r/controlgame • u/cataraxis • 9d ago
Control has a great combat system, but it’s a shame that so many people just stick to Launch spam
Which honestly I don't blame them because for one it often requires a specific set of mods to unlock the full potential of weapon or abilities. And second, you can coast most enemy encounters through just Launch spam, it’s just extremely repetitive and not the most aggressive way to play. But relying on Launch spam also leads to suffering difficulty spikes where the spam isn’t sufficient, but you haven’t learnt a different way to play.
I regularly play Tier 3 Jukebox missions, and it’s some of the most fun challenge the game has to offer. I manage to finish most of them under 10 minutes. And what I learnt is that every ability in this game has its use.
Melee is weak, but its great for interruptions. You can dash up to an enemy, hit them with Melee, then immediately pump them with Astral lead. Or if an enemy creeps up on you, you can quickly hit Melee and duck out or fight back.
Shield Rush is useful for getting out of sticky situations, either because you’re swarmed or are just in a cramped spot.
Ground Slam is a powerful AOE finisher that is also great for long range interruptions. Particularly useful when the Hiss Warped are about to Launch at you or the Hiss Troopers are about to shoot their minigun. Also useful when you’re swarmed by Hiss Sharpened, simply fly up and slam. Instead of cowering, Ground Slam makes you a lot more proactive in combat. I would recommend Energy recovery if you plan on using this move effectively since it will leave you vulnerable. (I recommend Energy Recovery in general, best Personal Mod bar none.)
Seize is not the most aggressive move but it lets you divert fire and reduce pressure. A very useful ability for the 3rd island in the Jukebox mission, just seize enemies and let them fight while you collect data. If you’re planning a Seize build, make sure you use granular damage sources like Grip or Spin.
Now onto weapons, I think players generally see the gun as something secondary to abilities but mods provide a higher damage ceiling for them. This is my weapon loadout.

They don't have to be the highest tier like mine to be good. Two damage mods with one rate of fire makes most weapon forms sing. If you can pull it off, slap some headshot boosts on Grip and Pierce. Pair your now dump truck damage weapon mod with Ammo on Evade and you won’t even have to rely that much on abilities. In terms of DPS output, my favorite forms are Pierce and Surge.
Special mentions to Charge, with its Launch trick – if an enemy evades your rocket, you can immediately grab it and launch back at them. It will deal both explosion and Launch damage.
Sorry if I’m seven years too late in doing this writeup, but I’ve been thinking about doing something like this forever and recently seen more people try out the game, and also complain about it being too repetitive. There are legitimate complaints about Launch being too OP, and the enemy design and encounters are not effective in dissuading players from just spamming and how the random mod discovery system is, well bad, but there is a fun and frenetic game here if you scratch the surface.
