Showing posts with label valve. Show all posts
Showing posts with label valve. Show all posts

Sunday, 9 June 2013

NEWS: Sunday Update

Hey guys,

This week's update is a day late once more, because I went to Spa Resort Hawaiians yesterday with my good friends Jerry and Joe.

It was really nice to get into the pools and waterslides again. I have some great experiences with waterparks - both at Wet n Wild in Australia, and of course, who can forget Sunway Lagoon in Malaysia? So, I was understandably really looking forward to this place.

Fortunately, my good friend Steven Thompson (of Happy Steve, Angry Steve fame) got us some discount tickets for about 1,000 yen each. This was very fortunate, as the usual price of admission is around 3,000 yen. The second reason this was fortunate was because of the inevitable pay-wall.

At the resort, your price of admission covers the pools, the onsens, the "hulu show" and the "spa world" - a series of outdoor themed spas. What it does not cover, is the waterslides. Because who goes to a waterpark to ride on waterslides? The waterslides were 400 yen each ride, or 2,400 yen for a day pass. We arrived at around 2pm, and discovered that there was a special "half day" pass from 3pm for 1,200, so we ended up getting that, but were still pretty grumpy.

Pay-walls are a phenomenon i have complained about in Japan before. Back home, pay walls don't stand, because people will just refuse to pay them. Most folks would be willing to pay a slightly higher price of admission if it covers literally everything in the park. Japanese people are apparently willing to pay high admission and then still pay for pay-walls on top of that.

Pay-walls are particularly ridiculous when combined with things that should be free, like national heritage sites or temples. Seriously. Temples have a pay-wall. They are even considering pay-walling Mt. Fuji!

But besides that, we actually had a pretty good time. The slides were lots of fun, and the outdoor "edo-period onsen" was a really nice experience. I rate the park 7/10 because of the pay-wall and also because its too crowded (we went on a cloudy, random Saturday and it was super packed. I can only imagine how it must be during the summer vacation).


On the gaming front, nothing too exciting happened this week. Next week E3 kicks off, and I'm assuming that all the major players are waiting until then to make any big announcements. I'm personally covering the Ubisoft and Nintendo press conferences for the Escapist, but will most likely pick up other stories that my colleagues don't get to.

And here's last week's news:
Story of the week:


Okay guys, that's it from me for this week! Be sure to subscribe to my twitter for up-to-date news and blog updates, my youtube channel for gaming videos, and check back here every Saturday for a roundup of my Escapist news pieces!

Monday, 13 May 2013

NEWS: Monday Roundup

Hey guys. I was back in my old stomping ground Nakagawa for a homestay/rice planting weekend, so I was unable to update my blog. I had a blast, I stayed with the families of two of my old students. We pretty much just hung out all weekend, playing videogames and watching movies. It really made me miss Nakagawa town, and also my own family back home.
Saki, "Mr. Grumpy," Tom-chan and Me
Sorry it's a bit late, but here's this week's stories:
Story of the week:

Okay guys, that's it from me for this week! Be sure to subscribe to my twitter for up-to-date news and blog updates, my youtube channel for gaming videos, and check back here every Saturday for a roundup of my Escapist news pieces!

Saturday, 9 March 2013

NEWS: Saturday Roundup

Now that I'm writing daily news stories for The Escapist, I've decided to collate all of the articles I post during the week right here on Steve's Game Blog! Here's this week's stories:
Story of the week:

Okay guys, that's it from me for this week! Be sure to subscribe to my twitter for up-to-date news and blog updates, my youtube channel for gaming videos, and check back here every Saturday for a roundup of my Escapist news pieces!

Saturday, 6 October 2012

NEWS: Saturday Roundup

Hey guys, coming at you with a fat dosage of ‘new regular feature’ is the Saturday Roundup. The reason for this feature is twofold, one, so that I can bring more content to you guys on a regular basis and two, so that I can improve and broaden my writing by utilizing the different writing styles that news writing demands.

Welcome to the Saturday Roundup, a (bi)weekly roundup of all the important news going on in the gaming world.If you’re sick of gaming websites' content turning more and more casual, or trying to pass off a single sentence and a link to a cool picture they saw on deviant art as ‘news,’ you’ve come to the right place. I aim to consolidate and summarize only the stuff that’s most important to gaming enthusiasts. It’s a mix of hard news, interesting features, and other titbits that I feel like you guys would enjoy. Let’s see what’s been going on this week:

Cliff Bleszinski
  • Gaming great Cliff ‘CliffyB’ Bleszinski, the man responsible for multiple iconic gaming classics such as the Unreal and Gears of War series has announced his sudden departure from EPIC games studios.
    I’ve been doing this since I was a teenager, and outside of my sabbatical last year, I have been going non-stop. I literally grew up in this business, as Mike likes to say. And now that I’m grown up, it’s time for a much needed break.’
    Cliff was a much loved gaming personality who constantly pushed the boundaries of game development and will be missed by many. Hopefully he’s back on the scene sooner, rather than later!
  • Resident Evil 6 released this week, and is already being slammed by user reviews on Metacritic. Many fans felt that the series had strayed too far from its survival horror roots, instead providing us with a generic cover-based ‘Gears of War but with zombies’. This feeling seems to be confirmed with comments by game director Hiroyuki Kobayashi that Resident Evil 6’s survival horror elements were indeed toned down to get that mass-market appeal.

    We’re making games and we need to have mass-market appeal in order to survive. How far do we go into horror before we lose the support of the average player?'
  • Done with Borderlands 2 already and craving more? Gearbox has you covered. As well as the four planned DLC packs, 2 of which are already in development, brainstorming has already started on Borderlands 3, which if released will give Gearbox an opportunity to gloat over their previous employers, Valve Software, by actually releasing a game with a ‘3’ in it.
Borderlands 2
  • Speaking of Valve, they are one of the most secretive companies when it comes to what they are planning next, and Chet Faliszek is one of their most famous employees, providing the writing for many of Valve’s biggest blockbusters, including Half-life 2: Episode 2, Portal and Left 4 Dead. VG24/7 racks his brains to try and decipher what goes on behind Valve’s tightly closed doors.
  • Distraught that there wasn't enough of The Sims in Skyrim? Fret no more, Hearthfire has appeared on the steam store! Hearthfire is the second peice of official DLC for Skyirm, and for just $4.99 will allow you to design and built your own house, as well as raise a family by adopting a child with your wife.
  • Digital download services like Steam and Origin, as well as the major console platforms now offering digital downloads of much of their catalogue have us asking the question, ‘when will we forgo physical media entirely?’ TheGameJar’s Chris Jacobs seems to think the answer is ‘soon’, and discusses the possible implications of living in a digital world.
  • King Washington
  • Assassin’s Creed III has been pretty low on my radar, but a little bit of interesting news has cropped up concerning its first DLC pack. It assumes an alternate reality where George Washington, upon freeing America from the British, rose to become a tyrannical king. The DLC will have you do what every hot-blooded colonialist has always dreamed of – kill George Washington
  • SimCity is shaping up to be a great game, and while it won't be released until some time next year, lead designer Stone Librande takes us through a ten minute gameplay walktrhough. SimCity is the latest reboot of the titular 'SimCity' franchise, and is due out in 2013, with a promise to return to what made the city building sim that spawned dozens of offshoots (including the immensely popular The Sims) so popular in the first place.


So that’s the news for this week. Be sure to subscribe to my twitter for up-to-date news and blog updates, and check back here every Wednesday and Saturday for more content!

Wednesday, 3 October 2012

OPINION: Hey, publishers, want people to pirate your game? Impose region restrictions.

In the past year or so, something completely unprecedented in the entire history of PC games has started to become common practice. I'm talking, of course, about region locking. It's made most bizarre by the fact that consoles, the very things that facilitated region locking in the first place, are actually moving away from it, with the PS3 being completely region free and the Xbox 360 having a sizable chunk of its library region free. Both the PS4 and the Xbox One will be completely region free. To understand why it IS happening, we must first understand why it SHOULDN'T be happening.

Being an Australian, this is a very common sight on the Steam Store
Let's travel back in time to when personal consoles were first starting to gain popularity. Back then, people had those big ugly blocks that our parents called 'analogue TVs' or just 'TVs'. Analogue TVs were split into two major broadcasting encodings: PAL, which is used in Australia and Western Europe, and NTSC which is used in America. There was also NTSC-J for Japan. Basically, all of these encodings have slight differences, such as an increased or decreased frame rate, which meant that creating a 'one-size-fits-all' game for all of them was impossible. Every game had to be modified for its respective region, and thus, 'region locks' were born.

But back here in the present, the majority of people serious about gaming have upgraded to a digital, High Definition TV. In fact, some countries such as Japan, have already completely switched over to digital, meaning you can't even get a signal on a standard analogue TV. Accordingly, there is no legitimate reason for developers to impose region locks on games in this day and age. 


 
So if there is no legitimate reason for region locking, then why are games, and specifically PC games that were never even affected by the reasons behind the original region locks, increasingly being shipped with locks? There are two reasons, and they are both shady, business centric, and all-around dick moves from publishers and developers (probably more so the publishers).

The first reason is to enforce region pricing. 


I'm an Australian. That means we get fucked over on the price of video games for some arbitrary reason. For perspective? The Australian dollar is more or less equal to the American dollar these days, yet our games are almost comically overpriced. Call Of Duty: Modern Warfare 2, which costs $89.99 in Australia is a whopping 77% cheaper in the US, where it retails for $19.99. Before the days of region locking, frugal gamers could utilize grey-import sites such as Play-Asia and Green Man Gaming in order to do what should be a god-given right on a system as free as the PC: find the best deal. With a lot of games these days, it's now impossible to do a grey import, as copies sold in specific regions will only work on a machine with an IP address in that region. 

Average new release price in the US: $39-49. In Australia? $90-$120
Let me give you an example. Last year, I purchased RAGE. As you know, I currently live in Japan, where the PC gaming scene is... minimal. At best. As such, I would be hard-pressed to find a copy of the game at retail. So, I did what I have done countless times before when trying to find cheap games and directed my web browser to www.play-asia.com. I purchased the 'Asian Version' of the game. I figured that Japan, being a country populated mostly by Asians, as well as being in Asia geographically, was a sure fit for the 'Asian' region of the game. Unfortunately, id's description of Asia includes only Hong Kong, Singapore, Taiwan, Malaysia, Indonesia, Thailand, Brunei, the Philippines and South Korea. Pretty much every Asian country EXCEPT Japan. Consequently, I had a copy of RAGE sitting in my hand that I had paid for in full, that I could not play because my computer was telling id Software's servers that I was Japanese.

My RAGE experience...

The second shady reason behind region locking is to avoid hurting the publisher’s relationship with retail stores. 


I know it's inconceivable for all of us gaming enthusiasts, who purchase the majority of our games as either direct downloads or from internet import sites, but a sizable majority of our more casual brethren still buy their games from brick and mortar stores like EB and JB Hi-Fi. Thus, in order to not give grey importers or direct downloaders an 'unfair' advantage over shoppers at the brick and mortar stores, game releases are locked to whenever retail copies arrive in that region's stores. To quote the immortal Penny Arcade, 'We're slowing down every car just so we don't hurt a horse’s feelings'

You know what? Fuck horses
I’ve clashed with this second kind of region-locking twice: first with Skyrim, then with Borderlands 2. Both times I have bought the game via Steam (in the case of Skyrim, I actually prepurchased the game from the Australian Steam store while in Australia), yet because the little boxes hadn't moved around in Japan, I was unable to play said games. They were fully pre-loaded, sitting on my Steam account, yet I was being told 'No. You can't play these games, even though all of your friends are playing them. You have to wait like all the other good little Japanese children'. The case of Borderlands is particularly significant, as it is billed as a co-op game. What good is playing a co-op game a good month after all of my friends back in Australia have finished it?

So what can I, and many others, do, when faced with these situations? The first answer is to use a VPN to 'trick' steam into thinking you are in a different country. The only problem is this potentially risks having your entire steam account banned, as using a VPN to 'disguise' your location for any reason is technically against the steam subscriber agreement (You agree that you will not use IP proxying or other methods to disguise the place of your residence, whether to circumvent geographical restrictions on game content, to purchase at pricing not applicable to your geography, or for any other purpose. If you do this, we may terminate your access to your Account.) So what does that leave us? Piracy. Yarrrrr!

Steve and stevesgameblog in no way, shape or form endorses or promotes internet piracy.
One of the best explanations for piracy I have heard is that it becomes prevalent when the pirates offer a better service than the publishers. Let's look at Russia and Eastern Europe. Piracy is so incredibly rampant there, not because Russians are dirty thieves, but because most publishers neglect the region entirely. Games are released months late, if at all and face numerous region restrictions. I complained about Japan's version of borderlands releasing a month late, but the Russian version released ONLY in Russian (screw you, Estonians!) and was only able to be played with other people in Russia. In Russia, the only way to play a majority of games on release date with the full set of features is to pirate them. That's the pirate providing a better service than the publisher.

Region locks and intrusive DRM, as well as the 'always-online' requirement of many of these modern games can also be bypassed by pirating. Pirating a game gives you a much better quality-of-life than actually buying it. In fact, as was especially frustrating in the case of RAGE, I was actively punished for purchasing a legit copy. Thus, as more and more games become region locked, you can expect piracy rates to increase accordingly. If you think that's scary, it's now time to have a look at the 'how,' as in, how all this PC region locking is possible in the first place, and how it implicates the unlikely villain in this picture.


Borderlands 2 is a game that's built around co-op. Region locks can unintentionally remove this feature

Did you manage to guess the villain already? 


I actually dropped his name a couple of times: Steam. Yes, Steam -- the platform beloved by pretty much every PC gamer out there for its ease of use, support of indie developers,  great customer support and of course, the delicious holiday sales -- is the reason why modern PC games can be region locked. Steam has become so popular that it essentially has a monopoly on PC game digital downloads. While it seems like a perfect company, ANY kind of monopoly is a very bad thing, and the increasing prevalence of region locking is the first sign of this. It's gotten to the point where even if you buy a game retail, you still have to activate it on Steam.  This means that you effectively have to be 'always online' to play your games, and publishers can use this requirement to constantly check your IP address and block you from playing their games. While this hasn’t happened in any Valve-produced game, the fact that Valve actually allows publishers to do this is a sign that Valve is willing to look the other way with Publishers trying to exploit gamers.

Scumbag Steam
So, as you can see, this is a very real problem that is bound to especially affect those in markets such as Australia and South East Asia. What can we do about it? I might be crucified for saying this, but maybe Origin isn't such a bad idea after all. While we are happy and content to have our entire game libraries all in one place, Steam continuing its monopoly unchallenged is only going to give rise to more shady business practices. The lack of competition may also slow down its drive to improve itself at the rate it is now. Origin is far from perfect, but given time I actually hope it grows to become just as big as Steam. If you still have hatred for Origin, try using alternatives such as gamefly, gamer's gate and especially good old games.

And all you big name publishers out there, next time you cry foul of PC gamers and their rampant piracy ruining your bottom line, maybe you should think about actually offering a service that is at least comparable to what is being offered by the pirates themselves?

Liked this article? Check out my other opinion pieces!

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Wednesday, 26 September 2012

GUIDE: (Video) In-Depth Look at Team Fortress 2's Spy


As promised, here is the second in my series of nine class guides for Team Fortress 2, this time featuring the Spy! I've also got a special treat for you guys today: I'm giving away a Fancy Fedora to one lucky reader! To enter, send me the following tweet (without the quotes) on twitter:

"@StevenBogos I want a Fancy Fedora! #stevesgameblog"

A winner will be chosen at random and announced on Saturday, the 29th of September. Enjoy the video!



TRANSCRIPT:

So my in-depth heavy guide quickly became my most-viewed video I’ve made since starting my blog, meaning I must have done something right, so I’m doing it again! This time I’m having a look at my second favourite class, and the class that, in contrast to how easy the heavy is to learn, is probably the most complicated for beginners to get the hang of – the Spy.

He does draw some similarities with the heavy though – proper positioning is incredibly important and the element of surprise is your greatest weapon.

Let’s have a look at what the spy keeps in his bag.

We’re going from the bottom up this time, starting with sappers. There are only two spy sappers, the vanilla sapper and the ‘red tape recorder’. Stick with the vanilla sapper. As far as I have seen, the ‘red tape recorders’ gimmick of reversing construction in no way makes up for the damage penalty it receives. The vanilla sapper is better in every situation.

Next up is watches. Watch choice is quite significant in that different watches can completely alter your playstyle. This guide is built around the dead ringer, which even after its numerous, numerous nerfs, Is still the most versatile watch out there. It lets you feign death and become invulnerable for a short time, with the only downside of not being able to cloak at will and making a louder noise when decloaking – both of which are fairly easily remedied. This watch allows you to safely fall behind enemy lines, quickly retreat, and fool your enemies into thinking you are dead. After all, simply evading your foes by hiding and cloaking means you still remain a threat, but if you provide them with a ‘realistic death’ you can drop off their radar.

The cloak and dagger has its uses if you are a much more patient man than I am. I feel it’s better than the vanilla watch in that you can remain cloaked indefinitely, and don’t feel tied to seeking out ammo pickups.

Let’s talk knives. While technically equipped as your ‘secondary,’ they are pretty much your primary weapon. You can’t go wrong with the vanilla knife. It’s remained pretty much unchanged from Team Fortress Classic and most of the unlocks that have come along since pale in comparison. It gets the job done and what I recommend for about 90% of spies. Looking at the other knives, I honestly can’t see a use for the big earner and the connivers kunai. They both have some interesting effects, but the downsides are too drastic to recommend them over the vanilla knife. Your Eternal Reward is an interesting mechanic, but again, not being able to disguise at will is such a huge detriment to the disguise-as-killed-enemy feature.

There is one knife that I can recommend the use of outside of the vanilla knife, and that is the spycicle. It functions pretty much exactly the same as the normal knife, but has ‘silent’ kills that don’t show up in the enemy’s killfeed, and gives you two seconds of fire invulnerability if set on fire. The downside is that if you are attacked by a pyro, it ‘melts’ and takes a full ten seconds to regenerate. Using this knife with the dead ringer is a tad overkill, as getting hit by a pyro will pop BOTH your DR and your knife. I suggest using it in conjunction with the cloak and dagger.

If there is one mistake I see novice spies make time and time again, it’s forgoing the use of their revolver. You revolver is actually quite powerful, it can drop the lighter classes in three hits and can make you a threat even if your cover has been blow. I recommend the vanilla revolver, because it has no drawbacks and will preform the best in most situations. The enforcer used to trump the revolver before its nerf, but these days I see it as pretty much a straight downgrade to the revolver. The ambassador can be better than the vanilla revolver if you are very confident in your aim, but if you can't consistently get that opening headshot it's not worth it. I can see value in the L’tranger. When your cover is blown and your dead ringer is on cooldown, you can use it to quickly fill up your cloak so you can escape.

So, there’s our loadout settled. Used the dead ringer with the vanilla knife, and either the vanilla revolver or the L’tranger, OR, use the cloak and dagger with the spycicle and vanilla revolver. Let’s see what you should know about the spy.

Our first lesson begins before even leaving spawn – what class should I disguise as?

Of all the classes, I feel that The Spy, Sniper, and Scout are the best disguise choices. Of the three, I feel that the spy is the most potent. He doesn’t arouse as much suspicion by preforming ‘strange’ actions, such as running the wrong way or not firing on the enemy team.
Snipers are another good choice because they spend most of their time at the back of the team. They are also less spatially aware of enemies in close proximity, so they are less likely to spot you.

The scout seems like a bad disguise choice, but it’s actually one of the best ones. While people are quick to point out that you can’t double jump and you run slower, players tend not to notice these things because the scout, unlike the sniper, is constantly mobile. He’s more like a buzzing fly in teammates peripheral vision.

A couple of quick disguise tips – constantly change your disguise. If you kill someone, change your disguise. If someone spots you, change your disguise. If someone pops your dead ringer, change your disguise. While I did detail the three most believable disguises, don’t be afraid to use your own judgement on using the other disguises if the situation calls for it. If you know for sure that the enemy team doesn’t have any members of a certain class, DON’T disguise as that class. Lastly, changing disguises gives off an identifiable puff of smoke so try and remain hidden while disguising.

Ok, with that out of the way, we can get down to actual point-and-shoot (and point-and-stab) tactics. First and foremost, the spy is an assassin. That means he specializes in taking out priority targets. Unfortunately, priority targets are usually the most difficult to kill. Let’s have a look.

Your top priorities are:
1.    Medics with full uber
2.    Engineers with a full sentry nest
3.    Demomen with a sticky trap set out.

While the easiest targets to kill are
1.    Snipers
2.    Heavies firing on your team
3.    Engineers without a sentry nest

Being a good spy means keeping these priorities in mind. Use your judgement to determine wether to go after a high priority target, or play it safe and eliminate the easiest targets. For example, while it is tempting to try and take out that medic on full ubercharge ready to turn an enemy heavy into a big glowing red ball of hurt, medics, especially with a full uberchage, are faster than you, constantly moving around, and more that likely actively looking out for spies as they don’t really need to be looking directly at the heavy’s back to heal him. In this case, just kill the damn heavy. Sure, the medic might get away, but best case scenario your teammates pounce on him and worst case scenario you avert an ubercharge your team is unprepared for.

Another tip that I just can’t stress enough is to use you revolver. So many spies forget they even have a gun, yet in reality, anywhere from 25-50% of my kills are from shooting people in the face. If you spot an obvious spy running towards you, shoot him in his dumb face. For whatever stupid reason, most spy vs spy fights involve both spies running in circles trying to desperately backstab the other. Fuck that, blow his head off.

While the general rule of thumb is to not mess with pyros and scouts because they are faster than you and are quite good at killing you, feel free to take pot shots at them when you see them retreating with low health, or are distracted with other targets. Taking out an enemy pyro makes taking out the rest of their team so much easier.

When your cover is blow and they are chasing you out of their base, try to backpedal and fire shots. If your dead ringer is fully charged, looking like you tried to put up a fight before using it makes your ‘death’ a lot more believable than a spy that just dies instantly.

Just like in my heavy guide, to master the spy you really need to know the ambush points of every map. Think about how you would run through a map as any other class, what areas are you likely to skim over. Take this example. As players run over this ledge, they actually fall a little bit ahead of where the lip is. That means, while hiding in this location, most enemies will jump right over your head without even noticing you there.

Once you’ve gotten yourself into an ambush spot, have patience. Players spawn in ‘waves’, so it’s safe to assume that they travel in said waves most of the time. Don’t stab the first person to walk by, give it a few seconds to make sure he doesn’t have any team-mates following him that will notice you slithering out from your hidey-hole. Now that you’re running with the team is the time to strike! Remember your priorty and easy target lists, choose your target, kill him, and most of the time, retreat. Don’t get greedy. Sometimes you can grab two or three kills in quick succession, such as when players are occupied with a payload cart, but most of the time it is much safer to get the one kill and then get out – activate your dead ringer and high-tail it to the closest ammo pack to recharge it.

Oh, quick note on that. NEVER ENGAGE THE ENEMY IF YOUR DEAD RINGER IS NOT CHARGED! This is suicide. Even if it’s a single enemy, he might have an unseen ally in the background that will ruin your day. Remember that you can pick up ammo packs and fallen guns to make the dead ringer charge faster, or extend its cloak duration if it’s already active.

Lastly, a quick note on engineer nests. If the engineer is nearby, but not actively whacking on his gun and there are no other enemies around, sap the gun kill the engineer when he comes to repair it. If the engineer is sitting right behind his gun, you can actually backstab him, and quickly sap the sentry before it turns around to shoot at you. If he’s not really in a position where this is possible, or if there are a lot of enemies around, just try constantly applying sappers to the gun and hopefully your team will notice and push into the nest before you get found out.

I feel that’s about all I can teach you. Let’s recap
1. Use a believable disguise – Spy, Sniper, or Scout
2. Remember your priority and easy target list!
3. Use your revolver. A lot
4. Learn good ambush locations.
5. Make sure to wait for all enemies to pass when attacking
6. Never engage the enemy if your dead ringer is not charged.

Thanks for watching guys, be sure to subscribe to my youtube channel and check out my twitter and blog for more content like this. There are links in the description. I update my blog every Wednesday, and plan on making guides for all nine TF2 classes!



Liked this article? Check out my TF2 heavy guide!

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Wednesday, 12 September 2012

GUIDE: (Video) In-Depth Look at Team Fortress 2's Heavy


Hey guys! Remember my Team Fortress 2 pubstar guide that I wrote all the way back in July? Well, it got some good feedback and I just love TF2 so much that I've decided to go deeper. Enjoy the first of hopefully all 9 in-depth class guides, featuring the fattest, most iconic TF2 class, and certainly my favourite TF2 class: the Heavy.



TRANSCRIPT:

Hey guys. My guide on basic tf2 strategy was a huge hit, so today I’ve decided to go a bit in-depth on my favourite TF2 class: The Heavy.

At first glance, the heavy seems like a relatively simple class. You have a crapptone of health and you just point your mini-gun at the enemy and shoot it till it goes click.
While the heavy is pretty easy to learn, its mastery comes in perfecting your movements, and attacking strategically.

Unlike the traditional FPS classes such as scout and soldier, which require precision aim and twitch reflexes, the heavy relies on being in the right place at the right time. Your obvious weakness is your speed, both in movement and setting up your gun. A good heavy knows how to minimize these weaknesses through proper positioning, tactics, and loadout.

But before we get into that, let’s have a look at the heavy’s arsenal. As I mentioned in my brief guide, I can’t recommended the tomislav enough – even with its spin-up-time nerf. It’s real star attribute is that It is completely silent when spun up, giving away the biggest tell that other players will use to discern your location. Simply put, a heavy whose location is known is no major threat. A heavy that pops out of no-where and fills you with more bullets than a John Woo movie is something to be scared of.

Of course, there are exceptions to this rule. For example, if you have a dedicated medic, or if you are playing on a payload or attack/defend map, you should consider the alternate miniguns. The safest bet is usually the vanilla minigun. It does the second highest damage of all the miniguns, but has no real drawbacks. If you can get a medic to follow you around and watch your back, it’s the best weapon for chewing through enemy teams. The vanilla minigun is also good when you don’t have to, or want to be particularly sneaky, for example, on single-objective based maps like CTF, KOTH or Payload.

I feel that Natascha is a lot more situational than the vanilla gun. It’s particularly useful against a scout-stacked team, or if your team is co-ordinated enough to make use of the slow, but otherwise its reduced damage isn’t worth it. Similarly, the increased damage of the brass beast is not even close to being worth accentuating your already-prevalent movement weakness. It does have a very small niche when you need to protect a stationary objective for a long time, such as in this KOTH map.

The hou-long heater seems overly gimmicky. I’ve used it a couple of times and found that it burns through ammo way too quickly for the small benefit of the fire ring. While the fire ring is great for warding off spies, so is turning around every once in a while…

Secondaries are pretty cut and dry. Even after the nerf, I feel that the sandvich is still an amazing item - especially if your team is medic-less. Just remember that spies and snipers will think all their Christmases have e come at once if they spot you eating in the open, so always get to cover and for god’s sake, put your back up against a wall, when noming your sandvich. With a medic, a shotgun or the family business can be viable, but I still think the sandvich is more versatile.

Melee is even more obvious. The heavy is the slowest class in the game. The heavy also does not really use his melee weapon much, if you run out of ammo with your mini gun and have to switch to melee, you’re pretty much fucked. So, why not fill that useless melee slot with an item that turns you from the slowest class into one of the fastest? The gloves of running urgently, or G.R.U for short, drastically increase your run speed while active, with the drawback of ‘marking you for death’. This mark lasts while you have the gloves out, as well as for a few seconds after switching to another weapon, and it turns all damage done to you into minicrits.

These gloves are amazing. They can get you to the battlefield in due speed or facilitate a hasty retreat – the two things that were previously impossible for a heavy to accomplish. The ‘marked for death’ drawback is something you should be aware of. Whenever possible, switch back to your main weapon a few seconds before arriving at a battlezone, to ensure you’re not taking minicrit damage while trying to fight. Even with a medic, these gloves are worth it as you won’t have to worry about slowing him down as you try to get around the map.

So we've got our loadout set. Tomislav or Vanilla Minigun, Sandvich, and the G.R.U. Now let's have a look at some heavy tactics.

As I mentioned before, the heavy's weakness is his speed and vulnerability while firing. These weaknesses are most prevalent when in large, open areas, so please. Stay out of them. Here's an example of what not to do. I'm playing payload and pushing the cart. Notice that coming up is a very long, open corridor, that is often a popular sniper spot. BAM! I walked right into it. My number one piece of advice? Know your corners. Stay out of the open as much as possible, and try to slink around corners where you can keep out of line-of-sight. It's not just snipers you wanna watch out for, but also soldiers, demomen, and other heavies chipping away at your health. Having good positioning is vital to playing heavy. Note my position in many of these clips, I always keep myself close to cover and close to medpack and ammo spawns, so I can strategically retreat when needed.

Here's a neat little trick that I like to use a lot, jumping around corners. While in the air, you don't suffer from the speed reduction of spinning up your gun. This means you can jump around a corner, and if you are lucky, catch someone completely off guard. I do the jump+m2 at pretty much every corner I come to. You can also use this trick if you have high ground, to jump down at enemies, again, catching them off guard. Drop heavy to the rescue!

Remember that while you are somewhat viable while moving, you are EXTREMELY viable while firing. The best way to combat this? Only fire in short bursts. If you come around a corner and see some enemies in mid to long range, don't sit there trying to chip them away. Shoot a burst at them and then change positions. The longer you stay in one place spraying and praying, the bigger the chance of a sniper picking you off, an explosives class chipping you down, or a spy sticking his knife into your big fat back.

Bloody spies. Spies and snipers are the 'hard counters' to heavies. Snipers are easy enough to deal with - they are all about area control, so you can simply... avoid the area that they control! Spies are a little more tricky. Here's a sound you should memorize. It's the sound of a dead ringer spy de-cloaking. The other spy watches have somewhat less noticeable decloak sounds, but I've noticed, especially in PUB servers, that the dead ringer is by far the most popular. As soon as you hear this sound, do an immediate 180 and fire off a burst. You should spy check at least every ten seconds or so - spin around and shoot anyone who looks suspicious. Remember to look for the obvious spy tells, such as scouts running too slow, teammates who aren't firing their weapons, and seeing teammates who are 'dead'.

I touched on this earlier but I'd like to emphasize it. PUT YOUR BACK TO THE WALL WHEN EATING A SANDVICH. Seriously.

As you may have noticed, the heavy runs dry quite quickly. The heavy is quick to brag that it costs four hundred thousand dollars to fire his gun for twelve seconds, but fails to acknowledge that twelve seconds of continuous firing would use up all the ammo he can carry. As such, you need to be mindful of the ammo placements in the maps. This is not really something I can teach, you have to learn them yourself by playing the maps. I usually back out to look for ammo whenever I have fewer than 100 bullets.

That's about all there is to it. In summary, Use your G.R.U to utilize ambush spots, stay out of the open, fire in bursts, stay in cover when eating a sandvich, and keep an eye on your ammo counter. Good hunting!


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Friday, 17 August 2012

PSA: (Video) KILL MANY ROBOTS, AKA - Why you should be playing TF2 RIGHT NOW!


Because I love all of my readers so much, here's a special bonus video, even though it's not Wednesday. Who knows, maybe I'll start updating TWO times a week! Holy smokes.


PS: The posting of this video in no way guarantees more than a single update per week, and in some cases (hungover, laziness), not even that.

My steamid is 'thetacoman' if you're interested in playing with me! I also occasionally host a MvM server.


Liked this video? Check out my PSA on Diablo III patch 1.04!

Thursday, 26 July 2012

GUIDE: So you wanna be a TF2 pubstar?

Team Fortress 2 is one of a few games that I am really, really good at. When I lived back in Australia, I played in a competitive team in ladder and league matches. These days, I still find myself coming back to it every once in a while because it’s just so damn fun. A ‘pubstar’ is a little joke we have in the competitive community, which describes someone who performs well in a public server, IE, the servers publicly available for anyone to join. It’s a joke because the difference between competitive and public TF2 is like night and day. There are skills, items, and play styles that will allow you to dominate a public server but would just be embarrassing if used in a competitive match. Today, I aim to teach you some of these ‘pubstar’ strategies and item combinations, so you too can make free-to-play n00bs suck it down.

The Soldier:


Note: 'I cast magic missile' is a re-named black box
Primary: The Black Box 
Secondary: Shotgun
Melee: The Escape Plan

Why the Black Box? Let me run some (made up but relatively accurate) statistics by you. At least 70% of games you play won’t have a medic. 20% will have a medic that sits behind a single heavy for the entire game and 9% will have just plain terrible medics that don’t understand survivability and will die before building an uber. That means you will have a competent medic in exactly 1% of the games you play. Many of these loadouts include a way to self-heal in order to offset the fact that you probably won’t have a medic. The Black Box is one of the best self-heal items in the game, as it is a passive self heal that happens every time you deal damage. If you are careful and spam a lot, you can easily get yourself back to full health after skirmishes. The vanilla shotgun is necessary as with the smaller clip on the Black Box you really need a quick way to do a bit of extra damage, and the Escape Plan is a no-brainer even after its damage nerf.

Pro-tips:

Never rocket jump without a fully reloaded launcher unless you absolutely have to escape somewhere. If you are in a fight and run out of ammo, 9 times out of 10 it is much more efficient to switch to your shotgun to finish them off than try and reload. Try to keep an eye on your ammo - if you are spamming it can run low pretty fast. Lastly, only ever use your equalizer to ESCAPE. Never try to run in and hit people with it.

The Scout:


Primary: Shortstop
Secondary: Mad Milk
Melee: Vanilla Bat/Holy Mackerel

Poor scout. For whatever reason, a good chunk of his unlockable weapons completely suck. Fortunately, the milk man, an item set released fairly early in TF2’s item lifecycle, is one of the best. The shortstop is slightly more forgiving than the scatter gun as it has a tighter spread meaning you can engage targets from a greater range, and it fires shots in very rapid succession meaning that you’ll probably hit at least one shot per clip. The mad milk is another great little self heal that can also help out your entire team if you manage to soak a big bunch of enemies with it. If you have them, using the holy mackerel and the milk man hat will give you an extra 25 HP. Props to Valve for making completely balanced set bonuses…

Pro-tips: Never stop moving. As a scout, movement is your best weapon. Learn the limits of your double jump. Most maps have many areas built with double jumps in mind. If you learn them, you can get places even faster. Don’t be afraid to disengage. If you come across a heavy that is spinning up his minigun, for the love of god don’t try to fight him. Be exceptionally careful of sentries. Even a mini-sentry can make life extremely difficult for a scout. Listen for their telltale beeps to avoid coming round a corner and getting gibbed.

The Heavy:


Primary: The Tomislav
Secondary: The Sandvich
Melee: The Gloves of Running Urgently

This is what I like to call the ‘stealth mountain’. The heavy’s biggest weaknesses are his immense size, slow speed, and the noise he makes when spinning up his minigun. When you have a competent medic, these aren’t so much of a problem, but playing solo will often see your enemies avoid you, chip away at your HP with hit-and-runs, or ambush you. This build lets you turn the tables and ambush them! First, use the GRU to get to places fast. Make sure you switch them out a few moments before arriving at a battlezone, as they will debuff you to take extra damage while being used and for a few seconds after switching. The tomislav does less damage than the heavy’s other miniguns, but it makes no sound while being ‘spun up’. Use this to your advantage! So many times I have used the GRU to quickly get to a choke point, then spun up my tomislav and absolutely eaten through anyone that came through, as they didn’t expect a heavy to be so close so fast. The sandvich, even after the nerf that stops you from picking up your own sandviches, is still a very viable self-heal.

Pro-tips: Always, ALWAYS eat your sandvich with your back to a wall. A heavy eating a sandvich with his back exposed is a spy’s wet dream. Jump around corners. While in the air, you don’t suffer from the movement speed slowdown of spinning up your gun. This means you can jump around a corner, and have your gun spun up and ready to fire as soon as you land. This is amazing for ambushing.

The Demoknight:


Primary: Grenade Launcher
Secondary: Chargin’ Targe
Melee: Eyelander

This is the perfect example of a loadout that will get you laughed out of a competitive TF2 game, yet can absolutely melt public servers. The problem with most demoknights is they tend to think of their swords as a primary weapon. Don’t do that. Use the grenade launcher as your primary, and only switch to the sword to finish them off. If you are careful, you can easily collect four heads and then be an explosives demon. I still like the Chargin’ Targe better than the Splendid Screen, as it’s a bigger damage reduction versus the Splendid Screen’s extra charge damage, which like I said is not something you should be using too much.

Pro-tips: Scouts will eat you alive. When fighting a scout, it’s incredibly hard to hit them with grenades, so this is the only time I’ll allow you to use your sword as a primary. Don’t be afraid to use your targin’ targe to escape. If you’re low on health, rather than smashing into the enemy in a last ditch attempt to kill them with your sword, consider just charging the fuck out of there, especially if you already have 3-4 heads collected.

The Sniper:


Note: 'The frying pan' is an alternate skin for the kukuri
Primary: The Huntsman
Secondary: Jarate
Melee: Own choice (Bushwhacker/Tribalman’s Shiv/Vanilla Kukuri)

Ahhh, the bow sniper. The bow sniper was the first time many TF2 fans thought ‘what the hell is Valve thinking?’ Nicknamed ‘the lucksman,’ the huntsman is incredibly effective in heavily populated public servers. Try joining a payload/payload race game and just flinging arrows in the direction of their cart. You’ll be top of the scoreboard in no time. Jarate helps you with assists, and also with anyone who tries to engage you in close range. Melee is own choice – I personally prefer the Tribalman’s Shiv as the bleed damage can help with those pesky spies - but the others choices are just as good.

Protips: There are none. Just fling arrows towards where you think your enemies are. This build is as brainless as it is effective. That said, it’s a lot more effective on maps where the teams tend to clump up, like payload and CP. It’s not as good on CTF. If I see you using the razorback I will hunt you down.

The Medic:


Note: 'IDDQD' is a re-named medigun
Primary: The Blutsauger
Secondary: Vanilla Medigun
Melee: The Ubersaw

Hold on, you want to play the MEDIC in a PUB? You’re braver than I thought. The only thing worse than being a competent heal target with a terrible medic, is being a competent medic with a terrible heal target. But if you do come across a server with players that warrant healing, feel free to try this build out. The Blutsauger and ubersaw are there because you don’t trust your heal target to protect you from scouts and spies. Most pub spies are dumb as hell, meaning that they will try and kill you and instead just give you 50% to your ubercharge thanks to your ubersaw. Scouts are pretty easy to take out with the blutsauger, and bad pyros will hilariously try and chase you while you can just backpedal and pummel them with needles. The vanilla medigun is still your safest bet for those ‘oh shit!’ moments, as the kritzkrieg really only shines when you have good communication with your heal target. The quick fix is terrible.

Pro-tips: Ditch everyone at the first sign of danger. Holding onto your ubercharge percent is more important than keeping your target alive 90% of the time. Make sure you constantly switch targets to keep all of your teammates overhealed. When deciding who to pocket, you can actually use hats to tell who warrants it. Avoid pocketing anyone with the Ghastly Gibus or Treasure Hat. Anyone with the Primeval Warrior badge has been playing this game since beta and you should probably throw them a heal.

The Spy:


Note: 'the big kill' is an alternate skin for the revolver
Primary: Vanilla Revolver
Knife: The Spycicle
Watch: The Dead Ringer

This is my ‘stealth is for pussies’ spy build. While the dead ringer has fallen from its super overpowered heyday, it’s still an incredibly viable option for anyone who thinks sitting and waiting in the same spot for the entire game is boring. The Spycicle gives you an additional layer of protection against your greatest foe – the pyro, and the vanilla revolver just plain out performs most other revolver options in a standard fight, with the exception of the ambassador, which is only a possible choice if you have godly aim.

Pro-tips: Try and put some distance between yourself and the enemy team if they pop your dead ringer, even more if they also melt your spycicle. Always wait until your Dead Ringer and spycicle are fully charged before heading back into enemy territory. If discovered buy an overzealous pyro or scout, backpedaling while firing your revolver can be surprisingly effective. When dealing with sentry nests, it’s usually best if you can backstab the engineer first, and then quickly sap his buildings. If you are right behind the sentry you should have enough time to do this before it turns around. While it is tempting to try and stab the medic, it’s usually a lot easier to just go for his heal target – especially if he is healing a soldier or heavy.

The Engineer:


Note: 'the lugermorph' is an alternate skin for the pistol
Primary: Frontier Justice
Secondary: Vanilla Pistol
Melee: The Gunslinger

This is my offensive engineer build. While it’s obviously bad in certain situations (when defending on an attack/defend or a payload map for example) it excels in most others. It’s particularly effective in maps that require you to be constantly moving your gear up, such as 5CP maps and offense on payload. Essentially, you want to put your mini-sentry down and then try and bait people to chase you into it using your pistol. If done right, you can store up a few crits with the Frontier Justice, which you can use to force yourself into more viable sentry positions.

Pro-tips: Don’t forget the teleporter! Even if your team sucks, having the cannon fodder arrive at the front lines in a timely matter means that there will be less fire directed at you. Always have at least 100 metal before attempting to push into an enemy controlled zone, so you can place a mini sentry. If you pick up an existing mini-sentry, when you put it back down it will deploy much faster than a standard deployment.

So there you have it, a set of tips and loadouts for every class that should help you out when playing in public servers. Thanks for reading, feel free to discuss your own TF2 tips and tricks in the comments.

Oh shit, I forgot about the pyro! Uhhhhh

The Pyro:


HUDDA HUDDA HUDDA


Primary: Backburner
Secondary: Whatever
Melee: Whatever

Pro-tips: W+M1














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