Feeds:
Posts
Comments

Posts Tagged ‘online’

When I’ve posted about Flash games in the past, I’ve usually tried to convey their long-term appeal, but not this one.

I’ve no doubt you’ll probably play it a couple of times then forget about it, but if you can get a good game going it can be hilarious.  I’ve just finished playing a match and found myself chuckling for several minutes after I had stopped playing. (more…)

Advertisements

Read Full Post »

planetstorm01For today’s post (or yesterday’s…) I thought I’d write a little about a mod I have recently encountered.

Angels Fall First – Planetstorm is a futuristic space\land battle multiplayer mod for Unreal Tournament III.  I haven’t had much chance to play it yet, just messing around offline with bots trying to learn the mechanics, so I don’t have much information on how it plays.  But I still think it’s worth a post simply for the ideas.  Several years ago, back when UT2004 was released I had an idea for a mod that was quite similar to this, so when I first read about it I was excited. (more…)

Read Full Post »

kf01Several games now have been made available in Free Weekends on Steam, including Team Fortress 2, The Ship, Day of Defeat and more recently Unreal Tournament 3.  Killing Floor is currently available for all to download and play for free till Sunday.  Always up for something free I pre-loaded it on Thursday and have now had a chance to play around a bit. (more…)

Read Full Post »

arena01It has been a long time coming.  I, like many TF2 players, have never played arena mode, stories of single life rounds and boring deathmatch gameplay have put many off.  But today I decide it was finally time I had a go. (more…)

Read Full Post »

The latest Team Fortress unlocks have been around for around one and a half months now, I still don’t quite have the all yet, but I thought now was a good enough time for a little evaluation.

Huntsman

huntThe Huntsman has really renewed my interest in the Sniper. (more…)

Read Full Post »

swats01I decided to give multiplayer a whirl today.

I’m not sure if what I heard about Sierra stopping the support of multiplayer was wrong, but when I clicked Join Game there was a reasonable sized list of servers.

swats02About half were empty, but there were still people playing.  I joined a random server and played a few rounds.

When I first joined, a game was already in progress.  This meant I could only watch from one of the players viewpoints.  I couldn’t work out how to change which player I was viewing, or if there was a free-cam available.  I doubt there would be as it could lead to lots of abuse, but being able to switch would have been nice.

swats03On the menu screen there is a chat window in the top left, information about the mission on the right hand side, and along the bottom are the controls.  There were options for changing the map etc. but they were disabled on this particular server.  That left two sections, equipment and scores.  Selecting your load out is the same as the main game, just smaller, the scores section just has a Team Status list, and summary of objectives and reports left.

Finding players who want to follow the rules in order to get the best score is difficult, random players seem happy killing anyone who doesn’t immediately comply, and I’ve heard about the clans who do follow the rules but are often at a higher skill level making introduction to the group hard. If you have some people you know and can play with then I expect it would be much easier.  But so long as you don’t mind more casual playing there is a lot of fun to be had, and it makes victory that much more sweet when you all make it through alive.

There was quite a mix of nationalities that came and went on this server.  Poland, Melbourne, Canada, Brazil, Germany.  The connection was really good though, I never noticed any lag.

swats04First up was Red Library from Thursday, we started off reasonably well but one player ran off on their own and another was distracted by something outside of the game.  That left two of us doing a pretty effective job of clearing out, despite my unfamiliarity with the slightly different voice commands.  Things were going well until we got to the server room (after clearing out the top level), the most difficult first room went very smoothly, in the next the other player secured a civilian while I looked at the next door.  swats05I managed to convince a suspect to give up, but was then distracted by shouts from across the room, I ran over and found things were fine but when I went back to the door another suspect had come out.  I died.  The next ten minutes featured this one player running around trying to find all the guns.  One spectator was annoyed but I didn’t think it was that bad.  swats06He walked straight past one and that resulted in another player and myself shouting out directions, quite hilarious.  I’m very used to the chat commands of Source games (y for all, u for team) so anything new is a little jarring for me, I soon got used to it though as it only moves the keys along one (t for all, y for team).  A free-cam would have been very useful in this situation, allowing the spectators to search out hidden weapons.  Eventually the player just quit and rejoined allowing us to move onto the next map.

swats07

He was going to fire, honest.

Next up was Northside Vending from yesterday.  By now several more players had joined making the team quite big.  Things went well on this mission, only two officers went down (not me this time  :D) and quite a lot of the suspects were arrested rather than killed.  We weren’t very well coordinated, but we formed rough groups as people split off.  The only thing lowering our rather impressive score was a single Unauthorised use of Deadly force.  I made a joke about going into the next mission all tasers, people didn’t get it…

swats08The next mission was completely new to me, some sort of bank raid by well armed terrorists, not many were arrested this time around.  The place is also pretty big meaning we started splitting off after a while, this was our main problem.  I headed down stairs and ran into a fully armoured bad guy, the briefest of shouts and bullets went flying.  Unfortunately I hadn’t equipped armour piercing rounds, he took a lot to the chest without problem.  The guns natural recoil and my amazing skill ( 🙄 ) caused me to aim up finishing him off before he could hurt me.  I then ran into an un-armoured suspect and stupidly let my guard down, that was me dead.  Out of the seven total players only two survived.  So many uses of Unauthorised Deadly force, five in total, showing just how brutal this mission was without full coordination.

The next map started loading, but it was another new one, I decided now would be a good time to finish, I didn’t want to spoil all the surprises.

The only differences between a multiplayer game and the single player is the commands and some extra equipment.  By the end I still wasn’t quite sure how the command system worked, people were saying ‘Clear’ and ‘Roger’ but I couldn’t work out how.  As well as all the standard equipment there was also an extra rifle (AK-47) and an armour screen.  You have the option of either light or heavy armour, one slows you down the other gives less protection.  swats09Then there is the head gear, there is either the Helmet with goggles or the gas mask.  The former not only gives you better head protection but the goggles also protect you from flashbangs, unlike the single player CS gas can affect you and not choosing the gas mask leaves you vulnerable to that.  A tough choice.

I'm so dizzy, my head is spinning.  Like a whirlpool it never ends...

I'm so dizzy, my head is spinning. Like a whirlpool it never ends...

That’s about it for multiplayer, it was a nice change of pace but I doubt I’ll be going back to it.  Random online play ends up just like any other shooter and there are better ones available.  If however I ever find myself at a LAN party I could see this being a lot of fun.  Tactics could be discussed in detail before going in, and I think it would be fun to throw around ideas.

My thanks to ReCoN, officerman, Takeda, saulo, Jhony18pl and SWAT4player for a fun game.  🙂

Read Full Post »

Pyro

At the top with the longest play time, and joint highest score achieved I think it’s safe to say I like the Pyro.

pyro2Quick and nimble, it’s only really the Scout who can confuse him, and any Scout close enough to do that is as good as toast.  The Pyros main skill is setting people on fire, this is both disorienting and damaging to the ignitee.  As a bonus, if the Pyro is set on fire, it only lasts a second or two compared to the other classes.  The flame-thrower does a lot of damage even if you discount the long term effects and it doesn’t require reloading.  The Pyro’s main weaknesses are range and low health.  The shotgun and flaregun go someway to negating the range problem, but they are no match for the main weapons of other classes.

Pyro vs.

Scout

Scout

Once a Scout is set on fire there isn’t much left to do, the difficulty is igniting one in the first place.  At long range you either need to switch to the shotgun (the flaregun is slow, but if you’re a good shot it’s worth a go) or leave him, since you stand very little chance of catching up.  If you’re well practised then once one gets up close it shouldn’t be too difficult to get a hit with the flame-thrower, if you’re not then just keep moving the flame around.  The Scout moves so around so much that it’s bound to connect at some point, and all you need is one hit.

Soldier

Soldier

A common tactic amongst inexperienced players is to use the airblast against the Soldiers rockets, don’t bother unless you’re very well practised.  Due to lag and other variables it’s not easy to reflect rockets well, you’re better off just avoiding them as the Pyro is very nimble.  Although if you’re up close and think the next rocket might finish you it’s worth a try.  Soldiers are one of the best classes against the Pyro.  They have a large amount of health so they survive for quite a while even when on fire. Their rockets have a blast radius, so they don’t have to get a direct hit, which nullifies your speed advantage once things get intimate.  At long range (e.g. on either side of the bridge on 2Fort) the flaregun and the shotgun work well due to the slow speed of the Soldiers rockets.  You can hang around that range reasonably well without risking going up close.  If you are at close range try circling the Soldier, keep moving unless you see he’s run out of all four rockets, in which case move in for the kill.

Demoman

Demoman

Another good class against the Pyro.  Apart from traps, only skilled players pose a threat, but what a threat.  Skilled Demomen often switch to their sticky launcher once you get close, back-pedalling and laying down stickies in your path.  What happens next, if you keep going, is mostly down to luck.  Either switch to using the airblast in the hopes of reflecting a sticky at the right moment or just vary your movement in order to keep him off balance.  Traps pose a big threat to any class, so you should always be keeping a look out.  However the Pyro has one big advantage over the other classes, the airblast.  This is the best weapon against sticky traps (although the update that allowed bullets to destroy them is a close second), providing you spot them of course.  If you have the backburner try to find out where the Demoman is hiding and watch for a window of opportunity.  Either that or find another route.

Heavy

Heavy

When going one-on-one against a Heavy, do not stand still unless you are directly behind him.  The Heavy’s mini-gun is more powerful than the Pyro’s flame-thrower at point blank range.  Similar strategy to the Soldier, circling the Heavy, is a good tactic.  Try not to attack one out in the open, somewhere with cover and a place to run is best.  If you start taking too much damage, retreat is the best option, if you’ve ignited him then there is still a chance he will fall.  Avoid the ones being healed by Medics, unless you get the Medic out of the way you don’t stand a chance except if you get lucky and the flame-thrower crits.  What with the Heavy’s enormous health to start with, him being healed and probably overhealed at the start, it would just take too long.

Engineer

Engineer

There isn’t much to say about going up against an Engineer, since the only real threat comes from his sentry. (see below)  I would just say, don’t ignore him completely.  The shotgun pack quite a punch, especially when it crits.  Catch any when you can since it will make dealing with any sentries you meet later on easier.

Medic

Medic

When dealing with a Medic healing another player, go for the Medic.  Most classes can survive quite a while against the flame-throwers damage when being healed.  Plus even if you die before moving onto the healee you have made it much easier for your team-mates behind you.  If the Medic is on his own, like the Engineer, he shouldn’t be much trouble.  Watch out for the blutsaugher, if it gets enough hits it can significantly reduce the amount of damage you are doing to the Medic, just veer from side to side, the needle guns aren’t good at tracking.  Also beware of something I have experienced quite a lot lately, suicidal, ubersaw wielding Medics, they can finish you off very quickly.

Sniper

Sniper

Once you’ve got close enough, you’ve most likely got him.  Getting close is the hard part.  Like any class the Pyro is an easy target for the Sniper at long range, I have occasionally fired the shotgun hoping to distract one, but it’s not very effective and the flaregun is only good if they are not aiming for you.  Getting to know your maps is the biggest help in this situation, knowing where good cover can be found and which alternate routes keep you clear.  Once you get to the Sniper, watch out, as some like to switch to their kukri when someone gets close.  Just move to the outer reaches of your flamethrower if so.

Spy

Spy

I don’t think I need to say much here.  Give any suspicious allies a quick blast, occasionally fire around at random and into corners.  Once you set one on fire it’s easy to tell where they go, switch to the shotgun if they get out of range of your flame-thrower.

pvp

Pyro vs. Pyro

Pyro vs. Pyro = shottie.  Switching to the shotgun at the right moment is the best way to take down an enemy Pyro.  Once you get close enough for the flame-thrower it just comes down to luck.  There are a few tips you can use to increase your chances.  Firstly is been well practised with the flame-thrower.  It has a damage cone and knowing how to direct it to get maximum contact is critical.  The second tip is to back-pedal, most of the time the other Pyro will keep coming.  When you are running the flame moves relative to your direction, this results in a shorter flame when going forwards, and a longer flame going backwards.  By back-pedalling you are changing the distance between the opposing blasts meaning that hopefully you take less damage than you are doing.  The flaregun is next to useless, unless the Pyro is already low on health, the small amount of damage the flaregun does will not be enough to have an appreciable effect.  It’s main strength (igniting people at a distance) being ineffective against Pyros.  The backburner does have a slight advantage, due to the luck of positioning and occasionally incorrect hit-detection.  I still prefer to have the airblast, it can be useful if you are running low on health and you are in a position to push the enemy Pyro away.  But then you know my feelings about the airblast.  😉

A Word on Sentries

Providing there is some cover for the approach, a Pyro can take out a level 1 sentry single-handed.  Levels 2 and 3 are not nearly as easy.  One way to take them out is if the Engineer has placed a dispenser too close.  If you can survive the initial damage done getting into position, you can hide behind the dispenser.  Then attack the dispenser with the flame-thrower keeping in line with the sentry, it still does damage to the it and the Engineer if he’s there.  By the time the dispenser is destroyed it only takes a little more damage to take the sentry down.  I have also taken down a Level 3 sentry due to poor placement and a large amount of luck.

It was in the entrance of the enemy base on 2Fort, the Engineer had placed the sentry too far back so that it was easy to approach.  I charged in, some how missed the rockets, then proceeded to circle strafe the sentry up close.  It couldn’t turn fast enough to keep a constant stream focused on me.  I proceeded to destroy it, a dispenser and the Engineer guarding them.

The flamethrower is all about angles.  If you can get into a good position you can take out a sentry without entering their line of fire.

If there is a wall with a sentry placed in line with it then you can easily take it out by staying close to the wall.

If there is a wall with a sentry placed in line with it then you can easily take it out by staying close to the wall.

Playstyle

People mostly call the Pyro an ambush class.  He can most certainly be played that way.  But for me, the most satisfying playstyle is suicidal.

Not the way idiotic players are, charging in without a care for the finer points of the game.  The suicidal Pyro is the most noble character.  Sacrificing himself for the good of the team, with no care for scoring points (although kill-assists are always nice), or even actually killing any of the opposition.  His only care is the disruption of the enemy.

One of the greatest of these moments is at the start of a new round on 2Fort.  The only real time you get so many players crossing the bridge.  An early, decisive strike can leave the opposition on the back foot for the rest of the round.

In comes the Pyro.

He leaps off the battlements, sniper fire hitting the wall behind him.  Down he sails, and then forward.  The mass of enemies in front of him.  On he goes, holding fire until the last moment.  Too early will slow him down before he reaches them.  Then, the end of his flame-thrower almost touching the lead player, he clicks the trigger.  Gas flows through the barrel, down to the pilot light at the end and it bursts into flame.  The front row are quickly ignited, but he doesn’t hang around.  He plows on through the hoard, igniting on all sides.  Then the dark cloak of death surrounds him, he falls to the ground.  Was it a Soldier’s rocket, a Heavy’s bullet?  It doesn’t matter, his job is done.  Did anybody die?  He doesn’t care, the enemies charge was halted, their forces scattered.

Just in case you haven’t heard, the new Scout unlocks are coming out very soon, and an update featuring various tweaks and balances should be coming out today.

Read Full Post »

Older Posts »