Fortuente
17Dec/08

Grate-Camper or *Great* Camper?

Deep breaths, 4:20 my lad, deep breaths.

I've been on a real Team Fortress 2 kick that past week and I just came out of a particularly grueling match on the Newbs 2Fort server. I have to say that occasionally I get ... overcompetitive. I suppose you could call it that.

Fortunately for me, I am exceedingly laconic sort of fellow except on the rare chance I've had too much Pabst Blue Ribbon. So I'm not particularly known for being the asshat in the crowd. Like some good middle-manager with two divorces, three mortgages and a four-martini lunch I bottle up all the anger and frustration. Instead of taking it out on the wife and kids, however, the very violent and bloody nature of Team Fortress 2 ensures those bad feelings find release fairly rapidly.

Tonight I snapped a bit, though. And the reason I am even bothering to mention it is because I had to step back and examine why I was bothered.

There are all kinds of little strategies for each class on the various TF2 maps. I play almost exclusively on 2Fort maps, so I've found a lot of little ways to make the environment work for me. I suppose I should write about them, but for now I just want to focus on one technique that I have discovered which is somewhat controversial.

Grate-camping.

As every 2Fort player knows, there is a small hallway between the front door to your base and the long hallway that connects it and the sewer to the sink room. And almost the entire hall consists of a see-through grate that can be used as a choke point for an invading group. I've seen Soldiers, Engineers, Snipers and even Pyros use it fairly effectively. But if you are keeping in mind I am writing about something controversial, then you know this technique must be specific to the Demoman.

Because damage can be taken through the grate, it makes a lovely little hanger to hold a full load of sticky bombs. Then you simply detonate them when someone walks underneath and ... you get the picture ... a lot of blood and entrails.

For an example of what I am talking about forward to around 1:00 in the video below:

OK - I am already aware that many people find spawn camping lame - there have been times when I agree with that sentiment. In fact, on the Newbs server the only stated bannable offense is sticky-camping a spawn point. Yes, there are a lot of sticky bomb haters out there but now they can vent by taking shots at the stickies with their pea-shooters.

When I say this was a grueling match, what I mean is the match hung at 2-2 for at least two hours. A few of the better players on the server were playing and eventually it dwindled from about 20-24 players down to nine of us near the end.

So this is where I tie this pointless story together with a dick move. By the time there are only nine of us left slogging it out, I have already had to mute one of my teammates for referring to me over voice as the "Gate-Camper." And asking to kick me from the server - my own teammate!

So basically I noticed that I am on the side with five players (nine players = 5v4) and switched sides in a huff and went on to get my former team's intelligence to the their front door. Of course I died there from wounds inflicted by a rather incensed heavy who dropped on top of me from the battlements, but my new teammates were able to successfully cap. It almost makes the ulcer worth it.

So I was all angry about this guy and his douche-baggery. In fact, I suppose I still am a bit simply because, judgmental name-calling aside, I found that particular player to be of the rather odious sort - the type who likes to order people around and critique their performance in real-time. The kind I seem to encounter en masse in WoW battlegrounds.

But it made me think - is gate-camping something to be derided or praised? I am generally not surprised if an opponent cries about it, though I was taken aback that a teammate would QQ a tactic that was successfully repelling an assault on our front door.

I can understand why some people are completely against spawn camping, though I myself have a much more open view of that topic. But seriously? Grate-camping? I'm sorry, but if you can't get around a demo-camped grate then, to put it in the patois of WoW: L2P.

In fact, I'll follow up with the exact way to completely avoid the grate without needing to weed the pesky demo from his perch: come up from the sewer and take the long hall into the courtyard. It's a sub-optimal route, but the demo won't be able to touch you with his sticky bombs. See, not so hard.

So whatever, tonight I tasted revenge ... and it was sweet! Isn't Team Fortress 2 wonderful?

26Oct/08

More of The Ship

I love this game.

Last night I tried out a new "World Leader" server and had a blast. It got a little surreal after a while, though. The creepy 1930's decorations and music (a la The Shining) and the fact that you are Ronald Reagan and your mission is to hunt down and kill Tony Blair ... that might have something to do with it.

Today I made Kim Jung Il poop his pants - it was priceless. And I have the pics to prove it.

This illustrates the "Needs" system in the game. Essentially,

The Ship = Counter Strike + Sims + Agatha Christie

It's an interesting combination that has totally hooked me. Below are more screenshots of the game if you are curious. They are all from a World Leader server.

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25Oct/08

The Ship – most under-appreciated game EVER

Depending on how much of a Steam fan you are, you may or may not have noticed that The Ship is on sale for $5 this weekend. I have had my eye on this game for a long time and when I saw the temporary 75% off I had to pick it up.

So what did I discover about the game, you may be wondering?

That it is the single most underplayed and under-appreciated game on Steam. If you read the Steam forums for any length of time, you will see a number of players bemoaning that not enough people play the multiplayer version of this game. Now I see why they care so much - last night when I finally pulled myself away from the game I looked at the clock and it was 5:00 AM. I literally lost track of several hours playing this game. And I am now power-chugging coffee to make up for the lost sleep.

The premise of the game is simple - it's a murder thriller (not a murder mystery). You are stuck on a cruise ship with several other players and you must all play a cat-and-mouse game of murder and mayhem at the behest of the mysterious Mr. X.

The ship is divided into decks, accessible via stairs and elevators. Some zones are patrolled by NPC guards and video cameras - if you have a weapon drawn (let alone use it to kill someone) in these areas you will immediately be arrested and jailed for 30 seconds or so. Your weapons will be stripped away and you will restart outside the brig.

The zones which aren't patrolled, however, are anything-goes. Which creates an interesting set of challenges and opportunities. I was able to avoid death more than once by running to a red zone. And that brings me to another interesting aspect of The Ship's play style: pacing.

All the players in the game move slowly, carefully walking down corridors or slinking around corners. You are able to run using the shift key (like Half-Life), but you are tied to a visual fatigue counter, so you must sprint wisely. Slowing the game down like this, I've found, makes it a lot more challenging - you can't just chase someone down - you have to know the deck layout so you can take shortcuts - which often results with you waiting for them around a corner. I actually jumped once or twice from having the surprise of having this tactic pulled on me.

Add to this the pacing required by the Needs system. It works just like the Sims: make sure to eat, read and poo regularly or suffer the consequences.

If you are considering getting this game, I must caution you that not all the multiplayer servers may be for you. The deathmatch servers are exactly what their name implies, but as you spawn in a killing zone and have to open a container to get your initial weapon, spawn camping is rife. I however, enjoyed the deathmatch - but I got used to dieing really quick. Servers in the "Hunt" gameplay mode are more like the single-player game.

And even if you find you don't like any of the multiplayer, your $5 won't be wasted because so far I found the single-player portion of the game superbly made. In fact, the single-player portion of the game alone easily justifies a $15 or $20 price tag.

All in all, I am kicking myself now for not buying this game earlier. This has the same Team Fortress 2 addictiveness and ingenuity (and cartoonishness) that made me fall in love with that game. And it is a perfect counterpoint to TF2 owing to it's (relatively) slow pacing and need for methodical stalking of your opponents.

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