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  1. rairoken16 liked a post in a topic by Bumpnation in PS4 Division PSN ID List   
    PSN ID: Krumpets7669
    Platform: PS4
    Games (multiplayer):
    -Final Fantast XIV
    -Rainbow Six Siege
    -Dark Souls III
    -GTA V
    -7 Days to Die
    -Prominence Poker
    -Rocket League (is bae)
    Games I plan on buying this year:
    -For Honor (played closed beta; very excited)
    -Tekken 7
    -Kingdom Hearts 3
    -Something I'm sure I'll regret (I buy this one every year)
    It should be noted that I am actually not too familiar with what titles are coming out this year.
    If you want to contact me, do it through the community page on PSN, for I pretty much never go on this website
  2. rairoken16 liked a post in a topic by Kcdmgirl in PS4 Division PSN ID List   
    PSN ID: ASOBlueRose
    Consoles: PS4, PS3
  3. rairoken16 liked a post in a topic by xKaros in PS4 Division PSN ID List   
    PSN IDs: xKaros (US) (Main), xKarrosu (JP) (Alt)
    Dying Light, Destiny (If you need help with anything, except trials, I can help), Bloodborne, ESO, Battlefield 1, Planetside 2, Warframe, The Division, PSO2 JP verson (I don't understand Japanese but I don't care, I want to play it. I don't have a pc that can comfortably handle it, If I did, I would get the pso2 tweaker and play it).
    Games looking forward to:
    Destiny Sequel, PSO2 (If it ever comes to the west... sigh.. It won't), Black Desert Online (If it is actually possible for it to come to consoles and its announced), Kingdom Hearts (I haven't play these in a long, since my ps2 era), Mass Effect: Andromeda (Please be quarians in there), Star Wars Battlefront Sequel (Needs major improvement over the first one).
    Consoles: PS4 only but I want to get a vita and a pc.
  4. rairoken16 liked a post in a topic by argetlam350 in PS4 Division PSN ID List   
    PSN ID: Argetlam350 (call me Al)
    Consoles: PlayStation 4, and PlayStation 3 (Not on often), PC (still new to PC gaming but slowly getting more active)
    Games (as of January 2017): Overwatch, Kingdom Hearts 2.8, Dark Souls 3, Warframe (not often)
    Games (looking forward to in 2017): Horizon: Zero Dawn, Crash Bandicoot N.Sane Trilogy, Nioh, Mass Effect: Andromeda (cautious optimize), The Ringed City (Sure it's DLC but I'm a Souls fan so I'm including it), and that is it for now.
  5. rairoken16 liked a post in a topic by WITHASTICK in PS4 Division PSN ID List   
    PSN ID: WlTHASTlCK (The I's are lower case L's)
    Consoles: PlayStation 4, and PlayStation 3 (Don't use anymore)
    Games (as of January 2017): Overwatch, Kingdom Hearts 2.8, Gravity Rush 2, Battlefield 1 (barely play), Rocket League (rarely play), and other single-player games.
    Games (looking forward to in 2017): Horizon: Zero Dawn, Night in The Woods, Kingdom Hearts 1.5+2.5, and Prey (cautiously)
  6. Guest
    Guest liked a post in a topic by rairoken16 in PS4 Division PSN ID List   
    PSN ID: BlitzKing16
    I'm on PS4
    Currently playing: Borderlands: The Handsome Collection, Battlefield 1, Diablo 3, Dragonball Xenoverse 2, Overwatch, Final Fantasy XV.
    Looking to get: Rainbow Six Siege, Titanfall 2, Horizon: Zero Dawn, For Honor.
  7. rairoken16 liked a post in a topic by Shagger in I just had a thought about Battlefront.   
    The post launch support will suck, and here's why.
    And no, it's not this news that they're already announcing sequels, although that is a factor in that ideas for improvement may just be saved for the newer games instead of being patched in. It's about the season pass.
    To explain what I'm on about, we first have to look at another multiplayer only shooter published by EA, Titanfall.
    When the game first launched, allot of people were bummed buy it's lack of content for a full priced game (familiar story, eh?), but was heavily tweaked with better balancing, matchmaking, levelling, emblems and a multitude of new game modes in the months following the games launch. Werther one feels with all this game was still worth it the price comes down to the individual, but the most important thing is this was added at no additional cost completely separate from the games DLC packs and season pass. The season pass also was eventually offered for free with DLC maps put into general circulation, but that was after quite a while from launch and I'm not gonna count them for this, it's still worth noting that happened though.
    Now on to the season pass. Each of the three DLC packs offer new cosmetics, but more importantly three new maps for $10 each or $25 for the season pass. So if I'm getting my maths and assumptions correct that's not far of the same amount of content currently advertised as being a part of the Battlefront's season pass for about half the cost. So, already Battlefront's DLC looks bullshit by comparison, but I fear it's going to get worse.
    Here is what was put into the game for free outside of the bug fixes and balancing ect.
    Marked for Death Game Mode
    Marked for Death Pro Game Mode
    Pilot Skirmish Game Mode
    Frontier Defence Game Mode
    Private Matches (TBH, should have been there from the start, so you could call that a patch)
    New Insignias
    New Unlockable OS Voices
    Deadly Ground Game Mode Stipulation
    DLC Maps Added to Circulation
    Now on to the point
    Given that Battlefront's season pass doesn't offer much more (IMO) that Titanfall's did, what do think the odds are that Battlefront will have this much added to the game for free? Not a chance. EA and DICE simply can't afford to not lock this stuff behind the season pass to help justify it's cost. I'm not saying DICE aren't gonna improve the game, but it'll be the kind of patching and general improvements that are necessary and always, nothing extra. Being a seasonal EA game, DICE will inevitably be kept busy with these bug fixes and balancing. Titanfall was developed by Respawn who weren't exactly very busy in year post Titanfall except for post launch support on that game, not like DICE who'll be working on at least one other Battlefront and probably a new Battlefield over the next few years. DICE won't have the time nor the budget to develop the equivalent of what we got for free in Titanfall and the amount of DLC to justify that kind of cost of that season pass planned for Battlefront separately, there's just no way.
    This coupled with new Battlefronts already announced means the post launch support of Battlefront is going to suck. That is my prediction. That's something EA were actually doing pretty the last year or two. What a shame.
  8. rairoken16 liked a post in a topic by Legolas_Katarn in Should I buy a 3ds?   
    The 3DS has a large library of really good games that are only available on the 3DS. The Vita has some of my favorite games but a lot of the games you can get on it are also available on the PSN or PS3 so you could get most of them on a console, often in a better version, if you have one or plan to get one ever. With the Vita you can download a lot of great Playstation, PSP, and PSN titles, if you get PS+ you can also get free games to play every month as long as you have the subscription. The 3DS gets you access to the DS library which has a lot of great games.
    Some good games for the 3DS
  9. rairoken16 liked a post in a topic by Quinnsdaddy11 in Don't give Activision and Bungie anymore of your money   
    Destiny gave you 28 missions which takes 6 hours to complete   The Dark Below gave you 8 more missions which takes another 2 hours to complete    House of Wolves gave you 9 more missions which takes another 3 hours to finish   In total you got 45 missions which take 11 hours to complete for $90   Now Activision and Bungie want and additional $40 for The Taken King.   In total you are giving Activision and Bungie $130 for a game that is not complete, that lacks not only content but a competent story.     Please do not give them your money   Here are a few better uses of your money that are coming up:
    Until Dawn Aug 25 2015   Metal Gear Solid V: The Phantom Pain Sept 1st 2015   Mad Max Sept 1st 2015   Guitar Hero Live Oct 20th 2015   Call of Duty Black Ops 3 Nov 6th 2015   Fallout 4 Nov 10th 2015   No Man's Sky TBA   Star Wars Battlefront Nov 20th 2015    
  10. rairoken16 liked a post in a topic by Shagger in I PREORDERED FALLOUT 4   
    There's no rules against pre-roding Fallout 4, Star Wars Battlefront on the other hand...
  11. rairoken16 liked a post in a topic by HeroEightyTwo in PS+ Free Titles August 2015   
    I couldn't say why but GoW never held my interest. I played the first game and half of the 2nd but never finished it so going to give ascesion a miss.
    Temple of Osiris and Limbo i'll add to my download list for future possible playing but that's all.
    Like Blitzking said. Time to finish up some other games before MGS V comes out
  12. HeroEightyTwo liked a post in a topic by rairoken16 in PS+ Free Titles August 2015   
    Well, I guess the games for this month are rather underwhelming. It´ll give me a chance to finish up some of the games I have, maybe something good comes up on the Summer Sale.
  13. rairoken16 liked a post in a topic by khasym in The Hadder Doctrine, Part IV - Fall in, Soldier!!   
    From the small, to the large, tactics are the foremost obligation of any serious PS 2 player. It doesn't matter what you do, so long as there is a continent impacting effect for it. Flying around, blowing up base turrets at bases that are two and three fights to be hacked, is ultimately a useless gesture. But for many, hitting the instant action command on the map, can be second nature. And a costly lesson in not knowing the fight you're stepping into. With that in mind, we're going to work from the first steps into the WG, right through to a cont cap. Gonna flip this around this time, and go from small to large on this time
    -----Get your Orders Clear-----
    As a new soldier, the first thing you need to do, is check the map for the fighting. Do not just hit the touchpad and jump into the first "Deploy" spot you see. Some fights need you, other fights are a lost cause or unintended. Jumping into them can mean that you spend more time feeding the enemy XP than earning it yourself. On the map, check continent ownership(upper right corner) and population density(upper left), to be sure that the fight is something you can be of use at. Also, don't be afraid to ask for an outfit or squad platoon before jumping straight into the fray. Generally the outfits are at the tip of the spear on the ideal fights, so it's never a waste of time to ask.
    ------Squad Unit Tactics------
    Alright, you've got four or five people around you, maybe chatting in proximity. Again, we're going to break this down from the outside in.
    First rule, is stay together. Try to avoid losing sight of your group unless you're all entering a building or base. in open terrain, it's very easy to get turned around, cut off, and isolated from your friends. You put yourself in more danger, and weaken that small unit of yours. But, this doesn't mean following each other in a line to a door. Spread out to the sides as you run, get a wedge or line going. It makes your group a larger target, making area effect weapons less effective. It also means that you have multiple eyes on any shooter who targets you from the front. Once you get into base real-estate, that changes. Now, you're in Urban Warfare, and open spaces are deathtraps. Hug walls, stack up, and keep yourselves together to make it easier to put mass fire on a sudden target. Make no mistake, even five Engineers and a medic, pelting a MAX with assault rifle and Carbine fire, are FAR more scary, than two MAXes slugging it out one on one.
    Look for large boulders, medium angle hill and ridge lines, anything that breaks your enemy's line of sight. Base your offensive, around these locations. Small trees are bad for GROUP coverage(but excellent for snipers and light assault to hide in) Set your support down behind safe cover, and get your enforcers up on the edges of cover firing. Send your observers out to the flanks, where they can keep an eye on your sides, and let the enforcers focus on the front. Supports need to move between the firing groups to resupply or revive downed allies. This gives you a larger area to fight from. it's very easy for a small boulder to hide nine or ten soldiers behind it. The problem is, one tank shell, missile barrage, or well placed grenade, and instead of nine soldiers, you have nine casualties and a broken offensive or defensive point. Enforcers in particular, need to get down when you are hurt or out of ammo. Your pistol is not the same as your assault rifle, light machine gun, chain gun, rockets or grenades. And even a light sniper can drop a shielding heavy in a  single shot if he's already hurt.
    Author's Note: I have been debating this issue for a very long time. It's been hard to determine how much this section needs to be stressed without being overbearing. I will probably come off quite harshly here, but that is because PS 2 really does prove the proverb true. I will not reveal any specific situations, but I have seen excellent, and horrible examples of Cohesion in PS2. While the former were fine, the bad ones were at times enough to make me want to jump ship. So if I hurt anyone's feelings, or poke at a person's playstyle, please don't take it personally. I just couldn't find a way to bring this across any softer that would satisfy me.
    For want of a nail a horseshoe was lost,
    for want of a horseshoe a horse went lame,
    for want of a horse a rider never got through,
    for want of a rider a message never arrived,
    for want of a message an army was never sent,
    for want of an army a battle was lost,
    for want of a battle a war was lost,
    for want of a war a kingdom fell,
    And all for want of a nail.
    In any other FPS game, the external game is always secondary to your personal game. Jump on GRO or CS-GO, and you can easily snipe even when you have a bad team. In Halo 4, you can grab a jetpack, carbine and grenades, and your personal skill can trump the scoreboards to humorous effect, even if your team didn't win. But PS 2, is unlike any other game. EVERYTHING, turns on the skill of the players. Big things, and little things. There's no automated warning system to tell you where enemies are. Bases won't flip themselves back to our side, vehicles and turrets won't heal themselves. Attention to detail, keeping up with the little things, can actually tip the balances of power in a fight. Pursuant to that, keeping the enemy firing blindly, spawning into kill zones, and doing little beyond running spinning and shooting like idiots, can turn hopeless fights into PS 2 101 educations. But all of this, comes from one thing: the many working with the few, to accomplish organized tasks in a stressful situation. Leadership, organization, and committment to a group effort universally nets more cert points, kills, and medals, than trying to lone wolf it. There are occasional exceptions to this, but  they are rare, and often require a very narrow set of conditions and situations to come about. Having said that, I must point out a few difficult truths:
    PS 2 is not for the solo player - I don't know about others, but I have pined for years, even before PS 1, for an in depth, tactical group action game, where I could play with others to accomplish something together. Not TFC, CS, DF, or Halo, but a game where the group is only as effective as the sum of it's parts. Sony answered those hopes with PS 1 and 2. But that means our personal skill, is not as important, as our contribution to a group effort.
    By joining an Outfit, you want to be a part of a greater effort - Outfits are voluntary. By joining one, you say to yourself and others, that you want to help out on a coordinated offensive. If you join just for an easier time to spawn in so you can grab an Inf, a .50 and go snipe hunting, make sure that's NEEDED, or find a rando group to satisfy your precision lust.
    Running, is not the same as Doing - It's very easy to get caught up in a vicious cycle: The base is falling, you spawn at a sunderer or inside. You grab your weapons and armor and run to the heroic defense of your home ground....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer....sensing a pattern here? You're running a lot, but doing very little with it. The rush of adrenaline at saving a falling base can easily override both personal and group logic. We become so fixated on not taking even one step backwards, that we forget the first step to a counter, is often a step back. Always evaluate your situation, and adjust your tactics accordingly. Likewise, communicate what you see to higher, because they might be in a different situation. Not being able to see the six or seven Prowlers or Magriders on the other side of the base that's crumbling like a sandcastle, could give a Squad or Platoon Lead the info needed to counter or redirect their fight.
    Orders are to be obeyed, not questioned - This one REALLY bugs me at times. Yes, we all know it sucks when you see a problem, kick it up the chain of command, and nothing's done about it. Or when you see an opportunity, call it in, and get told to do something else. But as painful as it is, we cannot(Yeah, I've probably said this half a dozen times in half a dozen differen ways) work solo to achieve a given objective. It takes nothing for twelve people to do what they want; log in midday on the servers for a prime example of this. Hundreds of people doing nothing but what they want, almost completely oblivious to the actual situation. A squad or platoon that can accomplish simple tasks in a stressful environment, will become a nexus of coordinated activity. As they see a group doing a single thing, other people naturally gravitate towards doing that same thing.
    But all of this is impossible, without adhering to orders. Your squad or platoon lead has the overall goal in mind. You may feel your vision is important, and at times it can be. But you must trust your leaders, that they know what they're doing, and follow their orders. In turn, leaders have to both know when to pull on the reins, and when to let them go. It's very easy to try and micromanage people in PS2, and it will get annoying fast. Rattling off endless step-by-step orders clogs the comm, has everyone paying more attention to your next order than the game, and losing the ability to think for themselves. They become frustrated automatons, have less fun, and are less effective. Delegate, organize and coordinate. Do NOT dictate, codify, and presume. Break your squad in half or thirds or fourths, and assign fireteams to specific tasks. TRUST them to get it done.
    Know your Forces - In most movies, as well as most real life images of military units, someone almost always has a simple pad and pen for writing. They could be using it for any number of reasons, but there's always one that stands above them all: because it's easier to refer to paper than memory. Find out who in your forces can do what. Not everyone either WANTS to be a Medic, or has the certs invested into it to make it worthwhile. By knowing your forces, you can set up fireteams based on a cohesive whole, comprised of different parts. Platoon Leads can take this to the next logical extreme, and make entire squads around a single combat point: Armor, Spec Ops Stealth, Fast Attack, Air Dominance, AV Infantry. With a squad, you can park them at a road intersection or a choke point and punish vehicles that try to make it past. Or call in a Bombing run along a specific targeting zone. :-)
    Before your Op starts, do a role-call of who likes to do what. Who are your pilots and drivers? Who love light Infantry, or are certed into MAXes? Pick three roles each player likes to do, jot them down under their names, and keep it nearby. So instead of sounding like a rookie leader, constantly asking "Hey, who can do this?" you'll project confidence and trust in your people, to just call out names, ask for a role switch, and give them their marching orders.
    Following this, assign a second in command. At the platoon level, you're the coach, your squad leads are your captains, and your second in command is your quarterback/striker. You call the plays, they execute them under the SIC's guidance. At the squad level, YOU'RE the Quarterback, but the SIC is your center. You work together, to move the plays on the field. This can fluctuate as needed, but it's better to have two clear voices of who's leading, than you trying to respond to everything. Give your SIC a little bit of freedom, so he doesn't feel the need to "Mother-May-I?" you to death. Your leadership filters through him, his leadership through your squad, and your squad's leadership through the other players. As disconnected as it may sound, it WILL work. Random players want to be on the side that seems to know what they're doing. That's the Outfits and outfit squads. They'll follow you like puppies if you can demonstrate order and organization in battle. :-)
  14. rairoken16 liked a post in a topic by khasym in The Hadder Doctrine, Part III - On the Way!!!   
    Welcome back to the Hadder Doctrine. Alright, this is the one that separates Planetside 2 from CoD and Battlefield; mechanized combat. I'm not talkin about jumping into an armored pop gun, and running people over to giggles as you avoid aircraft. I'm talkin standin off a ridgeline 300+ meters, in a row of Lightnings and Prowlers, laying sheer hell upon a position, and driving those pissy infantry BACK inside where they belong. I'm talkin a Skyguard Lightning, turning Liberators, Reavers, Scythes, Vals and Gals, into panicked cowards rushing for the horizon or the safety of their base. Armored Warfare, at it's finest. This guide will cover the basics of armored combat, and delve into the two main vehicles used in that purpose: the Lightning and the Prowler.
    Now, there will be those who say that the Harrasser belongs in this list. To that I will spend a few moments suppressing a laugh, before I remind those people that the Harrasser is vulnerable to ALL fire, Small and Large. I have personally taken out a Harrasser as a Heavy, with nothing but a TR Chain gun. The Harrasser is just that: a harrassing tool. It CAN get kills, it CAN destroy tanks. But it will NEVER be able to slug it out in tank vs. tank combat, let alone support an infrantry action. it is the evil ghost that hides in darkness. Because as soon as a Lightning or an MBT starts lighting one up, it vanishes.
    -----The Field of Battle-----
    Let's get this out of the way fast: if your tank is inside the walls of a base, and you're still in it, you're in a bad positon. Tanks, light or heavy, are meant to support the INFANTRY invading the base, not armor. Early on, this tactic works, largely because there are not a lot of engineers with tank mines. As PS2 ages on the PS4, and engineer players get more and more disposable certs, expect to see far more base interiors lined with mines that will one or two-shot your tank in VERY short order. it's an easy way to a fast 300-700 XP for almost no work. :-) Incidentally, if you ARE an engineer reading this, take the advice to heart, Get yourself tank mines, a utility pouch and just go nuts mining major roadways. There is nothing more personally satisfying, than running in front of a Vanguard as he brings that big gun around, while you mine the road before him and duck down behind a boulder....save for that fiery explosion when he foolishly rolls forward to try and get a shot on you again. :-)
    Another flat rule: There is only ONE pilot class: the Engineer. If you're not in a vehicle, you can be anything you want. But only Engineers are pilots/drivers. Why? The repair gun is a big part of it. But more than that, the Engineer can set up their own small defensive position with turrets and Claymores, to field-repair their tank without threat of taking damage. Having that nook where you can heal up without fear, is a tremendous stress-reducer(I know; we play video games to reduce stress alread. :-) ) The stress you carry into each fight, increases your twitch and decreaes your thinking.
    With that said, tthe question remains: where should a tank be in PS2? For the Magrider and the Vanguard, they can get close with little loss. The Mag's manueverability, and the Van's shielding, can give them an edge in a close-in slugfest. The Lightning and the Prowler however, live in distance. Every meter away from your target, is another meter of drop, auto-fire drift, and the chance of a round despawning. You want to generally be either at the line of the infantry, or a good 50 meters back, shelling from safety. Distance is your ally; NEVER abandon your allies. If you find a Sunderer, drive away from it. Spot it, floor it away, and circle back before shooting from range. That range, will often buy you the five or ten extra seconds needed to finish a Sunderer, before it drives off, or destroys you. Remember, EVERYONE who spawns at a Sunderer, will get a message when that specific Sunderer is attacked. So if you wait until you're in a better position, it is that much longer before those forces can converge on you to fend you off. 
    With that question answered, another comes up: Where should a tank NOT be? One word: Roads. You have treads, you have suspension, and you have power. Roads make your trip easier, NOT safer. The roads belong to Sunderers that have crap manueverability, Harrassers that can turn on a dime and turbo away, and Flashes that can drive in stealth. Tanks are the offroad kings. And it's a lot harder to mine an open plain, than it is a narrow roadway. Use roads for convienence, but never treat them as the BEST way to get to your target. The biggest defensive positions are often set up to cover roadways with more than one turret.
    One tiny team-based caveat applies to this, but it also applies to all vehicles: run in front of a friendly Sunderer if possible. Remember my advice about mines? Their one saving grace, is they won't discriminate. Any enemy vehicle that rides over one, is toast. But as valuable your vehicle may be to YOU, a Sunderer is often ten times more valuable to your faction on that continent. Take the hit for the team, respawn in that Sunderer if you can, and ride on to victory. Even if you're in your OWN Sunderer, just using it to get from point A to point B with no intention of deploying it, ride in front of another Sunderer and take the hit.
    "For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack." Rudyard Kipling - The Jungle Book
    We've all seen it. Someone running around with a Lightning, running nose to nose on a Sunderer or a turret, spending a few precious seconds gleefully blasting away, before said Sunderer or turret shows them what firepower can do. Maybe we've BEEN that person. In regard to the Lightning, the above quote should be gospel. One Lightning, is one wolf. Fast, yes. Dangerous? Not really. The Lightning is second only to the Harrasser for how easily it can be destroyed. It's speed and it's manueverability, are hindered greatly by it's vulnerability. While not vulnerable to small arms fire, the Lightning is a true jerry-cooker against large caliber rounds. Almost any non-infantry variant of a tank's main gun, will kill a Lightning in 2-4 hits depending on the gun and where the Lightning is hit at. So never slug it out. Hit and move. Once your target's on fire, you can focus in on the kill shot, but until then, treat them as an undamaged vehicle, and keep dancing for the fight.
    This changes UTTERLY, if you can coordinate a 4-man squad of Lightnings. Now, you're not one wolf, you're a wolfpack. And even a bear can be killed by a wolfpack. The easiest way to move in sync on the battlefield, is a Line or Echelon formation. The Squad lead should be at the back of the pack, or perhaps 3rd in line, so that if a target's spotted, you can jump off formation, and survey your target before committing to the fight. it also makes it easier to give voice commands to help keep the formation in shape, because you'll see everyone's postion without giving up forward perspective.
    In the pack, agression is key. Vanguards and Magriders, are used to outshelling a single Lightning. Scare them into running, by pouncing on them. Hit them, drive them off, and chase them down. Wait for them to stop and try to repair, and hit them again. The only thing more useless than a wounded tank, is a wounded tank pilot. Convince them that you're their waking nightmare, and they'll go back to being infantry or grab an air vehicle, in which case, see The Danger Zone guide for scaring them back into just Infantry. :-)
    Sunderers are a particular favorite for the pack. There is nothing more terrifying for a sundie force, than being shelled from three or four different positions. HEAT rounds exploding all over the place, damaging them, the Sunderer, and all their hopes and dreams. :-) The Sunderer is a crippled buffalo. it will spend several seconds just getting UP to run, and will do so far more slowly than you will in your Lightning pack. And just like a wolf pack, harrass and corner. Two lightnings shoot when it's running, two more move to get ahead of it and cut it off. Often this will be enough to kill it before the process even needs to repeat. But what fun repetition. :-)
    -----Why the Prowler is Leagues better than the Vanguard and Magrider-----
    Right now, Prowlers are probably feeling underpowered compared to Vanguards and Magriders. Vanguards are tougher than a Prowler, and Mags are more manueverable. This is FALSE. In terms of firepower, we top them both.
    The Prowler fires two rounds, with a base reload time of 2.5 seconds. This alone, is better than the Vanguard at number two, which fires ONE round, every 4 seconds. Our damage per round, is 1000 points on a dead shot with HEAT rounds, compared to a Vanguard's 1600. So we're already doing more damage over one reload, than the Van(4 rounds, vs 2: 4000 damage, vs 3200) But, we can get even FASTER with our fire rate. Taking the first rank of Anchored Mode, reduces reload by 12%. Add in the Reload speed option in the HEAT turret, and we shave 0.1 second off our reload time. So, we're down to 2.4 seconds before anchored mode, 2.15 AFTER anchored. if you MAX both Reload Speed and Anchored mode, you will shave a flat 0.5 seconds off your reload time, and then reduce it by 48% in Anchored mode, giving you a reload rate of 1.35 seconds. 2,000 points of damage, flying downrange a little over every second. :-) You will complete two FULL reloads, before your Vanguard completes ONE. so you're sending 6,000 of damage out, before he can even get 3200 out By the time that Vanguard completes TWO reloads, you will have completed almost SIX. :-) And this doesn't even factor in that our tank rounds travel FASTER in anchored mode, resulting in less dropoff over distance, less adjusting, and more precise fire control.
    What Vanguard pilots have mastered, and HAVE to master, is HITTING with every shot possible. That's why it seems like they win most trades. Nose to nose with another tank, they can slug it out and come out on top. But if they have to adjust for range, for their own movement, every miss is a stab in the gut for a Vanguard. Make them do that. If a Vanguard has to travel more than ten seconds to get to you, almost every experienced Van Pilot will refuse that fight. Ten seconds under fire for them is a lifetime against our Prowler. :-)
    Ergo, you always want as much distance as you can safely aim through, with your Prowler. It will take some practice at first, and a bit of patience. But it will be well rewarded. Again, this changes if you have a 12-man squad of fully crewed Prowlers. Now, you're not just a wolf pack, you are a pride of Lions. YOU OWN THE BATTLESPACE!!! Two Prowlers with Anti Air secondary guns, two with anti armor secondaries, and two with anti infantry, and there is no base or force that can move you. No Liberator or Reaver will dare get close, no light Assault or Engineer will try to C-4/tank mine you. And you will laugh heartily at MAXes and Heavies when they try to hard-shot you with AV.
    -----Sunderer: The Not So Magic Schoolbus-----
    Okay, that reference shows my age. But this is the part where I must point something out. Something dark, evil, lurking inside the heart of every PS2 player - Treating your Sunderer, as a call girl.
    Granted, the Sunderer doesn't do much for the individual player. It brings in so-so XP, is a nice spawn point, and generally is a fun thing to have around. But, how are they treated? Left on roads in front of cannons, or parked on enemy vehicle pads. Lined up three and four on a roadway or behind a ridgeline because the other drivers couldn't be bothered to find a space for them. If Sunderers could talk, I'd say they'd be the biggest peace advocates Auraxis will ever have.
    Poor placing of a Sunderer, is hands down the fastest way to destroy momentum in the game. There are INFINITE places to put a Sunderer, but a few spots can make that spawn point damn near impossible to find and assault. If you spawn a Sunderer with the intent to deploy it, don't just drop it anywhere. Put it where your faction can benefit most from it, and you will benefit most from it.
    Around almost every base, will be natural defilade positions; hills, moutains, chasms, tree groves, that will block your vehicle's direct line of sight from the base. it allows your infantry to move in under cover, without worrying about getting sniped DIRECTLY from a base by snipers or turret gunners. The longer they live, the greater the chance the base will fall or the position will be defended.
    In the same vein, DISTANCE is useful. When you first plan to assault a defended base, you want your Sundie well away FROM that base. It spreads out your forces, and gives them more points of attack to approach from. They get to pick their fight, be it sniping, assaulting, or destroying. It also makes defenders come OUT of their beloved base, to seek you out. In that uncertain middle, is where your forces have the advantage. As the fight swings in your side's favor, you can move your Sunderer in more and more if others haven't already. Getting the Sundie to be moved against an interior base wall, is generally the best sign that the fight has been won. At that point, even Light assault C-4 and Heavy rockets, are far less of a threat than before. But that won't happen if your Sunderer is blown up long beforehand.
    In the same turn, outfitting your Sunderer with a single Flak Cannon, will save you more than 30% in Nano costs from having to respawn it because some aircraft blew your original to hell. Vehicles and Infantry are a little harder to deal with, but that's what your nearby infantry are far better able to deal with.
    In closing, vehicles are the core of any action. The longer those vehicle stick around, the stronger that core becomes. As you develop your skills in PS2, keep your eye on maximizing your vehicle's life-span. More kills, more certs, and more carnage, will always be your reward.
  15. rairoken16 liked a post in a topic by khasym in The Hadder Doctrine, Part II - This is War   
    Originally, I was going to cover each class individually. But since my first writing of the Doctrine, PS2 has grown and expanded far beyond what the core game was when it first launched. So instead, I'm going to break this part down into two separate areas: The concept of damage trading(yes MOBA fans, PS 1 and 2 had it first. :-P ), and the roles each class can play.
    -----Effective Damage Trading-----
    Okay. You're in the field, shooting enemies....and dying....a LOT. You're not really feeling like anything's working for you, because you run a few steps into the thick of the fight, and die soon after. Welcome to the losing side of damage trading. On average, about 60% of the kills you take and dish out in PS2, are gonna be twitch based, who saw who first, time to kill exchanges. It's the bread and butter of any shooter....and they're largely meaningless. :-) One or both of you is going back to respawn, and the other might end up pushing a little further into the objective or out from it. They'll be health damaged, so unless they find a medic or pop a first aid kit, the next fight will probalby do them in anyways.
    Effective Damage Trading, is hitting your enemy, WITHOUT getting hit yourself in a meaningful way. Shield damage, is meaningless damage. Your shields will return to full in about ten seconds. Health is largely gone forever. So if you avoid health damage, and are dropping targets, you're doing Effective Damage Trading. This is accomplised by fire control, and positional awareness.
    Fire Control is the easier of the two. It takes practice, and a bit of patience to master at first, but it WILL net you greater survivability. First, hit up on the D-pad. If your weapon jerks upward and you hear a click, congratulations; you have a gun with an alternate fire mode. The modes run between semi-auto, 2x burst, 3x burst, and full auto I believe. Full Auto, is your twitch shooter control mode It gives horrific accuracy, but if you're close, it won't matter. Semi-Auto, is best used at the near maximum engagement ranges of your gun. Fire a shot in semi auto, and you'll see that your gun automatically returns to wherever you first put the crosshairs. This is why someone can outsnipe an Infiltrator with a carbine if they're good and fast. :-) 2 and 3x bursts, hover in between the two extremes. As a rule of thumb, if your target is close enough that from a dead center waist shot, your burst will END with their body still in your crosshairs, it's safe to use the burst fire over Semi or Full. otherwise, your second or third round, is a wasted shot, that just deplets your magazine faster.
    Positional awareness is an art. It's knowing where you are in relation to your objective, and how your enemy IS moving against you. How they were moving is irrelevent, and how they MIGHT be moving, is wishful thinking. Having Positional Awareness, takes the hardest thing imaginable; not starting to shoot when you see targets. Figure out who's doing what, where and how BEFORE you start shooting. Get a gameplan of where you want them to go, and what you'll do when they DON'T do that. :-) It's a lot easier to know your line of retreat if a Light Assault goes on a flanking run against you, than trying to shoot a target moving perpendicular to you, towards cover. Mastering these two skills, is what separates good PS2 players, from the ones people dread to see show up in their kill review. :-)
    Combat - "Gee, what's this for?" :-) I know I know, it sounds silly. This is a shooter, we all have guns, not paintrollers and squirt bottles(Thanks Splatoon for making that reference actually relevant again.) But while every class CAN do combat, some do it REALLY well. And one of them DOESN'T make this list: The Infiltrator. Combat isn't JUST killing the OPFOR. It's denying them the ability to prosecute their objectives. And the Light Assault, the Heavy Assault, and the MAX, are the ideal classes for this role. Your goal, isn't JUST to kill infantry. It's to destroy force multipliers. Tanks, aircraft, Sunderers; these are the heart of any good offensive action or defensive position. Knocking them out, frees up several people who may need to be watching FOR those threats, and lets them push in to the cap points.
    Support - If armor and air are the heart of any good strategy, Support is the backbone of one. Without question, every base will fall, every assault will fail, without Supports patching things up and keeping them in the fight longer. And thus, it is vital that a Support not neglect their job. Wherever you go as an Engineer or a Combat Medic, your role first, is to SUPPORT an action, not prosecute one. If it's a choice between firing your gun and healing or repairing something or someone, pick the latter two over the former every time.
    In particular, I'm going to call out three things I've seen that can drive you nuts: Engineers not dropping ammo packs, medics rocking the Nano-field regenerator instead of the Shield regenerator and Medics not ressing MAXes.
    Engineers - I know, an ammo pack isn't sexy. it nets you a paltry 13 xp per person you resupply per tick. And it doesn't even resupply deployables like C-4 mines or turrets. Just stuff like Heavy Rockets, MAX ammo and Infilrtator Recon Darts. But those three things, are at times the most crucial part of an assault or defense. Heavies can carry between 3-7 rockets I believe. but after that's gone, they have to run back to a terminal to resupply. Meaning they're not shooting rockets. The NS-7 Burster anti air gun on the MAX, holds I think 80 shells by default; just three full clip bursts. Your resupply bag, will turn them into GREAT mobile turrets that will bring YOU XP when you succeed in an attack or defense. Medics take a special note here: DITCH the nano backpack field regeneration, for the Shield regenerator deployable. Health always takes FAR more damage than shields will, but that's all your backpack will fix, is health. Your Shield regenerator, will save you TONS of nano-heal ressing time, and deliver XP in spades. And while people's shields are regenerating, you can spam your healing gun to top off their health. :-) Medics - Where is the love?!?!?!? :-) Yes, Ressing a MAX will take time, and yes, you can't then heal them back to full with your gun. But there is no tougher unit to FACE than a MAX. That MAX you're walking away from, might have been the only thing scaring off a pack of Reavers or a Lib bomber. Without the customary Burster greeting they've been getting, they won't be looking for an easier target; they'll have just FOUND ONE.  
    Logistics - This isn't filling out request forms. It's scouting targets, unlocking a base's defensive structure, and figuring out how to hit it. Almost exclusively, this is the role of the Infiltrator and Light Assault. One does it by stealth, the other does it by air. But the goal is the same: spot targets, show Sunderers and hidden tanks and mines, and give your friends the best ways to knock them down. Usually, this role gets a little lost in the fog of war, as a lot of things are happening. But remember, this is a TEAM effort. Your solo play, is SECOND to our overall objectives. Shoot to defend yourself. Spot and scout, to HURT the enemy.
    Command - As with Logistics, this isn't sitting on your hands. Squad leaders need to be reading the field more than trying to fight OVER it. See where enemies are coming from, and guide your squad to them from cover. Ideally, this is a Combat Medic, or an Engineer. You may be required to dig in somewhere, and hold for a while. Better if you can supply your squad with ammo and health AND act as a spawn beacon. But remember, if you dig in, DIG IN!!! Don't declare a holding position, and then go on a flanking run. Because anyone who dies, is going to spawn right on you again, and you'll make them and yourself a target. Platoon Leads need to be in the map far more than shooting. You need to be up-to-date on every map change that happens, to understand what's going on in the battle. It can be tempting to take a vehicle or a Heavy out and hurt the enemy. But you have 47 other people who are waiting for GOOD orders, not just ANY orders. You want to take them on a path of victory, not lead them through defeat after defeat. :-)
    Counter-Support - Yes Infiltrators aren't COMBAT focused. No; our skinny little friends are the bane of every Engineer, Medic, Heavy, Turret, mine, Sniper, shield restoration device, and ammo pack there is. :-) Get yourself the large caliber sniper rifles, the straight pull bolt, and watch...ideally under the 8x power scope. The zoom feature, does NOTHING to your range. But at each increase in Scope power, your field of view is NARROWED If you can get away with the 8x or 7x power scopes, you'll have a lot more targets to choose from. Watch for a dug in position; a wall or a choke point that the enemy are funneling fire into. Flank that position, and work up weakest to toughest in shot priority: Infiltrators and their deployables, Combat Medics and their deployables, Combat Engineers and THEIR deployables, and Heavies. It's tempting to tap a MAX with your Big .50, but don't. You almost certainly wont drop him in under three shots, and by the second, every enemy near him knows where you are. Leave that shot, for an Engineer with an Anti-Material Rifle.
  16. rairoken16 liked a post in a topic by Kieeran in EA already gone f***ed it up!   
    I'm already pissed. I've waited ten years for a sequel to this series, and this is the shit they're providing us with? Seriously? There's a reason why people didn't want this game which could be amazing get into EA's hands. It's screwed.

  17. Ixnatifual liked a post in a topic by rairoken16 in lets talk about the bullsh*t around digital copies   
    GOG or Good Old Games is a website/online game store run by the developers of the Witcher, CD Projekt Red. GOG works in some way like Steam in which you buy your games through there website, but that's it, there is no platform you need to log in to play your games and there is no need to be connected to your internet to start your games, because you download the games directly to your PC. It's a DRM free alternative to Steam, there are not as many games as Steam, but their library keeps growing and they will launch a Steam-like program called GOG Galaxy in the near future.
  18. rairoken16 liked a post in a topic by ofFireandStone in lets talk about the bullsh*t around digital copies   
    GOG is your friend.
  19. rairoken16 liked a post in a topic by MadDemon64 in How KONAMI doesn't see a future in consoles or PC and what that means for us.   
    I predict that this will make maybe #3 on Joe's Top 10 Gaming Controversies of 2015, give or take a number.
  20. Glaice liked a post in a topic by rairoken16 in Assassin's Creed Syndicate gameplay trailer   
    We all know what we have to do with the AC series now, and mostly any game that Ubisoft tries to show us. Wait for the reviews and keep a very cynical and careful stance on the game.
  21. Guest
    Guest liked a post in a topic by rairoken16 in How KONAMI doesn't see a future in consoles or PC and what that means for us.   
    The worst part of this approach is Konami sitting on their amazing IPs and doing nothing with them, or even worse, turning them all into mobile games made to milk the cash out of people.
    Thankfully the original creators of this amazing franchises are not staying put and started making spiritual succesors, like Bloodstained.
  22. rairoken16 liked a post in a topic by Apex Spartan in A little bit of my thoughts on Game length.   
    1. Game lenght matters but nobody will play a boring game. Make the game either have a interesting world, story or gameplay and make it long. Some games are better when they are longer and some are not.
    2. Game lenght shouldn't be compared or made to suit those that have less time to play. If it's a long game and they dont have much time to play, they will finish it over time, it really is no big deal. And it won't spoil anything if they are having fun. If people don't have much time to play, then they just need to wait until they do. I don't think other gamers and companies care about that.
    3. Game lenght also depends on the type of game. FPS are usually shorter and people expect RPG, open-world games and games with stories to be a bit longer and have more content.
    4. The Order was just...I don't know. It's not a good example to set for a proper game lenght. What was it? 4 hours or something? I think MINIMUM you are supposed to have for such games is at least 15 hours, for a FPS or 3rd person shooter. Anything under that is lazy, unless the game has an outstanding multiplayer.
  23. rairoken16 liked a post in a topic by thedukeofzill in Spiritual Successors   
    I will start this post by linking a video to Alphaomegasin:

    I think his ideas on this topic are totally valid. We are really seeing so many games that are getting a spitritual successor. I think this could be a way that the fans of certian titles can actually get the games they want, not the games the AAA developers tell them they want. I am worried about the state of so many of my favorite franchises. I honestly believe if companies like Konami are going out of the gaming businiess and more into the gambling market, sell of your IP's to a company who will do something with it, or the original developers should just create a spiritual successor like Mighty NO.9 or yooka-laylee.
    I've been saying it for a while, I am so tired of these companies sitting on their IP's. Suikoden, Chrono trigger, Legand of Dragoon, just to name a few. We will never see another addition to these titles, and its a damn shame that we will get 50 more COD's and Suikoden will sit in the closet, never to be seen again.
  24. rairoken16 liked a post in a topic by Eiousx in Assassin's Creed Syndicate gameplay trailer   
    That's pretty much how the majority feel. The "I don't know" is how one would describe the average consumer of AC right now if another entry into the series is even warranted. God how I hope this isn't awful.
  25. rairoken16 liked a post in a topic by Apex Spartan in Assassin's Creed Syndicate gameplay trailer   
    1. The city design looks absoutely gorgeus
    2. The atmosphere looks great too
    3. Graphics look really nice
    4. A guy is talking about what awesome things you can do
    1. The city design looks gorgeus
    2. The atmosphere looks great too
    3. Graphics look nice
    7. WHY DO I HAVE 10FPS?
    But honestly I really love the series and I hope this one will be good but...I don't know.