You searched for "Frontline Tactics". 18 results found:
War on the Russian steppe is very different to the Normandy landings. You can’t learn about it simply by watching Saving Private Ryan over and over again, for one thing.
It’s hard to find something funnier than sending an army of thousands to wreak havoc on some poor player’s unicorn-filled fancy town. But that’s not an over-the-top scenario for Disciples III, a turn-based strategy game that includes everyone’s favourite fantasy stereotypes with few of the limitations of its five-year-old predecessor.
The latest Battlefield 3 blog entry reveals more about the four multiplayer classes. They've been tweaked significantly from Battlefield: Bad Company 2. The Medic class has been merged with the Assault class and replaced by the Support class, who will specialise in heavy weapons. These will come with their own bipod attachements that can be rested on the ground and cover to deliver supressive fire with high accuracy.
It looks like Mass Effect 3 will be getting a significant multiplayer update very soon. Microsoft community fellow Larry Hryb has listed an Earth Multiplayer Expansion alongside a Tuesday July 17 Xbox release date in a blog post spotted by Eurogamer. Something Awful's gibbed has spliced some supporting details from Mass Effect 3's game files, revealing descriptions and pictures of six new elite N7 characters, new maps, three new weapons and a new Platinum difficulty mode.
We've been warring over PlanetSide 2's continents for a little over a month now, and we're big fans of its super-scaled warfare. On the flipside, some players are highlighting a need for balancing improvements to keep the war machine turning. One particular player, BuzzCutPsycho—currently the world's leading Terran Republic soldier and ranked second overall in the leaderboards—wrote a lengthy post on the official forums criticizing some of PlanetSide 2's mechanics, including kill/death ratios, vehicles, and territory control.
Kaos haven’t been shy in touting Half-Life 2 as their inspiration. Of course they haven’t – it’s a convenient way of saying: “This is the best thing ever,” while maintaining a sense of plausible modesty. The parallels are all lined up, jostling for your attention. Mute protagonist, on-rails introduction, strong, humane female star and careful dramatic pacing – from ratcheted combat set pieces, to cutscene-free exposition. Check, check, a hundred times check. Of course, there are plenty of significant differences, too. The gritty, exotic gravity gun-free world means you won’t come across any contrived and out of place see-saw puzzles. And in a world where your enemies are human, rather than morally simplistic and headcrabs and barnacles, Homefront is forced to resort to shock tactics to convince you that these humans who are making your life so difficult are actually worth going through the anguish of killing.
Transformers Universe interview: CCO Alex Horton on big changes and working with a beloved franchise
Once an MMO, now a class-based, multiplayer tactical action game, Transformers Universe has seen a lot of radical changes. As Chief Creative Officer at Jagex, the developer working on Transformers Universe, Alex Horton is the perfect person to tell us what led the company to make those changes, what it’s like working with one of Hasbro’s most treasured brands, and what we can expects from the game when it finally comes out.
If Assault Squad was an MG 42 it would need a barrel change about every three minutes. ‘Ferocious’ doesn’t begin to describe the bloody bullet ballets served-up by this semimarvellous semi-sequel. Instead of sending our favourite WWII tactics title in years back to the front with a conventional campaign in its kit bag, Digitalmindsoft have equipped it with something called ‘Skirmish’. There’s still a heap of singleplayer missions (16), but now all scenarios rely on the same push-push-PUSH! play mechanism. You start at one end of a long battlefield with a knot of infantry under your wing. By pushing forward and seizing the control flags that dot the terrain, reinforcement points are earned, and new force types unlocked. A gain might release a new armoured car or infantry flavour. It may also trigger a brutal counter-attack. These retaliatory thrusts, combined with the fact the AI is usually dug-in deeper than an agoraphobic tin miner, mean victories sometimes take hours to secure. Even on ‘easy’ you’ll need stamina and skill to prevail.
Muffled sub-machinegunners scurrying like rats through ruined factories and spooky sewers, sly snipers slinging high-velocity valedictions across wastelands of rubble and snow, unpainted T-34s trundling from production lines straight into the maelstrom of battle... chances are, when you think about the fivemonth scrap for Stalingrad, you think about the war that raged in the city, not the one that raged above it. 777 and 1C want to add a little altitude to our associations. Tasked with building a sequel to Oleg Maddox’s flight sim masterpiece after the man himself fumbled a follow-up in 2011 (Cliffs of Dover), 777 are approaching their new responsibility with a confidence that seems preposterous until you remember that they’re the outfit that gave us WWI wonder Rise of Flight. Roughly the same code core that enables Sopwith Camels and Fokker triplanes to turn and burn believably over the Somme in RoF will, come spring 2014, let Bf 109s and Yak-1s boom and zoom authentically over the Volga in IL-2: Battle of Stalingrad.
I wouldn’t mind being a war photographer in PlanetSide 2. When about a hundred players are fighting over an outpost--as the game was shown to me at E3--PS2 becomes a glittering spectacle of what the PC is capable of: skill-driven first-person shooting that drives a never ending war between thousands of players over miles-wide continents, but has the visual fidelity and attention to detail of a big-budget multiplayer FPS.
Star Wars: The Old Republic's (SWTOR) is in full swing, and for many of you, that means a chance to hop into BioWare's sprawling massively multiplayer masterpiece alongside fellow defenders of freedom and chokers of Imperial subordinates. However, for the ambivalent World of Warcraft (WoW) hero, taking the leap into a galaxy far, far away can be a daunting task.
Risen 2 has the best jumping animation in all of gaming. Press space and your plumvoiced pirate raises one leg and skips forward. Not only is it the cutest thing I’ve ever seen done by a hairy man in shorts (and I’ve seen Graham play badminton), but it moves Risen 2’s nameless hero around faster than walking.
PlanetSide 2 has really nice clouds. As they bubble up over the rust red mesas of the Indra continent they occlude the sun, casting undulating shadows in realtime and leaking ghostly, shimmering rays. If you care to hop into an aircraft and point your nose up, you can lose yourself in the fogbank – which may be a hazard or a blessing depending on who’s chasing you. All this may seem like a minor frill for a game that otherwise sells itself on big gun battles, but it goes to the core of PlanetSide 2’s remit, and spells out its vital difference from other claimants to the MMOFPS title, such as Dust 514. As creative director Matt Higby puts it, “We’re not just building a shooter, we’re building a world.”
Mann vs Machine is Team Fortress 2’s robot-slaying, wave-based, co-op game-mode. Though both TF2 and the MvM mode are free, those looking for a little extra challenge can buy tickets to access its advanced difficulty Mann Up missions. Designed for skilled players and well-coordinated teams, Mann Up's toughest tour of duty is Operation Gear Grinder - sure to test the mettle of the most hardened bot-bashing TF2 crews. It's hard. Very hard. In this guide I’m going to take you through some tips for dealing with each of Gear Grinder's missions, suggest team set-ups and lay out the loadouts you should be using if you want a chance at snagging the operation's ultimate reward: a diamond botkiller weapon.
When it's dark – properly dark – you can look up at the night sky and see a multitude of stars. Stop and consider those stars. Each one is a ball of superheated gas, floating out there in space with its own history. It's a staggering realisation. Stop for a second in PlanetSide 2 and you'll see a similar thing, except instead of stars, you're seeing people. Real people, just as out of reach in their homes to you as those stars. Stand and stare up at the sky and you might see a Belgian kid hurtle overhead, chased by a Spanish man in a fighter jet. As the Spanish man's rockets connect with his fuselage, the Belgian kid will wink out of existence like a star going out. Every light in the sky, every light on the ground, is another person. PlanetSide 2 is a massively multiplayer first-person shooter, and although it's identical in concept to the original PlanetSide: three factions wage eternal war on the ground and in the air over a handful of continents, it feels like the future of games. PlanetSide was crippled by 2003's technology; PlanetSide 2 has the benefit of nine years of human advancement.
Through shallows of waving grass they come, hundreds of them, spears gripped, armour glittering, flags aflutter in the scented spring breeze. So many gaudy uniforms and ludicrous hats! So much splendour and misguided confidence. The gaily coloured attackers are converging on my anvil – four formations of nervous Kiheitai riflemen. My hammers – twelve units of Sharpshooters and White Bear infantry – are waiting in nearby woodland for the perfect moment to strike.