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Saturday, October 29, 2011

Retro Lancer or Lancer?

Both are very powerful, but which one is more suited for you?


The Retro Lancer has very high stopping power. It is very inaccurate however, and is only effect between close to medium range, unless fired in short bursts. The Retro Lancer is equipped with a bayonet that can be used in a bayonet charge.

Bayonet charges may vary in usefulness depending on the situation. The player must have a running start in order to instantly kill an enemy on contact. While the player is running, the player has very little control over how much their character can maneuver. If the player is shot while charging, the player will slow down, making the player either lose enough speed to not be able to kill, or simply die. If the opposing character performs a dodge-roll, then the bayonet charge will only inflict major but not lethal damage. A bayonet charge can ram through several smaller enemies such as formers and polyps.

The regular Lancer is a very balanced weapon. It has less stopping power than the Retro Lancer, but it is much more accurate and holds much more ammunition per clip. Unlike the Retro Lancer which is equipped with a bayonet, the Lancer has a mini-chainsaw attached to it, allowing the player to saw any infantry sized enemy in close quarters. Instant kill, obviously.

A chainsaw must be revved before using. Revving takes only a second, but will lower and will need to be revved again if shot. Chainsawing enemies in campaign and horde mode has many advantages. Not only does it guarantee a kill, it renders the player invincible in the duration of the player mauling their enemy. The chainsaw can continue to kill enemies surrounding the player. This allows the player to regenerate health even while surrounded by enemies. However, the player does not gain invincibility in versus mode. Chainsaws are much less effective than shotguns, therefore it is generally not recommended to use during online matchmaking.

In general, the Retro Lancer is stronger but more inaccurate, and vice versa for the Lancer. An experienced Gears of War player should use a Retro Lancer however, due to its stronger potential.

Saturday, October 22, 2011

Turtling in R.U.S.E.

Turtling is a defensive strategem that focuses on defending one's base rather than directly attacking the enemy.


In concept, turtling may be a dominating strategy. A player would build fortifications to the point where the player's base is near impenetrable. The opposing army would send attacks which would be beaten back, scoring the defending player points.

If the player has properly built defnces, the player's base should be able to withstand a full-scale attack. Should a full-scale attack fail, the defending player would then mount a counter-offensive. The attacking player would be weakened from their failure, and would not be able to build defences fast enough to stop the new offensive.

Again, turtling is strong only in concept. When actually turtling in R.U.S.E., there are many variables and counter-turtling tactics that could render turtling useless.

Totally defending your base is near impossible. You cannot predict what type of attack will land on which part of your base. For example, you could build anti-air, anti-infantry, and anti-armor fortifications around one section of your base. The enemy could send in a full-scale air offensive to destroy your anti-air defences and would be able to attack the rest of your defences unchallenged.

Fortifications are not cheap. Although they are strong en masse, building many of them would quickly drain all your resources. As well, you cannot spread your fortifications to cover your entire base, as they can be singled out and vulnerable to being targeted.

What makes turtling even more difficult is that turtling is very vulnerable to artillery bombings.

It's true that camouflage nets can hide your buildings, but your army and fortifications are still left in the open. Artillery can slowly cut down your defences until you lose enough defences to not be able to withstand an attack.

In games where there are more than two players, a turtling player would be near useless. In team games, a turtling player cannot support his ally. The opposing team could simply team attack the ally, and then targeting the turtling player, which would not stand a chance against two attack forces.

In a large free-for-all game, a turtling player cannot score points since it would not be able to attack anything.

Nevertheless, an experienced player could pull off turtling. Turtling is a very complicated and difficult strategy to use, but when used properly, turtling can lead to many adamant victories.

Sunday, October 16, 2011

Do You Use a Hammerburst?

The Hammerburst is a an underused weapon that Gears of War 3 pros should be using.


When was the last time you used a Hammerburst? Probably when you ran out of ammo on your primary gun right? Not many people know how strong the Hammerburst really is.

The Hammerburst is capable of taking down someone in only eight shots, and only seven if you've active reloaded. If you have a good trigger finger, you can pump out that many bullets in a second or two.

Gears of War 3's newly made Hammerburst can let you aim down the gun's iron sight, making the Hammerburst the most accurate starting weapon in the game. As well, the gun has very low recoil, allowing you you to shoot at targets without much difficulty with aiming.

So why doesn't everyone use a Hammerburst? It is simply because it's a hard weapon to use. The Hammerburst is limited by it's 20 round magazines making you reload almost after every time you take down an opponent. Reloading is different as well, and can cause many players to jam the Hammerburst since the slide goes to from an attempted reload to a small active reload bar. As well, the Hammer burst doesn't have a chainsaw or bayonet like the Lancers, which greatly reduces the player's ability to melee an enemy down.

If you are an experience player, and is good at Gears of War 3, you should definitely pick up the Hammerburst and give it a try. Technically, the Hammerburst is the strongest starting weapon a player can choose out of the three. So start using the Hammerburst now. Once you become proficient in using this underrated weapon, you will become the most dangerous player in the game.

Friday, September 30, 2011

How to Manage Monteriggioni in Assassin's Creed 2

Use money to make money.


Consider Monteriggioni your stronghold. You technically own everything of Monteriggioni, and since you own everything, everything that is made in your property, is yours.

Overview of Monteriggioni.
Every 20 minutes that you are playing Assassin's Creed 2, money is deposited in your villa's chest. You can collect money any time you go in to the villa's chest. Know that the chest can only store up to 80 minutes worth of income, and any 20 minutes after that would be spilt milk.

Money collected should be reinvested in renovations to Monteriggioni. To start renovating, speak with the villa's architect. Firstly, restore the villa's buildings, such as the church and well. When you've completed those, continue by renovating the bank, and then the rest of the buildings. The money used to reinvest will bring in more income every 20 minutes.

You will receive an income bonus once all renovations are completed. Now continue to collect income. Money you've earned should now be used to purchase new weapons and armor. Equipment you purchase is stored in your villa, increasing Monteriggioni value, and therefore bringing even more income. Although it does increase your villa's income, it does not increase it as much as it would by renovating.

When you have an abundance of money, purchase paintings from art merchants and any remaining equipment not yet purchased. Finding codex pages, feathers, and statuettes will also increase the villa's value.

All of this will be for naught if don't remember to collect your income. Invest well to reap the rewards!