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8481  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.
8482  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.
8483  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.
8484  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.
8485  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.
8486  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.
8487  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.
8488  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.
8489  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.
8490  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.
8491  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.
8492  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.
8493  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.
8494  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.

8495  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.
8496  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.
8497  Gaming / Analog Gaming / Re: Warhammer 40k - Am I nuts? on: August 30, 2006, 03:44:07 AM
Although I'm very much a fan of tabletop miniature games, I would have to say stay away from 40k the tabletop game.  Games Workshop has generally moved towards customer hostility for the last few years and current trends follow that.  It's costly, the rules aren't the best out there, it's definitely time consuming to assemble, paint, and then play with an army, let alone two.

Have you considered board games?  Or perhaps you can try the role playing game?

There are some other miniatures games out there that are cheaper, have friendlier companies, better rules, and have as much distribution.

I think you need to see a game being played before you decide.  It's a complete and total dorkfest.  Dudes bring their units in those crazy suitcases with foam interiors.  And 2/3's of the game is spent arguing about rules, complete with "the bringing out of the rulebooks". Sometimes people can cite rules from memory, those are the true l33t's.  That's been my experience from watching anyway.  Oh, and the whole place smells like "no shower".

Oh and unlike the stereotypes people have mentioned here, it's not a complete dork fest although there are undesireable elements that play.  However, when you think about it, that's the very same thing we could say about our main hobby on this website right?  I mean, there are plenty of other gamers we'd be ashamed to associate with.  So it's the same as with any group.

People with suitcases to protect their armies, that's common sense.  If you have something that you own that you bought for a lot of money, then spent a lot of man hours making it look nice, wouldn't you want to protect it?  Some people are fanatical about their cars, it's just a car right?  Photographers buy cases for their cameras, musicians buy cases for their instruments, hell dedicated pool players buy cases for their pool cues.

The same people who argue the rules are the ones that are less desired at the table.  Eventually they go away.  Video games have the cheaters, punks, teamkillers, people who spout constant trash on the microphone, constantly whine about how imbalanced things are, etc...  So yet again another one sided stereotype.

I don't understand what's wrong with memorizing the rules.  I'm damn sure that if many of here can remember exactly how certain video game mechanics work and the best strategies under those mechanics for accomplishing mission objectives.  X-Com anyone?  Dawn of War?  Countless other turn based strategy games?

The people who don't shower are often the first people kicked out of a group.  And even then, it's understandable.  It's more likely that these people come from work to unwind.  Yet, these people are still presentable most of the time, whereas I'm sure any of us gamers can recall times when we've played in horrible states of dress and cleanliness.
8498  Gaming / Console / PC Gaming / Re: Early Saint's Row Reviews on: August 29, 2006, 08:14:56 AM
How's the multiplayer modes?  Is there split screen?  How does the co-op mode work?
8499  Gaming / Console / PC Gaming / Re: Any interest in Bomberman:Zero? on: August 29, 2006, 12:43:47 AM
Holy hell... no local multiplayer?  What the hell were they smoking.

One thing that has really pissed me off with the latest crop of games on the 360 is that everyone has ditched or scrapped features for local multiplayer.  They rely too much on live and the local multiplayer features are hurting from it.

These people need to remember that even though online play is fun, consoles are put in the living room for a reason, it lets everyone in the room play on the same TV is the game allows, and that's a big draw.  One of the big reason why games like Halo succeeded was the fact that you had co-op, 4 player split screen adversarial/team play, along with a great online mode.
8500  Gaming / Console / PC Gaming / Re: Dead Rising impressions! on: August 29, 2006, 12:39:59 AM
Those moments are few and far between.  The game doesn't have much of those moments actually, instead they play up campy, morbid, or just crass humor along the lines of GTA.
8501  Gaming / Console / PC Gaming / Re: New Xbox 360 Backward Compatibility Update on: August 29, 2006, 12:34:32 AM
I was waiting for Fatal Frame 2 to become compatable, I think I'll be buying that at the store tonight.

I'm waiting for the full 360 release of HL2 which they said would contain Episodes 1, 2, along with Team Fortress 2 and Portal.

If Mortal Kombat Deception was the one that got good reviews as a farewell game to the classic MK, then I think I'll buy that so that I have some sort of fighting game on my 360.  I just couldn't stand DoA4.
8502  Gaming / Console / PC Gaming / Re: Dead Rising impressions! on: August 28, 2006, 12:50:30 PM
Actually, you can call to them and even the hurt ones will climb up over obstacles, but the AI for this is more braindead than the zombies, so it's often flakey.

One of the first survivors is trapped behind a counter in a jewelry store and she'll climb over that when called.  However, you may still be right in that I haven't seen them actually climb up over low obstacles.
8503  Non-Gaming / Trading Forum / Re: Looking for some TPB's on: August 28, 2006, 02:29:16 AM
Mwahaha, got you hooked eh?

I have fables vol. 7 and I'd have to get volume 4 back from a friend.  I also have 5-6 and all the issues after vol. 7.

I also have the first three volumes of The Walking Dead, a comic series about, you guessed it, an undead post apocalypse and people trying to survive.

Powers vol. 3 is still on order at my comic shop, it's taking an unusually long time to come in.
8504  Gaming / Console / PC Gaming / Re: Does anyone still play Perfect Dark Zero? (X360) on: August 27, 2006, 08:46:52 PM
Battlenet and Relic Online, hundreds of FPS games are free on the PC.

Honestly, don't go knocking someone because they're hesitant at paying for something that really shouldn't cost much if anything.

That said live is still a nice service and the cost can be significantly lowered by buying bulk.
8505  Gaming / Console / PC Gaming / Re: Resistance to take up 22gb? [PS3] on: August 27, 2006, 08:44:38 PM
Just so you know, almost every in-game asset, including 2D and 3D art isn't compressed on the disc by default since compressing it would make load times slower, and since the game itself needs it uncompressed at run-time, it wouldn't help save memory either.

Probably the main reason why it fills that ammount is that they have HD video, or have a lot of models with high res texture maps.
8506  Gaming / Console / PC Gaming / Re: Does anyone still play Perfect Dark Zero? (X360) on: August 27, 2006, 04:48:52 PM
Also, if you buy the 12 month card in stores, I think all of them give an extra month so it costs even less.
8507  Gaming / Console / PC Gaming / Re: Supreme Commander - Um.. I'll take one. on: August 27, 2006, 02:40:22 PM
Those are energy steams, they represent power and are one of the ways the developer promotes building buildings closer together, even if that means exposing them to more enemy fire.  I assume having buildings linked by energy like that makes them more productive, or simply powers the building.  Probably all those little buildings that the steam originates from are mini generators.  So considering how many generators are around that thing, I assume it takes a ton of energy to fire.

Oh, and that big cannon is the equivalent of the big bertha.  Yes, it can angle upwards since it can be used to shell things just like artillery.  However, in that screenshot, it's lining up a direct fire shot against the giant walker that's getting much too close for comfort.
8508  Gaming / Console / PC Gaming / Re: Does anyone still play Perfect Dark Zero? (X360) on: August 27, 2006, 02:30:19 PM
There's wireless ethernet bridges where you simply plug a network cable between it and your 360 and it'll do the same thing, except for a lot less money.
8509  Gaming / Console / PC Gaming / Re: Amazing looking PS3 game. on: August 27, 2006, 06:37:49 AM
Doesn't matter too much how many games are released for a system on launch, it all depends on whether the launch games are good.
8510  Gaming / Console / PC Gaming / Re: Does anyone still play Perfect Dark Zero? (X360) on: August 27, 2006, 06:36:23 AM
I played it again recently and man has it improved.  The aim lag weirdness seemed to be fixed completely, along with some new Halo style aim assistance.

However, I still don't like it that much.  I rented just so that some kids coming over for a family party could play it against bots.

Overall, I think they tried to do too much with this game without actually doing some real polishing of the gameplay.  It also adds on more complexity than it really needs.

The whole 3-4 functions on weapons is just ridiculous.

I'm thinking that if they ever make another perfect dark game, that one would be spot on.
8511  Gaming / Console / PC Gaming / Re: Warhammer: Mark of Chaos beta on: August 27, 2006, 04:26:02 AM
It's a combination of a server/client and peer to peer system.  If the host drops mid game the system can still recover by shifting the absolute host information.  But, it's still primarily peer to peer because, as we all know, one player with a bad connection in the game can slow it down for everyone.  By its nature, server/client setups do not do this.
8512  Gaming / Console / PC Gaming / Re: NEW TEAM FORTRESS 2 TRAILER!!!! on: August 26, 2006, 05:58:47 AM
The funny thing is, no one has forced you to wait at all.  There's plenty of other games out there to play.  Valve has shown before that they really do use delays to tighten up the gameplay and fix bugs, so I'd rather have episode 2 later with no bugs, than now with the game unplayable due to bugs.  The same goes for TF2.  I'd rather have TF2 with this new art than the generic modern shooter that it was before.
8513  Non-Gaming / Off-Topic / Re: BitTorrent Mark 2 (and completely legal)? on: August 26, 2006, 01:20:42 AM
Tell that to all those rich bastards avoiding their taxes.  slywink
8514  Gaming / Console / PC Gaming / Re: Dead Rising impressions! on: August 26, 2006, 01:10:22 AM

Quote from: rrmorton on August 25, 2006, 09:20:44 PM

Look, I'm not saying I want just zombies zombies and more zombies. Conflict among the survivors and humans driven crazy and brother turning against brother is (potentially) great stuff. But the balance and the focus here strikes me as way off.

I wouldn't even have that much of a problem doing numerous psychopath missions if the psychopaths themselves were toned down and made more plausible. Like if the supermarket guy simply was insane enough to mistake you for another zombie and used his crazy weapon cart to try to mow you down. That'd be cool. Instead he goes on and on about vandalism in his store? Whatever. The game's psychos are silly, slobbering behemoths. "Clean up in Aisle 4! AGH!!" Gimme a break. And hunky Carlito and sexy Isabella? WTF? Is this a Spanish soap opera?

Ultimately I just want this game to be much better written than it is. Game writing is just godawful compared to any other medium. The gap between this game and, for example, the Dawn of the Dead remake is like a vast, yawning chasm.

Chalk me up as someone who was really turned off by how silly the psychopaths were in this game.  Yes, people will crack in such situations, but these psychopaths were cartoonish caricatures of the truly horrifying reality of what happens when real people crack under pressure.  I would have liked Dead Rising with a lot more serious tone, I think they tried too hard to put the Grand Theft Auto mentality into the game and the whole thing suffered because of it.

As I said before, I'd love to see a game using a wide open locale filled with zombies like this, but set in the resident evil setting with all serious characters and stories.  If there's any game that needs hordes of zombies on screen it's resident evil, all past variations on the game the zombies are just 3-4 scattered in a tight hallway.  With Dead Rising, the most successful thing it does is show how overrun places can get with zombies.

One of my biggest problems with Dead Rising, and this reflects with its overall design too, is that when a zombie grabs you you instantly take damage without an opportunity to shake him off before he hurts you, then if you don't do some arbitrary escape maneuver in time you take more damage.  The whole zombie attack thing just feels arbitrary, as does much of the game and characters.
8515  Gaming / Console / PC Gaming / Re: Company of Heroes Beta Going Public ? on: August 26, 2006, 01:08:48 AM
I think airborne got the shaft in this game.  Not only is its end level abilities significantly less powerful, but everything they do is costly.  Not to mention that the germans have standard units that they can build that will shoot airborne units and airstrikes out of the sky.  So no only are they underpowered and expensive, but their main abilities can be completely nullified by an German unit that's commonly built.

That said, good use of airborne early in the game can net good results, but they have no staying power.
8516  Gaming / Console / PC Gaming / Re: Lasersquad Nemesis on: August 25, 2006, 03:54:49 AM
Lasersquad got old for me, unfortunately.

I think they need to work on something bigger, LSN has been out long enough, now it's time to effectively remake X-Com or something.  Hell, they could basically remake X-Com with new 2d graphics and some interface/AI fixes and I'd buy it.
8517  Gaming / Console / PC Gaming / Re: Joe Kucan back as KANE (Edit - MORE screenshots!) on: August 25, 2006, 03:53:12 AM
They have, for all intents and purposes, revealed that the third army are aliens.
8518  Gaming / Console / PC Gaming / Re: NEW TEAM FORTRESS 2 TRAILER!!!! on: August 25, 2006, 03:51:40 AM
One thing I loved was how the demoman twirled the cluster bomb grenade, which was basically a pack pf dynamite.
8519  Gaming / Console / PC Gaming / Re: Company of Heroes Beta Going Public ? on: August 25, 2006, 02:51:46 AM
Volksgrenediers suck until you give them the MP40 upgrade.  Then they will tear apart basic infantry at close range.  Once you get the upgrade on a volks squad, assuming your not being suppressed by BAR or MG fire, simply run the squad right up on top of the enemy squad that you want to kill.  Trust me, try this in your next game and you'll be amazed by the results.  The upgrade only works at close range and they're actually less effective at long range, but assuming the squad gets into close range without taking too many losses, I've seen one volks squad take out two basic infantry squads with only a single loss.

There are some things you can do to make your wehrmacht quarters last a bit longer early on.  As above, volks with the mp40 upgrade are deadly at close range.  You can upgrade your engineers with flamethrowers so that they're both effective against infantry at close range and buildings.  Use your snipers much like you would mortars, to pick off otherwise unreachable targets.  Use the MG to hold back infantry, and a couple of motorcycles to quickly respond to attacks.  I actually like the german starting units a lot more than the selection the allies get, where you either get just infantry, with costly upgrades and the jeep, or you get the weapons center with the MG team, mortar, and sniper, all of which are easily killed if caught off guard.

The real power of the defense doctrine is the rocket strike.  Besides the V1, which takes forever to actually hit its target, the rocket strike is the most damaging strike there is.  It'll kill tanks, infantry, you name it.  I've seen a single rocket strike kill an HQ.  You're also supposed to use a lot of bunkers with it, and infantry.  The idea is that the 88s and AT guns you build take out the tanks, and your infantry can quickly replenish their numbers at the bunkers.  Advanced warning lets you see attacks before they come, and registered artillery is just a cheap effective way of keeping enemies from taking your points.  It doesn't have the glamour and flash of blitz or terror, but it's every bit as powerful to players with that play style.

Keep in mind that the allied rocket artillery costs munitions to fire.  Whereas both the nebelwerfer or the halftrack with walking stuka upgrade don't cost any munitions to fire, also the german rockets are much more effective against tanks.

Remember that the population cap is dependant on how many control points you have.  So on larger maps like 3v3 maps, there are a lot more control points to grab, meaning each player will have a much larger army fielded.

Knights cross holders seem overrated in my book.  I suppose they're great close in fighters, and they survive a lot of fire.  But one sniper, mortar, or grenade will do them in.  I suppose they're like the volks with upgrade, run them into an enemy squad so they can kill at close range.

Rangers are definitely still weak on their own.  I suspect they'll really get powerful once you use them as support for tanks.  With the SMG upgrade they can kill infantry fast at close range just like the volks or knights cross, the fire up ability allows them to quickly move into close range even when being shot at.  Then, the bazookas allows them to support tanks in tank on tank battles.  However, with the power of axis tanks, they can't even take on panzers one on one.  I'm going to try using rangers more in my next game as my mid game unit, meant to take out stugs and backup my basic infantry.

Snipers are still way too good, agreed.  It's easy to take them out sometimes, but more often than not your opponent will spam them or use them with support.  The best method for killing snipers, I think, is to have a snipers of your own.  Just have a sniper sitting on your front sitting quietly with camo and hold fire on, assign him a control number.  Then as soon as you see the Unit Sniped message, hit spacebar to jump to it, usually the position that the enemy sniper fired from is dead center of the screen.  Just turn off hold fire and give your sniper an order to kill him, next time the enemy sniper pops out of camo he'll be dead.  Then after you kill the enemy sniper, you can feel free to let your sniper fire at will for a little while until he builds something else to try and kill your sniper.  This is really nasty if you have two snipers.  Also, don't just have one motorcycle/jeep for killing snipers, have a pack of them.  Motorcycles are cheap and fast, jeeps are relatively cheap and surviveable.  You can use them for both sniper killing and quick response.  Oh, and some special troops can spot snipers at a very long range.
8520  Gaming / Console / PC Gaming / Re: Company of Heroes Beta Going Public ? on: August 24, 2006, 05:46:14 AM
Heh, there's just no pleasing you eh Kobra?

Actually, the tiger still mows through shermans and M10s alike, it's just that with the cap changes, unless you bring support I'll have more shermans to surround the tiger and blow it up before you can kill a second one.

The AT guns eat tigers only with the AP ammo, otherwise it'll bounce off most of the time.  AT still costs 310, about as much as a tank, is easily killed by strikes, infantry, and anything from the rear.  That AP ammo ability costs munitions to use and if you want it to stop, take back the munitions points.  Not to mention if you kill the crew, your own infantry can take the cannon.

Remember that the allies also have the same pop cap limit and frankly I like it.

I think they did take the smarter route.  CoH does not pretend to be realistic at all, they simply have a nod towards realism built into the game.  I like the new pacing and so far almost every game I've played has been constant back and forth.  I think it's a testament to the balancing skill of Relic that they changed the pace of the game so drastically and yet so subtley at the same time.

That said, late game Germans are still quite potent, the main thing is that now, if you send out tank units without support of some kind, even the dreaded Tiger will get turned into a pelt.  If you focus too much on one thing, such as early tanks without upgrading them to have turret MGs they can be killed by AT and infantry.  You can still do the tank charge with good success, just make sure to have a mix of tanks and have enough munitions for a strike or two to handle AT clusters.  Some engineers in back are also a must have.

And rangers, I think, are still pretty underpowered.  I would still like more toys for the allies, but think these changes are for the better without escalating the power level of the game.

I've won with both Axis and Allies alike, so it really comes down to using tactics, combined arms, and knowing your army, instead of simply teching up and pumping out yet another swarm of tigers and flakpanzers.

In my last game I had some fun where my opponent, instead of being smart and building tanks or infantry to backup his lone tiger, he build 5 halftracks with the walking stuka upgrade.  Yep, 5 of them.  They were devastating when they fired, but once they did that I could move in my units and pick them apart.  A lone sherman chased them back into his base and was chasing them around their base killing 2 before the tiger finally caught up and destroyed him.  When they next moved out of base an m10 to distract the tiger and an AT gun shooting the rear took the tiger down to a sliver of health and my backup m10s killed both the halftracks and the tiger.  Had he built other tanks or infantry to backup the tiger, he could have swept them around to kill the AT or M10s from the rear and stop the flanking m10s.
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