The guide in question is located at http://www.bullettimeguide.com. Let me just say that it's an incredible piece of work - aside from being a compendium of a vast array of collective knowledge, there's also a section which allows players to post their game stats and GC nicknames so they can add each other, and there's also a self-contained PM system featured on that site. It's a great "guide", but I'm not sure if that term alone does Bravo Two's work justice. If you're looking for where the general codex is contained, you'll find most of it in the general co-op multiplayer section. Special mention goes to the advice regarding being a good teammate by taking care of your own health (as well as your teammate(s)'s, to a reasonable extent), which actually has its own subsection found here. Focusing on what can be applied between the two games, the key takeaway message is that you will not be a good team player if you are a cheap miser. Spending a little to keep your teammates alive helps everyone in the long run, and this is seen in Star Warfare by how bosses die quicker when everyone is shooting (preferably with a hyper clip, but I'll give players the benefit of the doubt there for now). If the boss dies quicker, it has less time to attack the players, equating to less HP lost and less chance of a teammate dying. When a teammate dies, you lose one player's worth of damage output, and the boss(es)'s attention is now focused on whoever is left, forcing you dodge more and shoot less, and generally increasing the risk of you dying. For the experienced freeloader who thinks that (s)he is not concerned by the shooting or the dying because ALL they're doing is dodging, consider that your more observant teammates can and will ditch you, leaving you with an absolutely abysmal bonus from the alien rush if you were cheap enough to just hide behind your teammates instead of helping clear the field. Call it rude if you wish, but we're looking for teammates to play alongside - you're not a low-ranked newbie, you neither need nor deserve that sort of accommodation. ------------------ That little spiel aside...it's an excellent guide that Bravo Two wrote, I highly recommend you check it out Sheinfell. Bullet Time HD's teamwork dynamics varies significantly from this game's, in large part due to medipacks actually healing your teammates as well, but the fundamental principle still holds true: the money you spend helping cooperative teammates will yield a far greater reward than the cost, and no-one will respect you for being a self-serving, cost-cutting miser.
This better for you? I won with almost no help (only 2 players and look at the stats for 1). 2 flags were already ours when I joined.
Three pieces of this need responses... First, while I understand you're mostly joking, I don't really see the irony. When a player is new and trying, I don't want them to die early due to actually, you know, trying. A higher ranked player? I must admit to a certain sick satisfaction derived from assisting in their deaths, because I'm quite frankly sick of carrying them, and I'm sick of watching other players die needlessly while these "players" channel everything toward "the guy with the M." Played four separate matches today, including a Serpent and Rages match, where one player had an initial wave bonus of, are you ready for this? Zero. Of course, they also got nothing from the boss fight, because, well, they died. It was very sad. Get out of the nest? Heck yeah. Second, yes! Definitely play through single player, and I would strenuously add playing the single player boss levels as well. If a player can survive the initial wave and even a third of the boss, they should be in decent shape. Excellent advice. Finally, this was a part of my thought on a player's guide. I see a lot of lower ranked players taking out Cutters when they see my WB, and I can't help wondering if a few of them are actually not freeloaders, but actually just emulating what "the guy in the high level armor" is doing... DBC
It's already been answered, but yeah, www.Bullettimeguide.com. It's really quite impressive, and B2 is a really great guy. DBC
DBC, yeah the irony is there but very small. I can barely see it. By the way, I thin PvP actually trains you for PvE. You learn to "run and gun" circling opponents, you learn what playstyle you like, you learn good types of camping places... And for noobs: no ammo nessecary.
I was halfway through typing up a response even longer than what I've got below before deciding that it was a little too long for my liking, so I'll try to condense it I agree that PvP helps with the run-and-gun principle, in that constant movement is encouraged as well as periodic scanning of your surroundings. What I don't believe it trains you for is proper PvE-style camping: aliens move much slower than enemy players, making it possible to fight with your back against the wall because you can gun them down before they can attack you. In contrast, camping against a corner in PvP effectively limits your escape routes against snipers and faster players, meaning that you are effectively drawn into a gunning match rather than having any option of evading and hiding. You are instead encouraged to choose camping spots with well-covered escape routes in PvP, which is relatively redundant in PvE because of the general lack of aliens with ranged attacks (and even then, the ranged attacks move verrrrry slowly). What I find interesting is that your theory regarding PvP training players for PvE actually fits with a playstyle described by Asasnator quite a while ago: while camping with the M-27 has become quite popular these days, I recall him using something best described as running-and-gunning with the M-27: by constantly moving forward, enemies approaching from behind you can never land an attack, because they have to stand still to actually try attacking you -- at which point you will have already walked forward out of their range. While it's his way of using the Thunder Armour all the way up to Double Rages and Serpent, I've never managed to figure out how to fight like that -- I'm much better at defending a set amount of space and moving within that defence space to evade attacks rather than using the whole map. Shifting all your PvP principles over to PvE probably results in a VERY different way of approaching the alien rush, and I'd actually be quite interested in hearing how you and DBC play now, seeing how both of you seem to be favouring roaming over camping.
I realized the main difference about PvP and PvE. One has an E whule rhe other has a P. Thats why it is different... Just joking. The difference is that the enemies don't care if you attack them, they do the same attack pattern. This makes DPS very important. In PvP the enemies try to attack AND dodge so it is really about how easy something is the dodge.I was facing a energy glove user and they mastered it. I died with a freaking trinity. They shot a few "energy" at me and then surrounding me so it was impossible to run really. I started trinitying them but they could run. Now I have learned the masterful techniques of the trinity, it is quite effective. Also about a laser cannon, yep, it is only continuous graphically, if it was continuous both ways it should drain my health continuously but, it drains 1/5 then 1/5 then 1/5 and so on, now, I do not want that thing... Nova is actually more effective than it in PvP it seems... By the way my trinity playstyle on aliens if basically running up to a group and firing, but from my experience, mid range combat can rain down arrows better. About 4/5 of lairs hill length is a good place to rain down arrows. The splash areas(circles) are tangent so all aliens within that will experience top-notch damage. If you want to do close range damage, I "charge" the aliens, I have a good idea of when they will die and move on the the next alien.
Stay tuned for some commercials Doing some advertisement here, as this is a great game so far, and bringing it up on your radar sounds like a good idea. Indie studio, no IAP. Acheron Prime: http://forums.toucharcade.com/showthread.php?t=147005 SF flyaround in your spaceship, storyline with leveling up game. I clocked a few hours, and aside from the quite high initial difficulty it makes a very good impression on me. If you like games like that, you should definitely give it a shot.
How much of a storyline does it have? I'm usually expecting things along the lines of Final Fantasy for JRPGs, or maybe Legend of Zelda for action RPGs. Haven't quite tried out space-flyers yet though, so might give that a look if I can clear my plate of things to do
I did not get too far yet, because there is a bug that keeps you from progressing past 2 hours or so into the game. However, the developers acknowledged it already and work on a fix, that might be around as soon as in 2 weeks, taking Apple's approval process into account. What I have seen so far, the storyline looks interesting to me. I don't want to reveal anything here, though. What I can safely say is that our heroines (yep, female leads for a change) travel all across our solar system, working for and against the authorities, even teaming up with pirates. The backstory also sounds interesting, with a good eye for details. Btw: When you mention FinalFantasy, better say which one Their storylines, characters and their executions vary so much, I cannot average them. Yup, I was a huge fan of FF, all the way up to FF12. Lost interest when FF13 got bad reviews, and I was still undecided on buying a PS3 back then (which I decided against later).
I was sorta referencing the series's recent penchant for rather long storylines and mind boggling plot twists which tend to flip your entire quest on its head at times (commonly observed with hidden character pasts and puppeteer/maestro villains who orchestrate your every move). More than that, the scale of it all, I suppose - those types of RPGs are something I'll be playing for quite a while, in large part for the story of it all. I'm not sure whether the games before FF7 were quite as long, but reading around tells me that they still seemed to follow the signature theme of apocalyptic villains and playing into the enemy's hands. Something I'll really need to get around to doing is playing all of them TLDR: Squaresoft/Square-Enix RPGs at their prime (maybe not so much FF13's execution...) - that's the sort of story I'm usually looking for
I don't believe Acheron Prime is free, but it's a game where you won't be slugged with hidden costs to put it one way. Freemium games are generally despised because they're seen as misleading and otherwise annoying (i.e. you have to pay more to unlock more game content), but on the flipside, there are also players who don't like games with prices over $1.99 or so. It's sort of a "damned if you do, damned if you don't" situation. My own personal opinion? If there's no upfront cost, expect some IAP options. If there's an upfront cost, I'd prefer to pay for the whole thing at once and not see anymore IAPs. It's fair game for developers to design some revenue streams, but I'd much prefer they be upfront about what sorts of costs we're looking at, rather than a game with compulsory IAPs (particularly the ones which already hit you with a cost to download it).
No, Acheron Prime is not free. And serious, $6 for a game of even only 10 hours length is nothing. I don't know what console games cost where you live, but last time I checked here, PS3 and XBox games ranged from 50 - 70 . From my PS2 days I got like 2000 in games (~50, I think), and some of those definitely were not worth what I paid for them. I sank 50 or more quite a few times on PS2 games that ultimately were a disappointment. iOS prices always make laugh, because they are so low. Made a mistake and got a game I did not like? Oh well, 5 out the window, but still...much better than 50. Bit of a rant here, but iOS currently gives you the most in price/value, at least from my "historical" experience. I for one do not mind to pay premium prices for premium games, and would welcome higher prices for top-quality iOS games. I prefer to pay 10-15 (plus maybe another few euros for additional content added later; look at Ravenmark for an example where they did it well) and have a complete game, instead of getting it "for free" and ultimately paying alot more for the full experience. This "But I want it for free" mentality is what brought freemium games about, and might very well be the downfall of the iOS platform in the long run. If you follow discussions here on TA and elsewhere, you will see alot of people complaining about high price...when we talk about a 3$ game. Geez, get a grip, folks. Back to Acheron Prime: The developers already stated in its thread here that all future updates will be free, which in my book is a great move on their part. And even they would charge for additional content, I would not mind, if the game is good enough to want me buy it.
I'm actually wondering about the relative age demographic of the people who complain about iOS games which cost above the $2.99 mark (note: this is not an invitation for you guys to share your ages and personal circumstances unless it's safe for you to do so). From my own circle of friends, I've found that people are much more willing to pay for games when they have their own income, leading me to the hypothesis that people unhappy with those sorts of price tags are possibly younger Gen Y or Gen Z folks, or otherwise not yet in the workforce.