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8481  Gaming / Console / PC Gaming / Re: Gran Turismo HD: Classic to cost $426.50 to $975?! on: September 21, 2006, 03:40:53 PM
Heh, nice rumor there.  Just about the right amount of believeability and incredebility that makes a nice rumor.

Frankly, I doubt they're stupid enough to go this route, and even if they do, there's plenty of racing games out there and someone will step up to replace GT.
8482  Gaming / Console / PC Gaming / Re: Company of Heroes Impressions on: September 21, 2006, 08:12:01 AM
Don't forget to post your relic online names in the names topic in the multiplayer forum.

Early on in victory point control games it's actually more important to grab resources than to take the VPs.  Make sure you're fighting for the VPs, but don't throw anything away taking them.  If you grab and secure the high value resource points first, he may have the VP, but you have more resources to take and hold it later on.  However, when the VP is sitting on a high value territory, take it at all costs.
8483  Gaming / Console / PC Gaming / Re: Bioshock video up on: September 21, 2006, 04:45:44 AM
Ken Levine isn't the best person to do a narration.  That video could have gone by a lot faster with the same content.

It is basically a spiritual sequel to system shock 2.
8484  Gaming / Console / PC Gaming / Bioshock video up on: September 21, 2006, 03:28:23 AM

Unfortunately, it's on IGN.

Downloading now.
8485  Gaming / Console / PC Gaming / Re: Ninja Gaiden Sigma on: September 21, 2006, 03:24:44 AM
Probably the better question is whether another egotistical developer that doesn't understand the concept of difficulty settings, casual gamers, and story oriented gamers, is put in charge of the project.
8486  Gaming / Multiplayer Madness (MMO or otherwise) / Company of Heroes retail name list on: September 20, 2006, 07:27:01 AM
Here's a list of names for Relic Online's friends service.  The reason why I'm starting a new thread is that beta accounts aren't carried over to the retail.

The List:
8487  Gaming / Console / PC Gaming / Re: Splinter Cell Double Agent on: September 19, 2006, 10:49:02 PM
Basically Subsistence is like a director's cut of MGS3 Snake Eater.

They added a new camera, which was wholly loved by the community.  It's very close to splinter cell's camera, but still retains MGS trappings without the tedium.

They also added multiplayer, which many people enjoy, albiet the ps2's online mode was a bit patchwork.

Kojima basically said Subsistence was a test for MGS4, to see how people would respond to these big changes before they finalized them for MGs4.
8488  Gaming / Console / PC Gaming / Re: Splinter Cell Double Agent on: September 19, 2006, 05:40:13 AM
It's funny because in the latest MGS game, MGS3 Subsistence, they basically use Splinter Cell's viewpoint.
8489  Gaming / Console / PC Gaming / Re: Splinter Cell Double Agent on: September 18, 2006, 11:11:16 PM
They've got a lot of new MP modes from what I read.  There's one where it's all spied using melee attacks and spy tricks against each other, it's supposed to go along with their new melee fighting system, which isn't as arbitrary as the original's melee system.

Then there's a deathmatch style mode, along with some kind of teamplay mode that has a lot of mercs and some spies on the same team.  Spies Vs Mercs has also gotten an upgrade up to 3v3 as opposed to the 2v2.

They'll also have full blown tutorials, and for the most part, the other MP modes are also meant to train players in how to play.  That was a big problem with the original game.  So now you still have the intense teamwork of Spies Vs. Mercs mode, but now there are some more action oriented modes for players that can't handle it.
8490  Gaming / Console / PC Gaming / Re: Defcon preorders have started on Steam $9.95 on: September 18, 2006, 05:37:04 AM
I'd buy it from introversion for the box, not to mention the ability to install on multiple computer in my house so my friends and I can play big MP matches.
8491  Gaming / Console / PC Gaming / Re: Splinter Cell Double Agent on: September 18, 2006, 05:20:47 AM
I have a feeling that Fisher's daughter isn't killed, but her death faked to make it easier for him to operate and give a reason for his breakdown.
8492  Non-Gaming / Off-Topic / Re: Ever had a paranormal experience? on: September 17, 2006, 09:28:52 PM
Knightshade, I've had the same experience, even matching up things exactly.  Then I realize that of course it matches up almost exactly, much of western civilization is based on the same templates.  I've been able to go back into my memory an pinpoint where I've seen such a configuration before in a completely different building.

In one instance, I was at my mother's office party in a kind of warehouse office building.  I got deja vu, really intense deja vu, until I realized that part of the warehouse was laid out like my father's old warehouse building, right down to table placement.

Never underestimate the power of pressure differences.  Small pressure differences of air moving over one curved surface (and thus going faster and having less pressure) as opposed to a flat surface on the bottom allows massive jet airliners to fly.  Ever try that trick where you create near vacuum in a soda can by boiling water inside it them flipping it upside down into cool water?  The air pressure at sea level is enough to instantly crush the can.

Now, before you think me a complete skeptic, I know for certain that things exist in our universe that cannot be percieved by humans in any normal way.  There may be a spirit realm for all we know, but for the most part, a large majority of a strange things we experience are actually just uncommon natural events that our brains try to figure out what they mean, but can't.  I suspect that a very low prercent of these experiences are actually any bit paranormal, and that if they were, they'll remain difficult to prove for some time to come.
8493  Non-Gaming / Off-Topic / Re: Ever had a paranormal experience? on: September 17, 2006, 09:21:12 AM
Sleep paralysis.  Since the brain doesn't really know what's happening, and it's half asleep anyway, you basically have a waking dream that tries to explain what's happening to you.  I was lucky as a kid that even though it happened to me quite a bit, I didn't dream up anything nasty.

I also get deja vu, but I deciphered where I'd encountered such similar events before a few times I had it, so I no longer think it's paranormal.
8494  Gaming / Console / PC Gaming / Re: Company of Heroes - Specific Mission Strategies (Spoilers!) on: September 17, 2006, 08:52:56 AM
Mortars with smoke cannisters?  I don't have the retail game so I don't know what you have available, but from the MP game, I've found that in order to get infantry up to a viable attack position, using the smoke cannisters from mortars drastically reduces the amount of fire a unit will take on the way there.  Then, the said unit can use grenades, satchels, stickies.  If a bunker is the problem, run engineers past in the smoke and use their demolition charge ability to quickly blow it up and move forward.
8495  Gaming / Console / PC Gaming / Re: Speaking of Neverwinter Nights 2... on: September 17, 2006, 08:51:48 AM
And yet, it's possible to make an Oblivion style open world with enough scripting from modders.

Although NWN has always been about PnP style crafted adventures or GM run games.  Since I'm buying this game, I'll step up now and say I'll run a bi-monthly NWN RP session.  The only reason I have the time to do this is that NWN2 automates all the tedious aspects of GMing.
8496  Gaming / Console / PC Gaming / Re: Splinter Cell Double Agent on: September 17, 2006, 07:09:13 AM
I'll buy it for my 360, but not for the PC.

I'll be buying it mainly for the multiplayer, for which it looks like they've adjusted a lot and then added more.

It looks as though they have some pure action modes as well as the classic Spies vs. Mercs gameplay.  It also looks like they made the fighting less arbitrary in this version, where you can counter spy melee attacks if they try the kind of stupid gamey things that plagued the original multiplayer game.

I think they also have a split screen co-op mode in this one too, so I can play with a friend over.
8497  Non-Gaming / Steals and Deals / Re: Compusa 360 Perfect Dark Zero CE 19.99 on: September 16, 2006, 01:22:54 AM
I'm not sure about this, but I think the latest patches fixed the aim sluggishness that I had so despised before.

I recently rented the game as a party FPS for some friends as there were no other FPS games that had the features PDZ had.  I played it for a bit and noticed none of the aiming quirkyness of before.  There was also some halo style aim assistance like sticking to targets and such.

The movement is still quirky, the interface could use some other options (like setting the left trigger zoom mode to toggle between zooms instead of holding it down lightly for the lower zoom), and the characters are odd, but overall it's a solid game.
8498  Gaming / Console / PC Gaming / Re: Company of Heroes Impressions on: September 16, 2006, 01:19:05 AM
Turtle - This is obviously a true statement, and I have heard this argument a hundred times.  But all this does is make the player play the game a certain way, and that is bogus.  What if you're not good at denying him fuel?  What if you can't deny him fuel for some reason?  Armor comes out too fast, and a slider to change how fast resources come in is about a thousand percent better answer to this dilemma than forcing someone to pigeonhole his tactical/strategic options in order to stop it.  Don't get me wrong, I appreciate you trying to educate people on how to deal with the game-mechanic, but it doesn't change a design choice by Relic that I personally do not like.  My opinion of course.

How is the importance of resources different from any other RTS?  If you let your enemy sit there and horde a valuable resource then you'll be out produced.

And, how does the important of the fuel resource force you to play in a certain way beyond the generally good idea of constant attack?

The fuel resource points being important doesn't dictate how you go about getting those fuel points from the enemy, or how you go about taking the rest of the map and destroying the enemy base.

There's no "not good at denying fuel" instead, that's just not good at attacking enemy positions.

Likewise, if you find you can't take a fuel position, bypass it and any fixed defenses they've build there and take all the territories behind it.  This'll cut them off from the fuel point and give you more time to deal with it.  In general, if you can't attack through one location, attack through another, this'll throw the enemy off balance and force him to move forces away from the fuel position (or any other critical location) to deal with this new threat.  If you push hard enough you may draw enough forces away that you can move up a smaller force to take the fuel position.

Tanks can come out quickly, yes.  But AT guns can come out a lot more quickly.  Usually the first thing I do when they become available is build 1-2 of them.  Whether I build 2 depends on whether I've seen enough of their forces to make me think he hasn't been teching up to tanks early.  AT guns, when deployed well, simply rip tanks to pieces, especially with the allied AP ability.  So then, that costly tank that they rushed onto the battlefield is now a scrap heap that gives your infantry cover.  The very fact that you have AT guns will make the enemy reconsider purchasing more tanks, and he may buy more infantry to try and deal with your AT, but by then you should already have plenty of your own infantry.

Lastly, attack constantly.  I'm not saying throw single units at the enemy haphazardly, but once you get enough combat units with support weapons at full strength, attack.  After a while you'll be amazed at how well you can drive back a numerically superior enemy with just a handful of units.  Also, when I'm attacking with my main combat force, I always have one or two units on the side taking territories while the enemy is distracted.  It's even better if you kill off units.  As you attack, you force your enemy to use up resources that would go towards tech rushing just to halt your attack.  If you find that it's going a little too easy, and you aren't encountering many infantry units, make sure you've got AT guns at the rear because that's a sure fire sign that the enemy it teching up to, or building tanks.  When this happens, keep pushing hard but be ready to deal with the few vehicles he throws at you.  If you're ready for it, your AT guns should kill the vehicle and let you continue the advance.
8499  Non-Gaming / Off-Topic / Re: New 9/11 Footage on: September 15, 2006, 03:51:37 AM
I don't believe there was a direct conspiracy.  But part of me thinks someone knew and let it happen.

I mean honestly, why go to the trouble of all that sneakery with explosives and military planes when you know the terrorists will hit it anyway?

Honestly, I think that people will always look for big conspiracies in everything because they want events to have more meaning than they do.

It's about as bad as the people who say we never landed on the moon.
8500  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 15, 2006, 03:11:19 AM
On the other hand, using snipers for combat by putting them slightly behind your main lines with hold fire off is a great way to level up a sniper.  High ranked snipers are just plain deadly.  Not sure what they get at level 1, but at level 2 snipers can move at almost their full running speed while cloaked and have a smaller detection radius.  At level 3 the can fire at a more rapid pace.
8501  Gaming / Console / PC Gaming / Re: Company of Heroes Impressions on: September 15, 2006, 03:07:40 AM
Tanks only come out too fast if you give your opponent the fuel to rush them out.  If you're good at denying him fuel, or at least constantly contesting the fuel point, then even if he tech rushes up to tanks, you'll be able to kill the few tanks he can put out.

In general, never stop attacking the enemy lines.  Infantry are great to send out to explore the enemy defenses.  Even though they can be killed, suppressed, or pinned easily you can always retreat them to safety.  Armored cars are also nice in that they can zip forward at a very fast pace, they're fast enough to outrun defenders and can destroy outposts.

Just make sure that you buy some sort of AT weapon early on.  I usually buy one AT gun as soon as I can, I find them useful in general for killing bunkers, obersation posts, or pounding on enemy occupied buildings

Mines may not kill something in one hit, but they're guaranteed to do systems damage when they hit.  That means it'll damage or destroy the engine slowing down the vehicle drastically.  The same goes for sticky bombs.

Usually you'll always have one engineer doing nothing, so go ahead and queu up lines of tank traps and other defenses to funnel tanks into killzones.  Build them behind your lines so that the engineers don't get interrupted.

One of the best lines of defensive structures is a line of tank traps, two or three lines of barbed wire with openings at opposite ends, and another layer of tank traps.  Then mines between those as needed.  Put a bunker and AT gun to watch over this, and another AT gun farther back
8502  Gaming / Console / PC Gaming / Re: Capcom decides they don't like SDTVs [Response from Capcom] on: September 13, 2006, 06:02:26 PM
Or, you know, they could actually put in voices like most modern games.  I mean, this is supposed to be a big new series for them, and we're paying $60 for it.
8503  Non-Gaming / Off-Topic / Re: Book recommendations? on: September 13, 2006, 07:30:17 AM
If you're up for a simple, fun adventure read set in an urban fantasy, Jum Butcher has a good series called The Dresden Files about a modern day wizard plying his trade in chicago.  It's part fantasy, part film noir, and part classic adventure.  There's no nuanced and deep plots of theories on the meaning of life, just fun simple reads for those days that you just want to unwind.
8504  Gaming / Console / PC Gaming / Re: Capcom decides they don't like SDTVs [Response from Capcom] on: September 13, 2006, 07:25:16 AM
Well then they should have coded the game so that it scales well.  Seriously, I know how difficult it is to program games, but setting up some sort of font system would be a good idea in general to allow the game to scale.
8505  Gaming / Console / PC Gaming / Re: Enchanted Arms First Impressions on: September 10, 2006, 08:36:29 AM
Perhaps it's not so much that Enchant Arms is a poor RPG, but how much reviewers had previously reviewed the same old RPG with a few new trappings as some brand new amazing thing.

Then, Enchant Arms comes along, doing basically the same thing, but being the first next gen console RPG, people were expecting more.  Better graphics, especially character animation (I mean come on, if you cut out of the game to put up crappy puppets of characters to emote on screen when they talk, at least make them well animated), better story and characters, and a revolutionary battle system.  It didn't deliver this and thus people were disapointed.
8506  Gaming / Console / PC Gaming / Re: PS3 box art on: September 10, 2006, 08:30:01 AM
Looks like UL is trying to sell itself based on boobage alone.

Man that game looked really bad.  Unless the gameplay is really top notch, I don't think it'll sell well on the PS3.

I was just about to comment on the spiderman font but you guys beat me to it.  I think they should colorize the 3, just to make sure people can quickly discern games for the PS3.

I mean, it's easy to tell the difference between the Xbox 1 and 360 games due to colorization and logo change.
8507  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 08, 2006, 07:30:53 AM
And some more observations from tonight's gaming.

First, include in your strategy which resource points you plan to grab and hold.  These points may not be the most mission critical at first, but depending on how you want to play your army, dedicating manpower to taking and holding these points can be more crucial than holding the middle of the map, or the victory points, at least at first.  Your opponent may hold the VP at first, but since you hold resource points, if you know how to play your army it should be too difficult to take out the defenders.  Plus by taking these points and building observatories on them, you earn a lot of XP which can give you a much needed edge over your opponent, perhaps enough to buy one of the strike abilities to help knock out the enemy from his position.

With this in mind, the allies are now much more viable having only the barracks at start.  If you make sure to go for fuel points right away, and build an obs on the first +10 fuel point you find, you can quickly upgrade your allied infantry with grenades.  And let me tell you, grenades have drastically increased in power for the allies, with no increase in cost.  In the open, grenades have quite a large blast radius and have enough power to reduce a full health MG42 team down to 1 very low health trooper, which your guys can easily finish off.  If they can't finish him off, just retreat and pay the ridiculously small reinforcement cost and send them back in.  All that for 25 munitions a throw.  If you find yourself about to be overrun, or simply needing to retreat from a position you know you can't hold, go ahead and toss a few grenades at the enemy just before retreating.  It should weaken the attacking force so that you won't have to deal with full strength defenders on your counter-attack.  The throwing animation is quite fast and the grenade detonates quickly.  Also, to assist in getting towards the enemy while under fire, the allied infantry are a good deal less prone to being pinned than before.  They'll still be suppressed, but depending on terrain can crawl forwards quite a bit before being fully pinned.  MGs have had their ability to pin multiple squads of infantry toned down.  If your infantry is caught at range by an MG then they still die, but if you somehow get in closer to an MG before it starts shooting with multiple squads, your chances are good.  In one instance I charged an MG setting up across an open field.  By the time I was in grenade range one squad was pinned and the other suppressed, but the grenade was thrown.  The remaining man was picked off by my suppressed infantry which moved up into close range while the remaining MG gunner was moving up to take the gun.

If the enemy is in a building, grenades are quite useful, but it depends on the size of the building and the luck of the throw.  If the enemy is in a small building or a wooden one, one grenade will either kill an entire squad of volks, or kill all but one.  As you can tell, it's a bad idea to put any valuable units in small buildings.  If it's a larger building, it's likely that your grenade will kill only 1 man and maybe injure another, which is actually a good portion of an MG team.  So if you throw with two squads.  Any remaining men should be easy to finish off.

This, of course, assumes that you've held fuel points long enough to get the infantry upgrades, then have taken and held enough munitions points to fund these abilities.  It's also critical that you build observation posts on +10 munitions points to provide much needed munitions income.

You'll have to assume that your infantry charges will make the axis player build vehicles asap, so make sure you upgrade your infantry to sticky bombs and build AT guns to deal with vehicles.  Keep an infantry squad near the AT guns to act as a backup crew and sticky bomb thrower and you can hold off most early tank assaults.  If no tank assault comes, simply assume that he's massing a big tank army and build accordingly.

This strategy is a high munitions cost strategy, thankfully if you pull it off it should be easy to hold these points early on.  However, this strategy does depend somewhat on the terrain.  On St. Hillaire, this strategy will run into problems in the urban area, as there are plenty of large buildings to hide in which tend to be grenade, AT, and mortar resistant.  I haven't tried this strategy in such terrain, yet but in my next game I will.

For axis players the lesson here is to deploy your MGs a bit back from the action, and always have infantry backup for them.  An MG42 team and a volks squad upgraded with assault rifles is a good team.  The volks deal with any threats that come close, often killing entire squads in mere seconds, the MG will help slow down the enemy by supppressing them.
8508  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 08, 2006, 05:28:33 AM
Had a similar situation on a 1v1 ranked.  I was axis.  Allied player jumped me with an early m10 which rushed into by base. I took it out with a stug.  Then he did it again with a sherman but this time dropping airborne and an AT gun.  I rushed my volks squad up to take the AT gun and killed the sherman with it along with one of my own AT guns.  I counter attacked with that AT gun, fending off 4-5 assault on my base by the skin of my teeth.  Fortunately for me, my enemy was focusing so much on my base he neglected to take back resource points.  His attack petered out and I was able to move forward and secure buildings.
8509  Gaming / Console / PC Gaming / Re: Company of Heroes Single Player Demo on: September 07, 2006, 06:34:25 AM

First, play the second mission.

Second, don't play it like DoW.  You need to use tactics more.

Thirdly, it's the first mission of the entire game.  If I recall DoW's first mission wasn't all that interesting either.
8510  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 07, 2006, 01:01:06 AM
They released 1500 new MP keys a while back,  not sure if there are any more left, though.
8511  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 06, 2006, 04:20:44 AM
If your opponents have built bunkers, but otherwise have the same amount of purchased as you, don't worry.  Get an AT gun to pound their position.  They have ridiculous range and can easily hit bunkers from beyond enemy range, they're also more accurate than pounding away with mortars especially so if you use a hidden sniper to spot.  They're also much less vulnerable from the front.  If the crew dies, you can recrew it provided you hold the line, and AT guns aren't that high up on the tech tree either.

However, it's important to have a defense line spread out to defend the AT gun.  The one thing you can be thankful for is that those bunkers are a pretty big expenditure of resources, at least for allies.  The german one is a pain since they're so cheap, but they also require munitions.

You enemy will undoubtedly move forward to attack your gun.  To beat back the attack I suggest some tactics.

First, have an MG nearby to suppress the wave of incoming infantry.  It's also useful to have a normal infantry squad to provide the killing blow by moving up right on top of the suppressed enemy to kill them.  Mortars are also fun in that when the enemy gets suppressed, the mortars fall on them while they can't move.  Having two squads of basic infantry is the best, as it gives you fighting units to move forward to retake the just vacated position.

If you suspect your opponent has vehicles and will rush behind your AT gun, buy a second AT gun in put it a ways back behind the first AT gun, but still in range of the first AT gun.  The first AT gun should hurt any approaching vehicles and when they drive behind the first AT gun thinking they're safe, the second AT gun should be able to destroy them in one shot.  Don't bother moving the first AT gun, just keep shooting the enemy.

I had an allied enemy that built no less than 4 bunkers on St. Hillaire, the 2v2 railroad map.  Unfortunately for him I was prepared and moved up my AT guns and blasted the bunkers away.  The little infantry he had rushed forward, but couldn't reach my AT gun with the MG guarding it.  Since he's spent so much on the bunkers he didn't have much to challenge me when I destroyed the 3 bunkers guarding the central hill and pushed forward my infantry and newly built tanks behind them.
8512  Gaming / Console / PC Gaming / Re: [PS3] $600 console includes no video cables? on: September 05, 2006, 09:39:24 AM
Leave it to the internet to go crying bloody murder over nothing.

That's right.  This means NOTHING.

First off, cables are CHEAP if you know where to buy from.  HDMI is digital if I recall and isn't prone to as much degredatation as analog signals.  I doubt they'll forget to ship with component cables, but then again, how many people really have HDTVs?  Admittedly with a price of $600 for the full feature version it's likely that the people who pay for that will have HDTVs by now, they're still not as common as people want you to think, and yes that's true, even if you have one.

Secondly, all of this is rumor.  Quite a few rumors about the 360 were false, I suspect it'll be the same for the PS3.  Remember the one about the $100 games?  Official announce prices are $59.99, same as the 360 and just like the 360 some games will drop in price pretty quickly.  Boomerang controller uncomfortable?  I'd have liked to get one in my hands and test it before crying foul.

There's a big tendency for the console media and forums to overstate anything related to the PS3's development since it's the current fad to poke fun at the PS3.  Honestly, when it comes down to it, it's all about what games you get on the system and the value you find in it.
8513  Gaming / Console / PC Gaming / Re: [PS3] $600 console includes no video cables? on: September 04, 2006, 04:56:55 PM
If I recallm the 360 didn't include an HDMI cable.


That's the vibe I'm getting with this latest ps3 rumor and overblown news bit, because for children it never gets old to make fun of something.
8514  Gaming / Console / PC Gaming / Re: Cold Feet: 360 Edition on: September 01, 2006, 02:56:32 PM
I don't see any of this as an either/or situation, or a bad thing at all if you buy either one.

The 360's list of games isn't static, more games will be added every month or so until there'll be enough for you to buy it.
8515  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: September 01, 2006, 06:36:45 AM
The walking stukas for the germans is pretty much the best way to constantly advance on the enemy if he's got defenses setup.  Later in the game it's useful to have 2-3 of these babies if you can afford them, and protect them.  They're costly, but well worth it.  They're more mobile than nebelwefers, more surviveable, and don't cost munitions after the initial upgrade.  You can move them up quickly to fire a salvo, then run them back behind lines in preperation for the response.

They're best used with tanks and some infantry to take out AT guns.  Because of their inaccuracy they're not good at killing bunkers of any sort.  However, they can kill or pin infantry quite easily, including AT gun crews.  Use a single tank or some infantry to spot AT guns, fire a salvo on top of the AT guns to disrupt them.  Move up the tanks to kill any MG nests in the area, then move in infantry right behind the tanks to kill any remaining AT guns and grab the AT guns from the enemy.

They're also useful for scouting areas, when you fire artillery into the fog, if the arty hits anything it'll briefly show up on the map.  So before you launch an assault you can prep the path with arty and at the same time see how well defended it is.
8516  Gaming / Analog Gaming / Re: Heroclix? Other games like it? on: August 31, 2006, 02:00:13 PM
Just to let you know, in 2007 quite a few miniatures games are going prepainted, but non random collectable.  One of them is my current favorite, Starship Troopers from Mongoose Pbblishing.  Much like random collectable games, they're now marketing it as a game in a box.  You buy a unit box and it'll contain rules for the game, including smaller skirmish rules so you can jump in playing immediately.
8517  Gaming / Console / PC Gaming / Re: Battlefield 2142: In game ads! on: August 31, 2006, 01:54:07 PM
I've been done with the battlefield series for a long while now.  Plenty of other games with the same formula but with more gameplay innovations and better support, and no ads.

However, I'm mostly okay with this unless they screw it up and ruin the immersion, which I know EA will do.  Some of the best directors have trouble with product placement in a movie, and games are no different.

Splinter Cell had the best use of in game ads, until Ubisoft patched in more obnxious ads.

And honestly, I don't think in game ads are "the future" of games.  So far all it has been is a way for big game companies to eke a bit more profit by sacrificing immersion without passing that back to developers and consumers.
8518  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: August 30, 2006, 04:24:47 PM
I find jeeps and motorcycles to be extremely useful, even though with my strategies I usually don't build them.  They're a very effective rapid response force with an MG.  Just one of these backing up your infantry can swing a battle your way.  If you're being pinned by an MG that's not in a building the jeep or motorcycle is fast enough to zip around behind the MG and fire on the rear.  Early in game they kill engineer units pretty quickly.

I've been playing axis and have gotten pretty good with them.  Playing early Germans meanins knowing your basic units such as the motorcycle, the volksgrenediers, MG team, and sniper. 

I like volksgrenediers squads for their MP44 upgrade.  These babies will simply mow through enemy units at close range.  Assuming you don't get hit by the suppression fire ability, then simply run a squad of volks right on top of the enemy and enemies will start dropping dead.  I've seen a single volks squad kill 2.5 allied infantry squads when I sent them forward into the cover they'd been using.  The best thing about this is that usually, the volks will kill a squad so fast that your opponent has no time to retreat them.  The best way to use volks is to let the MG team supporting them suppress the enemy, then run the volks in there before the enemy can retreat.

The MG42 team for the germans is much more effective against infantry than the allied MG, it suppresses or pins much more quickly, can suppress more enemy squads at once, kills more quickly if the enemy is in the open, and I think it has slightly longer range.  However, it doesn't get any sort of anti vehicle capability, instead it's just very good at dealing with infantry.  Just follow the MG deployment tactics in my earlier post and use them as a support unit unstead of a front line force and you'll be fine.  I should mention that one great strategy for using the MG on attack is to use bounding MG teams.  One team is setup to cover the other team as it moves foward.  This is great if you can move one of your MG teams into a building in enemy territory as it'll block any advance until you remove him.  If the MG team is killed while their weapon is deployed outside a building, the weapon stays behind allowing anyone to man it again.  This is both a good and bad thing, as the enemy can steal the gun if you don't have your own infantry nearby, but also you can reman the gun it its crew is killed in the middle of a battle for much cheaper and faster than building a new team.  There was one game where I'd done so well against enemy MGs that I had 5 mg teams that I'd stolen from the enemy.  Unfortunately, with only 3 members the MG team is vulnerable to support killers like the sniper and mortar, but this isn't so much a problem if you're using support.

The reason why it's not as much a problem is that you have the other units as support.  If an enemy sniper starts killing the MG team, you can run a volks squad right on top of the sniper to kill him, or use your own sniper to kill the enemy sniper.  I usually have a sniper on hold-fire near my MG teams at all times.  If an enemy sniper shoots nearby, my own sniper quickly kills him.  Once their sniper is dealt with I can have my own sniper fire at will for a while since I know the enemy won't have much to kill my own sniper with.  If mortars are the problem, a sniper can deal with them, just make sure to fire the sniper only once while he's on hold fire.  Then move up a volks squad to see if any enemy snipers or MG teams are there.    If not, have the sniper fire at will and move up the volks.  If an enemy sniper does start firing, you'll have two ways to kill him, the same goes for an MG.  If there is no support for the mortar, you should be able to quickly rush the mortar and kill it.  Even better if you kill it while it's still deployed you can take the weapon for yourself and quickly retreat your new mortar team out of harms way.

In effect, the german starting units give you all of the main assets you need for an effective combined arms assault early in the game, their strategy is pinned around using the MGs, to support infantry on the advance, then the other support units to deal with specific situations.

The 88 has no cone of vision, it can rotate 360 degrees to engage targets at all angles.  All it needs is line of sight, which can be difficult on some maps, but it does have range.

The purpose of the nebelwerfer is if you don't have enough fuel to progress to the battle phase to get tanks or even build them.  Then they provide very valuable artillery support to retake fuel points and such at a time when you can't get walking stukas.  They're especially useful for killing enemy AT gun crews, as are walking stukas.  Move a tank up slowly to get the AT guns to fire.  Then hit those positions with rockets, repair the tank and repeat.  They'll also quickly suppress any infantry in the effect radius, making it easier for your own infantry to storm the place.  I don't use them much because I like the mobility of walking stukas more despite their cost.  However, I've had plenty of teammates use them to great effect.

8519  Non-Gaming / Off-Topic / Re: This Is Fun Pt 3: This Time It's Personal! (possibly NSFW) on: August 30, 2006, 06:50:26 AM
Wow, that T-Rex thingy is an awesome illusion.  I guess they figured out another way to trick our eyes.  The even stranger thing is that even though the image is all jittery it's still not too hard on the eyes to watch.
8520  Gaming / Console / PC Gaming / Re: Company of Heroes (beta) Multiplayer Tactics&AARs on: August 30, 2006, 06:07:39 AM
Well actually, airborne does have abilities that allow you to keep the pressure on the enemy by constantly surprising them.  However, it's not an all out assault stopper like the German branches.

One nice trick to use with the paratroopers is to constantly drop in paratroops right on top of key enemy resource points (all fuel points and any +10 points), then use the satchel charge to blow away the observation post in one shot and quickly cap it before defenders arrive.

This, in effect, helps keep the enemy off balance while also robbing him of resources.

Much of airborne abilities require backup in the form of another larger force doing the main fighting, with the airborne wreaking havoc behind them now that you know where the bulk of his force is.  If you're prepared for an attack, one nasty thing to do is to let the enemy come rushing in, hit them with your main defense force, then drop paras all over enemy lines and cap all their key resource points.  When you mop up the attack force, the enemy can't rebuild as quickly as you can.

I've been looking at the branches lately and I've noticed that to make best use of the three branches early on, stick with one tree of a branch and adjust your tactics to suit that skill tree..

For instance, when playing as the Germans using the defense branch, if you focus on the defensive tree, there are three abilities.  For the Fatherland, which gives a very nice defensive bonus to units on your own territory, fortify the Perimeter (or similar) which gives all of your base buildings machineguns and allows you to reinforce infantry around bunkers.  Finally, you have the dreaded flak 88, which is direct fire, but will tear apart vehicle and infantry alike.  So the tactic would be to move forward, building bunkers wherever you go.  After a while if you've built enough bunkers and observations posts you should have enough XP to build 88s (building any building gives you a lot of XP).  If you do this correctly, you'll be able to build 1-3 flak 88s in positions with good vantage points right in time for enemy tanks to start appearing.  These should make quick work of the first tanks that show up, and while the enemy is still reeling from the loss of resources, you can push forward into his territory.  If you come under fire, you can retreat infantry back to bunkers to reinforce and if they have LOS, the 88s can still fire on anything your infantry spot.

On MG deployment.  Be conservative with where you place MGs, putting an MG too far forward makes him easily flanked, especially early in the game where you don't have many backup units.  MGs actually have quite a long range, farther than they can see.  So, it's useful to deploy an MG slightly behind the main infantry force.  As the infantry move up and spot targets the MG will open up and suppress them.  Then you can safely move up a selective killer unit like a mortar or sniper behind the cover of the MG to deal with the appropriate targets.  Oh and if an enemy keeps moving his units back and force behind and MG as you try to redeploy it, simply have the MG redeploy is exactly the same facing as before.  Your enemy will see the redeploy but sometimes won't see where it's redeploying until after he's moved his units back into your firing arc.

For allies, I usually recommend building the weapons depot first, and using engineers to double as fighters with MG and sniper backup.  If you do build a barracks first, just spam the basic infantry and get the grenade ability first.  This'll allow them to simply overwhelm enemy MGs and snipers, even more useful if you have engineers in on the charge, maybe with a flamethrower upgrade.

Also, allied MGs have an AP round ability that will help you deal with early armored car rushes from the germans.  However, it cannot be used while the MG is in a building.

Since there's no building requirement for the next tier of German units, Allied players must be wary of tech rushes.  Thankfully, if you control a lot of the map, the first tech rush will likely be one or two of the new unit.  Stay and fight with your infantry.  Once you defeat them push forward hard, even with weak units so long as they have support you can usually take a lot of territory.  At that point it's critical to take the fuel points.

Despite my earlier tip, it's often better to retreat units back to the base and wait until they have proper support before making a counter attack.  It's useful to have one sort of ranged killer in an attack.  That's either a mortar, AT gun, or sniper.

When using snipers, don't be afraid to decloak them to have them quickly move to another area.  Just make sure you stay away of enemy territory and observation posts to prevent your sniper from being seen and killed before he reaches his destination.  In one game my teammate had only infantry and was having trouble dealing with an MG that had run forward into a building in our territory.  He had massed infantry and engineers with flamethowers to assault the building and flame it out, but that would have inflicted so many casualties that they couldn't fight back the enemy infantry that was taking the points behind the MG.  I ran my sniper up and quickly killed the MG team and my teammate's infantry moved up and surprised the enemy that were busy capturing our points.
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