MAG

Game fingers crossed lands today. Any thoughts on me sticking with Valor like I did in the beta? How are things playing out atm? The cavalry will be arriving once the game hits Europe 2mora.
 
You can put the upgrade on your weapon in the Armoury. For every loadout you can spend 3400c on it. Better weapons usually cost more credits, and upgrade's like the forcegrip or reflex sight cost extra. Basically it's another way for the game to balance out the equipment between players.

Actually I think you guys are mistaken, the CC I believe is "Weight" you can only carry so much and each weapon/armor has different weights. You upgrade your weapons through skill points (adding sights, grenade launchers etc etc) Each weapon or armor you add or remove adjusts the total CC you have, for balance reasons of course.
 
My short review:

I picked the game up late last night and unfortunately only had an hour and a half to play it so my experiences might not be representative of the entire game.

First and foremost the instruction manual is a JOKE! I hate the trend of games not giving a proper instruction manual; while I understand that many aspects of the game are designed to be learned through experience I would have loved some help on learning how communication works! I still don't know if my squad can hear me and why sometimes I get audio through my BT and other times through my TV. An explanation of how to discern who is in your squad and what the symbols next to the names mean would have been great! Such a disappointment that they couldn't spend more then 10 minutes putting together an instruction manual!!!!!!!

Graphics: Good enough for the amount of people playing the game at a single time; while I wouldn't put them anywhere near KZ2, Resistance, MW2 or any other FPS on the market in terms of "Graphics" it is however impressive that 256 characters can co-exist on the same map.

HUD: Wish my squad appeared "Green" instead of just being blue with different symbols. It took me a whole game to realize how to distinguish who is in my squad. Seeing a headset appear over the person who is talking is a nice touch; I wish I had that much visibility with everyone within my squad. I have TK'd plenty of times because distinguishing who is on my team is very hard from a distance. I unloaded on guys running across the map and it wasn't until I got the -3 exp that I realized I was attacking the wrong person. Chalk it up to LOD or the fact that the "blue" dot above them is almost impossible to see from a distance and it becomes frustrating and embarrassing.

Id prefer if the only time I see indication of shots being fired is when they are being fired at me, discerning where you are being shot from and if you are being shot is complicated when you have an indicator on your screen telling you someone else is shooting 50-100 feet in front of you when they are not even aiming at you.

FPS Mechanics:
I'm not a seasoned FPS player, I have done my fair share of playing FPS and also FPS online but one thing I noticed is that you can be killed very quickly. Your health doesn't last that long, a couple shots and your near death and it can be very frustrating when your first starting out. I like the fact that you cant sprint across the entire map and the equipment you wear affects your speed while running. No reason a guy with heavy armor and a machine gun should be able to run as fast as someone with a sniper rifle and limited armor. Grenade explosions blurr your screen, while I like the effect I think it is over done; also they sound as though they exploded in a soda can (very "tinny"). Popping smoke does a lot to impede vision, however unless the smoke is "chemical" I don't know why it is "brown" (looks like it kicked up a sand storm) as typical smoke is generally white.

Shotgun is one shot one kill, unfortunate because with heavy armor and 20-30 feet away unless that shotgun puts pellets into your face I don't see how it could have that much stopping power.

Control/Mechanics:

Sprinting is odd because its a "trigger" (pressing L3), meaning once you trigger sprinting it doesn't stop until you stop moving forward. This doesn't allow for the player to control the speed in which they move as easily as I would have hoped. I would have liked to be able to run at different speeds without stopping my character to slow down. If you know you have a distance to sprint and want to reserve your sprinting for that one particular spot the mechanics can lead you to be a sitting duck. I'd prefer the ability to: Full sprint, sprint, Full sprint, however all you can do is Full sprint, stop, sprint, Full Sprint. (however it could be that I'm continuously pressing the sprint button and a press during sprint will turn it off..will find out later)

Also you cannot change weapons or reload in full sprint, as soon as you trigger one of those actions your character goes back into normal sprint mode. While I can understand the realism of not being able to easily reach behind you to swap a weapon while running full out..grabbing a grenade at full speed should be easy enough to do.

They could have taken a que from UC2 when it came to pulling up your sights, your field of view is cut down drastically by pulling up your sights. So much so that I doubt many people will be able to use the accuracy bonus of doing so adequately. The window in which you can see your target through your iron sights is so small it makes tracking them through your sights nearly impossible. This disappointments me the most as "run and gun" is not what takes place in a war, this isn't supposed to be an action movie it's supposed to be war and in war soldiers aim with their sights! Leave run and gunning to close quarter combat where it belongs!

Finally Communication:
I didn't expect to see a whole lot of communication from people of my level (1-4), the most I heard over VC was some guys talking about their dead grandpa and some family drama over his belongings. However I would like to say that the conversation was VERY clear, I had no problem discerning the voices as well as what they were saying (probably the best VC I have heard in a PS3 game to date!) This has me very hopeful of what could be a very good game to use communication with, once I get further along and play more modes with people who are more experienced I'm hoping to get the communication and team work this game demands.

Final note:
The reviews concerning "Training"... on the money. The extremely brief training they give you did nothing to prepare you for what you need to know to be a good "soldier".

Show you how to shoot..check!
Show you how to use sights..check!
Show you how to pull a grenade...check!
Show you how to re-supply....check!
Show you how to repair a tank...check!
Show you how to climb a ladder...check!
Show you how to crawl and crouch..check!
Show you how to jump...check!
Show you how squad layouts work.........
Show you how to call for backup, medic..anything..........
Show you some brief objective examples.......
Show you what your opponents look like.......
Show you how to heal a team mate........
Show you the effects of smoke......
Show you how different weapons fire and the proper use of them.....

I joined Raven and assumed since the background story is that these soldiers have no experience and gain their skills through simulation that it would offer the training every noob needs. To my dismay the only way a noob is going to learn how to play this game remotely effectively is either 1. Lots of play time, 2. Someone to show them (should have been developers job!)

Dregun
 
Actually I think you guys are mistaken, the CC I believe is "Weight" you can only carry so much and each weapon/armor has different weights. You upgrade your weapons through skill points (adding sights, grenade launchers etc etc) Each weapon or armor you add or remove adjusts the total CC you have, for balance reasons of course.

Nope, that's the common mistake to make. The upgraded medkits cost around 1000cc, compared to the rocketlauncher which costs 800cc.
 
Show you how to shoot..check!
Show you how to use sights..check!
Show you how to pull a grenade...check!
Show you how to re-supply....check!
Show you how to repair a tank...check!
Show you how to climb a ladder...check!
Show you how to crawl and crouch..check!
Show you how to jump...check!
Show you how squad layouts work.........
Show you how to call for backup, medic..anything..........
Show you some brief objective examples.......
Show you what your opponents look like.......
Show you how to heal a team mate........
Show you the effects of smoke......
Show you how different weapons fire and the proper use of them.....

I think some of the answers you sought are already in the weapon descriptions. :)
Visit the Armoury. The beta had zero info. I was really happy to see the training segment.

Calling for backup, medic --> speak into the mic ! I believe the game will automatically insert standard clips (e.g., "Medic !", "I'm reloading, cover me", "I'm hurt", ...)

Would be good if the training section show the more strategic in-game elements (e.g., map reading and special symbols). The objective examples are described in text, but you can only join Sabotage and Supression at first anyway. By the time you get to other modes, you should already be familiar with the environment.

About Smoke, I think it's a great tactical weapon. Help to defend against snipers. Are you sure you're throwing standard grenade or smoke grenade ? I think I saw a chemical grenade in the Armoury too. I saw brown smoke and thought that must be the smoke grenade. The standard ones have white smoke.

I joined Raven and assumed since the background story is that these soldiers have no experience and gain their skills through simulation that it would offer the training every noob needs. To my dismay the only way a noob is going to learn how to play this game remotely effectively is either 1. Lots of play time, 2. Someone to show them (should have been developers job!)

Some standard squad techniques should be elaborated. This should help to foster cooperation and leadership. I think they should publish more info online, and then patch into the game.

Other than that, it's point and shoot. Will have to rely on survival instinct and personality.

EDIT:
Hmm... I didn't notice the L3 sprinting cannot be turned off. Will have to try later. I thought it's either trigger-based (press another time to slow down) or "hold down to sprint". I don't use sprinting that often anymore after Cornsnake mentioned that you'll show up on enemies' radar if you sprint.

When you're near enemy locations, walk ! People will lobe a grenade in your direction before you even see them. Nearly got killed that way.

They could have taken a que from UC2 when it came to pulling up your sights, your field of view is cut down drastically by pulling up your sights. So much so that I doubt many people will be able to use the accuracy bonus of doing so adequately. The window in which you can see your target through your iron sights is so small it makes tracking them through your sights nearly impossible. This disappointments me the most as "run and gun" is not what takes place in a war, this isn't supposed to be an action movie it's supposed to be war and in war soldiers aim with their sights! Leave run and gunning to close quarter combat where it belongs!

I didn't notice this problem too. May be it's because I only use iron sight on mid-range to far away enemies. In this case, the small tip helps aiming because your target is not obscured. For close up, use fire from hip.
 
Dregun, it does seem that running cannot be stopped by releasing L3 or pressing it again. You'll have to swap weapon to break the run, or wait until the guy is out of breath.

Also, there is indeed a chemical grenade (brown smoke). Our enemy threw one into the datacom level and flushed all of us out. It's the only time my team lost tonight.

As for your question about reviving other folks, you need to get 2 things:
* The medical gun (heal other players and yourself before collapse)
* The resuscitate skill (heal collapsed players)
 
Nope, that's the common mistake to make. The upgraded medkits cost around 1000cc, compared to the rocketlauncher which costs 800cc.

Actually, I'm correct.

You don't purchase equipment with CC, everything is done with Skill Points. You get skill points by leveling up, I believe the CC you are seeing is reflected on the amount of points you need to "Respec" (get all your Skill points back and start over).

Each item you carry has a weight, they are listed as 450C, 800c (rocket launcher 800c) etc etc. Your soldier can only hold I believe 3200c; therefore you can't load up med kids, rocket launchers, repair kits, heavy armor because you will go over your limit.

Med kit costs 2 skill points and the resurrection skill costs another 2 skill points, you don't "purchase" equipment, you increase your "Skill" to use the equipment.
 
My second play through review:

Some things have changed, but many remain the same.

Rombos don't create victories, team work does. This single detail is going to keep the game on the top of my play list for quite a while.

You no longer have to deal with an annoying player blasting music over Voice Chat or some duffuss who hinders your team on purpose or fails to help your squad. Vote Kicking is available and last night I used it to remove a player who thought blaring a rap song over VC made him "Cool". 30 seconds after I initiated the kick that player was gone! The system could be abused but I feel it will do more good than harm as annoying people will be kicked from that squad and learn a lesson from it.

Playing over a spotty wifi connection definitely had an impact on my first experience, since then I moved my modem and have a direct ethernet connection to my PS3. The results are obvious and now I'm going to fire up UC2 again and find out if that really was the reason I couldn't aim during MP but killed it in Co-Op. While I initially thought very little damage was needed to kill me, it turns out I just wasn't getting the information quick enough to realize I was getting killed.

My K/D ratio in the game isn't all that impressive, however getting more points for killing people near an objective allows me to progress just as fast as those who rack up the kills. The learning curve is very steep in this game, nothing is designed to make anything "obvious" to the player as to what is required or requested for them to do. However I was able to play with a group of people who worked as a team; I followed them around and quickly figured out what my "job" was in that game.

While the game uses 3 different factions to provide balance, the concept itself leaves the game unbalanced. I joined Raven because the group seemed more professional and I expected the extra accuracy to be a good bonus when the time comes for massive 256 player games. However, accuracy means very little when another group has better spawn points, geographical advantages and stopping power that gives them little need to be accurate shooters.

Although being a noob means the game is frustrating, it is an enjoyable experience. Being responsible for regaining control over your base is very rewarding as it is not a easy thing to do. Knowing that your efforts are appreciated amongst everyone on your side (not just squad) and seeing large groups of people fight for the same objective is a sight to behold.

I'm very glad Zipper gave great XP boosts to Medic's; they deserve the extra XP because they really are the most useful people on the battlefield. I cannot tell you how many times I was revived by Medics who were not even part of my squad, in situations where an extra body at that objective could mean your defenses hold. Now if only we could spawn next to our squad leader who could spawn next to the platoon leader we would be in business!

Communication: Unfortunately although I champion proper communication I communicate very little. It's not that I don't want to, but I have no idea what to say half the time. I do not know the maps well enough, the objectives well enough or enemy movement patterns well enough to give valuable intel. The most communication I am doing right now is dropping F-bombs when I die in situations I cannot explain. However I listen to those who are communicating properly and do my best to assist them the best I can.

It's unfortunate that the problems that do exist with this game are problems that require the littlest amount of work on the part of Zipper to fix. Maybe its a good thing that the gameplay is solid enough that the major complaints are about learning how to play the game instead of performance or design issues that cannot so easily be fixed.

I'm not at the level needed to play the 256 player map yet, I know I'm not good enough to partake in it and doubt I will be good enough when my level permits me. My only fear is that for most people the maps that are going to get the most play are the ones that allow for 256 players. That could be disastrous for people just picking up the game as it could protentially leave them with little to no people to hone their skills with.
 
Agree with your sentiments.

About not talking, I have similar problem (What should I say that will help move the team forward ?). But most of the time, I turn around and found the one, two people around me were already dead or wounded like me :)
 
Actually, I'm correct.

You don't purchase equipment with CC, everything is done with Skill Points. You get skill points by leveling up, I believe the CC you are seeing is reflected on the amount of points you need to "Respec" (get all your Skill points back and start over).

Each item you carry has a weight, they are listed as 450C, 800c (rocket launcher 800c) etc etc. Your soldier can only hold I believe 3200c; therefore you can't load up med kids, rocket launchers, repair kits, heavy armor because you will go over your limit.

Med kit costs 2 skill points and the resurrection skill costs another 2 skill points, you don't "purchase" equipment, you increase your "Skill" to use the equipment.

Yes, you can get new things with skill points. But to equip them you spend CC, of which your limited to 3400cc. That tiny little medkit takes away 1000cc to carry. That heavy rocketlauncher only 800cc. So it's not weight, but credits. Also, holding that rocketlauncher in game will slow you down significantly, but the medkit won't. Respec points are tied to the experience points, although it won't decrease your level if you decide change what you want to do with your skill points.


I finally got the game today. Played a few hours, made it to level 7, but not on my PS3. So I'm back to square one. I was very impressed with what I got to play though. Compared to the beta there were more people with headsets, and the teamwork was a lot better.

Talking as a regular soldier is mostly about calling out enemy positions, and letting the rest of the squad know what your doing. Like saying you'll defuse the explodes on your bunker, so whole squad won't come running back to do the same thing.

The more direct orders and overall strategy is more reserved for the leadership positions.

If everyone understands how the game works and what their role is, you don't really need a lot of communication, and teamwork will become much more natural.
 
Dregun, if you unequip and go into the Armory, does the available/total currency change ? If not, the number is probably the cost of the weapon. Otherwise, it's the weight.

Or you can go into the Armory with different load out, and see if you can buy a heavy weapon (that exceeds your weight limit whatever that might be).
 
Saw your posts in GAF. What have you decided on ?

I think Raven requires the highest level of cooperation because their weapons are less powerful, and home base design seems weakest. I like sniping though, helps to shave health from enemies while the ground troops sweep the field.

SVER seems to be the easiest to win for the exact opposite reasons. I have a feeling Zipper may have designed them for beginners (like Royal in Demon's Souls), but not entirely sure.


In general, my experiences so far is: Defense usually win. I only lose 1 defense every night so far, and correspondingly, only won 1 attack every night. :LOL:

The draw of the game seems to be the perfection of your personal strategies. Sometimes it becomes a cat-and-mouse game when some enemies prefer to roam an area you need to hold, sometimes it's how you execute your movement (Get caught en-route), other times you're overpowered, etc.
 
I don't think any faction was designed to be better; most of the equipment advantages are pretty small. As soon as you start modding guns, they all start to get way too accurate. The machine guns in particular are a bit too crazy. (The last SVER MG might be a bit much, in fact.)
 
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