Global Agenda (GA)'s expansion, Sandstorm launched today. I didn't know about this, initially. I logged into GA hoping for some quick games on my sniper Recon. First thing I noticed was that the graphics were different... and shinier. Next, PVP matches were not popping up as fast as they usually do. Then, I remembered about Sandstorm, and how they were going to add new content and "open world" maps. So, I ran through the short quest chain to gain access to the "open world" map and stepped outside.
Sadly, the "outside world" seemed to be a lowbie PVE zone. I was hoping to run into some human enemies, but unfortunately they didn't make it an open PVP zone. The only other major addition that I noticed were 10-man raid instances and a few new lowbie PVE missions. So, Sandstorm turned out to be an expansion that added more PVE and "MMO"-esque content. I might try the 10-man raids at least once, but otherwise I'll be waiting for people to return to queueing for PVP matches. One nice thing that came out of the last round of changes is that GA is completely subscription-free now.
Showing posts with label global agenda. Show all posts
Showing posts with label global agenda. Show all posts
Thursday, July 22, 2010
Friday, April 30, 2010
Global Agenda: Introducing... Assault
I recently got my Assault to max level. This was a class I initially thought I'd never play, but after levelling up a little and unlocking some skills and weapons, I appreciated the damage and the point-and-shoot gameplay of the class. Of all the classes, the Assault plays the most like a traditional FPS: damage damage damage (bombs, guns, rocket/grenade launchers). You have the option to spec for defense so you can take a lot of punishment and be easy to heal, but I specced mine for straight up RAAAAAAAAAAAAAAAA MAX SPLASH DAMAGE and equipped the Magma-"Noob"-Lance rocket launcher.
The MagmaNoobLance does a lot of direct damage, some splash damage, and ignites the target with a DOT. In addition to damage, the other nice thing about the rocket launcher is mobility --- find the target, squeeze trigger, and move on while the rocket is in the air. The disadvantages of speccing the Assault for damage are that you're squishy, and it consumes a lot of power. In a few instances in the video below, I had insufficient power to kill the target under my crosshair. Also, my spec is more for solo play, and there are specs that synergize with other classes (like the Medic) better.
I'm not as spry as I used to be and can't really "air-rocket" in this game (yet... :P), but the Assault is fun to log into sometimes for a change, and turn my brain off and pew pew.
The MagmaNoobLance does a lot of direct damage, some splash damage, and ignites the target with a DOT. In addition to damage, the other nice thing about the rocket launcher is mobility --- find the target, squeeze trigger, and move on while the rocket is in the air. The disadvantages of speccing the Assault for damage are that you're squishy, and it consumes a lot of power. In a few instances in the video below, I had insufficient power to kill the target under my crosshair. Also, my spec is more for solo play, and there are specs that synergize with other classes (like the Medic) better.
I'm not as spry as I used to be and can't really "air-rocket" in this game (yet... :P), but the Assault is fun to log into sometimes for a change, and turn my brain off and pew pew.
Saturday, April 24, 2010
Robotics: fun with turrets (and drones)
After spending more time with each class, I'm starting to like Robotics a little more than the rest. The set of equipment I've settled into has: Personal turret, Hornet and Grizzly. The personal turret is a deployable with a short cooldown, short range and can fire 180 degrees around it with 100% accuracy. The hornet and grizzly are drones that automatically attack targets in range. Turrets stay alive until they are destroyed or another turret is built, while drones only appear for a short time.
In the past, I've either focused on turrets and stations and had a more bunkered style of play, or I've been super mobile, flying around and dropping drones to do all the dirty work. But lately, I have found that it's actually very effective to use both turrets and drones together. I've even ditched all my defensive abilities like shield wall and healing station.
My first priority is usually to find a super sweet spot to set up my turret. A well-placed turret can really ruin someone's day, and can be the difference that wins or loses games. The super sweet spot could be somewhere just outside everyone's field of view, or somewhere people are not paying attention to. In "escort the payload" missions, this can be in a nice blind spot around the corner that people are going to walk by, where they don't realize the turret until they're dead. However, once the turret is up, it's only a matter of time until it kills enough people and people start to notice and try to take it down. This is where I used to have troubles in the past. Someone would enter the "deadzone" behind the turret's arc of fire and try to destroy my turret. I've tried to spec for rifle damage but I couldn't kill my target before my turret died. I also tried speccing for max repair power, but I couldn't heal my turret through the damage or they'd stop attacking my turret and start attacking me instead. Then, with my turret down, my killing power would drop drastically for a while and I would have lost control over an area.
This is where the drones come in. By using drones with turrets, there are no longer any deadzones. Anyone trying to destroy my turret at close range will be welcomed into a 360-degree meatgrinder. I can also set up nice angles by using the turrets with the drones, by being in two places at once. E.g. a turret can pressure people to hide behind a rock, and I can then drop a drone behind the rock. The drones work well to take out enemy turrets too.
The following video starts of with me setting up a turret in a blind spot right outside the enemy starting point. It slaughters people one after another as they fly out. The mission is "payload escort" mission. I was on the defending team, so our goal was to make sure that all the bars in the top right of the screen don't turn red. We actually get pushed back all the way to the last checkpoint, but we stood our ground and repelled the payload. On my hotbar, C is Hornet, X is Grizzly and E is Turret.
The next video shows robo gameplay on other missions. The video ends with a short clip of me and another robo working together in a Payload mission to set up a nasty bunker in a stairwell to stop the payload. He also deployed a sensor, so you may notice that many stealthers that tried to sneak in to blow stuff up got busted and shredded.
In the past, I've either focused on turrets and stations and had a more bunkered style of play, or I've been super mobile, flying around and dropping drones to do all the dirty work. But lately, I have found that it's actually very effective to use both turrets and drones together. I've even ditched all my defensive abilities like shield wall and healing station.
My first priority is usually to find a super sweet spot to set up my turret. A well-placed turret can really ruin someone's day, and can be the difference that wins or loses games. The super sweet spot could be somewhere just outside everyone's field of view, or somewhere people are not paying attention to. In "escort the payload" missions, this can be in a nice blind spot around the corner that people are going to walk by, where they don't realize the turret until they're dead. However, once the turret is up, it's only a matter of time until it kills enough people and people start to notice and try to take it down. This is where I used to have troubles in the past. Someone would enter the "deadzone" behind the turret's arc of fire and try to destroy my turret. I've tried to spec for rifle damage but I couldn't kill my target before my turret died. I also tried speccing for max repair power, but I couldn't heal my turret through the damage or they'd stop attacking my turret and start attacking me instead. Then, with my turret down, my killing power would drop drastically for a while and I would have lost control over an area.
This is where the drones come in. By using drones with turrets, there are no longer any deadzones. Anyone trying to destroy my turret at close range will be welcomed into a 360-degree meatgrinder. I can also set up nice angles by using the turrets with the drones, by being in two places at once. E.g. a turret can pressure people to hide behind a rock, and I can then drop a drone behind the rock. The drones work well to take out enemy turrets too.
The following video starts of with me setting up a turret in a blind spot right outside the enemy starting point. It slaughters people one after another as they fly out. The mission is "payload escort" mission. I was on the defending team, so our goal was to make sure that all the bars in the top right of the screen don't turn red. We actually get pushed back all the way to the last checkpoint, but we stood our ground and repelled the payload. On my hotbar, C is Hornet, X is Grizzly and E is Turret.
The next video shows robo gameplay on other missions. The video ends with a short clip of me and another robo working together in a Payload mission to set up a nasty bunker in a stairwell to stop the payload. He also deployed a sensor, so you may notice that many stealthers that tried to sneak in to blow stuff up got busted and shredded.
Friday, April 9, 2010
Recon: fun with mines
Lately, one of my favorite moves in Global Agenda as a Recon is to herd people into mines. Note that mines will not automatically detonate if they're dropped under someone; they will only detonate if someone walks over them. I like to drop mines where I think my targets will run toward, then try to freak them out by swinging my big sword in their face and bait them to trip on my mines.
For those of you who don't play Global Agenda, you can spot mines by the tiny column of light they emit from the ground. They are bound to the 'X' key on my hotbar, which is located at the bottom left of the screen. Kills are displayed as blue "You defeated ..." or "You assisted ..." messages in the middle of the screen. Hope you enjoy these "mine fun" moments as much as I did :)
For those of you who don't play Global Agenda, you can spot mines by the tiny column of light they emit from the ground. They are bound to the 'X' key on my hotbar, which is located at the bottom left of the screen. Kills are displayed as blue "You defeated ..." or "You assisted ..." messages in the middle of the screen. Hope you enjoy these "mine fun" moments as much as I did :)
Sunday, January 31, 2010
Global Agenda early start gameplay videos
This weekend was Global Agenda's early start. Pre-order customers were given the opportunity to get all their characters to level 10. Although there are 4 classes, I only got 3 to level 10 because the Assault class just wasn't that appealing to me. Gameplay videos below.
Recon: sneaky stealth ninja that can spec for melee attacks, long range attacks, or bombs. The best class to take out key enemy support units like turrets and respawn stations.
Robotics: robomaster who can summon force fields, turrets, healing stations & drones. Playing this class reminded me of the board game 'Go' (which I'm not good at).
Medic: healer who shoots out green beams of healing goodness to allies (also has healing bombs and AOEs). A medic can also spec for poisons, debuffs and DOT damage.
Recon: sneaky stealth ninja that can spec for melee attacks, long range attacks, or bombs. The best class to take out key enemy support units like turrets and respawn stations.
Robotics: robomaster who can summon force fields, turrets, healing stations & drones. Playing this class reminded me of the board game 'Go' (which I'm not good at).
Medic: healer who shoots out green beams of healing goodness to allies (also has healing bombs and AOEs). A medic can also spec for poisons, debuffs and DOT damage.
Thursday, January 28, 2010
"Here comes a new challenger": Global Agenda
Although it's labelled as a MMOFPS, it's not really an RPG. It's an over-the-shoulder team-centric FPS, with MMO and RTS elements. You can play any of 4 classes (Assault, Recon, Medic, Robotics) and each class is customizable through gear and skill trees. You get skill points to spend in your skill trees and gear options are automatically unlocked by levelling up. As far as I can tell, there aren't any rare gear upgrades that you can grind for to get an advantage. So after getting to max level, everyone is on an equal playing field and player skill is what makes all the difference.
From the website: "Create, customize, and develop multiple agent characters, complementing your FPS skills with accessible RPG-style progression. Unlock weaponry and cuttingedge devices including jetpacks, grenade launchers, mines, deployable turrets, stealth suits, holographic decoys,robotic droids and HUNDREDS of others." One of the fun things about the game is that everyone has Jetpacks. The jetpack "flight" in GA (short bursts, acceleration, deceleration, gravity, seamless integration with combat) feels and plays better than Aion's flight (constant velocity, flight potion chain-chugging, wonky flying class/combat dynamics, freefall distance limit).
The game uses the Unreal engine, so the graphics are pretty shitty by today's standards. I almost feel cheated for paying $40-$50 for something that looks like a 5-year old game. But, they're good enough to get the point across. It was absolutely refreshing to be able to pew pew without having to grind for anything (think Guild Wars), and not get 1-shot by some no-life kid with the best PVE gear in the game.
Everyone plays on the same server. All the fights in the game are instanced, and players fight for control of cells on a grid that represents "the world". However, the cells are not independent of each other, and players will often have to coordinate attacks on multiple cells simultaneously --- an action in one cell can affect another cell. While the instancing sounds weird for anyone used to open-PVP, it can make sense if done right. Consider this: in Warhammer, the people in the front and rear of a Keep do not fight together, although they work toward the same goal. The only thing that's missing in GA is that there is no world to 'roam' around in. It's just non-stop, instance after instance (PVE or PVP) of pewpewing (FPS-style) from level 1 to level 50 (and subsequently, world domination). Gear can be reconfigured at the starting area of each instance, but skills can only be redistributed at the "lobby".
I am probably going to be a Recon and Medic. Heck, what does it matter! You level so fast in GA that everyone will probably have max-level characters in each class. I'm stoked! I haven't played many FPS games lately even though that was what I played a ton of as a kid (Wolf3D, Doom, Quake, Rainbow Six, Half-Life, Counterstrike, America's Army, ...). Ah how I missed the pew pews.
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