifle
The sniper rifle of dystopia. m1 charges until it reaches max then decharges. Hit at peak charge for most damage. m2 zooms

Pros: Highest weapon range. High damage. High accuracy
Cons: Low ammo. Takes time to master charge system.


Shotgun
For close encounters. m1 fires gun, m2 fires both barrels at once.

Pros: Fast, powerful, decent range.
Cons: single round reloading, random spread


Smartlock Pistols
Akimbo pistols. m1 fires (button can be held down) m2 fires tracer onto an opponent (or two). Hit tracer and pistol will auto aim at target (natural spread persists, don't use at long range). Reload to reset tracers.

Pros: Fast, decent damage and range
Cons: just ok if not locked on


EMP Grenade

Small damage but very annoying effect that disables implants and energy regen and disrupts vision. Useful against deckers or for easier sneaking. Slow unless cooked
Implants
Cyberdeck/Enhanced Cyberdeck
See Cyberspace for usage. Use Enhanced deck when you're going to be primarily a decker and defend something in cyber, use basic deck in all other cases. Note you must have 25 energy (15 for Enhanced deck) to jack in, so dont use all while trying to get to guarded JIP

TAC Scanner
Very useful team implant, shows both foes and friendies as red/green rectangles angles through all walls, at large range (usually covers most of the map). Ez farm points. Watch out for energy consumage - don't pair with stealth or mainly decking

Thermal Vision:
Toggle on to clearly see stealthers and stop seeing anyone with coldsuit, toggle on and off constantly to see everyone (requires a spare finger)

Sound Wave Triangulator (SWT)
Visually shows all sounds both in real space and in special sounds compass. Detects 99% of players within range. Red means footsteps, purple means active implants (stealth or cortex), yellow is gunfire, white are attacks that hit hard surfaces

IFF
Cheap, useful for finishing off wounded and for finding enemy TAC scanners medics and deckers asap.

Cortex Bomb
Use for fun. Your fun or theirs depends on your speed and dodging skills. But seriously, if you can't get close enough to enemy in 3 seconds and not be killed doing so (and starting with 25hp), then dont use it.

Stealth Suit
Lots of drawbacks but is cool. If enemy are noobs and don't have TAC pair with Sound Suppressor and slowly sneak, otherwise pair with Leg Boosters and they will never hit you (until you run out of energy)

Coldsuit
Makes you immune to noobs with Thermal Vision (pros will toggle off and see you), also gives energy regen+ which is always useful

Mediplant
Regenerate yourself, heal your wounded teammate near you. No you can't heal armor. Healing others requires energy, disable mediplant if you have to save for decking (regen won't stop).

Leg Booster
I believe its #1 used implant in the game. Can sprint, can boostjump, can use boostjump for easier bhop, can use boostjump for ez dodging, all you need is energy

Sound Suppressor
Underused, but don't underestimate. Totally counters SWT and nullifies your loud sounds (stealth or minigun)

Wired Reflexes
Upgrades your machpistol, reload speeds with most weapons, vault speed and katana block recovery speed. Boring but practical

SCS
just moar max energy. Boring but practical

(added by Shiro, 9.03.18)
Cyberspace
Decking consists of three parts: movement, programs (defencive and offencive) and cybercombat

Movement
When in cyber, first thing to do is look out for any objects. Grey tiles on walls/ceiling change your gravity. Jump panels and other things may be encountered, some are helpful, other are hazardous. Water will usually hurt, and "bottomless" pits are usually instant deckout. Most important are buttons, usully contained in Nodes - small rooms. Those are what you are trying to hack, so you have to reach them asap.

Hold Space to constantly jump and graduatly accelerate. Use it all the times except when need to be slower (dys_broadcast, obj3, tubes with firewalls). Can hold Shift to walk slowly, may be useful when approaching ICE with possible GreenICE.

Your secondary fire is Projectile, moderately fast explosive shell. Blast doesnt hurt you or your allies, but can and will push you. As such, using Blast Jump is s cruicial in cyberspace as bhoping in meatspace - and it is simplier. When in tubes, aim at closer tube's side for blast to accelerate you, when in large room ("server" or whatever) do it like standart rocket jumps.

Programs - defensive
Nodes are commonly protected by ICE Barriers, and most buttons are protected with password or encrypt. You are generally going to try and balance between hacking fast and making powerful defences (thus slowing enemy decker). Also note that you can only install Password and ICEAlarm with Basic deck.
  • Password protect and Encrypt - those are installed on button screen (usually inside a node). Password is weaker but cheaper and faster, also basic deck can't encrypt.
  • ICE Barrier: is also installed on button screen, but appears on node's "doorway". Without ICE you can spam Projectile inside a node to ez kill enemy who is trying to break password/encryption. Note that friendly ICE doesn't stop you but stops your attacks, exception is projectile splash damage with penetrates everything
  • ICEAlarm: notifies all allied deckers that ICE is being messed with (on both Wedge and Break)
  • ICEMine: if Wedged, ICE sends a homing mine that deals 50 damage (one-time only). Does nothing on Break. You can shoot the Mine if you are fast
  • GreenICE: does nothing on Wedge. When Broken or if touched, ICE stuns and decks out perpetrator. Commonly used and so is usually experted.
    Be careful - GreenICE is incompatible with all other defences. So if you installed ICEAlarm, you can only put ICEMine unless enemy breaks ICE.
Programs - offensive
Now as you know what your defences may be, you gonn learn how to break this sme defences your enemy put. All of those are fully usable with Basic deck.
  • Password cracker and Decryptor - breaks whatever protects button itself. Without breaking enemy password/encryption, you can't press the button and can't put your own defences.
  • ICEWedge: disables ICE for short time, ignores GreenICE, just don't touch ICE before disabling it. Runs very fast, useful for very quick hacks - so used more often than is experted
  • ICEBreak: breaks ICE permanently. Ignores ICEMine. Useful if you are planning to defend the node later (you can't install your own ICE until you break enemy's)
  • ICEScan: program that deletes GreenICE and detects Mine and Alarm. Quick but still uses some time.
Programs - minigame
Special detail to notice is program's minigame that comes with all programs. The window appears on ICE or button screen you are messing with. It allows to run program faster which is very important.

At upper part of window are names of parts that program is trying to run right now (and ones tht lready complete as well). At lower part are buttons with this names. Names always come in same order, but button order is randomized.

Pressing button with correct name with execute that part faster. However, pressing button with wrong name will slow it down, so make sure you are accurate.
It cames fast to get used to press correct buttons 95% of time. Also, program drains extra energy per second so using minigame means you lose less energy. Of course you cant use minigame if enemy spams projectiles...

Combat
Before combat starts, note that all deckers leave team-colored trail when moving. It is visble through most walls, so you can detect enemy decker incoming or what they are doing. Some walls are not transparent, through, and after not moving for few seconds your trail decays and disappears, allowing to hide (your cyber avatar is still visible)

For combat you have above-mentioned Projectile (explosive), Hitscan (sniper weapon w long reload) and Shaft (short-range constant beam). Both Hitscan and Shaft are primary fire, press reload or scroll weapons to change. All weapons share cooldown, all drain extra energy when firing/recharging (like programs). But if they hit enemy, he loses much more energy than you spent. No matter if they were taken out by attack, or by natural energy drain after you brough their energy to 1 - they can't deck for some seconds and you can.

All damage dealt by attacks is counted when decker decks out - he leaves Cyber Crystals. More decker took damage, more energy crystal contains, but note that it decays over time. Anyone can collect the crystal and get this energy, except the decker who left the crystal in first place (so can't re-enter and collect your own crystal). So winning cyberfight generally means you have energy and time to hack

Note that teams are already not large, and amount of JIPs and deckers is even smaller. As such, most of the time its 1v1. But when its not, numbers matter very much. If you are outnumbered in 1v2, better deck out and go meat - you would go there anyway very soon. Or wait for backup, 2v2 is fair. Also, if combat is participated, SCS is basically your health pool in cyber combats so use it. Coldsuit helps to regenerate after combat or lenthy hacking

One last note is that programs drain energy while running, especially notable if not using minigame. So trying to Encrypt while fighting is bad idea.

(added by Shiro, 18.03.18)
More tips
  • Learn the maps dummy
  • Use a mic or get out
  • Dont get mad at taunts
  • Press tab for objectives and ♥♥♥♥
  • I dunno eat some onions

Anyway im bored now so end tutorial

39 Comments
Ninjerk Feb 22 @ 10:03am 
bump for 2025, jack in everybody!
Schattenläufer Jan 24 @ 11:54am 
lol he changed the year again, now the title is 2025! :servbothappy2:
Schattenläufer Jan 4 @ 7:45am 
I hope the guide is also valid for 2025? :cta_emo2:
Prox May 5, 2021 @ 5:03am 
buy the m4a1s
ComputerOwl Apr 17, 2021 @ 10:57pm 
I told you about the stairs bro! I told you dawg!

IT KEEPS HAPPENING
FireElemental Mar 26, 2021 @ 10:08pm 
>.>
Shiro  [author] Mar 26, 2021 @ 9:34am 
lol he keeps changing title
MrShowOff Mar 26, 2021 @ 8:58am 
So this has been updated for 2021 or did you just change the title vizzer?!
FireElemental Nov 24, 2019 @ 5:24pm 
deep
Nova Kitty Nov 19, 2019 @ 9:47am 
I like the year spacing between comments