Blitzkrieg: New British Tier X Heavy FV215b

World of Tanks FV215b

Blitzkrieg is a new regular column devoted to the very popular MMO World of Tanks. If you’ve got a topic you’d like our resident expert Matthew “Scope” Pearce to cover, drop him a line!

G’day again folks, this week I’m going to take a look at some of the new British tanks coming out in the upcoming World of Tanks 8.1 patch that is currently on the test server.

Patch 8.1 brings the long awaited British tank tree that includes the medium and heavy tank lines to World of Tanks. Artillery and Tank Destroyers are being added in a later patch much like the French line was.

Today, let’s take a look at the new tier X British heavy tanks that the WoT team are bringing into the arena shall we?

The FV215b

The FV215b was a proposed plan for a heavy tank on the basis of the Conqueror Mk II, but unlike the Conqueror the FV215b featured a fear placement of the fighting compartment.

World of Tanks FV215b

Ok, so let’s talk about the most important part of this tank the Gun

The FV215b comes equipped  with the 120mm L1A1 – the same as the American T110E5 but with better accuracy aim time.  The most important aspect of all is its insane ROF (rate of fire).

The 120mm L1A1 on the FV215b can shoot 8 rounds a minute – this means the British FV215b is now the new king of DPM (damage per minute) in World of Tanks. Its DPM with 100% crew is sitting at 3300 dpm and going up to 3840 with gun rammer, vents and brothers in arms all equipped.

The 120mm L1A1 has 269mm of penetration as well as an accuracy of 0.32 at 100m with an amazing aiming time of only 1.7 seconds, along with the 410m view range that makes this tank an excellent sniper / support platform.

The FV215b has decent acceleration and at a top speed of 34 km with a vertical stabilizer equipped along with the snap shot and smooth ride perks, you can easily shoot accurately while on the move.

What about the armour?

The armour is where the FV215b lets us down with only 130mm of frontal hull armour as well as  the poor 51mm of side and rear hull armour.

The turret is not that much better either with only 152mm of frontal turret armour with the side being 89mm and rear 70mm

The FV215b is a squishy tank but you have 2600 hit points help make up for it and with patch 8.1 making gold rounds purchasable with credits, soon everyone’s armour will feel squishy but it sure would not hurt to be able to bounce a shot or two.

Is this tank Clan Wars worthy?

While the FV215b’s DPM and accuracy would be a great asset in Clan Wars I still believe that most clans will still choose other tanks over the FV215b due to its low armour which will be easily penetrated in 8.1 due to everyone and their dog slinging gold rounds around the place.

I think some clans may still use the FV215b  as a Tank Destroyer replacement  due to its high view range, accuracy, dpm and high health pool instead of trying to force it into the T110E5’s role. I guess we will have to wait and see after 8.1 hits the live servers to see if they are being used in Clan Wars.

 Summary

After spending a few days trying this tank out on the test server it leaves me with a weird feeling of uncertainty. On one hand the accuracy and dpm is amazing but on the other hand there’s the lack of any meaningful armour – this could be because everyone on the test server is using gold rounds. Even with gold rounds being acquirable with credits come patch 8.1, the FV215b still has me questioning if it is really worth the grind to get or is it worth waiting until patch 8.2 to see if they nerf / buff it.

Another part of me is thinking that I should just wait until the next German medium line comes out with the Leopard 1 MBT so  I could compare the two and pick the one I like more – but that’s because I would love to see some newer German tanks in the game like the other factions.

If I was forced to pick one thing about the FV215b that really makes the tank stand out I would have to say the 120mm L1A1 gun will 90% of the time seal the deal with people interested in a new tank. Even if it is just going to be used for pub stomping and not clan wars, the FV215b will be a beast to deal with in game.

 Over to you: do you intend on getting a FV215b come patch 8.1 or are you thinking of saving your free experience for something else?

SWTOR Color Crystals: BioWare Clarify Future

SWTOR Color CrystalsBioWare’s Damion Schubert has jumped on the official forums to discuss SWTOR color crystals. It’s a long read but if you’re unlike me and interested in the intricacies of color crystals then it’s worth doing.

For what it’s worth I tend to agree with Schubert on the approach that crystals should not actually have itemisation properties – it just seems pointless to me and causes more hassles than benefits.

Have a read for yourself:

 

So the other bit of discussion to have is about the color crystals. I thought in this case that I would start the discussion with all of you, so that you could understand our logic and guide our thinking.

Currently, these crystals appear in cartel packs with a level 10 requirement, and on the store with a level 35 requirement, in order to access stats roughly equal to a standard level 50 color crystal. It’s worth noting that color crystals are something that the itemization team stopped improving the itemization of shortly after launch, because people really hated losing their signature lightsaber color because it was no longer Best in Slot. We have, incidentally, seriously entertained removing all itemization from color crystals entirely (it makes many problems go away for us), but we didn’t have the time to make such a large change on itemization before this patch went live.

The reason why we put these in with low level requirement is pretty simple: getting an item you can’t use in the Cartel Packs really sucks. It’s the same reason we pursued the tech that allowed us to make mounts adaptive – we expect a very large influx of new players when we launch free to play, and those guys opening cartel packs to get items they can’t use for months (literally, for casual players!) is a negative experience, not a positive one.

So after discussing with the balance team, we decided to put these in with lower level requirements, with the following reasoning:

  • The balance math shows the bump to be pretty good at level 10 (not something the balance team was uncomfortable with, though), but pretty unremarkable by the time you hit, say, level 30 or so. Since pretty much open world PvP doesn’t happen at those low levels, the impact on open world PvP is pretty much negligable.
  • The way the math works out, the benefit pretty much washed away by the bolster system in warzones, which means there is no significant advantage there.
  • The crystals are exactly as good as end-game color crystals, which means they have ZERO impact on endgame activities (level 50 ranked warzones, operations, heroic flashpoints, etc). We’re still philosophically avoiding putting any stat advantage at this level that subscribers cannot earn through reasonable normal play.
  • The fact that these items are fully tradeable means that players who do think there’s a balance advantage here can acquire them on the GTN for pure credits without spending a single cartel coin.

The net result of all of this is that slapping one of these color crystals in your saber at level 10 effectively makes levelling from levels 10 up somewhat easier, with the benefits tapering off quickly as the player levels up, and eventually zeroing out altogether. We felt, in general, that that was okay. The focus groups that we ran also seemed to think it was okay, as long as we avoided endgame power.

We are more than open to having a discussion about this and other options here (with the proviso that we have very limited time to make changes before this goes live!) if this continues to be perceived as an issue.

 

So what’s your take: do you agree with the approach laid out to make levelling just that little bit easier?

GW2: Extra Halloween Goodies

GW2 HalloweenFor those of you well into the Halloween fun in Guild Wars 2, ArenaNet have posted a quick note saying there’s some extra goodies on the way:

Our Halloween celebrations are in full swing, costume brawls are aplenty and the Shadow of the Mad King is falling across Tyria. Because we are as excited as you are, we will add another opportunity for you to get shiny Halloween goodies.

You will be glad to hear that we are adding recipes to the Mystic Forge that will allow you to throw stuff you get from the Black Lion Chests into it to get a special Halloween chest (no key needed for this one). These chests will include Halloween specific loot and give you a second chance to get one of the terrifying, rare Halloween skins. Here is the recipe we will add:

You need 1 Candy Corn, 6 Mystery Tonics, 1 Boost (any), 1 Boost (any) to get a Mad King Chest.

We hope you like this gruesome addition, we will let you know immediately when they will be in the game – enjoy the celebrations!

And we’d love to hear from you: how are finding the Halloween event in Guild Wars 2?

The Naked Gamer: Extra Life

The Naked Gamer is a regular opinion column that strips back the superficialities and looks at the flesh underneath. If you’ve got a topic you’d like discussed, drop columnist Kristy Green a line!

While most of us have gotten over our weekend of late nights gaming sessions and our infection of Mondayitis (which will just flare-up next week anyway), there are probably still a few fatigued gamers around. These valiant gamers will be daydreaming of sleep while stifling that lingering yawn and trying to survive their work/school day.

This is because on the 20th of October, gamers gathered (either physically or virtually) from around the world to play non-stop for 24 hours. Whether they were PC or console gamers, whether they played on their phone or through web browser, none of that mattered. All that did matter was playing computer games and helping children.

Extra Life is a charity event that started in 2008 and its current goal is to raise money for the Children’s Miracle Network Hospitals in the United States, Canada, United Kingdom and Australia (Sydney). Even if your local children’s hospital isn’t part of this network, you can still organise for your donations to go to them instead. It is really is win-win for everyone – we get an excuse to challenge ourselves playing computer games and our children’s hospitals get more money.

Unfortunately this year, I didn’t participate. As much as I really wanted to, I couldn’t get a team together and I didn’t know any other teams to join. So instead I donated and have been spreading the word about this awesome charity event. Plus, there is always next year.

I know the biggest criticism I’ve heard is that it’s not exactly healthy to stay up for 24 hours, sitting on your bot-bot, probably consuming bad food and drink to raise money for sick children. Sure, if you put it like that then it is a bit ironic. However, the world is how you see it and I choose to see this as us gamers, doing something we love and pushing ourselves for one day out of the whole year in order to put our 1337 powers to good. It’s not like you even have to do the 24 hours in one sitting – while obviously it’s more fun and awesome that way, if you need more than one session then that’s fine.

If you can find a team of great people, staying up so late isn’t that hard. On the first day of Tera release I was up at 3am when the servers went live and didn’t go to sleep till 4am the next day, all without realising it. I really didn’t plan or mean to, it just happened. I was having so much fun with my guild that the time just flew by. Plus, I really did just have to do one last dungeon before bed, I promise.

Another criticism I hear is how exactly is playing computer games classed as anything charitable. While it is true that playing computer games will never be classed as volunteer work, it doesn’t mean we can’t raise money while doing it. There isn’t anything wrong with having some fun and helping out those that need it.

We as gamers have a chance to put our favourite hobby to good use, so I say take it. It seems really hard to argue that raising money legally for Children’s Hospital is a bad thing. Anything we can do to help sick children and help bring the gaming community together can’t really be so horrible, right?

So I hope to see you all next year during the Extra Life Charity Event. Let’s use those thumbs to help save some children!

SWTOR Downtime 23rd October 2012

UPDATE 2: Servers are now up.

UPDATE: BioWare are now saying the maintenance is being extended with no ETA for when the servers will be up….

It’s a four-hour downtime this week – assuming it’s not a repeat of last week where things blew out from 8 to 12 hours. Although the SWTOR PTS has been taken down, BioWare have confirmed patch 1.5. will NOT be deployed during this maintenance.

The time conversions for you:

AEDT: 6pm-10pm

ASWT: 3pm-7pm

NZDT: 8pm-midnight

And if you’re after something to do during the downtime, why not have a listen to our latest podcast episode?

The full BioWare blurb:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, October 23rd, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/6PM AEDT) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/10PM AEDT). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, October 23rd, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/6PM AEDT) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/10PM AEDT)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

Through The Mist: The Mogu’Shan Vaults – Looking for Raid style

The Mogu’Shan Vaults

Through the Mist is a regular column from Luke Le Page covering everything World of Warcraft. If you’d like something covered in a future column, drop us a line!

This piece has taken a lot longer to write than I had originally hoped. This is mainly due to the fact that I could not f find a fresh run using the Looking For Raid (LFR) system for most of the first week. It finally happened on Tuesday morning and I decided to push the piece back to preview all six bosses as three more would come out that night. Unfortunately I could only find a group with two bosses down, so the second part of the raid will have to wait until after the weekend.

My initial impression upon zoning in was positive. The environment felt epic and I immediately felt like this was a zone where something big was about to go down. Whether it did or not doesn’t really factor into this column – I just wanted to get across that Blizzard have recaptured some of the epic grandeur of raid zones that we have seen in the past.

I will refrain from describing the boss mechanics; there are dozens of sites out there that can do that for you. This is an opinion column so I will stick to giving you my impressions of the fights.

The first boss, The Stone Guard consists of four stone Quillen, three of which are active each week. The fight on normal 10 and 25 man modes looks to feature some interesting mechanics. Unfortunately as with the LFR bosses we saw in Cataclysm, many of these impressive mechanics can be ignored. The LFR strategy consisted of stacking all 3 mobs together and ignoring everything but dps. I can see this being an excellent test of raid coordination in 10 and 25 man.

The second boss, Feng the Accursed is a fairly intimidating looking Mogu. Unlike the first boss, this required some concentration from players; particularly in the final phase where players had the Arcane Resonance debuff. This caused a wipe in my group due to a player not paying attention and I have to say it is nice to see some consequences for ignoring mechanics in LFR. The rest of the fight was relatively straightforward from a melee perspective – dodge bad things on the ground and stay behind the boss.

The final boss of this portion of the zone was quite a surprise. As some of you know I skipped a lot of the Townlong Steppes zone as I chased a quest chain while levelling and apparently I missed some interesting happenings with the Zandalari Trolls. I was quite surprised and excited to see Gara’jal the Spiritbinder in the zone. The fight lived up to many of my memories of previous troll bosses from the ZG and ZA raid days. Gara’jal reminded me of the original Jindo the Hexxer encounter in the Zul Gurub raid zone. DPS primarily focused on the boss – whilst this was occurring invisible spirits would attack and neutralise players. Players are required to enter the spirit world (through the use of a totem dropped by the boss) and kill these spirits before they take out the raid. This was a relatively simple encounter on this difficulty level but I can see the spirits becoming quite a handful in 10 and 25 man versions as well as in less skilled LFR teams.

Overall I quite enjoyed the zone. The fights, whilst straightforward required players for the most part to pay attention to what was going on around them. It’s a nice start to an expansion and I hope that as LFR progresses through the tiers the encounters continue to build on this foundation and increase in difficulty.

Finally, I just wanted to vent about the Elder Charm of Good Fortune. I have now used seven of these charms, one on each boss in the LFR raids as well as on Sha of Anger and received no items. I understand that they offer players a ‘chance’ at extra loot, however given the time put into getting them (a minimum of 45 dailies, if you do the ones that give two of the lower ones) per three Elder Charms, it is not beyond the realms of expectation that players would receive something out of 7 uses.

What’s your take?

Flash Point 44: Impactions and Box-Wrangling

mmo podcastTime for another quality MMO podcast from Down Under, with our resident WoW-ophile Luke LePage joining us again. We also bid a temporary farewell to Ed and cover the big four plus some League of Legends, Marvel Heroes and more.

Points of discussion:

SWTOR
1.5 on the PTS
– 12-hour downtime last week
Oceanic Server Merges
– Shout out for Scope’s One Shot One Kill Column
– Lore Update: languages and Galactic Basic
– falling for 2012’s James Cameron/George Lucas new Stars Wars Trilogy April Fool’s joke

GW2

– Halloween event
Dev Team Reddit AMAA

TSW

– Response to Joel Bylos interview
Halloween Event / Issue #3 content
– Reticle combat

WoW
– more impressions and kudos
– Blizzard as a continuing innovator
– 5.1 patch

Other
– League of Legends popularity
– Marvel Heroes beta invites
– New Rift player housing

– Shout outs for our forums, Facebook page, Twitter account and Simon’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

XCOM: Enemy Unknown – A Review

For those of you who are unfamiliar with this title, I will give you a little bit of background. The original X-COM game from Microprose (also known as UFO Defense) was released in 1994. It is a turn-based strategy game in which you must defend the Earth from an alien invasion.

The primary interface was known as the geoscape and from here we micromanaged our organisation. The game required players to not only search for and shoot down enemy UFOs, but also to micromanage equipment, personnel and research alien technology to advance in the game. It is widely regarded as one of the best games of its genre to be released.  It has also spawned numerous offspring including the sequel Terror from the Deep, UFO: Aftermath, Xenonauts, XCOM Interceptor and UFO: Extraterrestrials.

This week saw Firaxis Games’ reimagining of this 90s classic and as you can see it has a lot to live up to. I spent many hours, probably months of my life playing the original so I was very keen to get my hands on this new version.

I was pleasantly surprised by Firaxis’ efforts – the game is definitely a spiritual successor to the original with the majority (if not all) units maintaining their original names. There have been some changes to the Alien races, such as the addition of the ‘Thin Man’ species which was not present in the classic version but the Sectoid, Muton, Chryssalid and Floater species are back with a number of major improvements.

Gameplay: 8/10

In this version we are required to launch satellites and station interceptors around the globe to ensure that global panic remains minimal. If a country or region is regularly ignored, or if we do not station units there, the country will withdraw funding.

Funding is how we accrue in-game currency, and apart from the occasional mission that rewards us with currency, keeping the nations of Earth happy is the only way to ensure we gain adequate funding from the mysterious council. Funding is based on a country’s panic level, the higher the panic of the general populace the less funding we will receive and eventually the country will develop a general panic and funding will be withdrawn.

It is a delicate balancing act to keep the various nations happy. The most efficient way of maintaining a low panic level is to conduct operations within an area.

XCOM: Enemy Unknown follows the lines of its predecessor with turn-based combat. Each player unit can move up to twice, with the option to fire on enemy units on either turn. Abilities that are acquired as soldiers gain ranks and soldier specialisations, such as Sniper or Support can effect what abilities can be used. Movement is relatively fluid and cover is a major part of gameplay as it offers soldiers (and aliens) protection from attacks and lowers the chance of incoming attacks finding their targets.

The primary interface when not on an active mission has seen significant improvement over the original game. We can see a true representation of our subterranean base and the facilities it contains. From this primary screen we can access Research, Engineering, Soldier management and the situation room, where the mysterious council reviews our progress and offers special missions.

As with the original, there is no real control of air-to-air combat as you attempt to shoot down alien vessels. In fact so far there is less control than in the 1994 version, where you could assign attack profiles such as max range and aggressive.

Combat: 9/10

While it does not have the haunting eeriness of the original, where alien movements were obscured in darkness yet their actions could be heard by players, leaving us with lingering footsteps and the screams of dying civilians, this iteration has an excellent combat engine. Alien movement outside of our units’ line of sight is hidden as it was in the original – we do not receive the echo of their actions in our ears.

The aliens react to our presence as they are uncovered and in most cases seek cover immediately. The AI of the alien forces is once again amazing – enemy units will coordinate and attempt to outflank player’s soldiers as well as opting to launch grenades if our units are clustered. Enemy units also retreat and regroup regularly making the higher difficulty settings a steep learning curve for those new to the franchise.

Customisation: 7/10

Firaxis’ edition of Enemy Unknown continues the XCOM series’ excellent customisation abilities. Players, depending on their preference for research can equip soldiers and craft with alien technologies throughout the game as well as customising appearances and names of soldiers.

Bases are customisable in their layouts to a degree, however the bonuses for having similar facilities adjacent to one another discourages it.

The difficulty settings also offer a degree of customisation within the game – on the higher difficulty settings, particularly classic (a nod to veterans of the original) sees amazing reactionary movements and strategy development from the AI.

Overall: 8/10

It’s fairly obvious that I was a huge fan of the original XCOM game, and indeed the majority of the series. As I mentioned earlier in the review I was very keen to play this version of one of my all-time favourite games. I have put aside WoW to a large extent over the past week to play XCOM, which will give readers an idea of how much I am enjoying this game. It also offers a nice introduction to new players to a genre that has been largely absent from the gaming community for a long time.

Oceanic Soap Box: Maintenance Leisure Time

This week I thought we’d get on our debating socks to talk about a subject that’s near but not very dear to most of our hearts: MMO server maintenance. This week saw a rather long maintenance of 12 hours over at Star Wars: The Old Republic – you only have to read the comments to see how maintenance can be a little annoying, particularly if it runs longer than scheduled.

So here’s the question: what do you do to while away the time a server is down? Do you play other games? Do you have a backup MMO you jump right into? Post a comment and share – we’re keen to know!

The Secret World Issue #3

Funcom as promised have rolled out the Issue #3 content update for the Halloween event. There’s a brand spanking new video for you to check out, then don’t waste anytime jumping in-game as the event only runs through to the 1st November:

So – who’s pumped for some dark halloween action?

Guild Wars 2 Developers Answer Questions on Reddit

Guild Wars 2 DevelopersA bunch of ArenaNet’s dev team jumped on Reddit to take part in an AMAA (Ask Me Almost Anything) session in the past day. The level of response was good, with hundred of questions asked a decent amount answered. The focus is quite understandably on development issues rather than gameplay or community stuff. That said, there’s some pretty fascinating insights into a range of things, including:

plans for an FOV slider in GW2
how ArenaNet keep server downtime to a minimum
the biggest defects in the game and what’s restricting the devs from remedying them
GW2 programming methodologies, standards and practices etc

That’s just the tip of the iceberg so have a read-through for yourself – there’s lots of gold in there.

SWTOR 1.4.2 Patch Notes

SWTOR 1.4.2 Patch Notes

After a marathon 12-hour maintenance last night, SWTOR Patch 1.4.2 is live. The full patch notes for you:

 

1.4.2 Patch Notes

10/16/2012

Classes and Combat

Bounty Hunter

Mercenary
        • Sweeping Blasters now correctly causes the player to face the ability’s target.

Smuggler

Gunslinger
      • Sweeping Gunfire now correctly causes the player to face the ability’s target.

Companion Characters

General

      • Some companion abilities now show more descriptive failure error messages.

Flashpoints and Operations

General

          • The UI for lockout tabs (for groups and lockout timers) now displays correctly.

Operations

Explosive Conflict
            • Some terrain has been adjusted to prevent players from skipping some encounters in this Operation.
            • The Defected Imperial Commander no longer occasionally becomes untargetable.

Items

        • Consumables that have an activation time are no longer consumed on a subsequent activation even when that activation is canceled.

Missions and NPCs

Class Missions

Sith Warrior
            • General Faraire: This mission no longer fails to update upon entering its phase.
Trooper
                • The Ambush: Corrected an issue that could prevent players from completing this mission.

PvP

Warzones

              • Implemented changes to correct issues that prevented Warzones from backfilling when a pre-made group member let the Warzone invitation time out.

UI

General

              • The map and other UI elements no longer occasionally flicker on machines with SLi or Crossfire setups.

Maps

              • SLi performance is no longer degraded when opening the Galaxy Map.
              • GTN kiosks now on player ships are now properly represented on the map.

Miscellaneous Bug Fixes

          • Players who log out on another player’s ship without ever having boarded their own are now correctly evicted to the docking bay.
          • Vehicles can once again be used in the Black Sun, Old Galactic Market, The Works, and the Jedi Temple districts on Coruscant.
          • Resolved an issue that caused the game client to sometimes treat mouse clicks outside of the window as valid clicks when using virtual on-screen keyboards.
          • Performance is no longer degraded in the Walker interior on Ord Mantell when moving the camera around the character.
          • Certain visual effects no longer disappear as they pass over particular types of geometry.
          • Some misplaced art assets, seams or holes in the terrain, and locations where players could become stuck have been corrected.