Tag Archives: multiplayer

DotA for Recreation, Not Profit

Dat courier, though. Phwoar.

Dat courier, though. Phwoar.

Alternate title: remember when online gaming was fun?

As part of my ongoing adventures in DotA 2, I’ve stopped playing ranked matches altogether. After experiencing how much they brought out the worst in people (and I include myself in that), I decided they were making gaming less fun, so I gave them the flick. Of the online games I am playing, I stopped choosing “All Pick” as a game mode and starting choosing basically everything else: Single Draft, Random Draft, All Random, Least Played, Captain’s Mode, and Captain’s Draft. The other game modes change things up a little by not offering the full hero roster, and do a decent job of teaching me to be a better player by playing with hero and team combinations I’m not necessarily familiar with. Ability Draft, on the other hand, is just… weird, and almost seems like an arcade version of DotA.

The thing I enjoy the most isn’t sledging my teammates when the carries can’t actually carry, despite what you may hear or read. No, it’s playing DotA with friends, either in friendly 5-on-5 matches, against bots in coop, or even online, when it takes our fancy. Work and other commitments mean we hardly get to see each other and catch up as often as we’d like, but playing DotA together means we can jump in Mumble or TeamSpeak and catch up with other while participating in some truly epic teamfights.

And at the heart of it, isn’t that what online gaming is all about? Having fun with people you know in real life, online? I’m no stranger to playing single-player games, but every now and again, I enjoy playing with friends. Multiplayer games like DayZ, Wasteland, DotA, and so many others just aren’t the same when you play by yourself. You could argue that there’s a time and a place for playing single-player games by yourself, but at the end of the day, there’s no denying that online gaming is infinitely better with friends.

But you know what isn’t fun? When friends get too serious about a game. I’ll admit straight up that I’m guilty of this, but aren’t we all? Our naturally competitive nature means that a disappointing loss hits harder than any elation from a convincing victory, which leads to blaming people we’re usually on very good terms with.

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Mass Effect Weaponry

monkeydseehr: Weaponry - Mass Effect [◼] | hexington

monkeydseehr: Weaponry - Mass Effect [◼] | hexington

monkeydseehr: Weaponry - Mass Effect [◼] | hexington

via monkeydseehr: Weaponry – Mass Effect [◼] | hexington.

Top to bottom, left to right:

N7 Valkyrie — the two-round burst is more annoying than helpful, in my opinion

M-55 Argus — three round burst coupled with a relatively slow firing speed, avoid

M-37 Falcon — the only mini-grenade firing weapon worth using is the Striker Assault Rifle, this just seems like a worse weapon by comparison

Phaeston — a decent alternative to the Cerberus Harrier, if you haven’t unlocked that

N7 Valiant — the only thing that lets down this reasonably-fast-firing sniper rifle is its 3-round mag size

M-90 Indra — haven’t actually unlocked this weapon yet, although from memory it wasn’t too bad in single player

M-13 Raptor — a fast-firing sniper rifle that’s probably closer to an assault rifle, but I think I’ve only seen it used successfully in one game

Javelin — the small delay between pressing the mouse and the Javelin means you constantly have to follow your target with the mouse, which takes a bit of getting used to, otherwise, it’s actually the sniper rifle that does the most damage. The scope is a little unorthodox.

Scorpion — sticky grenades might seem like a good idea, but they rarely are. Doubly so if you can’t aim

Arc Pistol — one of my favourites, able to be either shot as-is or charged up and shot. I use it whenever I’m using a biotic character, although I know people that favour the Scorpion as a secondary for characters that don’t have to consider cooldowns

M-358 Talon — a pistol that fires like a shotgun? Since when did that seem like a good idea? I haven’t used this in combat though, so I can’t tell you how it fares in-game

A Short Guide On How To Not Suck At Gold/Platinum Difficulty in Mass Effect 3 Multiplayer

MassEffect3 2013-05-03 01-27-17-15

I’m pretty sick of complete noobs trying to do Gold and Platinum difficulty in Mass Effect 3 Multiplayer and failing on early waves, so I thought I’d write a short guide on a few general tips and strategies. In no particular order…

  • Be at least level 18 for Gold, level 20 for Platinum. Anything else and you’re asking for a bad time. You might not think too much of those extra points, but those tier 6 evolutions of your powers can make all the difference in the world.

  • For crying out loud, take gear and equipment. At the very least, take gear — that’s the square in the bottom right corner of the equipment screen, for those who have never done so (also, shame on you). Gear isn’t a consumable, so it lasts for more than just one game.
    When you’re taking gear, take gear that will help out your character. If your character is a biotic/heavy pistol person, then take the Commando Package. If you’re a Krogan Warlord and like doing damage with melee and shotguns, take the Beserker Package. You’d think some of this stuff is common sense, but you’d be surprised…

  • Equipment is also a must. You can get by without it, but you can do some pretty cool things with ammo and weapon bonuses, such as Warp ammo for increased Biotic damage on targets, or setting up biotic/tech combos with Disruptor ammo and Tech Burst, or Warp Ammo and Warp. Again, take ammo and weapon bonuses that complement your character.
    The extra damage that some ammo bonuses applies helps out more than you’d think — 35% more damage is about twice as much damage as a maxed passive skill tree can afford you in terms of weapon damage, for example.

  • Don’t waste your Medkits in the heat of battle. Mash that spacebar until the little line is almost gone, then use the Medkit — and only if the situation calls for it. I wouldn’t use a Medkit on Wave 1-5, because if you’ve flatlined and no-one revives you on those earlier waves, chances are you won’t make it to the later waves anyway. Might as well save that Medkit for when you actually need it.
    Medkits are best used in a last-gasp, I’m-the-last-man-standing-and-it’s-the-last-enemy-on-wave-10 situtaions, where the difference between using a Medkit and not using the Medkit is winning the round, and not winning the round. If there’s no immediate danger around you, you might as well sit out that little countdown until your knight in shining armour comes to rescue you, or you bleed out.
    There’s no dishonour in bleeding out, either — if it’s a particularly early wave, you really have nothing to lose (unless you’re carrying the team, which is a different kettle of fish).

  • Similarly, use those Cobra Missiles properly. Look, I hate Phantoms as much as you do, and as tempting as it is to pull out your launcher and blast that Phantom back to the depths of hell from whence it came… don’t. But two Phantoms? Maybe. Three Phantoms or more, though, and you’ll have to get in line. Try not to waste those missiles on a single enemy of any kind — like Medkits, they’re best used in a oh-crap-everyone-is-down-right-next-to-me-and-there’s-two-Brutes-here-with-two-Banshees-on-the-way kind of a situation. In those kinds of cases, go nuts.
    Oh, and it’s generally a good idea to aim your missiles at the ground. Many a person has been mocked in-game because their woefully-aimed Missile missed the group of three Banshees and sailed clear off the map — get close, aim your Missile at the ground, and watch those suckers drop. The splash damage on the Missile is around 3-4m, and anything within a 2 meter radius is dead, so there’s no reason you shouldn’t be aiming at the ground — long range missile launchers? Generally a bad idea for the same reason that you might miss (unless you’re planning for the missile to hit a wall or something, but the invisible walls and whatnot might put a spanner in that particular plan).

That’s pretty much it. Your own gear/loadouts/characters will determine how effective these few tips are, but they should work for pretty much everyone. If you don’t have any Medkits or Missiles, then what I like to do with the Store is save up all my credits until I’m done playing for the night/day/whatever, then buy all the 99000 credit packs I want, leaving the last set of 99,000 credits for three Jumbo Equipment Packs, which replenishes my stores of Cobras/Medkits as well as ammo/weapon bonuses.

Mass Effect 3 Multiplayer: thoughts, strategies, and a guide or two

The N7 Shadow Infiltrator melee attack, with flame sword.

The N7 Shadow Infiltrator melee attack, with flame sword.

Continuing the trend of abandoned games I’m recently just getting back into (see: Battlefield 3, ARMA 2), I’ve been playing Mass Effect 3. I’m now all up to date with all the single player DLC; I’ve re-taken Omega with Aria T’Loak, I’ve investigated Leviathan, and I’ve had a ball in my swanky new apartment on the Citadel (and even invited a few friends over — if you’re a fan of the Mass Effect series and haven’t played through the Citadel DLC, you’re doing yourself a disservice).

But enough about singleplayer and its DLC temptresses. Let’s talk about multiplayer! On the face of it, ME3 multiplayer seems like the worst thing ever, or at least, not the most appealing. It’s four-player, peer-to-peer coop set in a variety of locations from the single player side missions, against a variety of the enemies. It follows a pretty simple formula: choose a location (there’s quite a few so I’ll link you to the appropriate Wikia page), choose an enemy (Geth, Cerberus, Collectors, Reapers), and choose a difficulty (in order of least to most difficult: Bronze, Silver, Gold, Platinum). From there, you form a four-man squad of varying races and classes, all of which have their own unique skill sets (even though their skills will be shared by other characters, no characters have the same set of skills), choose from a massive variety of weapons, and kit out your characters.

There’s actually quite a bit to it. There’s millions of possible equipment and weapon combinations alone, which makes for unique games. You can be playing with four of the same characters, but each of those characters could have different playstyles (and hence carry a different weapon loadout and consumables, etc). Plus, there’s a heap of stuff you can unlock. 62 weapons, each of which has 10 “levels”. 65 characters over 6 classes. I’m not even counting all the weapon mods, character appearance customisations, consumables, or gear. You can see my stats and what I’ve unlocked so far here.

I’ll get to talking strategy in a sec, but first, a few quick tips.

Narida’s Class Builder is an amazing ME3 multiplayer resource where you can choose how to spec your character. It lets you choose everything about your character, including what weapons, how much damage your character does, what different evolutions your powers can take on and how that affects your damage/other stats, and so on. It’s fantastic. When you’re speccing a new character, consult the class builder to get an idea of what powers do what, and how that affects your cooldowns, that sort of thing. The only place where it falls down is giving you a sense of how fast things happen in game: a five second cooldown might not sound like much, but it’s an eternity when you’re trying to reload your Widow sniper rifle and dodging that Geth Hunter that appeared out of nowhere. For everything else, Narida’s Class Builder is your ME3 multiplayer bible.

Now, a lot of the game resides in the characters, and the classes you play. A lot of it depends on your particular play-style — any decently skilled player will be able to pick up an entirely new (level 20) character and do well enough at the bronze and silver levels, but I find gold and platinum require a higher plane of thinking.

The Krogan Warlord. I named my Warlord Thor, for obvious reasons.

The Krogan Warlord. I named my Warlord Thor, for obvious reasons.

As an example, take this particular Krogan Warlord build. The Warlord is a good character for smashing trash mobs on silver and lower difficulties, but like pretty much all melee-based characters, you generally don’t do enough damage to make it worth your time getting close to bosses (Geth Primes, Cerberus Atlases, Collector Praetorians/Scions, Reaper Banshees/Brutes), which means on Gold and higher, you’re generally going to have a bad time if you run in and try and hammer everything. I remember the first time I played the Warlord. I built my Warlord similar to the build linked above, and, thinking I was some kind of god, charged in and attempted to break all the enemies into little pieces with my hammer. That worked pretty well, at least up until the boss characters — the banshees, brutes, scions, praetorians, and atlases — who proceeded to insta-kill me, every single time I got too close. It was during that game that I discovered that even Brutes have their own insta-kill animation. Up until then, I had no idea brutes could even insta-kill you. But now I know, and these days, I tend to keep my distance with my Warlord — at least until I know I can take a boss down with one hammer attack. And that’s really what ME3 multiplayer is all about, working with the skills you have in order to be an effective asset to the team. It’s about knowing your limits, and playing it smart.

One of the first things I do when I unlock a new character is to look up “builds”, which tell me where I should put points into powers. But builds are only half of the story, and they’re almost worthless without knowing the strategy for that build. So many builds don’t have a guide on how to play that particular character/build, so you have to experiment to see what works and what doesn’t — but then, what’s the point of a build in the first place? Isn’t the whole idea of a build where someone else has already done the experimentation for you, and can just tell you what to do to win? Another thing I found really annoying is how builds recommend specific weapons. What happens if you don’t have that weapon unlocked? For this reason, these guides will recommend what weapon I run with, then suggest alternatives if you don’t have it. Which is why I’m going to open my little strategy guides under the proviso that they work for my particular playstyle(s). I have a few different play-styles — some are easy, others require a little more work on your part.

These are less strategies, and more just me telling you what I’ve found to be effective with any given build. In no particular order…

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Battlefield 3 Multiplayer Footage

Blogtober catch-up, part IIX

Apologies for the three videos in a row. I promise I’ll have something a little more… textual for you up a little later today, but for now, it doesn’t get much more boss than parachuting off a cliff onto MCOMs.

This game will be awesome.

This post part of Blogtober 2011, just a little thing of mine where I (attempt to) post something up on my blog every day in October 2011.

Minecraft — it’s not you, it’s me!

As much as I have enjoyed playing Minecraft so far, the honeymoon that we once shared is all but well and truly over. That doesn’t necessarily mean we’re doomed to a never-ending stream of lacklustre mining expeditions, though — read on, dear reader, to explore my Minecraft journey so far and see what turned me off.

At first, I didn’t get the point of Minecraft. “So you build stuff in an environment that’s totally made out of blocks? Cool story bro.” It just didn’t seem all that appealing. I mean, I get the whole 8-bit appeal and what Minecraft as a whole represents to indie gaming (as evidenced by Mojang going up big guns like BioWare in such showdowns like The Escapist’s March Mayhem among lots of other prestigious gaming awards that don’t quite come to mind now), but what really is the point of it?

It wasn’t until very early this year that I realised that yes, Minecraft is one of the better games  I had ever played. Some say this epic tale starts with seven friends bored with their existing repertoire of multiplayer games, wanting to try something new that all of them could play, some say that it was two of the seven introducing the others to something that they would go on to spend playing until the wee hours of the morning, forgetting things like meals or toilet breaks (that latter part may not be entirely true).

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