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Found 25 results

  1. Thread is W.I.P (Will add more contents overtime) First off, I will start off by saying that recruiting in any games IS always hard depending on the type of clan/guild/unit/outfit you are in. There are many variables to consider when joining those. Here in this thread I will be showing some DO and Don't and some general tips from my experience. If you have any feel free to reply! -Getting recruits, or new members is almost essential to keep the player base active and especially crucial to get that high attendance. Ex: You have 9 active members in your Unit..... but sometimes you do not reach the peak all the time because of peoples that cannot attend for whatever reasons. While having 18 members you will have a higher chance of getting a high attendance everytimes. - Another Tip i would like to bring out, is to get engaged with those new peoples, talk to them, talk about your experience and so on..they will likely stay longer and make friends along the way. Now for some MWO centric tips. while i personally dont know much about the game i can still offer some advices when recruiting in-game or on forums. Talk to your friends about it! If they are looking for a mech game in particular tell them, obviously they might not all like it at first but that's just part of the game. Play good, often enough, interest is build off initial impressions. If you try your best and work together with Pugs (as they so called it) you may find yourself having somebody to play with without even asking. It does not happen all the time too, but it's nice to see. More to come later...
  2. Shameless Promotion! But seriously, it's like one of the only Ana guides(well it's really just a lot of quick tips) out right now. I'm tired so I'll post the YT description. Weliver here, and hello! I've been wanting to do an Overwatch video for awhile now but I personally think that just watching matches without commentary are boring so I haven't uploaded anything I've recorded. I thought of a way to fix that! Hopefully it's not that big of a deal ... I plan to get a mic soon regardless. Anyways, onto the video: Ana is on the PTR and everyone's favorite little grannies seems to be more played than Genji! I can see why, she has very unique playstyle while also filling crucial roles. It's definitely a playstyle that has 'clicked' with me the most; I blame the rifle! I always gravitate towards non-scoped rifles in shooters and I finally have a hero in OW with one! (It's scoped, but I only use it when I have to.) Not to mention CCs, healing suppression? I've played a rogue in WoW for a long time, Blizz. If any character would ever make me think about being guilty of having a 'main' in OW, it would definitely be Ana. Maybe you prefer to read guides, or may be deaf? Well, here's the manuscript! Side note! If you disagree with any of my points, feel free to tell me! I'm learning with everyone else given she just came out and more knowledge, the Better! Edit: It took so much effort to get that video up just now because I'm still not used to all these changes... Edit 2: I just noticed my thumbnail is a lie, I don't know how many individual tips are in the video so I just wanted to clarify.
  3. xalibure reporting for duty sir
  4. Hey guys so im going to show you how to Find our Teamspeak and Setup your Correct Permissions so that you can participate in events, play games with us and interact with other AJSA members over our Voice Server! Video Tutorial: Text Tutorial: 1. Become a Recruit! - You MUST have been Approved as a Recruit or Member on the these Boards FIRST! You should be able to tell whether or not you have been approve by logging into the forums - if you can post to the various public locations then you have been approved. You can also look at what your Member Group in your profile. 2. Go to our Teamspeak Server - Our Teamspeak 3 Server address is ts3.ajsagaming.com with no password required. 3. Wait for Angry Bot! - Within 5 minutes in the chat our friendly neighborhood "Angry Bot" will start a text conversation tab with you. Follow his instructions. Click the link he issues you. 4. Relog & Wait for New Permissions - After you follow "Angry Bot's" instructions Log out of the Server and Log back in. Angry Bot should then automatically change your permissions and assign you to the correct group within a few minutes. This group is usually the basic group, "Recruit" unless you are being promoted. 5. Manual Method (If Automatic Method Fails) - If Angry Bot is busy or not responding. Try adding your permissions manually. In order to do this, log onto the forums, Click your name in the top Right hand corner of the site -> My Profile -> Edit My Profile. On this screen you should see a tab called "Teamspeak Integration", click it. On this screen should be displayed "Link Privilege Key". To use this key, click on it and connect to the teamspeak server using the link. To manually apply it instead, open the Teamspeak "Permissions" dropdown menu on the Teamspeak client itself and select "Use Privilege Key". Wait a few moments for your permissions to change. Relog if they havent changed within 5 minutes. If you still have not been correctly assigned your group & icon, please contact an Officer, Commander or Teamspeak Admin. Also... We have a steam group, If you would like to follow up on events or any announcements about Joe and the community please follow it. You can always follow us on the steam group through the steam page link http://steamcommunity.com/groups/AJSAGaming or just find us on through the steam client.
  5. Overview: This guide is mostly for new players, or for those who want to refer back for material gathering information. Basic dungeon info will be added as well. This is mainly just a reference for all our members to use instead of wading through Google and Wikia's as they seem incomplete. If you have information, or notice something incorrect please let me know. The Basics: As a general guideline (not mandatory) new players are advised to follow the Main Storyline Quests and Side Quests at least up to Level 25. At this range the game begins to open up to the player in the way of crafting and doing your own thing. You can sandbox before then, but it's very difficult. You will also acquire Gilda Stars used at Mirage Isle to purchase Houses, Ships, Aquafarms, etc,etc. Players will need to decide if they wish to purchase a house after attaining 15 Gilda Stars (provided there is any space to build on) or risk waiting and saving for another goal (Like a Cutter ship for example). If there is land available, it is HIGHLY recommended that you go for a house/farm first. Once space runs out it can be one of the most difficult things to do as far as finding a place to call home. It is highly recommended you open your Map and configure all the filters to your understanding, so you can easily locate dungeons, merchants, Warehouses, etc. Crime and Infamy: Guide to reduce Crime Points HERE. Actually... This one is better. Jury Duty: To be eligible for Jury Duty you must complete the Witness Protection quest line in Austera located on the north end of Solis Headlands. A guide can be found here. Leveling By Zone: SOURCE Nuian Specific Zones Level 1-10 - Solzreed Peninsula Level 11-14 - Liyut Hills Level 15-19 - Dewstone Plains Level 20-23 - White Arden Level 24-26 - Marianople Level 27-29 - Two Crowns Elf Specific Zones Level 1-10 - Gweonid Forest Level 11-14 - Liyut Hills Level 15-19 - Dewstone Plains Level 20-23 - White Arden Level 24-26 - Marianople Level 27-29 - Two Crowns Harani Specific Guides Level 1-10 - Arcum Isis Level 11-14 - Tigerspine Mountains Level 15-19 - Mahadevi Level 20-23 - Solis Headlands Level 24-26 - Villanelle Level 27-29 - Silent Forest Firran Specific Zones Level 1-10 - Falcorth Plains Level 11-14 - Tigerspine Mountains Level 15-19 - Mahadevi Level 20-23 - Solis Headlands Level 24-26 - Villanelle Level 27-29 - Silent Forest Nuian/Elf Shared Zones Level 30-32 - Cinderstone Moore Harani/Firran Shared Zones Level 30-32 - Ynystere All Races Shared Zones Level 33-34 - Halcyona Level 35-37 - Hellswamp Level 38-40 - Sanddeep Level 41-42 - Rookborne Basin Level 43-44 - Windscour Savannah Level 45-46 - Perinoor Ruins Level 47-48 - Hasla Level 49-50 - Karkasse Ridgelands Level 50 and Endgame Gearing: A guide to gearing up after hitting level 50 can be found HERE. Dungeons: Palace Cellar: Abbreviated as "PC."This dungeon is located in the City of Towers in the Mahadevi zone. It is located under the south bridge. It is available to Levels 19+ with a Mentor option at Level 30. 3 Players to Party Party abilities required: Single target pulls to take out mobs separately. A durable tank is recommended. Boss Strategy: -- To be added later-- Hadir Farms: Abbreviated as "HF."​This dungeon is located in Ynestere next to Finnea Harbor. Note: There is a difference between the Hadir Farms location on the worldmap and the actual Dungeon Entrance. It is available to Levels 30+ and Mentor at Level 35. 5 Players to a Party. Party abilities required: Single target pulls, Crowd Control (CC's), a durable tank, and a healer are absolutely mandatory for survival. Note: Best dungeon for loot gathering Boss Strategy: -- To be added later-- [Greater] Howling Abyss​5 Players to a Party It is available to Levels 45+ Dungeon designed for very highly skilled players. Will require a highly organized and efficient party to pass. (More info to be added later) Where to Gather Materials Where to find things like Logs, Ore, Mushrooms, etc,etc. Not everyone has their own house or farm to use and this can help those who are new to ArcheAge as they begin to level up and need to find basic crafting materials. Please feel free to contribute and i'll edit the information. If we can get this into decent shape and get this stickied, that would be awesome for our new players to be referred to. Mining: Iron Ore and Raw Stone: The earliest area to begin gathering Iron Ore as well as Raw Stone is in the Gnawbones Cave near the North Devi River in Tigerspine Mountains. This is around Level 15. Veins spawn often and drop both materials. They also have a chance to turn into Fortuna Veins which drop more Raw Stone and different types of ore (Silver, Gold, Archeum). West Arcum Iris, West Solis Headlands and a cave in south Ynestere also have places to mine from. (I'll get screenshots and map info) Logging: Old Trees can be logged in the Silent Forest which is a level 26-28 zone. They spawn either with a 2 hour timer, or instantly ready for harvest and yield 2-4 logs at the cost of 15 Labor Points. It is possible to gather 300 logs per day with one person (from personal experience, I used this method to get enough Lumber for my ship). With 2-3 people the amount you can gather goes up exponentially, as you don't have to compete with other players. Below is a picture of my route for logging Old Trees. Please note the map. Maple and Cherry Trees grow in Villanelle. Water pools in Arcum Iris have trees to log as well. Plantlife: Clovers, Azaleas, and Corn Flowers grow in abundance at Ynestere. Making it ideal if you need to craft Dried Flowers Ynestere is as level 28-33 zone, however. Underwater Mining (Level 30-50, parties recommended): One location we know of for Underwater Mining is south of Cinderstone Moor which resides on Nuia. So this is risky as you are sailing and diving close to the enemy faction territory. It is also an open PVP area so you can be killed in competition for these nodes. What you are looking for is Star Shard Veins. Which drop Star Shard Chips and Raw Stone. These are used for Star Shard Ingots which are needed for mid-level crafts. The ingots sell for a decent amount on the Auction House. You will have to sail passed a few Seabugs and Jellyfish, as well as potential enemy ships on your way. Ships are essential, otherwise you can't dive for long enough (without the 10 minute dive gear buff) to harvest any Star Shards. The nodes are plentiful as long as other players aren't around. It is highly recommended that teams of 2-4 people (at a minimum) go so you don't get yourself killed. Diving Locations: Need to add more to this later, as I explore it. Gilda Stars: Following the main storyline (Green Quest) will net you your starter Gilda Stars. Around 50, not counting the Stars you'll get doing other side-quests. After that line is finished you'll have to do daily quests and trade pack runs in order to keep GS coming in. Mentor/Mentee Dailies provide the best amount of GS for time invested. Each one gives you 3 Stars. At least doing PC and HF will get you 6. Then you can get another 4-6 off other dailies. You can easily maintain about 10 Gilda Stars a day. Doesn't sound like much. but 10 days is 100 Gilda Stars. Factor in a few Trade Packs, and other possible quests. I also need to confirm if you can do the other factions dungeons for an extra 6 Gilda Stars. This could be a possible minimum 19 GS a day if thats true. Thats 190 Gilda Stars in 10 days. 570 in 30... let that sink in a second. Misc.: To rename your Pet: Right click on its nameplate/healthbar and click on "Rename" To take screenshots: Hit F9 To disable the UI: F12 A list of other FAQ's can be found here. MOAARRRR to be added later....
  6. There comes a point when gilmmer is useless but until then if you need to get a lot of gilmmer really fast, I have an easy way. The only thing you need is a Black Wax Idol and AT LEAST level 8 (although it is better to be level 12+). What you do is you go to the mood, there on the map, the story mission "Shrine of Oryx" is the mission you want to be on. Select the mission and if you are level 12+, set your difficulty to hard. I found it was best to play on Level 12 when I was 20 because I could power through the enemies with ease and yet there is enough enemies to make it worth it. When you get on the moon, follow the story through, kill or run past all the Hive and Fallen until you get to a tunnel/hallway after the big room. DinkleBot will go forward and say something like "there is the shrine" or whatever. **Use the Black Wax Idol now!** At that point, there should be about 6 Dregs. Kill them as quickly as possible. Then kill all the Hive there. Then a second wave of Hive will come along with a Ogre. DO NOT KILL THE OGRE. Kill all the Hive around him, then let him kill you. Yes I said let him kill you. You will respawn in the pipe behind the Dregs. Your Black Wax Idol should still be active. Run though and repeat. You should get another Idol during this and you can keep repeating until you get bored or you cap out on glimmer. This does work. It is easy. But when you get past level 20 you wont really need gimmer anymore anyway.
  7. WORK IN PROGRESS (I will add more content and more explanations for builds over time) For now, the guide is mostly focused for Zyra support. I will over time add more content, more details and a mid lane guide. So as many of you know here, Zyra is my favorite and probably one of the most fun champions in the game to play with. I started to play her first when I discovered her on free week rotation few months ago, I played her that whole week on mid lane and I raped most of the opponents. She is extremely fun to play, has crazy burst damage, great AoE CC and her snare. Not to mention her plants are probably the best part about her. Like any champion, she does have her weaknesses. Also before I go on, I want to mention that Zyra is a great support champion and has great potential to setup easy kills. She can do great damage to ADCs, poke them hard and they will fear you. She is an awesome support for aggressive plays, probably the reason why I love her so much. I will focus this guide on the support role and try to also explain her mid lane role. Longing to take control of her fate, the ancient, dying plant Zyra transferred her consciousness into a human body for a second chance at life. Centuries ago, she and her kind dominated the Kumunu Jungle, using thorns and vines to consume any animal that set foot in their territory. As the years passed, the animal population steadily died off. Food became increasingly scarce, and Zyra could only stand by helplessly as the last of her kin withered away. She thought she would perish alone, until the appearance of an unwary sorceress presented her with an opportunity for salvation. It was the first time in years Zyra had sensed a creature wander so close. Hunger drew her to the sorceress, but some other, deeper instinct compelled her. She enveloped the woman in thorns with ease, but as she savored this final meal, foreign memories invaded her thoughts. She saw great jungles of metal and stone where humans and animals thrived. Potent magic surged through her vines, and she devised an elegant but risky plan to survive. Using the woman’s memories, Zyra poured her newfound magic into the creation of a human-shaped vessel. She didn’t know what sort of world awaited her, but she had nothing left to lose. When Zyra opened her eyes, she was overwhelmed by the raw power ready at her fingertips. It wasn’t until she noticed the shriveled remains of the plant she once was that she realized how vulnerable she had become. If this body died, there would be no network of vines to retreat through, no roots to regrow her...but she felt truly alive. She beheld the world for the first time as animals did, and a dark smile crept across her lips. She was reborn, and there was so much now within her grasp. Zyra is an AP caster who's kit revolves around quick burst and the summoning of plants. If you use her combos right with her seeds, Zyra has immensely powerful burst damage and most opponents won't even realize what killed them. When Zyra was first released, she had one of the highest win ratios in the game, she was extremely powerful and that caught Riot's eye. As usual, Riot nerfed Zyra several times and many players just don't trust her power anymore and that's the reason she isn't a popular pick for mid lane. However, should that stop you from playing her mid? Not at all. What makes Zyra so secretly powerful still, is her seeds (Rampant Growth). Rampant Growth itself isn't deadly at all, once you plant a seed, all it does is grow a bud out of the ground, which can act as a mini ward. However, these little buds aren't as harmless as they sound. If you use your your Deady Bloom (Q) over your seed, it will create a deadly plant, with long range and damage. If you fire your Grasping Roots (E) over it, it will create a slow plant with small range, less damage, but it will slow down enemies. At level 3, if you combine your seeds with your Q or E, you can create a powerful combo which burst can deal massive damage and scare your opponent away. If you manage to pull that combo twice on your opponent, your opponent will either die or will have to retreat. If you are quick enough, flash, pull of your combo again and ignite, your opponent will die. Just make sure you don't miss your snare and that you create the right plants. Zyra is still a very powerful mid laner, dealing tons and tons of burst damage. Just because she is no longer viable or everyone says, "Play LeBlanc/Ziggs instead", don't listen. If you are a meta whore, you probably won't try her, but you are missing out a lot of fun and a lot of playing with power. She is very fun, very powerful and has an amazing bad ass character...there is 100 of reasons why I love her that much, but biggest reason she is too damn fun and way too underrated. I remember being teased in Champ Select and told not to play her because I will feed and then I remember a few ranked games with 20 kills and 0-1 deaths where I literally almost carried myself. She is also great for roaming and her ultimate...well I will talk about it later. I hope you got the basic picture of what Zyra is like, so let's move on to the next part of the guide. Zyra's skills are amazing. They are fun. They are powerful and allow you to execute different combos. Are you chasing a target and want to slow it down. Easy. Throw your snare, and quickly throw a double seed on it to create slow plants. Want to deal some damage while slowing your target? Easy. Throw your snare, seed, Q, seed. It will create a slow and damage plant, giving you time to reach your opponent while he is slowed and taking damage, ult him and your plants which makes your plants even more powerful and bigger, and finishing off your opponent. One thing that Zyra's kit lacks, making her risky to play, is she has no sustain or escapes so wards are your best friends. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Queen of Thorns (Passive): Upon dying, Zyra transforms into a vengeful plant that fires one last shot before expiring.Deadly Bloom: Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar. Rampant Growth: Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra. Grasping Roots: Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed. Stranglethorns (Ultimate): Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- In my opinion, Zyra's harmless seeds are her ace card. Those harmless seeds can be turned into deadly plants which your opponent will not expect. Her basic poke combo is QWW for dealing damage to your opponent. Once you put down your Q, quickly put your seeds (W) on it to create damaging plants. You can also throw your snare on your target and then QWW, just remember that Zyra wastes a lot of mana early game so make sure you hit your snare. And you have 2 seeds that you can use at once. If you just want to slow your opponent, then snare him and then throw your seeds. You can also slow your opponent with one slow plant while damaging your opponent with your damage plant. You do that by EW first and then QW instantly after it, but you need fast reflex. Her ultimate is a game changer, dealing AoE damage and most damage in the center of it, once the ult is about to retract, it knows up anyone in it, giving your team either time to finish anyone off or can be used as a great tool to disengage. I remember I once got a Quadra with her ultimate and plants alone, they packed up all together, I waited for my tank to engage, I snared their ADC and APC, QWW and ulted...3 seconds later, I got a quadra kill. Zyra's combo is EXTREMELY powerful if used and timed right. She is all about constant practice and experimenting. Also you must get used to her E and must be good at skillshots, if you want to nail it on time. I usually max Q first, then E, W and my ultimate whenever I can on mid lane. As support, I max my E first, then Q, W and ultimate whenever I can. My Zyra support masteries. Zyra is a squishy support and she has no escapes, so adding points to your defense doesn't harm. As for the Utility, adding CDR, movement speed, mana regen is extremely important and the rest of it is mainly gold income. My runes however, are standard AP runes with some armor and magic resist. Finally to say, Zyra is a great, still powerful champion, with great damage and great supporting capabilities. Like any other champion, she has her pros and her cons. Immobility in my opinion is one of her greatest cons, but that doesn't mean she is not viable or strong. As I've said before, she has huge burst damage, her combos are extremely powerful, but if you fail your combo or you can't use your snare, you are probably screwed up. She relies a lot on her snare which itself is pretty hard to hit and easy to dodge. As I've said before, what makes Zyra unique is her plants, which are powerful just 1v1 and even in team fights, when Ultimate is used. I would personally say Zyra does her support role better than her role on mid lane, but that shouldn't stop you. She is a very powerful and highly underestimated midlaner and simply using that to your advantage can make you win. With around 200 games with Zyra, including Ranked + Normals, I've lost games and won games with her. Luckily I've learned her well enough to beat almost any opponent on mid lane, except I have troubles with Zed, Talon, Akali and sometimes Diana. I've never won a lane vs Talon because...Talon. As for support, Zyra actually works really well with almost all ADCs and I personally got used to play her as a support vs any match up. For me, I play her like I play her middle, I go for the kills, except I try to setup kills for my ADC. if you can use your E and Ultimate, you can set up kills and defend/disengage pretty well, but she does take getting used to, specially with plants, combos and such things, but she doesn't need way too much time to master, specially if you are having fun with her. As I've said, this guide is still work in progress, I still got to add more information, match ups, items (why I use them) and such and it's going to take some time. For now I will just take a break since I've been making these posts plus making all these pictures for last 3 damn hours.
  8. Hey everyone Im starting this thread to help anyone who plays Diablo 3: Ultimate Evil Edition, as guide/help for Class builds, Tips and tricks, and a AJSA Trading post. So Lue of this new thing. Heres one of the My First Builds, and others will follow. I hope this helps everyone in there time in Sacturary. And Follow me on my Twitch.tv Channel to tune in for AJSA Game night Videos Live with the Community. Next Class Build Guide: Frozen God(Wizard Build) Check Back Soon for Step by Step Build Guide
  9. A short cut into games development image taken by @andy_mui So you want to get into Game Development? What do you do? Where do you start? There are always different answers to these questions depending on who you ask but here, I will show you my own answer. To boil it down to two words, the answer is: Game Jams. I know there are many other routes but I want to show you how to get from sitting on your ass to completing a game in record time! Now, I want to have no pretences here so before I start anything I want to tell you that: YOUR FIRST GAME WILL BE CRAP. And possibly your second and third game too. Game design is still a nebulous field with no perfect way to do it yet so my main philosophy with this is to fail fast, fail often. You will learn so much faster by participating in Game Jams than taking a course or reading books or watching youtube videos . On an additional note, in this guide I will focus on making a digital game for a Game Jam where you will be a core element in the creation of the game. Many game jams now allow board games or card games to be made too. And now to start... Step 1: Find your talent/strongest skill "What are you good at?" is usually the question you'll be first posed with and "Is this useful for Game Development?". This is where most usually stop and give up on Game Development, before its even started. There are so many skills that are useful to Game Development that I could fill half the page with a list but I will focus on a few specifics that most are capable of learning the basics of (the minimum to get a game made). Basic Logical processes (basic Mathematics or Management skills)Basic Drawing (in MS Paint)Ability to use various types of Software (therefore able to learn new ones pretty fast)These are all you need to make a game. Thanks to some powerful software, it's no longer necessary to be a programmer. One more thing that you need to have in order to make games; you need the passion and drive to do it and finish it. No point in continuing if you don't really want to do it. Like everything, it will have its ups and downs so be ready to commit! Note: If you are joining a team be sure to outline your skills, regardless of what they are, to the rest of the team. This way, your team can organize how best to use your talents. Step 2: Install some game making software This is where it all begins. Grab one of the following: Game Maker: Studio Construct 2 Game Salad Stencyl Twine Now you should already be handy enough with using software so these should be quite easy to pick up. They all have fairly simple UI's. Which one you pick is up to you but each have their own benefits and draw backs. In general, the first 4 are for graphical games and the last one is for text based games. Test them all out if you can make the time. Mess around with them now if you like, otherwise, lets get stuck into the next step. Step 3: Make a Game Before you start thinking that this is too much of a task, I'm talking about using a tutorial or references. All the software listed above have plenty of tutorials on their websites or youtube for making a basic game (video tutorials are usually the easiest to follow). Do the simplest one you can find, follow it step by step and then come back here. Step 4: Tweak your game This is where things will get interesting. Here you will take your tutorial game and start tweaking numbers, changing sprites and modifying other attributes. This is all about playing with the game to see if you can do something interesting with it. This is a great way of learning some game design also as it teaches you what works and what doesn't. For example; say you make Pong. What can we tweak here? Well lets see. How about the ball velocity? or the paddle velocity? We could allow the paddle to be moved closer to the centre or even shrink or enlarge the paddles. Even better, how about we add multiple paddles we can control separately? and instead of the paddles moving up and down, maybe they curve or move in a circle. You can see the possibilities here I'm sure. Step 5: Repeat Step 3 and 4 Repeat these steps until either a Game Jam starts up or until your confident to start creating something yourself. Important: Ensure you get very familiar with your chosen piece of software. If you have started doing small games yourself, get used to how the art and music need to be done as well using previous examples. Step 6: The Game Jam The home stretch. You should now have all you need to make something for a game jam. They happen all the time online and there may even be something locally you could join so investigate this. I will have some links at the end to sites that track game jams. Preparing for the jam - SoloFrom your tutorials you should have a good idea what type of assets you need to make a game. Images, text, sound, etc... You will need to know where to get these without breaking copyright (that is if your not making them yourself). Use sites like freesound.org and opengameart.org to find Creative Commons copyrighted assets, and don't forget to credit the creators of the assets you download in your finished game! Preparing for the jam - TeamThe main difference with teams in game jams is that assets are generally going to be made by individual team members (mostly). I think it is vital that all team members have their own tasks or individual contributions. This means, if the team happens to be 4 programmers, ensure only 1 is programming the game while the others do art/music/writing etc... Things just get too messy otherwise. Decide this beforehand if possible or at least have a good idea what everyone is capable of. How to participateThere is a basic structure to the Game Development process everyone should know when doing a Game Jam. It is essentially a cut and paste version of the Game Development process in large scale games. BrainstormingPrototypingBuildingPlaytesting*PolishDeployment and Publishing * = Playtesting should be done throughout but more heavily as the game nears completion So the theme is announced and its time start. Brainstorming will be the shortest thing you do but should be done for at least 30 minutes. Come up with several ideas/concepts and write down how they will work. Don't linger on one idea for too long! Next start prototyping your ideas. Now this does not necessarily mean "build the game", it just means test out the idea in some practical way, quickly. The more minimalistic the better. This can be drawings, paper cut outs, bullet points or primitive game building in your software. With this, you can eliminate the ideas that don't work or are too big for the jam. Important: Possibly the most important decision you and/or your team make in the jam is the scope of the project. What I mean here is how complex or minimal it will be based on your current skills and the time frame you have allotted. This can be very tricky to get right, especially at first and is probably the number 1 reason why so many Game Jam virgins fail the first few times. Once you've picked an idea that works and is within the scope of the jam, its time to start building! Always start out by getting something playable on screen asap, if you haven't already done that that is. If solo, it would probably be best to get the core mechanic of the game working perfectly first before worrying about other mechanics or assets. Playtest constantly or if you have a team member not making assets, make them do it, it's even better with feedback from someone else. Keep an eye on the clock while doing this as you want to make sure you have enough time towards the end of the jam for the polish section. Once everything is working and all the assets are in, time to polish. This can mean adding UI elements (scores/healthbars) or sound effects or additional animations or title and credit screens. It's all about making it look presentable and understandable. Sometimes it might even be a good idea to get someone not on your team to playtest it and find out if it makes sense to them. Finally there is deployment and publishing. Whatever platform you making this on, make sure that once you deploy that exe or flash file or whatever it is, ensure its working on another computer. No point in distributing it when it only works on your pc! The publishing arrangements will usually be provided by the Game Jam organizers and have instructions on what to do. But remember there are always sites like kongregate and itch.io which can host your game. Step 7: Post-mortem This is the term for dissecting the development of past games and it is good practice to perform one on a game jam game you have just made. You can do this privately or publicly, which can always benefit others. You will need to analyse the game thoroughly and ask yourself some questions about what you've done. What went wrong/right?Did the game stay true to the initial idea?Did others find it too hard/easy?Was it balanced correctly?Can you envision the gameplay being improved upon?Were there any decisions you made early on which made development more difficult later?There are many ways to look at a game jam game in retrospect but it always a good idea to keep in mind the reactions/feedback of others played that game. This will help you make better design decisions in future. And that's it. Congratulations! You have completed your first Game Jam! I'm sure you are so much wiser now because of it. What's next? Well this is up to you. There are game jams happening all the time nowadays so you can increase your skills further by doing more. Or maybe the team you worked with want to work on something together, perhaps a longer term project? Or maybe you like you game jam game so much you want to see where you can go with it by developing further. I feel Game Jams provide the perfect kick starter method for any aspiring game developer to get into the industry, whether its triple A or Indie. Game Jams can fill your portfolio and demonstrate to others what your capable of. The advantages out way the difficulties you may come across when starting out in my opinion. Be happy and make games. ~James (website) p.s. If I have missed anything or made any errors don't hesitate to contact me for a correction. Game Jam Links: Global Game Jam Ludum Dare One Game a Month Compo Hub Indie Game Jams Game Jam Central The Game Jam Survival Guide This guide got featured on Gamasutra on 25/04/2014
  10. The Goldfish. Fast. Small. Sturdy. This is one of the Novice-level ships, and one of the fastest in the game to date. Its small size allows players to get acquainted with the game dynamic and minimizes mistakes. It might seem insignificant due to its size and the three weapons it carries, but familiarity makes it a fearsome opponent. Characteristics The Goldfish is rated 1 Star for Easy. Its strength lies in its Speed. High acceleration allows the Goldfish to dart into combat, and eases escapes from tight spots. Its other strength is a sturdy Hull. It increases the ship's survivability and prevents suicide by ramming larger ships. Its shields and maneuverability are nothing to boast about, and the three weapons can be seen as a disadvantage. Layout The Goldfish is a small, elongated ship with two decks. The lower deck holds the Shield in the center, preety close to the side guns. This allows a main Engineer to man one of the guns when he's not neded elsewhere. At the front lies a Heavy Weapon, not too far from the Shields. To the back, two of the three Engines whirl their proppelers. This low walk can only be accessed from starborad, but parkour allows Engineers to compensate for this limitation. The top deck houses the Balloon just in front of the stairs. This location helps with repairs. The third Engine is located at the end of a long catwalk. It might seem like a disadvantage, but this location helps avoid crippling damage to the engines, as enemies will have trouble hitting all three at the same time, unless they're right behind you. The Rudder sits at the front of the top deck, kinda at the center of the whole ship. This allows for better viewon all directions and makes advancing and retreating easier by not being too far from any tip of the ship. The thin frame of both ship and balloon allow for good overall visibility from preety much everywhere within the ship. Parkour The rear parkour zone begins by the ballon, from where you can jump down on any lower Engine. You can't jump out to the ground (I tried), so learn where the Engines are positioned and jump down atop them. Once you're on the Engines, you CAN jump off the ship, so don't panic and trip, please. One curiosity in this zone is that you can jump from the lower rail to the portside Engine, and from there to the stairs. Also, you can jump from the stairs to the side armor, and then walk back towards the portside Engine. The Rudder parkour is self-explanatory. You are turning the round thing wildly, and then just jump away to the lower deck. Starboard, you'll frequently fall atop the Shield, but you're a couple steps away from repairing it. Portside, you're two steps away from manning the Weapon. It's hard jumping forward to the fore, but you can do it. Specialy if you move slightly portside. Though, I don't know why you'd jump that way..... but you can do it. If you want to feel the wind on your face, there's nowhere better than atop the ceiling of the top deck. Just get into the Balloon pump (and I mean CLIPPING INSIDE THE THING), jump a little starboard atop the rail, then advance to the ceiling and jump two or three times. Then strike a pose. Another amazing place to feel the wind is atop the fore gun or climbing one of the ropes close to it.
  11. So I found this on the WarThunder Forums by MOBB and found it really helpful. Link: http://forum.warthunder.com/index.php?/topic/134460-fighter-tree-analysis-by-nation/
  12. ONLY POST IN THIS THREAD IF YOU ARE SIGNING UP TO PLAY FOR ALL 24 HOURS OF THE OPERATION. POST JUST YOUR TEAMSPEAK AND IN-GAME NAME IN YOUR REPLY. As mentioned in the Op post, http://angryjoeshow.com/ajsa/topic/17773-joint-special-op-24-hours-of-planetside-2-saturday-426-427/, this is where you can enter the Endurance Contest to Play ALL 24 HOURS of the Operation. I will re-paste the rules from the original post: Entry Players must submit their in-game name to this official thread BEFORE THE START OF THE OP. Shift Commanders will all have the names of those going for the full 24 hours, and will reference the list when doing the check-ins. Rules To be eligible, you must be on our Teamspeak and have a mic. Players will be required to be on Planetside 2, barring the occasional disconnect and re-logging on. Players must respond to roll-call: every 2 hours for the first 12 hours of the Operation; every 1 hour for the last 12 hours. Roll-calls will involve the following procedure: 1) At the exact hour mark, the Shift Commander will do a roll-call of all the remaining endurance players. 2) When your name is called, you must respond over your mic that you are Present. Absent players have a five-minute grace period after all the names are called to report in (in case they took a Bio break when the Roll-Call happened). 3) Players not responding when called on or during the 5-minute grace period, well be struck from the List of Active Players, although they are still welcome to play after they wake up from drooling on their keyboards. 4) All Active Players who make it to Hour 24's final check-in will receive the awards listed below. AWARDS The crazy, bad ass players who can make it the full 24 Hours (cheaters will be dealt with harshly) will naturally receive a BAD ASS SEAL OF APPROVAL for their forum profile, visible on all past and future posts on the AJSA Gaming Forums. In addition, the bad asses will be able to create a Member Title of their choosing (within the limits of good taste). The Member Title is the bit of text above your Avatar in forum posts.
  13. I like spending my time writing guides and helping out players in any game or in any situation. It's what makes me, me and it's what makes me happy. I already made my Ashe and Irelia guide, as they are my 2 main champions, but this guide is going to be different. I will not focus on how to get better with some champion or how to carry games, but it's going to be a standard guide on what to expect from League of Legends, some links to great Youtubers who helped me get better at the game, I will post some common terms and such stuff. The basic stuff to set you on the path towards the Fields Of Justice. Without any further ado, let's get started. BEGINNER'S GUIDE TO BECOMING A LEGEND PATH TO THE FIELDS OF JUSTICE INTRODUCTION Before you get deep into the game, you want to ask yourself, "What do I expect from this game?" It's the question I asked myself when my friend invited me to play the game. I didn't even play the game, but I knew that LOL was the kind of game that I must either PLAY or NOT PLAY. What I mean is, if you don't play this game daily, you will have a hard time getting better. LoL is the kind of game where even just one person has a huge effect on the end game and throughout the whole game. A bad ADC in your team might be the cause you lost the game because the enemy ADC and Support pushed your bot lane, destroyed your inhibitor and now your team has to defend the waves of super minions while also focusing on defending other lanes. Sadly, the most negative thing about League of Legends is not bugs because this game doesn't have any major bugs, but the thing that will cause you to rage is the players...either in your team or enemy team. Imagine yourself in a old town, you are standing in the middle of the town's square surrounded by a crowd of people holding fruits in their hands. You are standing in the middle of the crowd alone because you made a mistake...somewhere. You were blamed for that mistake and now you are about to pay for it. All of a sudden, the people start yelling and insulting you and then they start throwing the fruits at you. It makes you incredibly angry because you yourself, aren't certain as to why you are being punished. You are aware you did something wrong, but you do not know what. That is exactly how I felt hundreds of times. I remember one game where I was playing Ashe when I started LoL, I was doing great, almost carrying my team for the first time and then 2 of my guys from team told me, "Ashe help baron." I didn't know what Baron is, so I asked, "What's baron?" Nobody replied. One minute later, someone said, "Ashe go fucking baron, we will join you." Again, I said, "I will do baron, but please tell me what it is." No reply again. Next message was, "fucking noob ashe reported." I was pissed off beyond limits. I was doing great in general, but I was in the end raged at by whole team because I didn't know what BARON WAS! That's when I felt like the guy in middle of the town square, getting blamed and beaten for something that I didn't know. Ok, let me update the thread. This is how you might feel sometimes playing LoL That my friend, is the kind of shit you will have to probably go through in League of Legends, but I will do my best to help you out here, so before we go on, let me introduce to some of the most basic LoL terms. Basic LoL Terminology For the full list of terms used in LoL, check out this link: http://leagueoflegends.wikia.com/wiki/League_of_Legends_terminology AA - Auto Attack AP - Ability Power AD - Attack Damage ACE - When all the champions in a team are dead at the same time. - To kill the last living champion on the opposing team. ADC - Attack Damage Carry: a champion that deals high amounts of attack damage as the match progresses. Assist - To help an allied champion in killing an enemy champion, gaining a share of the bounty. Tank - A tank is a champ that usually has high health and high defense. Fighter - A fighter is a champion that has some attributes of a tank, but not all. Bruiser - A champion who has some attributes of a tank and DPS (damage per second) Farm - To kill as many minions in order to gain gold. KS - Kill steal LS - Life steal Gank - To flank a lane. Surprise enemy champion by flanking their lane. Bait - To feign weakness in order to lure the enemy into a trap. Baron - Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. BD aka Backdoor - To attack an enemy tower or base without the support of a minion wave. Typically this is done by sneaking through the jungle and only becoming revealed to the opposing team as late as possible, in order to delay a reaction. CC - Crowd Control (prevent or reduce the effectiveness of actions the afflicted unit can take.) Lane (Top, mid, bot) - Summoner's Rift has 3 lanes (Top, Bottom and Middle) which are defended by 3 turrets (Outer, Inner, Inhibitor). Each adjacent lane is connected from different points through the Jungle or by the river that runs diagonally through the map. Jungler - These Champions excel at being junglers. Instead of starting the game in one of the three lanes, they get their gold and experience by killing jungle creeps. Jungle - Neutral monsters located on maps between the lanes. It's the area between lanes on both sides of the river. I think this is enough terms for now. The terms I posted above are some of the basic terms you should know. It might look like many, but it's easy to remember them if you spend time playing the game. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SUMMONER SPELLS Summoner Spells are abilities that a summoner can use to assist their champion on the Fields of Justice. Barrier Shields your champion for 95 + (20 × level) for 2 seconds. Clairvoyance Reveals an area of the map for 5 seconds. Clarity Restores 40% your champion's maximum mana. Also restores nearby Allies Mana by 40%. Cleanse Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. Exhaust Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration. (VITAL SPELL) Flash Teleports your Champion to target nearby location under your mouse cursor.12300 Garrison Strengthens allied capture points or weakens enemy capture points. (Allied Turret: Grants massive regeneration and attack speed for 8 seconds. Enemy Turret: Reduces damage by 80% for 8 seconds) GhostYour champion passes through any unit and moves 27% faster for 10 seconds. Heal Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs. AoE range: 600 (HIGHLY RECOMMENDED AND USED) Ignite Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%. Revive Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds. (MUST HAVE FOR JUNGLERS) Smite Deals 390-1000 true damage, based on champion level, to a jungle monster, enemy minions, or pets. (RECOMMENDED FOR TOP) Teleport After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CHOOSING YOUR ROLE & CHAMPION Choosing your role is probably one of the most important steps in the game. Choosing your main role and champion is what will define you as a player of League Of Legends. Your champion and your role will have a major impact from early all the way to late game. How you choose your role is important because you need to love your role and you need to respect your champion. Know that your role is specific and the champion you play is right for that role. To help you choose your role, I will explain each role short, simple, but effective. Before we go to lanes and roles, let's first explain META. "The meta is a layout chosen by the players and most commonly played due to its effectiveness at winning games." -Guy on LoL forums Probably the best definition for a META so I decided to use that one instead of defining it on my own. META is mostly "made" and modified by highly experienced players in the highest levels of competitive play. Let's say highly experienced players in the game decide to try out a team composition and a strategy that works well. Once that composition is proven effective and wins games, then that composition is spread around to all levels in the game and eventually, everyone starts using that META. Now that I've explained and given you a basic understanding of what META is, let's slowly jump to roles. Bottom Lane: Marksman (Ranged AD Carry) Support Mid Lane: Mage, Assassin (AP Carry) Solo Top Lane: Top META: Tank, Fighter, or some variation between the two. Jungle: Most Junglers are either tanks, assassins or fighters. The role of Jungler I already explained in the termenology section. ROLES DEFINED: Marksman (AD CARRY) -A Marksman, also called an AD Carry, is a player/champion who deals damage via ranged auto attacks, uses life steal for surviving, builds attack speed, and depending on the ADC champion, building their critical chance. For a ADC it's vital to farm and be fed. ADC champions: Ashe, Jinx, Caytlin, Sivir, Tristana, Miss Fortune, Twitch, Vayne, Kog’Maw, Quinn, Graves, Draven, Varus, Vorki, and Ezreal Support A support is someone who makes their teammates stronger, mainly by using their abilities to give teammates extra damage, shields or HP. Supports mainly start to support their ADC (Attack Damage Carrier) in order to help them push the lane. In teamfights, supports can choose who and how they are going to support. One of their jobs is also to ward key spots and protect their ADC. Support champions: Sona, Janna, Lulu, Soraka, Taric, Thresh, Blitzcrank, Zilean, Zyra, Leona, Nami, Fiddlesticks, Annie and Nunu Mid-Laners Mid-lane champions mostly do damage via their abilities. In the mid lanes, you will mostly find assassin's, AP casters and mages. Difference between ADC and min laner is that mid laners are vulnerable without their ability powers due to cooldowns, while ADCs have lower cooldowns and can still deal plenty of damage just with auto attacks. Mid laners have weak auto attacks so they must use their abilities carefully in order to sustain the lane. Ranged AP: Elise, Ryze, Fiddlesticks, Anivia, Ahri, Heimer, Heimer, Karthus, Annie, Syndra, LeBlanc, Cassiopeia, Syndra, Veigar, Morgana, Malzahar, Ziggs, Nidalee, Swain, Orianna, Xerath, Lissandra and Lux Assassins: Diana, Akali, Leblanc, Evelynn, Zed, Katarina, Kassadin, Talon and Nidalee Melee AP: Diana, Fizz, Zed, Evelynn,Talon, Katarina, Gragas, Yasuo and Akali Top Laners Lane for the more tanky champions who can take damage and because top laners are solo. They need to be tanky in order to sustain on the lane because they are alone. Although mid is alone too, because of it's location, it's easier for a jungler to gank that lane so being tanky to survive on mid is not necessary. Common Top laners: Renekton, Shyvana, Olaf, Mundo, Darius, Shen, Garen, Trundle, Tryndamere, Jax, Gangplank, Rumble, Nasus Other Top laners: Irelia, Fiora, Jayce, Kayle, Jarvan IV, Riven, Singed, Malphite, Teemo, Voliebear Junglers ​A pretty unique role. Instead of being on lane, you roam the jungle to kill neutral monsters and gank lanes in order to help out your team and get some kills, if you can. Most junglers have a higher health percentage in order to survive the jungle monsters, have some kind of life steal and CC in order to slow/stun their target. For a jungler it's important to have spell SMITE. Common Junglers: Xin Zhao, Amumu, Udyr, Vi, Skarner, Warwick, Rengar, Sejuani, Elise, Lee Sin You can use more champions as junglers, but the ones I mentioned are among common ones. With all roles now partially explained, you hopefully got the basic idea of what each lane and role does. Now it's up to you do some extra research and fine your role in the Fields Of Justice. If you are interested in seeing which champion is best for which lane/role, please check out this site and bookmark it. http://www.nerfplz.com/2014/03/2014-champion-tier-list-solo-queue.html The site updates it's tier list after every update to the game, making it very easy for you to see which champions got nerfed or buffed and keeping you up to date on the META. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- EXTRA TIPS I don't want to make this guide too long, I think I've put all the important things for a new player to get started. Knowing most common terms, definition of roles, spells and lanes are probably the most important basics. When I started, I didn't read any beginner's guide, with gameplay and experience I slowly learned which champions go to what lane, their roles and so on. So before I end the guide, I will post some extra small tips that helped me get better. 1. Play. Playing is the most important factor to becoming better at LoL or any MOBA in that matter. 2. Read guides. Read guides on your favorite champions. When I stared out with League, first favorite champion was Ashe for me and she still is. She is my main ADC and my main role is Bot. I watched plenty of videos and guides on how to play and build Ashe and it helped me greatly. Same thing will help you. 3. Find a role that suits you and with that role, find your favorite champion. Having a role and champion that you are strong with is best, but don't be afraid to test out other roles, lanes and champions. It will also keep things fresh for you. 4. Play with different champions to learn their abilities. Knowing their abilities will help you counter them in the future. 5. The LoL community is poisonous so you must learn to ignore them. If you are getting bullied in your team for mistakes, ignore them. If you rage over what your teammates say to you, your gameplay perfomance will drop. Same for you, never bash at your teammate for a mistake. 6. Watch some e-sports in LoL. From time to time, I like to watch streams of pro LoL players to learn new tactics and strategies and believe me, it's helped me a lot! If you don't watch Twitch often, go to Youtube. That would be about it, I don't think I can give you any more tips. Best tips is play and learn as you play. One thing that also helped me is I looked out for players on Youtube who are good and like champions and roles that I play. For example, when I started with Irelia, I found out about Gbay99 and his videos helped me GREATLY to play her better. Not to mention his videos are very very educative concerning League Of Legends. https://www.youtube.com/user/gbay99 This would be it for this guide, I hope it helps you out, if you are looking to play League of Legends. One last tip however, is don't let other players who are assholes discourage you from playing this game. Ignore anyone who bashes at you and just keep on playing. You will get better eventually. Check out my other guides: Irelia Guide: http://angryjoeshow.com/ajsa/topic/14699-my-blade-is-at-your-service-top-irelia-guide/ Ashe Guide: http://angryjoeshow.com/ajsa/topic/14632-my-mini-guide-to-ashe/ Good luck to you on the Fields Of Justice!
  14. Have you been hearing a lot about this fancy game called "Hearthstone" and have no idea what is it? Do you know what it is and are possibly interested in playing it? Do you have card game experience? Fear not! I can help. As you all may know, Hearthstone is an ultra-casual card game that was just recently released by Blizzard Entertainment featuring cards depicting figures from the Warcraft universe. It's a pretty simple card game that can be pretty fun. I put together a guide for my friend regarding all the basics in the card game. A lot of it is self-explanatory, but it is set up to explain the game to somebody who isn't familiar with card games or mechanics at all. You can find the guide here. I update it occasionally if I feel I missed something. EDIT: Also, if you play the game yourself and see I missed something vital, please let me know!
  15. While all the discussion lately on Star Wars: Knights of the Old Republic, I see that we have a great following of the game here! I want to share guide I made on how to install Knights of the Old Republic mods for PC awhile back. If you, a friend, or anybody you know has trouble doing it or doesn't bother because they think it's too hard, show this to them! Pretty foolproof. Hope it helps!
  16. Lately I've had a lot of questions to answer about Titanfall, so I decide to start a little topic here, to share some links. These clips answered many questions for me, before I even retrieved my closed beta key. Please take a look, and remember everything seen, is still in beta, so many things will change. and here's a small guide, I also found useful, for some Starter Intel Hopefully this will help answer some of the easier questions. Have fun. And please poke me for help, if unavailable directly.
  17. If you're new to PS2 and you're going to play with the AJSA (or at all) for your very first time, you might want to read this first. I'm up for helping newbs. EU evenings, if I have time on my hands. What the fuck is Planetside 2? PS2 is an MMOFPS that can be described as a massive perpetual match of the popular conquest FPS game mode. Each map is many square kilometers across and features more than a dozen outposts and bases. There are three in total: Indar, Esamir and Amerish. Indar is a desert continent with a lot of mesas, canyons and ridges, with the occasional forest / savannah biome to the south and a few mountains. Esamir, the ice continent, features much more open terrain with low hills and slopes, a frozen river, ice stalactites and only the occasional mountain. Amerish, on the other hand, is a very lush, temperate continent with almost nothing but mountains and forests, which pose a significant threat to aircraft and a constant challenge to drivers. A fourth continent, the central swamp land of Hossin, is in development and will be released in a few months. The three continents are connected via warp gates, big home bases that are protected by huge shield bubbles. Anyone can switch continents at their globe consoles inside the main building. However, opposing factions have no way to enter or shoot through the warp gate shields. To prevent camping, every warp gate was also granted a selection of powerful turret towers. With Hossins release, the warp gates might be replaced by three-way mini-regions. From the warp gate, there are conquest lines stretching the entire continent. These serve to potentially focus battles on all bases instead of only a few and force players to plan assaults before “zerging” randomly. Thus, before you capture a region, you must own at least one region whose conquest line leads to the one you want to take. If you do not own this adjacent region, you can neither take capture points nor overload shield generators. At time of writing, Amerish still hasn't been subjected to the conquest lane system and still features the old conquest methods. To capture a base on Amerish, you only need any adjacent base. Speaking of capture, to actually take a base you technically need only do one thing: Take more than half of the capture points and hold them for a bit. Most bases only have one (A), but there are also bigger ones that feature up to four (A,B,C,D). There are four major types of bases: Minor outposts that have no special features, Major Outposts that can have aircraft or heavy tank spawn consoles, Tower outposts that have both (high strategic value!) and Main bases. Main bases are Biolabs, Tech Plants and Amp Stations. Each of them are big enough to have their own set of 2-4 sub bases. These sub bases don’t only serve to grant the conquest lines to the main base but also feature installations like teleporters or jump pads that make capturing the main base so much easier. They are often defended by individual vehicle shields. Main bases also have a multitude of shield generators. In contrast to pain shields, which protect spawn buildings from enemy fire but can be shot through by the owning faction, vehicle shields prevent both sides from shooting through them with heavy artillery (not: rifles, carbines, pistols, etc). They also do not prevent enemy infantry from getting in. A third kind of shield is the main base shield, which only allows friendly infantry and vehicles through, but blocks fire from both sides. Lastly, SCU shields protect Spawn Control units (which power the main spawn room) and only allow friendly infantry and outgoing fire. Each set of shields can and should be deactivated. Vehicle Shields have one generator each, main base shields are powered by two generators and SCU shields automatically deactivate once the base is at least halfway captured. Pain shields disappear once the SCU has been destroyed, since that also disables the enemy spawn. These generators are located all across the facility to prevent the defenders from camping the interior. So, in order to capture a main base, you usually need to: Move in a tank column and create spawn points for your teamDeactivate the Vehicle shields blocking your way by overloading and guarding the generators until they blow upMove your vehicles inside the base courtyardOverload and destroy the main base shieldsMove on the capture point(s), take it and hold it until the base is halfway cappedOverload and destroy the SCU. This entirely disables the enemy spawn room.Finish capping and clear out the baseRepair all generators before you move out. Tech Plants enable your faction to spawn heavy tanks at connected bases, provided they have the appropriate console. Biolabs give a global healing bonus and Amp station provide far more resources than any other base. Bases can also house a couple of turrets, towers and curtain walls in addition to the regular installations (spawn, cap point, transport vehicle terminal). Examples of these are The Bastion, Quartz Ridge or The Stronghold. Taking these tends to be time intensive, not necessarily because of the turrets but because of their strategic importance as way stations to major conquest targets. There are other, frequent choke points such as The Traverse on Esamir, which happens to be the critical bridge outpost to push north/south. Another is The Crown, partly for its strategic significance as an air base and central location, partly for its famed history of being almost impossible to capture (Like, 6-hours-meat-grinder-impossible. EU Game Officer DestroyNickFenton is a great fan). The Ascent (!) and Scarred Mesa Skydock share (not entirely without reason) similar reputations of being a major pain to take. Conversely, focal and easy-to-capture bases like Rust Mesa Outlook, The Palisade, East Canyon Checkpoint, Haven Outpost, NC Arsenal, Crimson Bluff Tower and Vaemar Logging Company usually change hands at least once or twice per hour. Ti Alloys Inc. and the Allatum Bothany Wing are especially well known for their high traffic due to their proximity to The Crown. If you are looking for a fight, the bridge between Ti Alloys and The Crown has possibly seen the most blood out of any other location in game. Examples of minor bases: Palos Solar Array, Stillwater Watch, Highroads Station. Examples of major bases: Auraxis Firearms Corp, J908 Impact Site, Scarred Mesa Skydock. Examples of tower bases: The Crown, Saerro Listening post, The Ascent. Examples of main bases: Mani Biolab, Peris Amp Station, Mao Tech Plant. At times, it may happen that you receive “Alerts”. Alerts are mini-events that confront you with an objective like taking a continent entirely, capturing all nine Biolabs (lol!) or taking over all [insert main base here] on [any continent]. For the love of god, do not concern yourself with main bases during continent capture alerts unless you have a MASSIVE population advantage. They take WAY too long to cap for WAY too little ground taken in relation to the smaller bases with larger hex influence. The rewards for winning an alert are kind of significant. 10.000 XP with an additional 2.000 for participation, which roughly translates to 50 certs. If the alert is not completed by the time the timer runs out, each faction will only be awarded a fraction of the 10.000 reflecting their progress at the end of the alert. Usually, though, the constant 20% XP bonus on the continent in question makes for much better progress. Things to Buy / Cert into If you're not sure what to cert, these are always a good decision! --- Sunderer AMS - GET THIS ASAP! SPAWN BEACON - SUPER IMPORTANT Flares Rotary and Hellfire Rocket Pods for Mossie Skyguard for Lightning Mine guard and racer chassis for tanks Walker AA turrets and Halberd/Bulldog turrets HE and AP tank turret variants Acquisition timers for Sunderer, Mossie, Prowler and Flash. Snow, forest and sand camo for guns, armor and vehicles Forward Grip, Compensator and, if available, Soft Point Ammo for any gun you plan on using. HS/NV Scopes for firearms - If you're thinking of engaging at ranges where the HSNV fails, you should probably be a sniper get closer anyway, you tosspot! Thermal vision for vehicle weapons - Not as much range as night vision, but much more contrasting colours. Nanoweave armor - Forget the situational shit, it all boils down to time to kill (TTK). More HP = More surviving. That simple. Everything else provides too little of a bonus or is just a gimmick. If you enjoy being dead with more grenades on you, knock yourself out, but you'll still be dead. Frag Grenades - Flashbangs and smokes are nice but situational, use them only if you know what you're doing. Medikit - If you need health, you either need it RIGHT FUCKING NOW or you can wait until you find a medic. Forget regen kits. NS-44 - This sidearm is entirely boss. The TX1 Repeater is still really good, though. Especially if you can't aim for shit. NS-7 - If you do decide to get it, it's a great weapon for any class. Just remember it's an SMG! --- ROLE POINTERS These tips will help you succeed while on ops. Read them, understand them, remember them. --- ASSHOLES SPIES / INFILTRATORS Alright, fine. FINE. I’ll do a section on spies. Stop your whining; just don’t say I didn’t warn you. Here we go: Infiltrators (also called spies) are the snipers in Planetside 2. Because that, in itself, is a very boring and frustratingly ineffective activity, he has a bunch of actually useful gear that you should use if you choose to play infiltrator. This means that you should use that gear only and stop sniping! Seriously, it does literally nothing except delay a single enemy for about 20 seconds, which any heavy could have done just as well. Anyhow, the infiltrators most #SWAG ability is cloaking. This makes the user invisible to thermal and night vision scopes. Also, the character model itself becomes translucent, with only the model borders being kind of visible as distortions in the air. You can still detect an infiltrator running through your base if you are observant, but it is still extremely easy to just overlook them and you can’t spot them to the rest of your team while they’re cloaked. This frequently results in hilariously confusing Teamspeak conversations (Hey guys, hey guys listen, listen up guys! Theres an OH MY GOD HE FUCKING KILLED ME HE’S ON THE SECOND FLOOR IT’S A SPY GUYS HE’S GOING TOWARDS THE THINGIE WATCH OUT GUYS HE’S CLOAKED HE JUST KILLED ME HE HAS AN SMG GUYS CAN I GET A REZ PLZ?), so if you do report an infiltrator, keep it short and precise or just say something a long the lines of “An enemy spy is in the base.”, because by the time we get to their last known locations, you better believe he’s now looking at that location through the scope of his sniper rifle. In short, as an infiltrator, use your cloak and always, always, always carry an SMG because SMG spies are super OP if done right. There are a couple of strategies to harass as an infiltrator, but I won’t go too far into these as it doesn’t necessarily help the team and I don’t want you to turn into a freeloader. However, do remember to place your proximity mines near key points (like capture points, spawn points, congested stairs, generators etc). That can help immensely in the defense or recapture of a base. Conversely, there are a few ways in which you can be of help to your team directly. You can hack. To do this, step up to any enemy terminal and press and hold E. After a few seconds, the console will switch to TR control and we will be able to use it. You will also get XP for this. A second strategy is the proximity sensor, a small dart you can fire that immediately makes all enemies within its range visible on the minimap. This is very useful and can make the difference between wining and losing, especially when surveying your flanks or the aforementioned key points. A final note on cloaky flashes: they might clear out a congested enemy sundie, but overall they’re not as effective as you might think. Cloak. Spot. MIne. Recommended certs: Either the hacking or the sensor device upgrade. Getting the sensor is probably the better idea. Cloaking is acceptable but not as useful to the team. You also want to pick the EMP grenade over the Decoy, simply because the decoy is apparently buggy ATM. Then again, neither is a particularly great grenade. Get the proximity mines. Recommended weapons: The Armistice and Hailstorm SMGs are both good. As for sniper rifles, if you absolutely must have one, there are many favorable reviews of the Rams .50, so I would suggest you go for it, although I have almost no experience with any sniper rifle. Remember you have a knife. --- LIGHT ASSAULT - LASS Light Assault is exactly that- a ~light assault~ class. You're squishy, alright? You won't kill a MAX head on; actually, you probably wouldn't even kill a heavy. Anyhow, as a LASS, your weapons will generally have a decent damage per second (DPS), a high Rate of Fire (ROF), a short reload timer and mediocre range and accuracy. You're great at shooting people from behind, above, the side, below- any place from where they can't see (read as: shoot, spot) you. And guess what? You've got a handy tool for that. It's called a JETPACK. It allows you to fly by holding down the space bar. Amazing, right? Yes, yes, very amazing. Now, what you want to be doing is use the roof of a building, not the door, okay? That means you leave the rushing of baddies to people who know what the fuck they're doing heavy assaults. You pick off people who don't expect to get shot. That means engineers and medics. Nothing is more funny than a MAX without heals, helplessly flailing around like a big bunch of useless scrap metal. Except bad snipers (Haha, that's actually tautological, geddit? Bad Snipers?!). Anyway, when you're not messing with the enemy's backbone, you should be using your C4. If you don't know what that is, you're bad and should feel bad that's no problem! It's a package of explosives. Not only can it be used in all kinds of hilarious ways to blow up your friends' Mosquitoes, It happens to be especially great at taking out enemy vehicles. They all have weak spots (rear), but if you don't know them (even though you should because I just told you), just use two in place of one. Actually, use three. And bring a friend with more. To sum it up: Fly to hard to reach areas (Or generators!) Pick off essential personnel Go nuts with C4 Recommended Certs: Jepacks - Don't use the drifters, nobody needs them. Recommended weapons: The TRAK-5 is an all-around great gun. I've heard good things of the Uppercut and the Jaguar, too. --- MEDIC Medics are possibly the most useful class in game. Medics can heal and revive others with their med tool. Hey, go back and read that again. Yes, that means they are an incredible force multiplier and a squad with two competent medics won't technically need a Sunderer. Anyway, if you're playing a medic, I love you you are doing it right. What you should be doing is constantly checking the minimap for heal requests and dead buddies. In doing this, you will quickly gain ~mad certs~ and ~mad props~, as everyone in your squad will know your name and instantly like you. Also, you're helping out your team. Sounds great, right? But wait, there's more! You also get an ability that quickly heals yourself, revive grenades (because why the fuck not) and you can still carry guns AND C4! Whaaat?! Why the heck aren't you playing as medic yet? Oh, that's right, because your guns would suck and your KD would look like ass. Well, life's tough, innit? Heal people (Seriously!) Don't die Don't try to be a heavy assault Recommended Certs: Med tool - OH MY GOD PUSH THIS CERT HARD. If your tool sucks, you will only revive people at 25% health and they will want to slap you for it. Ungrateful fucks, I know. Revive Grenade - Infinitely more useful than a heal grenade. Nano Regen - Pretty neat. You don't need to waste time getting your med kits out this way. Remember you glow in the dark while you use this. Triage and C4 are kinda secondary for medics, but you can get them if you seriously have certs to waste (YOU NEVER HAVE). Recommended weapons: As you want to be close to the people who die a lot, you want to carry a close range weapon. A shotgun like the Uppercut or any SMG will do the job. --- Engineers Engineers are pretty cool guys. As far as their role goes, they are very similar to medics in that their repair tool makes them a big asset to any team. There's not much left to say on the class, really. They repair stuff. Oh, and they have some pretty sweet looking turrets that are unnecessary in almost every situation, so don't buy those. What you should be getting, however, are tank mines (not Claymores, those are for assholes) and ammo packs. it can be critical to mine a road in advance when you know an enemy zerg is coming. If you're fighting outside of a base (usually on a forward position like a hillside or dune), ammo packs are also a godsend, especially to heavies and their rocket launchers! Lastly, you might not know this, but only engineers can ~heal~ MAXes. They can't revive them, though. You'll need a medic for that. Stupid, I know, but hey. Repair people (Seriously!) Don't die (protip: stand at the side of allied tanks as you repair them so they don't run you over by accident. The side facing away from the enemy, obviously.) Don't try to be a heavy assault DEPLOY YOUR PACKS AND MINES OH MY LORD DONT FORGET THIS IT IS SUPER IMPORTANT !!!ONEELEVEN! Recommended Certs: Rep tool - See Med tool. Not quite as important as the med tool is for the medic, but since it is your main role, this should be a no-brainer, right? RIGHT?! Ammo Pack and Tank mines - Yesplease. Turrets, Claymores, C4 and Sticky grenades are a big MEH on the engy. Get them last, if at all. Recommended weapons: See medic. TRAK-5 or similar rifles also acceptable. --- Heavy Assault - HASS Heavy assaults are the class you want to be playing the most. They have a lot of HP and do tons of damage, nuff said. As a heavy, you will be doing the hard work while all other classes sit back and snigger at you behind your back because you're the big dumb work horse. But that's alright, we need you! Just don't listen to the voices inside your head telling you to shoot your allied spies, okay? They just don't know any better. After all, your KD is off the charts while theirs sucks, so you must be a better person, right? You're the hero and you know it, so go out there and shine, buddy! One important thing to remember is that you have an ability called "Overshield". This allows you to take more damage than usual. You will want to make it a force of habit to hit that F button any time you think you might get shot at. It will give you the edge in almost any fight. Might even win you a couple 2v1s and 3v1s, too. I'm not joking, people can be hilariously bad at times. You are also the only class apart from the MAX that is inherently good at killing tanks, because you carry rocket launchers (MURCA!). My advice for handling rockets is not to fire them unless you know you're going to hit your target, because they tend to leave traces that will give your position away. They also have pretty terrible bullet drop. Be on the front line. Distance is cool, but don't snipe. Nobody likes snipers. USE YOUR OVERSHIELD Recommended Certs: Concussion Grenade - BE CAREFUL WHERE YOU TOSS THIS OH MY LORD Nanite Mesh Generator - Surprise element. Adrenaline Shield is too situational. Resistance Shield can be acceptable. Recommended weapons: I was very fond of the T9 ACGV and I still love the TMG-50. The Chaingun can be great (Ask craigr910 about how to use it), the other guns are mostly okay. You probably wont need any SMGs or Shotguns, though. --- MAX LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL WAIT WHAT RATATATATAATATATATATATATATAATATATAATATATAATATATAATATATAATATA BANG BANG PEW PEW PEW MUH FREEDUUUUUUHMS Recommended Certs: Lockdown - BLAP BLAP BLAP BLAP BLAP Acquisition Timer - This is actually useful during ops. Flak Armor - The one thing that can kill you are other MAXes, rocket launchers and tanks. Get this and you're golden. Unless you're stupid. In that case, I don't know what to tell you. Recommended weapons: Against Infantry: Mercy > Fracture > Burster = Pounder Against Tanks: Fracture > Pounder > Burster Against Aircraft: Burster > Fracture Against Other MAXes: Onslaught > Fracture = Mercy > Pounder --- Other helpful tips Gief healz Voice chat is bad Follow waypoints Grenades are bouncy. Watch the road for mines Shaddap when boss is talking Aim down your sights, that's why you have them! Don't fight at Biolabs, tech plants and Amp stations during continent capture alerts SPOT SHIT USING Q. I DONT KNOW HOW I CAN STRESS THIS ENOUGH. NOT SPOTTING KILLS PEOPLE! Oh, by the way, spotting makes you flash on the enemies' minimap! Weee! Aircraft (Also: How to fly in PS2) In order to fly well in PS2, you will need the following keys: Space Bar Pressing and holding this makes you continuously rise in the sense of "upwards from the pilot's point of view". This means your aircraft will always try to go ~up~, so if you're flying upside down, you will actually ~fall~, geddit? I found that keeping this pressed most of the time will keep you much more stable. In fact, I can't imagine flying without holding space bar. It will keep you rising constantly, so you can occasionally tilt your nose downwards to bomb some fools without having to worry about crashing. If you were having trouble with how your aircraft constantly keeps sinking on its own, using the space bar you can now technically hover forever. It also makes your aircraft much more maneuverable. For instance, if you're running away from an enemy Reaver/Scythe, chances are you don't want to fight them or you can't. The only certain (and also hilarious) way to get rid of enemy interceptors is making them crash. You do this by flying through very narrow spaces like Amerish forests, Esamir Ice spikes or Indar canyons. Holding space bar here will make you turn incredibly fast, since it automatically makes you go slightly in the direction you're going as long as you're not yet perfectly aligned (read as: Nose tilted downwards). It also makes you move away from anything ~below~ you, even if that is only a tree you just turned away from which is now "below" your aircraft, making you turn faster. In short, using your space bar makes flying a lot easier. Try it. W and S Your W and S keys will accelerate and decelerate you, respectively. In general, you always want to be moving (Hint: Dumbfire missiles kill people), so remember to keep pressing W if you’re not comfortable getting fancy with the mouse yet. Also, keep in mind to slow down when you’re flying low, especially when landing. There is some tolerance, but aircraft have a tendency to asplode if you rub them too much. A and D Your A and D keys will make you ~turn~ in a sense that you will turn on the spot, but only if you’re at a certain altitude (min. approx. 10m above ground). This is a very slow maneuver that can (and should!) be pulled off much faster with the mouse, but it is useful when starting or landing on pads and it looks super cool. You might want to use these while in Warpgates when it is crowded. LCtrl LCtrl is pretty much the exact opposite of the space bar. It will make you sink, as in, move in the direction of your aircrafts belly. This is in no way as important as the space bar, but it is useful in a few situations. First of all, it helps immensely with emergency (not: crash) landing. Slow down, hover about 10-20m above ground, hold LCtrl. It might be a bumpy maneuver, but your aircraft will stick to the ground like glue after sliding a bit. Be careful if your HP are low, you might take some damage. Holding LCtrl will also stabilize upside-down flight, if, for whatever reason, you need to do that. And lastly, if you or someone else did a dumb and you are now upside-down, skitting across the ground inside the warpgate, HAHAHAHAHAHAHAHAHA holding LCtrl and tilting your aircraft to either side strongly using the mouse can unflip you. Probably not in a Galaxy, but Mossies? Yup. F and LShift These are your default abilities. Actually, I lied. Flares (F) have to be certed into, but you should do that before you take off. Why? Because anyone that’s half decent with a missile launcher will shoot you down in 10 seconds flat, that’s why. Anyhow, your Flares and your Afterburner (LShift) will both save your life a lot. Flares will shake any lock (HASS missiles as well as Rocket pods), but they won’t make you invisible to flak. Afterburners are not just useful for faster travelling but can also mean the difference between escaping flak fire or producing more scrap metal that magically disappears after a few seconds. If you plan on flying a lot, those are really good certs you want to be looking at. Some hints on flares: They take about 20-30 seconds to reload, so don’t fly back into a warzone after shaking the first lock unless you want to die. Furthermore, don’t pop your flares until your enemy has actually fired a missile that is tracking you. You will get additional audio feedback once that happens. If you flare prematurely, haha sex joke there’s no knowing whether or not you might have shaken the lock just by flying straight. Wait, what? That’s because missile launchers require a few seconds of keeping the crosshairs on your aircraft to fully lock on. These “locks” can still be broken by circling around a mountain, but more frequently they will break because you simply flew somewhere the enemy can’t see you (buildings, trees in the way, etc). If you flare right away, you will have wasted you joker and your opponent will still be able to lock you when the effect wears off. It is always better to see if you need to flare before you do. E E stands for Eject. Don’t do this. Ever. Mouse The mouse is the central instrument for maneuvering your aircraft. Even though you could in theory fly exclusively by using your keyboard, you shouldn’t. The mouse lets you tilt your aircraft forward (Bombing and shooting, also checking the surface below) and backward (Gaining altitude, duh), as well as perform barrel rolls. This part is pretty straightforward, actually. Once you understand how to use the space bar, you will truly come to love flying in PS2. There are two things in particular you can do with mouse movements. 1) You can do super cool, fast and instant barrel rolls to display your ~m4d sk1llz~ or simply to express your happiness with your general situation. Doing these frequently also helps to keep your brain focused on the controls. 2) In combination with the space bar, tilting movements with the mouse help unbelievably much in banking and turning. To turn on a dime, simply roll 90° to either side, slam down and hold the S key and pull your mouse back hard while rolling back up to level out your aircraft. The scientific term for this maneuver is “OSHIT SURPRISE ROCKET BUKAKKE (OSRB)”. Advanced tips Mosquito equipment Before we go into this, I think you need to understand the Mosquito's role in the greater picture. It is not a floating doom fortress. It is a fast, nimble glass cannon. That being said, it can also be a taxi, infantry cover, meat shield or dinner table, depending on your creativity. Its main use, however, is AA support, with anti ground defense as a side role. To excel in these roles, there are a couple of things it needs, some areas where it's good and some where it's bad. For example, it is the second best interceptor of the three, the Scythe being a dedicated dogfighter, the Reaver being... well, shit. Anyway, making the Mossie work isn't always easy. It doesn't have a dedicated Anti-Tank weapon and it is really flimsy. However, it is very fast and carries a lot of ammo. The slim hull and hitbox are also a big plus. Now, what do you want as far as equipment goes? All of the following are great choices: Rotary main weaponHellfire rocket podsFlaresDogfighting airframe The most important of the four is probably the rotary gun. It tears infantry, flashes and enemy interceptors to shreds. You don’t even need the anti-Infantry turret. Be wary of the high ROF, though. Your clip will be empty within very few seconds. The Hellfire pods are the most used secondary weapon for the Mosquito. If you don’t know them, Hellfire rockets are air-to-ground weapons, carrying dumbfire rockets. These bad boys will 2-4 hit any infantry unit (except MAXes) and feature quite a bit of AOE splash damage. There are air-to-air rockets as well, but they work in the same way as the heavies’ launcher. Once you have the flying skills necessary to track a Scythe long enough at high speeds to lock it and a high tolerance of frustration in regards to enemy flares, by all means, go ahead and use this. I usually stick to Hellfires because the rotary mostly AAs well enough. Galdropping, Galbombing First off, this should only be relevant to Squad leaders and veterans. Flying a Galaxy is similar to flying a Liberator, but it requires massive amounts of experience and care to foresee AA threats due to the Galaxys inability to escape any fight. The Gal is much less forgiving than a Lib or a Mossie and requires high piloting skill to use effectively and safely during ops. If your Gal is caught by a Skyguard Lightning, a MAX, a tank column with AA turrets, AA Phalanx turrets or, god beware, enemy interceptors, you’re going to have a very hard time surviving. Oh, and if you get trollflipped or are otherwise forced to abandon your pimped out Gal, you will probably not be able to pull another one for a long time. As such, leave the pulling and piloting of these to people who know their shit. Unless you’re one of those people. In that case, read on. I’ll assume you know how not to get killed. Galdropping is easy in theory. If you want to drop off your squad over an enemy base (or indeed any base at all), make sure you are positioned right above a favorable position. Nothing messes a drop up like an enemy tank column you didn’t see. Multi-story buildings are especially great because your buddies can just pick off the opposing campers form above without having to get dirty. To make sure everyone gets out, hit Page Down and lock your vehicle to everyone. This will eject any passengers you are carrying, including dumbass AFKers who shouldn’t be rolling with you anyway. Don’t forget to unlock it again, though! Once you have blown your load, find a quiet spot to touch down and hide, lest you be spotted and shot out of the sky while waiting on your ground team. Galbombing is the most magnificent art of actually using the expensive guns you bought for your happy space whale. After dropping your squad off, at least two gunners should remain with you to man the turrets. Ideally, you will have purchased two bulldogs (Thermal Scopes!) and two walkers (any magnifying scope works), giving you an even chance against ground and air targets alike. Now, get close to the enemy base and let your mates support your squad. Remember not to stay still for too long (Missiles!) and keep in mind that your gunners are to your sides. Always turn the cockpit away from the enemy and feel free to give them instructions on where the targets are. Dogfighting and evasive maneuvers Perhaps the most difficult thing you will have to do as a pilot is fighting another aircraft. This is very dependant on the situation and the environment, balance of power etc., so I can only give you a few rough pointers. First of all, you want to be using your rotary, not your Hellfires. It will seem like a good idea, but, take my word for it, you won't hit for shit. Rocket pods are way too slow, so they can't hit an aircraft that's trying to outmaneuver you. A rotary gun, on the other hand, will. Also, bank. Bank hard. Don't try fancy spirals and barrel rolls. The farther you go in your evasion without turning around to fire, the easier it wil be for your enemy to track you. Keep close. Space bar comes in handy here. Furthermore, if you're trying to run from a missile, you're doing it wrong. Simply dive and pulse your afterburners. When you get close to the ground, pull back up as late as you can. Leveling out your plane and flying low might still work. In doing this, you are misdirecting the missile into the ground. This works about half the time. Also possible with cliff sides and the like. Evading flak gunners is a bit tricky. Their guns need to reload, but they can't be jammed and they can immediately correct their aim if they see it's off. With this in mind, don't think you're safe if you're not getting hit. he might just be reloading or reaiming. The most surefire way to get to safety is to figure out where the AA is coming from and building up transversal velocity. This means flying in an arc that makes it almost impossible to aim for you due to a combination of weird angles and high speed. Think of it this way: if someone comes straight at you, it's easier to shoot him than if he was running around you in circles. Liberator belly flak (AKA Pr0lib) The Pr0lib is a move I've fallen for a few times. In this case the liberator crew uses the Lib's secondary turret as a heavy flak, flying upside down and lobbing grenades at a chasing interceptor in hopes of OHKOing it. If you're chasing a Lib and it suddenly flips upside down, consider breaking off and coming back in from a different angle. If you want to keep chasing the Lib, use space bar and LCtrl to avoid getting hit. Whatever you do, do not fly straight. What is this tankery? Thoughts on armored warfare. Planetside 2 features 5 ground vehicles; 2 tanks, and 3 transport craft. While the transports can be pulled from any vehicle terminal belonging to your faction, tanks require an advanced station found only in main bases, towers, sub bases and a few specialized outposts. Next up, we’re going through all the TR ground vehicles, so get ready to take notes. Flash The Flash is the weakest of all vehicles. It’s basically a transport quad with two seats, a grenade launcher slot and no protection against incoming bullets. It is pretty fast but also very loud, so don’t think you can use it to sneak inside enemy bases just like that. Or can you? Infiltrators can use a cloaking device for the Flash, enabling it to randomly appear at enemy spawn points and cause screams of horror as the tacked-on Fury grenade launcher detonates everyone in range (Confirming, unnecessarily of course, that all infiltrators are good for is stealing kills and farming certs. Fuck spies!). However, apart from the Cloak+Fury trick and roadkilling people, the Flash has next to no combat capabilities worth mentioning. Its only real use is getting you from one location to another. Don’t try to invade a base with a flash mob (Tee Hee), bring a Sundie instead. Harasser Harassers are similar to Flashes in that they can be hurt by any weapon in the game and they are about as fast. And that’s where the similarities stop. A Harasser buggy has one more seat, protects two of three crew members from bullets, is much easier to control than the Flash and packs a lot more of a punch. As the name suggests, it is very hard to hit a Harasser with pretty much anything that is not a regular firearm, provided it has a competent driver. If it does get hit, however, it will become harder and harder for the crew to stay alive, since nothing kills a Harasser as fast as a big cloud of smoke. Except maybe an AP round. A popular and effective tactic is getting a medic, an engineer and an AA MAX in one Harasser, equipping it with a Halberd or Vulcan AT turret and Vehicle stealth/Shield diffusor and then rape enemy tank columns from behind. Sunderer The last of the transports and arguably the most useful and versatile vehicle in game, the Sunderer is a 12-seat bang bus rolling fortress with turrets. While it is most frequently used as a mobile spawn and resupply point (AMS-S Upgrade, 50 certs, GET IT NOW), it can also provide ammo to nearby vehicles, repair them or break through enemy vehicle shields with the shield diffusor. Even though the Sundie can assume many roles, it is also the most expensive ground vehicle and has the second longest cool down period of any vehicle in game (Galaxy having the longest), so make sure you mean it when you pull this. It offers a wide variety of turrets, from the stock dual Basilisk AA guns over Bulldog AT, Walker and Ranger AA to Kobalt AI guns. These will, of course, be crewed by your passengers. Make sure these guys know what they’re doing. You won’t believe how fast you can get yourself and your mates killed by one retard deciding it would be a good idea to randomly shoot at enemy aircraft at night, alerting everyone and their mom to the specifics of your location and turning your merry 12/12 ride into an XP piñata in short order. When deploying your AMS Sundie ( , make sure it is well hidden. This either means parking it behind a rock formation the enemy can’t easily get to, or leaving it 200-400m behind the front line. Remember, it’s often your only nearby spawn point and any Engy/LASS/HASS can take it out with the explosives they carry. Lightning The Lightning tank is a pretty generic single-seated combat vehicle. The stock turret performs well enough against infantry and transports but you’re shit out of luck you won’t win any fights against other tanks. Depending on whether you prefer a more AI, AT or AA approach, you should move on to the HE, AP and Skyguard variants of the turret respectively. The Lightning in and of itself is fast and agile, but will usually be outperformed by any Main Battle Tank (MBT) due to their superior firepower and health. With this in mind, the only two roles the Lightning can reliably fill is Anti-Infantry and dedicated Anti-Air, the Skyguard being the most scary AA turret save for twin burster MAXes in lockdown. However, even though the Lightning sucks against other tanks, you will frequently be stuck with it since you can’t pull a Prowler unless you own a Tech Plant or are at the warp gate. Prowler The more you play, the more you will realize how weird this tank is. The Prowler, like all MBTs, has two seats and rocks a main turret along with a secondary turret. However, unlike the Magrider and Vanguard, it has a double barrel, allowing it to miss once per salvo at the cost of reduced damage per bullet. This is very much in line with other TR weapons, but apart from the obvious benefits of having a second round, it requires you to hit twice every time in order to apply serious damage, which may discourage newer players. Furthermore, it is neither the fastest nor the slowest tank, and has ~okay~ HP. One issue you will find with the Prowler is that it is easily outperformed by Vanguards (NC being the dedicated armor faction) but also hardly hits Magriders due to their superior speed. Additionally, it is even more vulnerable to enemy infantry than the other two MBTs, since it lacks the Vanguards shield and the Magriders mobility. As a result, Prowler drivers often find themselves outclassed in bigger engagements. One instance where it does shine, however, is bombardment and AI. The deployment ability buffs its ROF significantly, which leaves it at a comfortable 2-2.5 times as high ROF than any other MBT. Combine this with a Thermal scope and reload speed on your HE turret and you plow through enemy infantry like a hungry American (haha, another tautology) does through burgers, and that’s not even factoring in the potential outcome of adding a Bulldog secondary turret. Just make sure you get all of them before they start lobbing missiles at you. Even AA is possible with this setup (within limits…), using a Walker or ranger secondary. Advanced tips Make sure you have read the entire post before you come here. I’m assuming you know all of the above! Nobody ever has enough certs. Even if it’s Nanoweave Armor Lv. 5, you can always use more unlocks. But, as we’re all painfully aware, farming certs takes time. Luckily, you are in the favorable position of being an AJSA member, with a couple of veterans at your side to help you. The following hints and techniques were compiled by the top ranked players within the outfit for you to employ. KD whore edition 1) Use your grenades to scare people out of hiding. Just throw it in a building you suspect has enemies hiding in it and see what transpires. This works especially well on noobs camping in generator buildings during big battles. Don’t expect the grenade to do all your work for you, though; a seasoned player will be able to judge whether he actually needs to run. If he’s hiding behind something, he might not even take damage (no hit marker), giving you a false sense of security. On the other hand, he’ll definitely know you’re around. Try not to use the same door you threw the grenade into. 2) Know when to hip fire. Spray-and-pray becomes useless at a certain range, regardless of weapon. You might hit your enemy once or twice, but in exchange you have now alerted the entire area to your presence. Aim down your sights. The only exception to this are the Underboss and Commissioner pistols, which are highly damaging and do not fire fast enough to create a lot of recoil. They are also pistols, which means they are your last resort for when time is running short (bored, stored, whored. Look at me rhyming.) and thus you need a weapon that is ready to use right the instant you pull it. Fortunately, both of the above will kill in one or two hits, provided you hit the guy a few times already. That is not to say you should try to noscope everyone at 100m with your secondary, but it’s still better than nothing if your main weapon has run out of ammo. Within the range of up to 10-20m, depending on weapon and terrain, hip firing your gun can be effective, if not more accurate. A good rule of thumb is to hip fire as long as the enemys body is about as big or bigger than your hip firing crosshair. (Thanks, Krazatan!) 3) Covering fire. If you’ve got spare ammo and you need to cross a road or field that you’re certain is being watched by the enemy, try to keep pulling the trigger in the general direction of the opponent as you go. It’s surprisingly effective and might get you far enough to sprint the rest of the way to safety. Or maybe just into the revive range of the closest medic, heh. 4) Be sneaky. If you see a bunch of TR trying to push through a door that obviously has a dozen enemy guns on the other side, why would you waste a life doing the same if you can just go around it? One recent example is the west entrance to the A point at Camp Waterson. Our squad simply circled around the northern wall and picked off the enemy respawns running straight across the place. Keep yourself on hillsides, on top of hills, in bushes, behind corners, on ledges, bridge beams, and, if necessary hump that border, baby! Stay on the outskirts of a base and kill enemy snipers and Sundies. Remember that your team still needs you, though! Don’t be the guy that wanders off to kill dudes when he should be holding down the point / SCU / Spawn / whatever, especially during AJSA squads/Ops! Killing respawns is also possibly the easiest way to farm certs that you can think of. I’m not talking about spawn killing, even though that certainly helps your KD, but about shooting enemy players on their way from their spawn building/Sundie. They just don’t expect you to be so close to their safe haven and there’s no chance in hell they’ll kill you if you get to jump on them. Great examples for this are bases whose spawn building leads directly to a two-sided turn like amp stations, Grey Heron Shipping or The Crown. Just make sure you either switch positions after every other kill or so or you bring a silencer for your gun. When you’re camping Sundies, keep an eye on the turrets. If they start moving, you start to leave. The same goes for you being discovered. If your squad is taking a base and you have the men to spare, try to keep two of your players close to the enemy spawn. It takes a lot of work off the capture crew. Other common victims of this “flower picking” are engineers, since they can’t look up as they repair tanks. Just make sure the tank is empty or doesn’t see you. 5) Burst fire and single shot firing modes are largely irrelevant, but you should remember to keep your full auto to a minimum except when in close combat. 3-5 shots per burst are about as long as you can go without sacrificing accuracy. When the HSNV scope starts to hit its limits and you can hardly see the target, it is usually better and more efficient to either flank the guy or deliver single or twin shots to his head. Speaking of head shots, don’t try to be extra cool. Nobody will notice. Just aim for the chest, it kills people much more reliably than missing a bunch of times as you try to triangulate the position of his nose. By the way, your weapon recoil will do the job for you anyway. Oftentimes your third or fourth round of each burst will be a head shot at medium range. An exception to this rule are MAXes. Chances are you’re not surviving those fights anyway, so you better try and kill them off fast. Shooting the MAXs body might tickle it a bit, but it’ll still kill you. 6) Keep away from the cluster fuck. Tank columns, Biolab assaults and MAX crashes are the bane of any KD. If you must join those fights, either pull a MAX or try finding a position from where you can shoot safely. This can be a tree on the side of the road, a ditch, a dune, a crooked rock formation, the roof of a building, anywhere a tank can’t shoot without putting itself into a bad position. Also, the Infantry escort of major assaults is most vulnerable from its sides and above, not the rear (Where do you think those guys are coming from, huh?)! 7) MAX Crashes. We have done this to success many times and it often results in decent certs for everyone involved. A MAX crash happens when an entire squad or platoon switches to MAXes, Engineers and Medics in a rough 3:2:1 ratio and rushes a highly active enemy spawn area. I don’t think I need to say any more- it’s good for your KD. Good spots: A) The walls of Amp stations, as attacker or defender. Requires a bit of getting used to, but it’s possibly the most amazing spot of any major base, especially as a LASS (Generator baiting!). A good spot for Tower bases as an attacker (The Crown, Glacier Station, The Bastion, The Ascent…) is as follows: From the pain shields on the second floor (coming from spawn), go straight, then down either flight of stairs, then turn to the opposite side of the room that sometimes houses the capture point, go straight until you hit the railings, find the center and turn around. You should now be looking at the end of both stairs and you should be able to hide behind a hydraulic-pillar-thingie. From there, you can pretty much cream any enemy leaving spawn towards the vehicle bay. Watch your flanks. C) The very top of Tower bases, as an attacker. Free view of the landing pads and all enemy rocket launchers. You have multiple levels above the flight deck you can use and if you’re still getting shot (AA MAXes are inherently observant of that spot), just walk around on the ledge until your enemy can no longer see you. I swear he’ll forget you the second you’re gone in large fights and assume someone else killed you already. D) Another Tower base spot, this time as defender: The top of vehicle bay stairs, right at the door, especially as a twin Mercy MAX with lockdown and an Engineer. Those are serious infantry bottlenecks, a good place to deliver unintended head shots, very hard to get hit at and easy to escape. Just be mindful of the other flight of stairs across the vehicle bay and have your engy check it out from time to time. You don’t want to get caught in the back, right? E) One more Tower spot, as attacker or defender: Use the lifts on the second floor (with the two spawn pain shields) to go up, but leave the stream before you arrive on the flight deck. Instead, let yourself fall on the beams supporting the landing pads. People just keep forgetting how easy it is to get sniped from there. Also hilarious with C4 :3 F) Grey Heron Shipping, as defender: leave spawn towards the point, then go left. Optional: Grenade the point for a lucky kill. Continue down the corridor until you hit the wall, then go right and then straight again. On your way, you can find plenty of targets that are so occupied with getting to the capture point they might not expect you to show up. G) Rust Mesa Lookout, standing right on the capture point. Needs at least 3-4 heavies and 1-2 medics. Just stand behind the boxes and aim at the spawn building. Always have at least one heavy securing your flanks (especially the building across to your right!) H) Saerro Listening Post, towards the back, on the cliffs: Pull up a deployable HE Prowler. There is a spot that allows you to aim barely into the corridor on the first floor. I last did this about a year ago, it would be great if we could see if it’s still possible. I) The Ascent, to the southeast. There is a really sheer and high cliff you can stand on that leads directly up to you from Raven’s Landing. EVERYONE that wants to take The Ascent must first go there. Bring your friends rockets. J) The Crown: Between the tower and the jump pad. Defenders will constantly run there to try and take it back (because you took it, right?), so feel free to hide in one of the orthogonal corridors and shoot at them as they run. That big cliff across the valley to the south (often called Magrider Hill for the way it was used with the initial warp gate rotation) is also a great spot for bombing the tower safely. When pushing towards Ti Alloys, see if you can get on the beams below the bridge. It’s usually a much safer way across. Another good approach is by circling around to Ceres Hydroponics. With how focused the battle usually is between The Crown and Ti Alloys, everyone seems much too concerned with the bridge to check their backs. K) Scarred Mesa Skydock, The Ascent (Whatever you do, don’t ever lose these two!), The Stronghold (kinda), The Bastion, Grey Heron Shipping, Mao Tech Plant, Peris Amp Station and Mani Biolab are notoriously easy to defend. This applies to Stillwater Watch, but only when in possession of the nearby warp gate. The Crown used to be OP but can still be held for at least an hour against overwhelming opposition. L) Tumas Tech as attacker, attacking from the west. Allied tanks can spawn just in range of the courtyard, have a beautiful shot at the enemy vehicle pad output and can also hit the area between the enemy spawn and the SCU very conveniently. Bad spots: A) As an attacker, during Tower fights: The area straight from the pain shield on the second floor between the two lifts and the area around either spawn shield corridor door. Also, the flight deck. Baaaaaaad spot. Potential ten-way-fuckfest. Don’t go there. In J908 as a defender, anywhere. Similar things can be said about Quartz Ridge, Ceres Hydroponics, The Octagon, Palos Solar Array, Haven Outpost and especially Twostone Beach. C) Briggs Laboratories as attacker, if opponent also owns Mao Tech. There simply isn’t a safe place for Sundies, except maybe on the east, and the capture point is really vulnerable. Contributing member of society edition If you want to be the good guy of the squad, enjoy your .3 KD, lol you are amazing and everyone should strive to be like you. Here are a few pointers on how to obtain ~ph4t c3rtz~. 1) Sundie spawn bonus. Planetsides most useful XP mine is best placed in the vehicle bay of Tech Plants and Amp Stations, as well as other facilities that are heavily fought over. The closer to the action, the better. Very recently I managed to drive a Sundie right up to the edge of The Crowns’ plateau while entire platoon fought over control of the C point landing pads. As masses of people spawned at my Sunderer, I almost got more certs than I was getting from kills. A very convenient side effect of high-traffic Sundies is that there will always be one or two engineer cert farmers around that will constantly repair your Sundie. However, in order to really make this acceptable, you either have to use really high level barricade armor or mine guard, since if you don’t, it will eventually get blown up by LASS C4 or Engy tank mines. Protip: Don’t put it next to an enemy spawn room. 2) Medic revive bonus. The second most useful cert fountain, a well certed med tool, can make you even more XP than a well placed Sunderer, especially in a Biolab, at the Crown, Jäger’s Crossing, The Ascent or similar bases that frequently get bombarded or rushed. With people falling all around you, your tool will hardly have a spare second and your main problem is other allied medics stealing your revives. You might not be getting kills, but no matter what people say, medics like these win our battles by sparing us the dangerous way back from the spawn point. TL;DR: Your allies get rez, you get dolla, mkay? 3) The Engineer repair bonus is a slightly worse source of XP than the med tool, simply because it can’t rez a destroyed vehicle. If it’s gone, it’s gone for good. You will be getting decent XP repairing tanks in a column, but once the enemy starts blowing them up, you quickly fall short of the medic that’s probably revived you a few times by now. There are two very great applications of the rep tool, though. First of all, the aforementioned Sundie repairs, which work extremely well in crowded areas with lots of missile launchers. Just find a Sundie and get to work. Another option I’ve exploited a few times is repairing turrets after a big fight. Ever attacked an Amp station? Yes? What’s the first thing everyone shoots at? Damn straight! After the fighting’s over, nobody ever remembers to repair the bloody things, so roll up your sleeves and get ready for half a dozen repair ribbons! Just don’t forget your squad leader might have something to say about you pissing around for half an hour at a base nobody is concerned about anymore. 4) Liberator fly-bys using the Zepher or Dalton turret can be good for XP, but in order to really succeed, you need a place full of enemies, which is very situational and bound to get you into the crosshairs of AA maxes. Use at your own demise. Possibly the most efficient use of your aircraft for farming is gennie hopping. It’s quite easy: Fly to a major base (Tech Plant, Biolab, Amp Station) and start overloading generators. Don’t forget the sub bases- they often have vehicle shields you can kill! Once you’re done, fly over to the next base and hope someone repairs the gennies while you’re gone. More cert fountains for good guys: Spotting Hacking (blurgh…) Grenade kill assists (Meh!) Generator overloads Ammo Boxes Flak damage Passenger kills (Meh!) Alert Participation Base Defense/Base Capture Console kills (Meh!) Minesweeper (Shoot that mine!) Squad and platoon play While you can usually earn the most certs on your own, running along bigger battles as part of the zerg, squad play is often much more exciting. To make it work, it is important to remember a few things: You cannot rely on the zerg to do your work for you. As part of the flock, you will always have a Sunderer, a medic, an engineer and covering fire to help you find your way to easy kills. In a squad, your options will be limited by the amount of people tagging along with you. There will be no endless stream of Sundies coming- you need to keep yours alive! Therefore, squad composition is pretty important. Ideally, per squad of twelve, you will need the following: One main SundererOne replacement Sunderer, hidden close byA skyguard, if possibleOne or two HEAT ProwlersTwo or three engineers, one for the Sunderer, one for MAXes.Two or three medics to keep each other aliveOne or two LASSes to pick off enemy healersA composition of HASSes and MAXes to do the heavy lifting. As a general rule of thumb, always keep at least one well certed MAX handy so that he can change his weapons (Mercies, Bursters, Fractures) as requirements change. Obviously, if the squad leader kept going on and on about how his composition isn’t perfect, nothing would ever get done and we’d spend 30 minutes setting up every time we get wiped out. Just make sure you know what your squad needs and think of what you can bring to the table. Do we only have one Sundie? Bring another one. We’ve got two? Bring a third so we can encircle them. See a bunch of dead people? Roll a medic. Is the Sundie getting shot? Get your engineer. Are we stuck trying to fight up a flight of stairs? Bring your AI MAX. Be flexible! Also, if your leader orders you to relocate, he will have an idea of what he means to do. This includes constantly reassessing the balance of power. Don’t mess it up. If he sees that we would be on even ground with the NC on base X and he orders the platoon to redeploy somewhere to prepare an assault, he is counting on everyone in the platoon to carry out that order. Similarly, MAX crashes tend to work a lot less if only three out of 30 platoon members actually roll MAXes. The same goes for tank rushes. Rapid redeploys are very common because squad and platoon leaders simply can’t afford to get stuck fighting at Mani Biolab for half an hour for little to no gain, especially during alerts. If you’re lagging behind, regardless of your reason, you’re hurting your team. No, we don’t need every turret on Freyr Amp repaired, no, we don’t need that tiny base that takes an hour to cap, no, we’re not overstaying our welcome to farm ~M04R C3rT5~ from inside the spawn room, yes, we’re going to back-cap Haven Outpost for the bazillionth time because it’s a huge-ass base and we can take it within literally 5 minutes. Squads and platoons serve to get shit done and cap a continent, okay? FOLLOW ORDERS AND LISTEN ON TEAMSPEAK. Some more pointers on capture tactics: Never ever get your regions between the Vanu and the NC. They LOVE to sandwich us and they will do it if they can. Especially if they’re not bordering each other.Keep your caps stable. If you’re rushing straight north from the Indar SE warp gate without going west every once in a while, you’re going to get back-capped and then you’re shit out of luck with your pants down and your hard work destroyed.If you see a counter-offensive forming to cut you off, meet it and see if you can throw it back. If you can’t, chances are you’d have lost all your extended caps anyway. In these cases, it’s better to relocate to another front, maybe another continent. Don’t cap more than you can defend. Keep your pop percentage in mind.Don’t follow the zerg with your full platoon. THINK. DIMINISHING RETURNS, GEDDIT?We all appreciate a team player. Vocal feedback on the objective is always welcome and criticism is fine. However, if you are of the opinion that the current course of action is wrong, either speak up briefly and voice your concerns or send a message in chat. If your plea is refused, deal with it. If you continue to bitch about this or that, you will get shot removed from the platoon. You are undermining the authority of the squad and platoon leaders, which is the worst thing that can possibly happen during an ops night, because it demotivates people and leads to a rapidly declining atmosphere. Salvaging such evenings is nigh on impossible, so if you’re pissed, save it for later. Just keep it in your pants, General. And, on a more personal note, DON’T BE AN ANNOYING FANBOI, especially with Joe in the channel. We’re all here because of him, but you don’t see the rest of the platoon interrupting the op in critical stages, do you? It’s the Angry Army, not the Angry Fan Convention!All you need is a Sunderer and your team. They don’t all need to ride with you. Have them pull tanks or aircraft. Those vehicles are like an extra life for them unless they get killed in them. It makes your Sunderer less critical to the overall success (12/12 XP piñatas ahoy) and even if the tank rush fails, chances are the Sundie has had time to find a good spot to deploy by then.Identify the biggest threat. Are you inside a tower base or a Tech Plant? Is there enemy air superioriy? Yes? So what? They can’t hurt you anyway. Capping a Biolab with enemy tanks outside? Who cares? You shouldn’t be capping a Biolab anyway! They can’t get inside. In most situations, enemy medics with a combined lack of allied medics will make the difference in any sealed-off base (Like The Octagon or Saerro Listening Post). Conversely, open areas like those found around Rashnu Watchtower or Palos Solar Array can easily get swamped by only two or three well-placed enemy tanks holding your team down. Enemy air superiority is especially vicious in open terrain and in outposts that are close to big airbases (who would have thought?), like Vanu Archives, Stillwater Watch and Highroads Station. Great! I so totally read all of that! Now what? Now that you have read this, you are at last prepared to join us in our conquest and win eternal glory for the TR! Create a character on the Waterson US East Coast server for the Terran Republic and join us on Teamspeak. Message an officer, veteran or sergeant with your ingame nick and wait for an invite. If it’s not coming, chances are your message was lost amidst flying bodies, Teamspeak chatter, explosions going off around the unit leaders and the never ending stupidities of the Planetside 2 command channel. Please be patient, processing your request may take time depending on work load and available staff. Eventually, you will be invited to Squad/platoon and outfit. Once you’re in the outfit, you can join AJSA squads right from the Social tab. Make sure to ask where everybody is and join us. Usually, there will be a spawn beacon or Sunderer around but you might have to take a Mosquito or other vehicle. I am also very pleased and excited to announce that this here post now consists of exactly 11.111 words. I can die happy now.
  18. Hey AJSA! This was something that arose from some comments on a youtube video about next gen consoles, where I said I've had a 'next gen' console for over 3 years (A PC). People got angry but one person in particular told me he wanted to get his first Gaming PC. What are my specs and what should I get? So, a typed a long comment in reply to that and thought to myself: why not post it on the AJSA forums! Maybe some people could find it useful. So I've generalized the whole thing a bit and here it is, nothing special, nothing professional but handy for when you're getting a PC now, since next gen consoles (aka PC's) are also coming out. ''Now this will be extremely long so bear with me, I'll probably use this as a a guide more often and I might even flesh it out some more. For now, here's what I got.'' My specs: I have an Intel 3570k @4.2GHz (CPU), with an AMD HD7970 (GPU) which is just overclocked to maximum settings in the CCC, this along with Corsair Vengeance (8GB, DD3) RAM, CPU is cooled by a pretty standard Cooler Master hyper 212 evo all connected to a Gigabyte GA-z77x-ud3h (motherboard), powered by a Corsair TX650M (PSU) and inside a Corsair 650D (midi-tower case). The PC: Now if you're buying a (your first) gaming PC there is two things to consider beforehand. 1. Do you build it (generally cheaper) 2. Or do you buy a pre-made one such as an Alienware or choose your own specific specs and get it built for you. (usually more expensive). Now one is more work but also more fun I find. You learn from it and its cheaper. If you do want to buy a premade PC that's fine too but avoid Alienware or other fancy 'pay for the fancy case and logo instead of what's inside' brands. Instead, find a computer specialist and pick specs that suit you and let the person do the work; assembling it for you. If you want to build, build! Don't hesitate, watch some videos and you'll be fine. I'll focus on specs. General specs: Specs wise there are many options. Budget gaming PC's (low end), 'mid end', high end and ultra high end. Their limitations vary and so do their prices. A low end PC will obviously not cost as much as a high end one ($400 vs $1000) but will be less powerful, playing on low-medium settings on new games vs playing on high-ultra. I don't know what your budget is of course and I don't know how much you are willing to invest in a Gaming PC but generally if you really want to get something that will be ahead of the next gen consoles you'll have to throw in about 500 - 600 euros which is not that bad seeing as the Xbox One is $500. Now this may seem like a lot for people who are not familiar with PC prices and it might seem cheap to some of the ultra high end PC's out there but I'd say 600 euros is the sweet-spot. But keep in mind, prices on PC hardware go down faster and harder than (very highly inappropriate joke which I will absolutely not make). My PC cost 1200 euros at the time I upgraded (mostly due to the ludicrous price of the HD7970 which was 500 euros when it came out.) but now it might even be half. It does still play pretty much anything on ultra so I'm fine for another half year but it's an indication of how fast these things go. Advice, what to do (CPU, GPU) So my advice, simply: wait. Wait until the new Nvidia series of cards are out and then either get one of those, or get a high end 700 series card which will drop down when the new series hits. Alternatively there is AMD, they produce brilliant cards too (the new 200x GPU's just hit so take a look at that too.) That is, in my opinion, your best bet for the GPU. The CPU is a slightly different story, there are 2 main brands. Intel and AMD, usually the story is: Intel when you have the cash and AMD when you're on a budget. Now I will say, this is in some ways true but not in all. AMD CPU's can be just as good as Intel for a lower price. I went for Intel because at the time it cost only a bit more than a similar AMD card and I'd hear very good stories about Intel. So, what should you do? Intel or AMD? Well ultimately it's your choice, but I'll go with slightly altered version of the original assumption. Get an Intel card if money is not such and issue and get an AMD card when you want a good card but want something that's cheaper. Intel's a bit more ''premium'' (God I hate that word... but it works.) Other hardware: Now I won't go so in depth over all the other parts but generally this is what I try to think when I get the other PC hardware: 1. For the power supply (PSU), do not cheap out. People tend to make this mistake, don't. A good PSU is important in general, but, especially when overclocking. Preferably you want something that's modular or semi modular which means the cables aren't hardwired to the unit but the most important thing is quality (research the brand and model, watch reviews). Also, look for the certification: Bronze, Silver, Gold or Platinum. They factor into the energy efficiency of the unit. 2. The motherboard, also a known piece of kit people cheap out on. The most important thing here is to check compatibility. There are so many different brands and types. Check with all your PC components on what works with what and how it all works together. The motherboard connects everything. Take your time finding the right one. 3. RAM. Ram is usually cheap. This is simple: 8GB will most likely be fine for gaming. If you have a lot of editing/rendering/3d work etc to do, 16GB is better. Get RAM from a good brand (e.g Kingston, Corsair) and I suggest getting RAM running at 1600MHz. 4. The case. My philosophy is: Get something that works, not something that just looks pretty. The Corsair 650D is an example of a case that works, it's solid, big enough, very modular and has tons of cooling. < Features you want to look for in a case. End notes: Did I miss anything? I hope not. Just to summarize. Get something that suits your budget, be patient, don't rush and get stuff you will regret, have fun when building and stay up to date software wise. Do that and you'll have yourself a PC that is capable and unlike a console can be upgraded, because after 7-10 years again console players will be sitting on 7 year old hardware where a PC will be ahead. (P.S: Other hardware like a harddrive, network card, OS are not mentioned. However, I will elaborate a bit more. For your harddrive, SSD is faster but more expensive, HDD is much cheaper but slower, it can also hold tons more content. Generally people get an SSD to put the OS on and HDD for general storage. Some extra advice on HDD's provided by Eric is Raid: ''What can also be mentioned is making your HDD faster is putting them in raid 0, Yes it increases chance in failure (due to 2 harddrives becoming 1 and if 1 breaks you lost the data on the other drive. But if you only install games and that kind of stuff on it, It's not really big of a deal.'' Raid configurations can be quite daunting but it's a good way for faster HDD speeds. I'll link a website here explaining Raid better than I could. http://publib.boulder.ibm.com/infocenter/dsichelp/ds8000ic/index.jsp?topic=%2Fcom.ibm.storage.ssic.help.doc%2Ff2d_raidimplementation_2tkmjp.html For your OS: Get a hold of Windows 7. 8 is a disaster.) Useful video guide for those who want to build their own PC, courtesy of:
  19. Just got ff XVI so wondering if any one has any tips for the game for me and any one else just starting
  20. Hi! My names in game are ThePeruvian (BR 100 TR), ThePeruvian01 (BR 49 VS), and ThePeruvian02 (BR 59 NC) and I thought I'd share my knowledge of the game for anyone who is new to the game or existing player. Just so you guys know: I've played all factions (TR, VS, NC)I've played all roles (medic, engi, heavy,....)I've used all vehicles (even cross faction but tanks not so much)I'm a flying llama, who will eventually become dragon llamaI've used all vehicles in TR to very high endsI'm a pilot across all factions (ESF primarily, Liberator, Galaxy -occasionally)I've played both playstyles (Solo and in squads/platoons)So got any questions? Or did I make this post for no reason *sad llama face*
  21. I would like to put a suggestion out for a sub-forum for member created GUIDES for LoL. And perhaps a second sub-forum for champion guides alone being that there are so many champions to choose from. LoL is one of the heavily liked and played games, members that haven't played it or any MOBA for that matter have sparked an interest and have either started playing or planning to start. I believe a seperate sub-forum would be a huge convenience for those that would like to view the guides instead of having to hunt them down in the many posts that currently exist. There is already one guide written, so if this notion is passed, please move that guide to it's respective sub-forum. Thank you. Rain
  22. Hello AJSA Summoners, Rain aka Akoni81 in LoL here. I'm no Diamond however it is my goal this season, but I digress. The following is the basics to help get you started or further increase your existing knowledge if you've gained a few levels. So let's get started. Maps: There are 4 different map types with one map being a whole other game mode. Howling Abyss and Twisted Treeline are basically smaller maps for quicker matches but fun none-the-less. The main maps are: Summoner's Rift - The most commonly played map, it consists of three lanes with a wide area jungle on both ends basically symmetrical. Each lane has a string of towers that deal damage to enemies when in range. Note: Towers will NOT attack enemy champions unless you are attacked by said champion while in the tower's range. Important to know when laning, do NOT push your lane to the enemy side too far, this will make you a big target for the Jungler or lane roamers. It is best to keep the minions in center lane or outside your towers range. The goal is to tactically take out your opponents and take down towers until you reach their Nexus (base) and blow it up. Top Lane - Is normally reserved for the Bruiser champs due to their longer survivability, Top lane beginners BEWARE: More often than not in the early levels you will find yourself against 2 enemy champs because they have no Jungler. This is very difficult to defend against so your best bet is just ask your Jungler to lane with you. This lane is heavily favored to be ganked because it becomes an easy 2 vs 1 and the Top laner has limited escape routes. WARDS! Mid Lane - Is another favorite and is home of the AP (Mage) champs with more and more Assassins taking Mid lane instead because they murder Mages pretty easily. Careful in this lane because a gank can come from multiple areas, the most common being from the river on either side of the lane. WARDS! Bottom Lane - Holds both the Ranged and Support. It is least likely to be ganked most likely because it can backfire easily. However, that does not mean it won't happen. Same concept as other lanes, just with that extra buddy helping out. WARDS! Jungle - This is a wide open area between lanes with plenty of bushes to hide in and walls to jump for escaping. This will be changing a tad due to a new patch so this section will have to be updated at another time. But basically a Jungler farms the monsters within the jungle for gold and experience and ganking any lane he deems necessary or requested by. Crystal Scar - This is Dominion mode (you can see Angry Joe's Youtube video of this here), it's a circular map and it's your basic Capture and Hold map. Capture towers to kill off your opponents points, the more towers you control the faster your enemy loses. Note: Either side will still lose points if they have less towers under their control compared to their opponent. Champ Types: There are 6 different "classes" of champs to choose from and they are either AD (physical damage) or AP (Ability or Magic Damage) Note: be sure to start with what style you think best fits you and you'd have the most fun with. These types include: Assassin - These champs are just as they sound - get in, kill, and get out...MDK ftw. The role of the assassin is to catch stragglers or lane splitters that are alone (preferably not a tank) and to focus down the damage dealers during team fights. They play either the mid, top or sometimes jungle role. They don't take damage well but their kits usually have some kind of escape ability. Never be at the front line when a team fight is about to go down. Examples - Akali, Zed or Talon (my favorite). Mage - This is the caster group of course known as AP champions. They are heavy hitters but have hardly any mobility, no escape abilities, and die very easily, but some do have stuns or slows that may save your life. Never underestimate the power of the force. Again, do not be in the front lines, sit back and bombard enemies without getting caught. Examples - Ahri, Lux or Veigar. Bruiser - These are your "in your face" fighting champions, mostly AD but there's a few AP. You basically build these champs as damage dealing meanies with few defensive items to allow you to take punishment. Most if not all of these champs have some form of stun, slow or gap closer to make the poor soul take that much more damage from you. You can lead the team fight but works much better for the team if there is a tank to initiate. Examples - Darius, Renekton or Pantheon Ranged - As it sounds, the champs that fire projectiles both from normal attacks and abilities. These champs are highly mobile, some more than others and have the title ADC (AD Carry) associated with them. Like a sniper, you sit back hitting shots until you lower the health of the target dummy to the point you can go all in and take the kill. ADCs, like the Mage and Assassin, die easily so stay back and use your range at all times and know when to retreat. Be sure to always try to get the last hit on minions, this is a strong source of gold income. Examples: Caitlyn, Miss Fortune and Ezreal (another favorite of mine). Support - The least favored role to be called, this person supports the ADC by either buffing/healing them or harassing the enemy champs by chipping their health so the ADC can get the kill. A lot of people do favor this role and are just as dangerous as any other type of champ so be cautious. Support is also the primary WARD distributor, so make sure to keep those WARDS up or prepare to be flamed. Don't be afraid to ask for help when it comes to warding, Top and Mid lane should keep themselves warded. Examples - Sona, Nami and Janna. Jungle - A versatile role that has one champ roaming the jungle leveling and gaining gold off killing the jungle monsters. They commonly take the Blue Buff (gives better Cooldown Reduction, Mana Regen and Max Mana) and Red Buff (Slows target and does DoT damage). Their main role is to gank any of the 3 lanes and help take towers when able. Be sneaky and cautious, enemy champs like to try to intercept you in the jungle for a quick kill. Examples - Nocturne, Warwick and Rengar. Tank - Just like any MMO, this champ is the shield for your team and the initiator of team fights. They build defensive and health items to stay alive while getting ganged by the entire enemy team (that's the ideal outcome) so the damage dealers are safe to take them all down from a distance or flanked by melee champs. The Tank can either support, go Top lane or even Jungle. There are times where the Tank will even take tower fire while the team bursts it down. Examples - Alistar, Blitzcrank and Malphite. Runes: These are basically your stat boosters and come in three different tiers as you level up. They cover all aspects of your stats including utility stats such as +Gold per second. These can be combined by setting any 5 of the same tier to get one of the next tier. Example - You have 5 random tier 1 runes, you can combine all these to get a random tier 2 rune. However, it is probably best you save your IP (in-game currency) until level 20 when you unlock Tier 3 runes. The following is a brief description of each type of rune and the cookie-cutter build that goes with basically every champion: Marks - These runes are offense based stats. AD champs take Flat Attack Damage runes, AP champs take Flat Magic Penetration runes. Seals - These runes are physical defense based. Both AD and AP take Flat Armor runes. Glyphs - These runes are magic offense and defense based. AD champs take Flat Magic Resistance runes, AP champs take Flat Ability Power or Flat Magic Resistance runes. Quints - These runes are your big boost for any stat. AD champs take Flat Attack Damage runes, AP champs take Flat Ability Power runes. Note: If you go ADC, take 2 Flat Lifesteal and 1 Attack Damage OR 3 Flat Lifesteal runes. Masteries: Think of these as another form of stat boosters in the form of a skill tree from any MMO. Images to come... Summoner Spells: These are used by everyone and can be selected two at a time, more of these get unlocked as you level up. These are the more commonly used spells: Ghost - Increases your movement speed and allows you to run through minions in lane instead of have to run around them. This is commonly used by Assassins, Bruisers, Tanks or ADCs in exchange for Flash. Allows you to escape or chase down those wimpy fleeing enemies. Flash - Let's you blink a short distance and over thinner walls, a great escape spell for those times you need out and fast. If you jump over a wall BE SURE to be hugging said wall first. If you are too far from it you will just Flash right up against it leaving you trapped to be killed. Used by every role. Barrier - A personal shield that absorbs set amount of damage as you level up, works wonders for those close call duels when that extra bit of time allows you to finish off an enemy. Favored by the ADC. Ignite - Deals DoT damage and prevents enemy from being healed, perfect for those times the enemy has a fraction of health left. Tossing an Ignite on the champ will slowly tick their health away. Can also be used at the start of a fight but best to be saved. Used by ADC, Top lane, or Mid lane. Smite - Deals heavy damage to minion or monster, DOES NOT do damage to enemy champions. This is basically tailor made for Junglers and clearing the Buff monsters and Dragon. Exhaust - Slows enemy champion movement speed and attack speed. Mostly used by Tanks, Support, or Junglers to keep the sissy enemy champs from running away. Can also be used defensively if you are being chased, but not as effective if the enemy has good range. Teleport - This allows a champ to teleport to a friendly minion or tower, helps when a tower is being pooped on and needs immediate assistance of if a solo enemy is killing off minions all by their lonesome. Mostly chosen by Top lane, but can sometimes be used by Mid. Heal - Heals you and your teammates for a set amount of health as you level up. Mostly taken by supports for that extra boost to keep you ADCs alive. Note: There is a high possibility you will see both ADC and support with heal, this gets insanely frustrating when they start heal spamming when you almost have them dead, so be aware. Clairvoyance - This spell is essentially a ward, it lights up a small portion of the map to give visibility to your team, will show any champs or minions within the target location. Items: This is a bit tricky since there are so many champs and so many different circumstances items can change. So I am going to request to Command that individual Champ guides can be member created, then reviewed and posted if up to par. Last Hitting: ADCs this ones for you and it gets it's own section because it's that important. You want to make sure you get the last hit on minions to get the gold off the kill, this is ESSENTIAL to being a successful ADC. To prevent over pushing your lane into enemy territory here is what you should do: 1. Auto-Attack - DO NOT sit there attacking down minions, it pushes the lane and it messes with your timing for the last hit...DON"T DO IT. 2. Timing - Timing can be a pain when first starting out and also for veterans for that matter (everyone has their days), so try to get used to the auto-attack animation and how long it takes for the shot to hit the minion. 3. Positioning - Positioning is very important for both last hitting and keeping yourself alive. Keep your friendly minions between you and the enemy champs and try to be away from the bushes, supports like to linger and surprise attack. 4. Minions - Let your friendly minions attack down the enemy ones, keep an eye on which enemy minion is losing health faster and prioritize last hitting that one. Gauge your damage per shot to know when's the best possible time to kill the minion. 5. Enemy Champs - Look for opportunities to safely damage the bad guys while taking as minimal damage as possible in return. This forces them to back off giving you complete control of the lane and preventing the enemy from getting last hits and more importantly experience. At the same time while you are doing all this, you are constantly aware of the other enemy champs especially the enemy ADC and Support. Do not get ganked if you can help it, pay attention to your teammates because most of the time they will inform you that their lane champ is missing. And be sure to inform your teammates if the ADC or Support suddenly disappears. Thank you for reading and hope it helped, if not I'm sure it will be deleted lol. AJSA rocks!
  23. Hey guys, DOBBELIPTU (dopn't question my name) aka Milton here! I just finished the season at platinum 4 and i would like to share my experience of how i improved my ELO. I started this season at Silver 4 and was stuck in silver for about 300 ranked games. I then went on to win 20/21 games and climb from Silver 4 to gold in about 5 days. How? Let me tell you about it. I first would like you to know that league isn't really a hard game. It's not playing the game that is hard, it is being a good teammate. In Champion Select You can't go into a ranked lobby and just assume that mid is yours. Trust your teammates a little. If someone wants mid just say for example "Oh ok that's fine, i can go top (:". It really helps the moral of the team and inspires your teammates to do the same. Also, if you take someones role and they feed, you can't blame them! They said that they wanted a specific role and you took it from them. Also, don't go into a lobby and start of with "I mid" or "I top" or what ever. I'm not telling you to not say what role you want, i'm just telling you to be a little more humble about it. "Hey guys/ Hey friends, I prefer going *insert role* (:". In Game DST, Dick Sucking Theory (Developed by "Sky") Is a very effective tool. A lot of you guys might already be familiar with the DST. If you are not, let me tell you a little bit about it. The DST includes everything you have to do to become a good teammate. If someone makes a mistake, don't flame them. I promise you, it will not help the team at all. Instead of lowering your teams moral with flame, try to improve it by saying "It's okey man. Happens to everyone. I'll just carry you through this one ;)" or something like that. That also makes people more forgiving towards you when you make a mistake. Also always try to compliment your teammates when they make a play. Using high level players names in your compliment is very effective. Let me demonstrate (hammer diplomacy. Sorry i just had to hehe) "Dude, doublelift smurf?" or "Omg are you madlife" or "This guy must be faker". Also if someone makes a mistake and you feel like you just have to say something because your top laner just made the most terrible play you have ever seen. Always put an " xD " at the end. Condom of flame as i like to call it . It makes your comment look like more of a joke. For example "Omg that flash Fizz xD". Now compare it with "Omg that flash fizz.". You see the difference? Good. If you make a mistake, even if people flame you with "holy shit this noob", don't flame back. Answer with "Sorry guys my bad, i'll pull it together" Answering like this will make the people that flame you feel bad about it. Some of them might even answer with "It's okey, we got this." Practicing The easiest way to improve your rank would be to just practice with one champion. The problem is when that champion gets banned. That is why i recommend you having about 3 champs for every role that you can play, and have one "go to" champion. Also, try to play every champion in the game at least one time. It will improve your overall game knowledge. This will help you as you will know the other champions abilities and damage out put. This will be useful in 1 v 1's or 1 v 2's or 2 v 2's and so on. Try to always analyze your plays. Analyzing your plays ingame will make a significant difference and you will be able to see yourself improving. Also re-watching your own games and analyzing them when watching is also very good. I personally didn't re-watch my games but i know a lot of friends that did and they have improved very much by doing so. Re-watching your games and analyzing them is even more effective then doing it ingame, as you can go back and watch the mistake you made over and over again, and it gives you more time to think it through. Always try to think through a play before you make it. Try to predict how the enemy will react and how a teamfight will turn out. I'm going to use Vayne in my example. "Ok, Malphite will try to ult me. I must flash the ult, which means my flash is down so i have to watch out. Their Jax will jump on me so i will have to knock him away and then follow up with some damage..." and so on. Anyways, that's all for me! You can find me in the AJSA groupchat (EUW). (: Sorry for the long post, hope it helps, and good luck in the season 4 soloq!
  24. I think we could use a place for guides and tutorials. I see many people say "I'm new to some game" and "I don't really know how to play, but I can try". With a dedicated sector, people can easily find guides to their games made by other members of the AJSA. Does anyone agree? For example. Bob wants to find a Terraria guide, because he doesn't really know the basics. He can check Terraria's official wiki, but it's hard to find the essentials. He comes here to the "Guides & Tutorials" area. Bob finds a nicely written basic guide to Terraria. He learns to play Terraria, and keeps coming back to find out more. Sound good?