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8121  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 27, 2006, 07:17:51 PM
The reason why the comm sent you out in a heavy base might have been that he didn't know what kind of hound you were running.  They really need some sort of quick read out that the comm can use.  Since people switch hounds so often, I find it difficult to keep track of who is using what and the lack of indicators doesn't help.

I'm thinking that they need a dedicated commander's screen.  Something like you hold down the Y button instead of just tapping it and you go into a Battlefield 2 style command screen with more options, albiet you have less awareness of things around you.  In this screen you can place waypoints for squad members and maybe do special commander things like place artilly fire orders, or even something like radar relay, where you can pinpoint an enemy hound on the player's map for a short amount of time.

Players also need a compass at the top of their screen that includes a waypoint indicator.  The compass on the sonar screen is a little too wonky to use properly.

I think we need to have everyone put their numbers on multiple areas of their hound to make identification a little easier.  When I next jump online that's what I'll be doing.
8122  Gaming / Console / PC Gaming / Fight Night 3 question/help on: July 27, 2006, 06:12:13 AM
Switch your controls to setup 3, this'll map your basic punches to the four buttons.

In the full game, the manual includes all the moves in the TPK system.  Look on gamefaqs for the list.

Hopkins is a power fighter, not a fast hitter.  His punches are slow, but when you connect he'll feel it.  One reason why your fighter will slow down and do less damage is how tired he is.  If you throw too many punches, especially power punches, in a short time it'll tire your fighter and make any further punches slower and weaker.

If you're getting hit too much, block.  In fact, always be blocking in at least one area when you're not punching, usually you'll want to cover the face.

Back Roy Jones into corner, then you can wail away with as many hard hooks as you want.
8123  Gaming / Console / PC Gaming / Lan Party friendly? SW: EAW, Rise of Legends, or BFME2? on: July 27, 2006, 06:06:51 AM
Are you looking primarily for strategy games?
8124  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 26, 2006, 07:39:45 PM
Yep, different people are good at different things.

Tactics down on the battlefield is something I'm just good at.  Give me a unit and an objective and I'll take it.  However, don't ask me to handle logistics and industry like in most RTS games because I couldn't manage those to save my life.  If I ever joined the military I suspect I'd be a great squad or platoon leader.

The same goes for close in fighting.  I can handle close in fighting, but close fighting with hounds is something I'm not good at.

My NA build suits my personality.  Since I'm a tactical guy I have the NA, but since I'm on the ground with my troops, I'm expected to fight and back them up when needed.  My cannons allow me to fight at medium to medium/long range.  So, if I planned the fight correctly I can back my teammates up from a safe distance dropping cannon shells where they need to be.  After a few volleys I switch back to the command map to make sure the battle is progressing well, bark off some more commands and go back to shooting.

I think I may switch to a quad leg design so I can put a longer range NA on my commander unit, along with some useful options like mines.  I may try and make an artillery design, but aiming those take too much work and I'd rather be using that time to command.
8125  Gaming / Console / PC Gaming / DOA 4 Demo on XBL on: July 26, 2006, 07:22:05 PM
Um, saying it's better than RRXX to justify it not sucking is like comparing one mound of poo to another.  Tongue
8126  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 26, 2006, 06:28:19 AM
My NA defender is a nice surprise.  It even works in a squad with a dedicated commander.

Basically I have the heaviest Morskoj base, an experimental Morskoj medium cockpit with higher durability, 4 sal kar cannons with the highest damage HEAT rounds, and a Sal Kar NA with limited range.  I don't have much NA range, but with Combas towers I can usually see incoming threats.  The best thing is that since I have an NA, I'm less likely to get jumped at close range, so not having close ranged weaponry isn't a problem.

My four cannons fire in a tight pattern thanks to some stability systems, one or two volleys will usually blow out the base on anything I target, then with them slower down I can take my time to kill the cockpit (or just plink at the base until enough damage transfers to the cockpit).

I don't think they really thought out the whole money, parts limitations, and ammo costs thing.

First of all, money is just too easy to get.  Fight the AI, go individual missions, etc...  So that makes any of the limiting systems that are based on money pointless.

All someone has to do to get parts from other nations is to switch sides for whatever reason.  Then, when he buys the parts they'll always be in his inventory.  So, having that hound part differentiation between the three nations is kinda pointless.  They need to include more ways to differentiate the nations.  

Some ideas include:
Making maintenance for non allied nation parts higher.
Parts of other nations degrade in performance over a few missions.
Ranks are gained on a nation basis, with new parts available only if you have enough rank with that nation.  If you switch sides those rank based parts are unavailable.

Then, there's no reason at all not to use the most powerful ammo type that you can put in a gun.  Since money can be earned easily, just load up with the best possible round and have at it.  This makes some weapons ridiculously strong, especially the Heavy Cannons.  This is especially true to heavy cannons.

Also, heavy cannons are way too effective, people have now started loading them on soldier designs.  I just fought I guy who used two heavy guns as close in weapons and with their massive splash damage and disorientation I had no way to respond to his attack.  He didn't even have to aim to kill me.  I think they really need to rebalance them, adding something like a minimum range to arm, reduced damage (and keep the large splash), reduced splash radius (keep the damage), dramatically increased reload.  One of the biggest problems with these guns is how much simply getting caught in the splash will disorient you.  It'll rotate your view 90+ degrees and throw up a ton of smoke.  There's no way to respond in time before the enemy has reloaded and fires again.  It's an exercise in frustration.  Sure, rockets will do the same, but those require a direct hit to disorient, and require you to get close to the enemy, and can be dodged.


Now, for my take on commanding.  Commanding isn't just knowing where the enemy is and telling your pilots to go in guns blazing.  To get the most out of a squad, it's best to know each player's hounds and develop a strategy.

My usual strategy is somewhat reserved.  Since my NA is short ranged, I usually send out my squad to nab the surrounding COMBAS individually.  It's important that I spot the enemy first, but not so that I can get the first shot.  Instead I want to plan the the attack so I can fire at them from multiple angles with as much numerical superiority as I can.  To do that, I have to be aware of how the terrain lies.

Because of this, I tell my pilots to plan their routes carefully.  Always make sure that as you advance you have a hill nearby that you can run behind.  Take note of routes that will leave you less exposed to fire in case you have a long route back to get help.  This also helps if you encounter two or more enemies while you're alone.  If you planned your route well enough, you can usually put some obstruction between you and one of the enemies to reduce the amount of people you're fighting at once.

If you encounter the enemy, be prepared to break off contact at your commander's orders so you can draw the enemy into an ambush.  Whatever you do, don't let the enemy choose where you fight.

Usually, when my pilots encounter the enemy, I have them maintain position if or back off only if he has short ranged weapons or if outgunned.  If I've located all the enemy hounds I vector my other pilots to creep around the sides.  As the flankers get into position, I order the lead to pull back while still shooting at the enemy.  The enemy, having a gotten a taste of a fight will usually pursue.  By then, if my other pilots have done their job they've gotten into position behind hills or other obstructions without being seen.  When the enemy comes into the killzone I let the players have it, but tell them to focus on the lead.

If there isn't enough space or obstacles to use such a plan, I usually have them stick together, but have the lead go first over hills and such, using the same tactic if he sees enemies, he'll get their attention and draw then to the hill.  Since most hounds move at different speeds, it's likely that only one hound will come over/around the hill first, letting my squad focus all their attacks on the lead, destroying him hopefully before the next enemy comes into view.

The goal here is to make sure that you're not fighting 1 on 1 unless you have a big advantage.  If you fight 1 on 1, you may or may not win, but it's very likely that you'll be just as damaged as the other guy, so then his friend behind him can take you out.  On top of that, it's likely that any enemy you encounter has friends nearby, so as soon as you dedicate yourself to taking out one guy, you won't notice the other hounds sneaking to your flanks.

Don't think that just because you're in a group you're safe either.  The enemy will travel in groups, and it's likely that he's spotted your big group first and will find a better attack position.  Two big groups encountering each other in the open is basically the same as a 1 on 1 situation, which is never a good thing.

The only case where I let my pilots go one on one is when they have a big advantage like a surprise attack from the rear, when the enemy is heavily damaged, or when we have numerical and COMBAS superiority.

Playing with this strategy in mind tonight, we were getting some very nice victories over human opponents, usually losing only 1 hound if any, with varying amounts of damage on others.  It also helped that my NA defender had some kick to it, so while my pilots were fighting, I could position myself (using the radar) to drop cannon rounds on the enemy from the side or rear.
8127  Gaming / Console / PC Gaming / Sword of the Stars..more info on: July 26, 2006, 05:03:53 AM
I'm up for it, let me know when you can play.

How many players can play at once?
8128  Non-Gaming / Off-Topic / Serenity - Movie on: July 25, 2006, 12:26:37 AM
Well to be honest, they had to deal with a lot of issues for the movie, namely distilling what would be 1-2 seasons worth of character and plot into one movie.

I'm still hoping that Universal (the owners of the scifi channel) smartens up and puts some money towards turning Serenity into a new series on their network.  They already have a pilot, just air the movie.
8129  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 24, 2006, 09:42:18 PM
That unidentied weapon in that video is actually a special encounter in the online war.

Certain zones will have these fortress hounds active and if you take a mission there you'll be fighting it.

It's said that there's one for each faction.

You also get a special achievement if you destroy it.
8130  Gaming / Console / PC Gaming / Next Gen Star Wars Trailer on: July 23, 2006, 03:20:41 PM
The reason why it looks prerendered is that the enemies are dynamically reacting to new positioning using the AI muscle movement system.

Basically they have AI controlling basic muscle movements so that the AI will actually do things like reach out to grab ledges if they're falling, dynamically get up after falling no matter how they land, etc...

In this video, you see a stormtrooper grab on to a ledge while being thrown around by force powers.  This is part of that AI system and you can see how he holds on tight as the jedi yanks him away.
8131  Non-Gaming / Off-Topic / AMD Price Cut Chart on: July 19, 2006, 07:37:01 AM
Wow, I'm glad I waited so long to build a new PC.  That's a huge drop on the higher end 64 X2 models.
8132  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 19, 2006, 07:35:03 AM
Recommending the nato phonetic alphabet was more a response to some people who had trouble hearing which letters I was speaking over the microphone.

Besides, it's pretty easy to tell which letter is being spoken in the alphabet, it usually starts off the word.

Also, it makes us sound a little cooler spouting off these instead of yelling "No not D, B as in boy!"  Tongue

As much as I wanted to stay Tarakian, I do like the new weaponry Sal Kar have.  My current defender design was only possible with the light weight of Sal Kar arms.  However, there's almost no point in bidding for captured parts unless those parts are better than the standard ones.

I think the Tarakian victory was a product of the word of mouth that the multiplayer for this game is getting.  US players, after getting out initially bad reviews, jumped online after a week of hearing so much about it.

We've already established that the SP simply sucks.  They should have clearly marketed it as more of an MP game instead of releasing trailers and such that make it seem more SP oriented.

Also, I wish there was a way to observe or record matches, at least in free play mode.  I'd have liked to see how certain battles unfolded.
8133  Non-Gaming / Off-Topic / Going to San Diego Comic Con on: July 19, 2006, 06:12:54 AM
Anyone else going to comic con?

I'm heading there with a group of friends tomorrow and staying until Sunday.  Just wondering if anyone else from the forum is heading there.  Maybe we can meet up.
8134  Gaming / Console / PC Gaming / Valve Portal video released on: July 19, 2006, 04:01:14 AM
Since episode 1 did not require you to have HL2, I don't think you'll need HL2 for episode 2 and its add-ons.

Okay guys, so as cool as this portal game looks, let me say four words:

Garry's Mod with portals



Can you imagine how fun that would be?
8135  Gaming / Console / PC Gaming / This better not be true.. [PSP2] on: July 19, 2006, 03:44:35 AM
I didn't buy a PSP1, which is kinda why I'm interested in a PSP2.

The PSP2 isn't entirely a bad idea, so long as they keep its functions realistic.

But first of all, they need to put on two analog sticks.  That little slide nib thing with the velcro feel just doesn't cut it and for the kind of games

Second they need to allow games to be played from the memory stick, or perhaps through some propietary format that's small like the DS has.  On these smaller cartridges smaller developers can put little games, like those the DS has thus creating a market of smaller, quick loading, instant fun games.

Just like the DS has.

Then, once you have that install base, companies will consider putting out bigger games for the system.
8136  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 19, 2006, 03:40:55 AM
I would have been perfectly happy staying with Tarakia and fighting to get our capitol back for the entire war.
8137  Gaming / Console / PC Gaming / Current best soccer game for the 360? on: July 19, 2006, 03:33:02 AM
Not like there's much choice, but there's Winning Elevel 9, FIFA 2006, FIFA Road to the World Cup, and FIFA World Cup.

I'm just wondering what's the best to buy for someone who's not a fan, but wants to play it.

Basically my uncle wants me to buy a soccer game for my 360, and he'll pay for it.  But I don't follow sports games at all.
8138  Gaming / Console / PC Gaming / Valve Portal video released on: July 19, 2006, 01:28:59 AM
It uses the source engine, albiet with portal technology added in by Valve.  So you could say it's a mod since it uses HL2 textures.

These days the line between mod and game is blurry, which isn't actually a bad thing.
8139  Gaming / Console / PC Gaming / [360] NCAA 2007 Demo on Marketplace today! on: July 18, 2006, 11:38:06 PM
They can do this because they bought the exclusive NFL license.

Just look what they're doing with FIFA, three FIFA games in less than a year.
8140  Non-Gaming / Off-Topic / I f'ing hate summer on: July 18, 2006, 11:36:12 PM
On the other hand, here in SoCal there are plenty of scantily clad women walking around these days, especially around campus.  Tongue
8141  Gaming / Console / PC Gaming / For those having XBL Connection issues with Chromehounds on: July 18, 2006, 10:04:36 PM
Well, port 80 is one that's used.  88 is for something called kerberos, it deals with network security and if it has such a low port number, I'd rather not fool around with it.
8142  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 18, 2006, 09:57:08 PM
Gentlemen.  I suggest for future ops we adopt the Nato Phonetic alphabet to make it easier for us to give directions.

http://en.wikipedia.org/wiki/NATO_phonetic_alphabet

I just returned the game to the rental place.  Except now I'm sure that I'll buy it only because the MP is good and there's a lot of people online I can play with.  Only problem is that I'm going to Comic Con wed-sun so I can't buy it yet, let alone play it.

I still think it needs a lot more work, but for now it's the main Live game I like.
8143  Gaming / Console / PC Gaming / For those having XBL Connection issues with Chromehounds on: July 18, 2006, 09:53:52 PM
Um, I think that guide is wrong.  I'm damn sure that port 88 is a port that's commonly used on the web, it might be FTP for telnet, or something.
8144  Gaming / Console / PC Gaming / Valve Portal video released on: July 18, 2006, 09:25:47 PM
Holy hell, now this is how portals should have been used in Prey.  Simply put, you have to see this video.  If you thought the portals in prey were interesting, well let's just say that Valve takes portals to a whole other level  by giving control to the player.

http://www.fileshack.com/file.x/9096/Portal+Game+Trailer/

edit: Link Added
8145  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 18, 2006, 07:52:18 AM
My new defender is performing well.  Four cannons with the highest grade HEAT shells, courtesy of Sal Kar, and three shotguns that fire two rounds each time, and reload quickly, also courtesy of Sal Kar.  

Sal Kar weapons are quite light, and don't lose much power.  Their rockets seem to travel slower than the Mojorsk or Tarakian rockets.  The durability on Sal Kar weapons are low though, so aim well with your first vollies.

Then all on top of a tough defender cockpit and treads, from the ruskies faction.

I've got a killing machine.
8146  Gaming / Console / PC Gaming / Some Interesting EGM rumors - Square Enix Specific on: July 18, 2006, 07:47:20 AM
By the way, they're making a FFVIII-2.  That's right, Squall, Rinoa, and the gang from one of the worst FF games are back.

And yes, just like FFX-2 they made some dumbass fanservice changes to characters.  Rinoa, in particular, now looks like a slut.

Not that her looking like a slut in an outfit is a bad thing, but all the time in game?  Come on.

FF must stand for fading funds or something.
8147  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 17, 2006, 01:44:42 PM
I think loading all weapons for one range on a hound is fine, so long as you have someone else in the squad covering other ranges.  You'll also need a commander to make sure that you won't be ambushed by enemy hounds.

I think the best way is to focus on one range band, but have a backup for a second as a way to constantly deal damage to the enemy.
8148  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 17, 2006, 07:51:20 AM
Tarakia just fell.  Just too many people on Morskoj.

I had some just nasty fights 1 on 1.

If you ever want ideas for mech designs, and ever really want to know if your mech is effective, fight 1 on 1 battles.

There was one Morkoj soldier who had a very strange mech.  I'm sure he must have some high end parts to get his mech to perform the way it did.  Basically, he was almost as fast as a scout, let's say 200 speed.  He was armed with four rocket pods and two machineguns.  This was all sitting on a defender cockpit (high durability) and reverse bipedal legs.  His basic plan is to just circle strafe you to death, using rockets to disorient you and plinking away with machineguns while the rockets reload.  He moved so fast that he was difficult to keep in view, even in my defender which has a very high rotation rate.

Oh, and I see too many people trying to do too many things with one mech.  Don't do it.  If you make a soldier mech, be a soldier.  Have weapons for only two ranges that are adjacent, so only short and med, or short and long.

Having a lot of one type of weapon is a lot better than having a lot of many different types.  This allows you to do a lot of damage with a single volley, than having to constantly switch between weapon groups.

Speaking of which, for medium to short range fighters, make your configs so that you only have two or three main weapon groups (as above, these correspond to the main types of weapons you mount).  When fighting close, the time it takes to switch weapon groups and reorient your weapons could spell death for you.

Now let me tell you about using the right base for the job.  Not everyone should use the tread or 4 legged base.  If you're mounting what's basically soldier type weapons on a slow 4 legged base, you're not going to be too effective against humans.  Why?  Because you're slow and the opponent can set the pace of battle.  Close in fighting needs a lot of agility and speed to quickly dodge rockets and gunfire, the two legged bases have that.  Sure, you can't pack in as many weapons on to a two legged base, but what good is it to be bristling with weapons when you lag behind the main fight or get surrounded?

Don't be afraid to retreat.  Let me say that again, don't be afraid to retreat.  And for that matter, don't be afraid to give up the chase.

I've seen too many people get blown away because they rush forward, see one enemy and chase him.  Inevitably, they run run smack dab into the three other friends he has.

Take a look at what weapons you have, if your loadout is primarily medium ranged stuff, then stay at medium range.  If backing up means putting a hill between you and him then just keep backing up.  If you have a good comm, he'll have zeroed in your teammates to be waiting on the other side of the hill so that when he finally comes over the top, they'll be there waiting.

If you engage someone, don't be so quick to close in on him.  Remember that while you probably can take him out one on one, he'll do just as much damage to you back.  Better to wait for teammates or for your commander to organize

Always stay aware of your surroundings.  Don't start a fight without a good hill or obstacle nearby in case you get overwhelmed.
8149  Non-Gaming / Trading Forum / Steel Battalion on: July 17, 2006, 12:16:14 AM
I'm kinda hoping they make Steel Battalion 2 for the 360, but this time make a way for someone with a normal controller to play.  If you really think about it, it wouldn't be that difficult to get it to work.  A lot of those extra functions could be put on a cascading menu accessed by the dpad.

Make multiplayer part of the game from the start.

Then anyone who wants an advantage can buy the full double stick setup for that insane price.
8150  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 17, 2006, 12:11:17 AM
One time I died early in the mission, then I ran foward and acted like a forward observer for a heavy gunner mech.  With me spotting he downed 2 hounds without ever seeing them.

I think the high angle sight sucks, mainly because you don't have the other sighting systems that allow you to tell at what range your target is.  Hell, even WW2 tanks had pips on their sights that let them compare the size of the enemy tank in view and judge distance from that.
8151  Non-Gaming / Off-Topic / Virtual Reality Super Mario Bros on: July 16, 2006, 11:17:19 PM
It's more like the the character in the game has proportions different from a normal human, and they're using an inverse kinematics system that only matches the final end position for the arm (the hand), not the entire position of the arm (elbow, elbor joint orientation, should position, etc...)

I'm a 3D animator and I sometimes work with mocap data, so something like this isn't new.

Finally, on top of that both videos were probably recorded at the same time, but composited together at a later time, so they're bound to be off.
8152  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 16, 2006, 07:51:42 PM
If you're a scout, the best thing you can do when moving forward is to have your na jammer and smoke mortar active at all times.  If you stumble on an enemy, pop smoke and head the other way.  Those smoke clouds are quite large and easily conceal a small scout hound.

One sneaky thing you can do is take a smoke mortar and a thermal vision part.  Before a fight, pop smoke, then activate thermal vision so you can see through the smoke cloud.

They need something like a scout radar part, a small lightweight NA that doesn't give its user access to the command screen, it just extends it a bit farther.
8153  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 16, 2006, 06:12:31 AM
Um Jarrod, don't close with defenders unless you're just as heavily armed and armored.  Defender mechs are designed for close in fighting and taking lots of damage.  Most defenders use tank treads, and that base has one of the highest cockpit turning rates in the game.
8154  Gaming / Multiplayer Madness (MMO or otherwise) / In anticipation of Chromehounds on: July 16, 2006, 01:37:18 AM
That, or have some way to link squads together if there's some reason why there's a 20 man squad limit.

Earlier today a group of us were actively seeking humans to play against, and let me say we're getting creamed.

I suggest that, even though we'll be losing a lot, we should focus on finding human players to play against so we can quickly get better in general.  Fighting the AI just doesn't cut it.

There's two ways to fight humans, first is to just create a mission normally, then wait and hope that the servers match you up with another mission on the enemy team.

The other way to do this is to actively seek out pvp missions by using the Search Missions feature.  Unfortunately, the search mission feature and finding a good one to connect to is a bit buggy at the moment, so you'll have to try quite a few times.
8155  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 15, 2006, 12:06:01 AM
The game needs more interesting game modes.

They also need more parts geared towards teamwork such as laser designators, artillery spotters, scout radars, etc...

On the whole, while I find the game fun, I also see just as many missed opportunities.

I'll be waiting for a price drop from this one, but I suspect I'll pickup Chromehounds 2 on release day.
8156  Gaming / Console / PC Gaming / Chromehounds - NOW WITH IMPRESSIONS on: July 14, 2006, 08:02:51 AM
Despite what others say, I would actually recommend that you go through the single player portion to get those extra parts.  Sure, the multiplayer parts are better than the SP ones, but they take time to get, and more parts means more options in building your hound.

I'm still using the default torso piece in some builds to save weight.

Also, if you want some experience in normal fighting without the hassle of setting of NW missions, just on to Free Battle and join some Team Deathmatch servers.  There's no base attacking, so you simply rush to the middle and duke it out until you die, then respawn.  It's just fun, and if you really want to test out a new build, it's a let better than the test range.

The last game of the night for me was an amazing 4 on 4 night time team deathmatch on one of the harbor maps.  The enemy team had a lot of long ranged units that hurt us bad as we closed, we'd be pressing forward and seeing little flashes of light and the sniper rounds coming at us while we'd launch salvoes of missiles and rockets at them.  We had to cross a serious of bridges to reach them and their lone soldier hound blew up one of the bridges as I crossed, killing me in the process, my other teammates made it accross and move forward. We finally closed in and since the majority of their weaponry was focused on long range, we easily destroyed them at close range.

I had thermal vision on and it was a very interesting effect too.
8157  Gaming / Console / PC Gaming / Prey... on: July 14, 2006, 07:39:55 AM
Actually, I'm not all that impressed with Diablo 2.  It really is the slot machine mentality where you constantly do the same thing in the same kinds of encounters just for the possibility of getting great loot to upgrade your character.  Diablo 2 at least had an interesting and epic story to keep me playing, but I'm not sure Titan Quest has even that.

So, just as much as Prey is just another FPS, TQ is just another action RPG Diablo clone.

Don't think that I'm saying one is better than the other, just realize that different people prefer different things.  For you the D2 style gameplay is very gripping, but for me I like more direction action with intertwined story.

However, I've bought neither.  Just as D2/TQ was more of the same for me, Prey is also just another FPS with a few gimmicks.
8158  Non-Gaming / Trading Forum / Turtle's trade paperback comic sale on: July 14, 2006, 07:31:07 AM
As in my previous sale topic, I recently got into a fender bender that's taken up the money I set aside to go to comic con.  Thus, I'm selling off whatever I can to make money for the trip.

Here's some comics from my collection, all prices are basically half off the retail price.  Save yourself some shipping by grabbing multiple books.

These are not books for collectors, just reading books.  Thus they do have general wear, and some have little sticky squares where security tags used to be.


The list:

V for Vendetta softcover $10

Sin City vol. 2 $8.50

Sin City vol. 5 $6

Hellboy vol. 1 $9

Hellboy vol. 2 $9

100 Bullets vol. 1 $5

The Walking Dead vol. 1 $6.50

The Walking Dead vol. 2 $6.50

The Walking Dead vol. 3 $6.50

Fables vol. 1 $5

Fables vol. 2 $6.50

Fables vol. 7 $10

I have the rest of the fables volumes 3-6, however they're currently at a friend's house so I'll have to get them back from him.  I'd rather sell Fables off in one big lot rather than send out individual volumes.
8159  Gaming / Multiplayer Madness (MMO or otherwise) / In anticipation of Chromehounds on: July 13, 2006, 09:15:48 PM
Moriarty scares me sometimes.  Tongue
8160  Non-Gaming / Forum and Site Feedback / Trading... on: July 13, 2006, 07:34:04 AM
Alas, I'm not a coder, but an artist.  I used to be a computer science major before I switched to art (weird eh?) so that's how I know these things.

Another thing to factor in is that this server essentially lets others profit from using your site without you gaining anything.  It may well cost you more since that extra data access is more bandwidth usage.

On the other hand, it could bring in more people and drive up ad revenue.  And such a system could be combined with a "buy this game now" linking system.

Ah, I don't envy your position.  Tongue
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