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Vital MX member huck
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Are any of the new war games...

huck
Vital MX member huck

Posts: 1864

Joined: 8/16/2006

Location:
Mountain Home, AR

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4/14/2008 8:46 PM

worth a shit?

brownracing
Vital MX member brownracing

Posts: 66

Joined: 12/04/2007

Location:
Evansville, IN

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4/17/2008 3:21 PM

If you like tactical then Rainbow Six Vegas 2 is a good one. In Sept. the game to get will be SOCOM Combined Assault. Also, not really war but Grand Theft Auto will be coming out with some pretty good online support.
huck
Vital MX member huck

Posts: 1864

Joined: 8/16/2006

Location:
Mountain Home, AR

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4/17/2008 3:28 PM

GTA online...how is that played?

I've heard that the new SOCOM is gong to be crazy.
brownracing
Vital MX member brownracing

Posts: 66

Joined: 12/04/2007

Location:
Evansville, IN

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4/18/2008 3:46 AM

I have NO idea how GTA is going to be played but there is a Tourney called Urban Fury that is being started for it. It is from the successful Urgent Fury Tourney for COD4, our clan is competing in it right now and probably will be doing the Urban Fury as well.
put265
Vital MX member put265

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Beaverton, OR

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4/20/2008 9:45 PM

Team Deathmatch

The setup: This mode offers what you'd expect: Up to 16 players battle it out, with teams in any configuration. Players create a character (no story-mode characters here) with a quick editor. As players earn money from killing opponents, they go up in rank and earn more -- and wackier -- customization options. The host can then set multiple match options, including available weapons, police presence, traffic and pedestrian density, weather, time of day, and location inside the city (be it a confined portion or the whole damn thing), among others.

Execution: Old-standby mode Team Deathmatch seemed like a good place to dip our toes into GTA4's multiplayer pool, seeing as surprises, at least in terms of general rules, would be kept to a minimum. And it played out as such. Eight of us split into two teams of four. The first match was on Happiness Island (think Ellis Island), and our back-and-forth battle usually centered on the statue's base, with shootouts focused on the stairs. We continued our matches in different locations. A solid strategy I picked up on quickly: Vehicles make a difference, because teams can split up and go for drive-bys or quick escapes. It's hard to aim accurately from a car, but the mobility makes up for it. A wonderful X factor is the po-po, who essentially act as a third faction you have to worry about should you piss them off (highly likely since the bullets rain). In one tense match on an island known as Charge off of Algonquin (the game's take on Manhattan), the cops and their cruisers outnumbered the players at least two to one.

GTA Race

The setup: The whole of Liberty City again serves as the backdrop in this mode, with race routes winding through various boroughs and accommodating all modes of transportation, including boats and choppers. The host wields the power to choose the vehicle type, weapons, police, traffic, and more. The goal is simply to be the first (of up to 16) to cross the finish line, hitting all the checkpoints on the way.

Execution: The races may be straightforward, but the openness is divine. The ride you start with by no means has to be the one you finish with. In one match, everyone ditched their initial putt-puttering mopeds within minutes. In fact, it'd be an accomplishment if any original jalopy makes it to the end. With weapons enabled (which puts ordnance icons throughout the route you can run over to pick up) and collisions always encouraged, the action rarely focuses on precision driving. Hell, after falling hopelessly behind, Rockstar's Barrera seemed to take a perverse pleasure in setting up a makeshift roadblock of abandoned cars at the end of a bridge, and then waiting, weapon drawn, for the next lucky racer. A pain in the ass, no doubt, but a fun one. And the result? We wound up finishing the last 100 yards on foot. Also impressive: jets taxiing and then taking off through the airport race route. The fun of traveling by air or sea, however, turned out to be more muted. Controlling the choppers was easier than expected (and made for some impressive under-bridge needle-threading), but the wide-open airspace made for some lonely, if visually stunning, stretches. Meanwhile, the boats, even the "fast" ones, felt slow and floaty, and in terms of replayability, the water races had a short-term, one-and-done feel.

Cops 'n' Crooks

The setup: A team of crooks and a team of cops face off. The crooks' goal is to get their boss (randomly assigned among the players) to an extraction vehicle and make a clean getaway. But while the crooks can see their goal on the map, the police can't; they just see the potential escapees. If they manage to kill the boss, it's game over for the bad guys.

Execution: Multiplayer really hits its stride here. Your goal is pretty clear-cut, but the strategies are all over the place. Does the boss ride with the full entourage? Should they split up? Do the police make a beeline toward the boss icon, or do they make a guess at where he's going and lay an ambush there? Since the crooks can't see the police (or hear them provided the fuzz shut off the siren), sometimes the best bet is to hitch a ride on a crotch rocket and go for broke. A nice wrinkle, though, is that the size of your bonus (which you use to level up) is based on the number of crooks that escape.

With these ground rules set, a 16-player cap, and the suite of adjustable variables, the action becomes what you make of it. When playing as the crooks, our team of four preferred the split-up method, with one guy staying with the boss and the other two playing decoy (but if you look closely, you can see the boss icon). And a skilled driver may be all you need -- if you're on a nimble pace, it might be better to keep driving than to stop for that set of body armor (which, along with weapons, is marked on your map) and risk having the cops hop out of their hiding place the moment you stumble. One strategy we constantly used involved putting the game's GPS to good use, with one of the players -- ideally a passenger -- taking the time to mark the extraction point on the main map screen with a waypoint while the onboard computer continually adjusts the ideal route on each teammate's minimap. And in our matches the crooks always started on foot in a remote, car-free location, meaning the action began as a frantic scramble for a ride (and yeah, that can be anything motorized you find).

As the cops, who start in a police cruiser, our first order of business was always to shut off that damn siren. No need to give ol' Johnny Lawbreaker a heads up. Then we'd usually split up, because that can be a lifesaver if a group gets a jump on the boss -- should the head honcho manage to squirrel his way out and flee around the corner, he could find himself making his getaway right into the waiting backup group. And the good guys are by no means relegated to official vehicles. If you want to grab a run-down sedan and do the undercover thing for a surprise attack, have at it. For the cops, it's worth it for at least one player to grab a rocket launcher just in case the escape vehicle is a chopper. A last-second Black Hawk Down-esque scenario may be a long shot, but in this world, you do have that prayer.

Co-op

The setup: This mode is comprised of stand-alone story-based missions -- complete with cut-scenes -- for up to four players. Hangman's NOOSE, the mission we played, involved a minor character from the single-player story: Kenny Petrovic. He has just landed at the airport...with a contingent of SWAT personnel waiting on the tarmac. The players are charged with clearing out the area enough for him to disembark and then transporting him to the extraction point alive.

Execution: This mission starts at a gallop. With a fleet of armored police waiting, we were forced to hold our position and fight them off, making extensive use of the cover system thanks to the scattered luggage carts. Once we cleaned things up enough, Petrovic was ready to go. Our initial strategy was to grab one of the law's armored trucks for a low-risk (relatively speaking) escape. And that method worked. The only hang-up for the first few matches was waiting for the stragglers to arrive at the extraction point, a baseball field across town.

As we replayed the mission (probably a dozen times between trying all the difficulty modes and restarts), we kept testing different strategies, like having guys immediately peeling off and grabbing the sports car and motorcycle conveniently parked around the corner. Using those vehicles often resulted in our VIP's death, because, as you'd imagine, the cops love taking potshots at the exposed passenger. And we swear that on higher difficulties those guys turn into sharpshooters with a grudge against tires. We always thought we could deal when riding on three tires and a rim, but as soon as we hit a turn and spun out, we'd be looking for new wheels as those do-gooding vultures swarmed. Another teammate loved going for the helicopter at the end of the airfield we started on. But experimentation was the name of the game. An effective technique we employed was putting Petrovic and the lead player in one car, with the others following in an armored truck, acting as a shield.



There is also supposed to be free-roam online as well ....

here's a link were i got this info

http://www.1up.com/...viewPage?cId=3167324
huck
Vital MX member huck

Posts: 1864

Joined: 8/16/2006

Location:
Mountain Home, AR

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4/21/2008 3:50 PM

Sounds cool. Thanks.
brownracing
Vital MX member brownracing

Posts: 66

Joined: 12/04/2007

Location:
Evansville, IN

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4/22/2008 2:49 PM

That sounds SICK!!!!!! I will have to purchase this game.

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