nuovo

sabato 25 agosto 2012

Due review su SimHQ

Su SimHQ trovate due nuove review:

una è su Take On Helicopters - Hinds, espansione del simulatore di elicottori della Bohemia: http://www.simhq.com/_air14/air_536a.html


L'altra è su sul map pack 1 del simulatore navale Jutland che riguarda lo scontro delle Falkland (non la guerra dell'82, ma la meno conosciuta battaglia navale del 1914 http://simhq.com/_naval/naval_039a.html


Trailer di Jagged Alliance: Crossfire

Trailer della nuova versione di Jagged Alliance; il gioco esce il 25 settembre.



Review di Counter-Strike: Global Offensive

Su Eurogamer trovate una review della nuova incarnazione di Counter Strike: http://www.eurogamer.net/articles/2012-08-17-counter-strike-global-offensive-review


venerdì 24 agosto 2012

Naval War Arctic Circle video di suggerimenti anti bug

In questo video vedete i 6 suggerimenti del giocatore per lanciare Naval War Arctic Circle evitando i vari freeze,time compression bugs e gli arresti.

Francamente piuttosto che perdere tutto questo tempo a fare questi passaggi preferiscono non giocarlo. Sono gli sviluppatori a dover correggere il software, e le soluzioni tampone devono essere facili e brevi. Nel caso di Naval War dopo mesi ancora non si ha una soluzione, perchè dicono di non riuscire a riprodurre il bug.


Ghost Recon: Future Soldier nuova DLC

Prevista per l'11 settembre l'uscita della DLC Raven Strike per Ghost Recon: Future Soldier.



DLC Info:

It contains three campaign missions and a new Guerilla Mode map, each playable with up to four players. Raven Strike will be available on September 11th for the Xbox 360® video game and entertainment system from Microsoft and the Sony PlayStation®3 computer entertainment system. It will be available on Windows PC at a later date.

Additionally, Ubisoft disclosed that the Ghost Recon: Future Soldier development team is hard at work on further DLC content planned for release later this fall.

Raven Strike DLC content includes:

3 new missions in Campaign Mode
• Secure Dawn: a foggy marsh in Kazakhstan where the Ghosts will not be allowed access to advanced technology (no optical camouflage, drone or sensor grenade)
• Cold Walker: a train depot on the Russian countryside
• Argent Thunder: a nighttime urban setting in Moscow

1 new map in Guerrilla Mode
• Sawmill: face 50 waves of enemies on a foggy Russian countryside

Raven Strike will be available for purchase for 1200 Microsoft points on Xbox Live or $14.99 on the PlayStation Network. It can be pre-ordered at GameStop and Best Buy.


Mechwarrior Online River City Trailer

Altro trailer dedicato ad uno degli scenari di Mechwarrior online


giovedì 23 agosto 2012

Their Finest Hour possibilità di entrare nella beta


http://forum.paradoxplaza.com/forum/showthread.php?627973-Win-Beta-Spot-for-Hearts-of-Iron-III-Their-Finest-Hour!

Seguendo le istruzioni al link sopra si avrà la possibilità di entrare nella beta di Their Finest Hour, l'espansione di Hearts of Iron prevista per settembre. La possibilità scade il 30 agosto.



Intervista a uno degli sviluppatori su BF3 Armored Kill

Video intervista alla Gamescom ad uno degli sviluppatori di Battlefield 3 su Armored Kill



Intervista a Mark Spanel

Su Rock Paper Shotgun c'è un'intervista a Mark Spanel il leader dei Bohemia, che parla un po' di Arma 3, ci sono anche delle immagini nuove.

http://www.rockpapershotgun.com/2012/08/23/day-z-arma-3/#more-121273


Turni finali al PBEM di CMBN

Alla fine ho perso malamente anche se almeno il Priest l'ho fatto fuori. Il mio avversario ha fatto delle considerazioni interessanti sulla tattica da impiegare sia per il primo che per il secondo game che sto giocando; le riporto qui nel caso le si voglia discutere o le si voglia provare ad applicare:

"

The hardest lesson I'm trying to learn in this game is pacing. 
It's should be played at a much slower pace than I tend to play it myself and I think it's the most common mistake of most players.

Once you reach the point where contact with the enemy is imminent slow down everything you want to do. 
Unless a unit is dangerously exposed make sure your troops stop regularly and spend who turns doing nothing. 
This give them a chance to spend time spotting for the enemy, gathering intelligence and finding the enemy for you, it also keeps their fatigue level lower, which is important to their combat effectiveness, tired troops are disadvantaged. If a unit is still for a turn or two it will notice things it wont notice if it's moving. 
Take the time to set a firebase and then split off scouts and 'hunt' or 'slow' move them forward to find the enemy. 
Even with scouts, leave them still every second turn or so, I and most player make the mistake of thinking that every unit has to be 'doing' something every turn.
It's the most basic mistake that I make every game.
"
"
I think you're problem in the second game has been that your troops were extremely spread out in the town. Which meant that I could take care of each small element in turn with overwhelming firepower.

Of course you do need 'depth' in defence, but what you need is a series ambush and retreat.
There are so many houses, it's impossible for me to know where your troops are if you have them 'hidden' most of the time. 
Set one small scout group in locate and identify my advancing troops, but not engage. At the appropriate time have the 'hidden' units come out of hiding, attack with everything they have at close range for a turn or two, then retreat to a preplanned second line, go back into hiding and await another ambush. Don't have long drawn out fights, hit and run, defence is about attrition.

Also I spent quite a long time carefully probing the forests and buildings around the town. Your entire force seemed to be in the town, which made it easy to envelop and choose when and where I wanted attack.
Some small forces on the flanks, also fighting in ambush and retreat style would have made me wary of my flanks all game and therefore reduce the concentration of troops targeting the town.
"