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Hearthstone: An In Depth Deck Guide On Aggro Shaman

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Every since League Of Explorers came out Aggro Shaman has been on a bit of a terror. Months have passed and still Aggro Shaman reins supreme in standard. As an Aggro deck it gets alot of flack for being mindless but the deck has alot of play to it and an inexperienced player can find themselfs making alot of mistakes. I will be going over many of the decklist, tips and tricks of aggro shaman as well as an in depth mulligan guide. 


Aggro Shaman aims to get on to the board fast and beat down with powerful and aggresive overload minions early and close the game out with burn spells and Doomhammer in the late game. The deck can get very powerful starts using Tunnel Trogg and Totem Golem to get on the board early and keep the enemy board clear with efficient removal spells like Rockbiter Weapon and Lightning Bolt. In the mid game you will start to shift from controlling the board so you can start hitting your enemy. This is when Lava Shock and Eternal Sentinal will shine, they will let you develop a minion or remove an enemy minion for "free" while also letting you play out the rest of your turn. The late game for aggro shaman starts at around turn 5 or 6 and this is when you want to look to win. Often times you will nolonger be able to hit your enemy with minions by this stage in the game and this is when all your damage will come from the Doomhammer Rockbiter combo and other various burn spells. 

Earth Shock x1: Earth Shock is usually used to bypass a taunt. Sometimes you can use it to finish off a low heath minion or silence a minion with a powerful effect like Flamewaker or Water Elemental. I would never play 2 Earth Shocks but the first one is often very powerful.

Lightning Bolt x2 Rockbiter Weapon x2: Removal in the early game and burn in the late. If you have a Doomhammer in your hand early on consider saving it for burn in the late if possible but dont be afraid to use it early if it allows you to keep a minion alive for another attack. If you are close to winning and think you can win without Doomhammer its usually worth using the rockbitter early so you dont miss damage because your oponent played a taunt. If you really need that extra point of damage to go face save your lightning bolts until you get a spell power totem.

Abusive Sergeant x2 Worgen Infiltrator x2: These two act as "guarenteed" 2 damage because the Wargen under most circumstances wont be able to be dealt with early on and the Abusive have psudo charge. Abusive is an amazing tool for board control too because it allows you to trade up very efficiently. Try to get these out of your hand by the late game.

Sir Finley Mrrgglton x1: A decent body for early game board control, it kills X/1's and with an Abusive it can kill things with 3 health. Its main use is getting rid of your bad Shaman hero power to get a premium hero power, the best being Steady Shot, Life Tap and Shapeshift. If you have alot of spare mana dont forget that you can Hero Power > Finley > New Hero Power.

Tunnel Trogg x2: The card that single handedly made Aggro Shaman a deck. Tunnel Trogg is a rediculously powerful 1 drop that can easily start beating down with 3 attack or more while also having enough health to make an early trade and still fight. You will have games where a trogg is able to get out 10 damage or more while also eating a removal spell that costs far more mana than the Trogg costed you. This is one of the decks MVP's.

Lava Shock x2 Eternal Sentinel x2: Your "Free" cards in the deck. These two are pretty low impact cards but they are still very neccisary for the deck because they let you cheat mana. Lava Shock is a great removal tool in the mid game while Eternal Sentinel will make a moderetly sized body that will be able to beat down. Learning to manage your Overload will be really important and if you only have one overload unlock tool in your hand your going to have to learn the timing on it to get the most out of them.

Flame Juggler X2: Flame Juggler is a decent body at 2 mana with a battlecry that can swing games. While this isnt the most powerful card in the deck is usually will be good enough, aspecially in a format without many good 2 drops. The one damage is also nice because sometimes it can be all you needed to win a game.

Ancestral Knowledge X2: Powerful and cheap card draw for the mid to late game. Occasionally you will use it to pump Tunnel Troggs. Often times this will help you close out a game by drawing you into burn spells. Ancestral is very important to have in a control matchup.

Totem Golem X2:  Another one of the decks MVP's. Curving out Trogg into Totem Golem is often very hard to beat and thats how this deck gets its great early game. Often times it will be better on turn 1 to coin out a Totem Golem and then on turn 2 play a different 1 drop, this way you come out of the gates faster and have a cleaner turn 3. 

Feral Spirit X2: Feral Spirits is an incredible card, It puts up two good taunts to protect your more valuable minions while also creating two minions that can also trade efficiently and beat down. Feral Spirit is often times going to be the card you hope you will draw because its that good. Turn 1 trogg into turn 2 Spirit will put alot of pressure on your opponent and can lead to a very early lead.

Lava Burst x2: This cards main use is to go face for 5 damage (or 6 with a spell power totem). Lava Burst is also really good at protecting your minions by killing a mid sized threat. If you plan on using Lava Burst as removal evaluate if its worth it, Sometimes your better off just saving it for face damage if your minions are no longer of use to you. Remember that with a Trogg Lava burst will pump your Trogg turning it into a "7" damage burn spell.

Flamewreathed Faceless x2:  The Faceless does one job and he does it very well. HE. HITS. HARD. For a modest 4 mana the Faceless can threaten to end a game quickly and is also a hard to deal with threat. If the Faceless gets removed often times you will get a 2 for one or better. This guy will carry games on his own.

Doomhammer x2: Over 4 turns Doomhammer represents 16 damage Split as you choose for 7 mana. Thats an insane clock it puts your opponent on. It will allow you to get a few value trades on small minions that could otherwise be a problem or just hit face hard. On top of the 16 damage it can be a supprise 10 damage burst with a Rockbiter weapon and also makes the Druid Hero Power deal extra damage because of the Windfury. Doomhammer is the best card in your deck and will be the reason you win many of your games. 
 
How it feels to Doomhammer Rockbiter
                                         How it feels to Doomhammer Rockbiter someone

                                             Matchups And General Mulligan Guide                                                   
Aggro Shaman is a very powerful deck and has alot of game against alot of the different decks you will find on ladder. There are no matchups that are unwinnable but there are some decks that you just run over. In genneral your hardest matchups will be Taunt Druid, Midrange Shaman and Warlock Zoo. 

Against every deck you will always want to keep Tunnel Trogg, Totem Golem and Finley. You Will want to mulligan for a powerful early curve, and if you have a one and two drop or are on the coin feral spirits can also be kept. you usually dont want to keep Eternal Sentinel even though its a 2 drop because of how weak it is. 

Warrior: Control warrior may look like a bad matchup but its actually pretty favored for the Shaman. If you know your opponent is a control warrior you can keep an Ancesstral Knowledge or Doomhammer as you will almolst always need one of the two in this matchup. Tempo Warrior is one of Aggro Shamans harder matchups because they can fight for the board early and lock you out with a Bloodhoof Brave or massive armor gain turn with Armorsmiths and Whirlwind effects. Mullagin aggresivly for Totem Golems and try to bait Execute on a smaller minion so your Faceless can win a game fast. You win this matchup by Coming out the gate fast and removing their threats. If its a Pirate warrior face damage isnt as important as getting value trades are. The person in this matchup who has more 1 health minions left in this matchup is the one who will win. 

Shaman: In the shaman match up you will want to keep a Lightning Bolt or Rockbiter Weapon to kill a Tunnel Trogg or an Tuskar Totemic. Against Aggro Shaman the player who gets better value trades early will run away with the game. Its going to be a balancing act of tradding life for tempo but not letting yourself go low enough that you will get burned out. Midrange Shaman is a much harder matchup. Their early game is almolst the same as yours except they just go bigger than you do. To win this matchup you need to get under the midrange fast and push alot of face damage quick so you can burn them out. The Midrange Shaman will most likely not have any healing so your damage will stick. Pray they dont have a combonation of thing from below and lightning storm.

Rogue: This deck eats rogues for breakfast. Rogue dosent have much of any healing other than sometimes a Farseer and has to face tank alot of damage to get board control. If you ever see alot of Rogue on ladder just play Aggro Shaman. 

Paladin: If you know its a N'Zoth Paladin you can keep a Doomhammer or Ancestral Knowledge. Get on the board fast and hit their face hard and fast. Keep them off balance and put them into a position where they cannot heal and clear the board at the same time. This matchup is debated on who is favored but i believe the Shaman is favored if they play around removal correctly. Dont go all in on a Faceless as they have Aldor and Humility. If its an Aggro Paladin get value Rockbiters and lightning bolts. If you know its an Aggro Paladin you can keep Flame juggler. Take alot of value trades until you have enough damage to kill him quickly.

Hunter: This matchup is close. Dont overextend too hard early unless you have a way to kill an early Doomsayer. Hunters have very few taunts in their deck and dont have any healing so your damage means alot here. This matchup is a race, take the obvious trades and keep your damage going.

Druid: Most Druids will be a taunt ramp style deck. Thats really hard for you to beat, You will need to draw your Earth Shock at some point get really fast early pressure going and draw alot of burn. Good luck soldier.

Warlock: Mullagin for Faceless, Warlocks have trouble dealing with them. If its a Zoo hope he has a bad turn early keep his important minions off the board and go face fast. They have alot of trouble dealing with a Faceless. Zoo is able to bully you off the board fast and early with more efficient cards. Bait them into life tapping and hope you get on the board faster or can cheese out a game with Doomhammer and burn. If its a Renolock go face and fast. Dont play around anything if it means your giving up too much potential damage and hope they dont have Hellfire or Reno.

Mage: Implying you see mage on ladder anymore. This class is practically nonexistent now but you usually beat them unless they get crazy flamewaker shenanagins foing or a Water Elemental that locks out a Doomhammer.

Priest: You can always keep a Doomhammer against a Priest. If its dragon priest hope they dont curve out on you because if they do you will not win. Take the really obvious trades against either type of Priest and hit them as much as you can. You will often need a Doomhammer Rockbiter or a whole lot of lava bursts to win, with that said you are favored against control priest and unfavored against dragon though both play similarly.

Aggro Shaman is a very well rounded deck and has alot of game against the field. Though it gets looked down as an easy deck because its a face deck it has alot of play and decisions to it that may not be easy to see on the surface. Aggro Shaman rewards good play and punishes people who dont know how to correctly deal with the early pressure. Good luck and have fun with one of my favorite decks to climb the ladder fast. If you have any questions feel free to ask me in the comments or on twitter @SzerroGames.

Landmark Will Officially Launch on June 10 for $9.99

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It’s a little bit late, but it’s finally coming. Daybreak Games’ sandbox builder game Landmark will launch on June 10. The game requires an initiate purchase and players can buy the game on launch day for $9.99. Those who have owned an Explorer, or a Settler Founder’s Pack don’t have to purchase again. In fact, the Founder’s Pack holders will get a 48-hour headstart starting June 8. By the way, the Founder’s Pack is still available to purchase until June 6.


 
Landmark was originally developed as the building mode for Everquest Next. The plan was to allow players to construct in Landmark and transfer what they build to EQN in certain ways. However, EQN was canceled, making Landmark an independent game for players to explore, build, fight, and share.

>> Landmark Gets Its Biggest Bug-Fixing Patch To Date

Monster Hunter Online English Patch Delayed to June 1st, Here's the FAQ

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Days ago, we are excited to share the English patch news for all the western Monster Hunter Online fans. The unofficial English patch was made by Team HD and was scheduled to go live on May 30th. However, due to the official game update, which is either around May 31st or even 1st of June, the English patch will delay to that time after the update.

Aslind Samure posted a FAQ for the unofficial English patch as following, which I think those who are waiting for the release of the patch should read beforehand.
Q: Is this patch official?
A: No, it isn’t. This is an unofficial-fan made patch made by us from Team HD.
 
Q: Is it safe to use this patch?
A: Yes! We’ve been testing it for quite a long time now and we are fine so far!
 
Q: Does this patch use google translate?
A: No! We, Team HD tries our hardest to bring you a good quality English Patch by staying on track of how things goes with the original series.
 
Q: When will you guys release the patch? Or at least the beta for us to try?
A: After the patch on May, 24th we, from Team HD have discussed about our first plan of releasing the patch on 30th and we do think that there will be an update to the client either on 30th or 31st (the weekly server maintenance) With this in mind we decided to PUSH the release date after the game's update which is either around MAY 31st or even 1st of JUNE
 
Q: Does the BETA open for everyone? Or just to some people?
A: The BETA will be open to anyone!
 
Q: Do you guys have an Installer and an Updater for the patch?
A: We are working on it now, hopefully these will be done before the BETA released.
 
Q: What will the BETA patch contain(s)?
A: A lot of things! Materials, consumables, hunting tools, armors, npc names, translated UIs, etc.
 
Q: Do you guys plan on translating everything? Or only important parts of the game?
A: We plan on translating everything to English!
 
Q: Will we be able to report issues? Such as bug, miss-translation of things, inconsistencies?
A: Yes! We will provide an email address for that!
 
Q: How long do you need to release a new patch after an update to the client?
A: It might take us at least a day before we can release new ver. of the patch. This is because we have to re-check and re-apply everything, new update tends to have some new lines inside certain files. This is also to minimize the chance of having bugs.
 
Q: What should I do while waiting for the next update for the patch?
A: Uninstall the last patch! As I said above the new patch usually contains some new lines inside certain files. So, do this to avoid bug(s). All you have to do is go to your installation directory/TeamHD and run the TeamHD-patch-unins.exe,
 
Q: An error appeared when I tried to delete Team HD patch file, what should I do?
A: Open the Task Manager, go to Processes tab, look for a process named iipshostapp.exe and hit End Process button.
 
Q: Do you guys takes donation for your work?
A: NO! We do this because we wanted to help the community so... you don’t need to spend any money for us! Helping us by sharing the news is enough.
English patch download link will be released probably on June 1st. The way to run the patch is quite simple as well, just run the installer and yeah you kinda get an English version of Monster Hunter Online. We'll keep you updated about the latest news. You can like our MHO Facebook page and also follow Aslind Samure.

Once again, here's our detailed account registration and client installation guide.

Moonlight Blade (CN) Open Beta Starts July 1; Sea Content Coming in the Future

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Tencent Games has announced the July 1st Chinese open beta date for action-packed martial arts MMORPG Moonlight Blade, along with new class ShenDao, new instances, and sea content which will come in the future.
 


Interested players around the world can play the game in the Chinese server. All they need to do is to register a Tencent QQ account as their game account. Read here to learn how to register the international version of QQ account.


 
ShenDao is very interesting character class who wields sword as main weapon and fought alongside by an eagle as side weapon. The game will add the 9th class sometime in the future, according to the developer team. What’s more, the game will expand to the ocean, allowing players to sail and perhaps fight a naval war.
 
New features in Moonlight Blade OBT version
  • New class ShenDao
  • New storyline
  • 15v15 cross-server PvP
  • Dyeing system
  • New housing features
  • Fishing contest
  • New costumes

Niantic Released More Details and Gameplay of Pokemon Go

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Recently, The Pokemon Company and Niantic have dropped further details about the much-anticipated augmented reality game Pokemon Go.
 
The game will allow players train virtual Pokemon. With the help of location information provided by smartphones, players roam around in the real world, trying to capture the tiny creatures. More details about evolutionary crystals, gym battles, trainer customization and PokeCoin are released.
 

Capturing Pokemon
This game encourages players to get on their feet and step outside to find and catch wild Pokemon. Explore cities and towns around where you live and even around the globe to capture as many Pokémon as you can.


 
Basic Gameplay
As you move around, your smartphone will vibrate to let you know you're near a Pokemon. Once you've encountered a Pokemon, take aim on your smartphone's touch screen and throw a Poke Ball to catch it. Be careful when you try to catch it, or it might run away! 



PokeStops
Also look for PokeStops located at interesting places, such as public art installations, historical markers, and monuments, where you can collect more Poke Balls and other items.



Pokedex
Since there are many Pokemon in the game, everyone aims to become Pokemon master who have completed the Pokedex.

Levelling Up 
In Pokemon GO, you will gain levels as a Trainer, and at higher levels you will be able to catch more powerful Pokemon to complete your Pokedex. You'll also have access to more powerful items, such as Great Balls, to give you a better shot at catching Pokémon. Keep exploring and encountering Pokémon to raise your level!


 
Evolution
There are other ways to add Pokemon to your roster, too. If you catch the same species of Pokemon enough times, you'll get the opportunity to evolve one of them. And it will be added to the Pokedex if it have never seen before.

 

Hatch
And as you explore, you may find Pokemon Eggs at PokeStops, which will hatch after you've walked a certain distance. When they hatch, you may find Pokemon you've never seen before!



Teams
At a certain point in the game, you'll be asked to join one of three teams. Once you join a team, you'll gain the ability to assign Pokémon you've caught to empty Gym locations or to a location where a team member has placed one of his or her Pokemon. Like PokeStops, Gyms can be found at real locations in the world. Each player can place only one Pokemon at a particular Gym, so you're encouraged to work with others on the team to build up a strong defense.


 
Gym Battle
You can also team up with your friends and battle at a rival Gym together to take down stronger Gyms faster. You can use your Pokemon’s two attacks to battle the rival Pokémon, and dodge their advances by swiping left and right.

If you win the battle, the Gym’s Prestige is reduced - when it hits zero the other team loses control of it, and all you need to do to gain control is assign a Pokémon to it.

Training your Pokemon with the defending Pokémon allows you to once again build up its Prestige - but the better things get the more Pokemon you will need to defend it. ThePokemon Company says you can also team up with your friends and battle at a rival Gym together to take down stronger Gyms faster.


 
Customization
The start of the game comes the character creation, and you can choose different genders, appearance and also the Pokemon exclusive item such as bag pack and Pokeball. This image will be displayed in your personal information and gyms.




Pokémon GO Plus
A portable device called the Pokémon GO Plus will enable Pokémon GO players to enjoy the game even while they’re not looking at their smartphones. The device connects to a smartphone via Bluetooth and notifies the player about events in the game—such as the appearance of a Pokémon nearby—using an LED and vibration. In addition, players can catch Pokémon or perform other simple actions by pressing the button on the device. Pokémon GO Plus will be available soon. Check back for more details.

Achievement Medals
A wide variety of challenges are available that highlight many different categories, such as catching Pokémon and exploration. By completing these challenges, you’ll unlock achievement medals that will appear in your player profile. Try your best to unlock as many medals as you can!
 


PokeCoin
As a free-to-play game, one of the big questions that is inevitable, is whether In-app purchases will be a thing. Well, players can buy PokeCoins to get more items.

 

Clash Royale: How to Unlock Ice Wizard or Other Legendary Cards

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Wondering how to unlock the Ice Wizard in Clash Royale? I know the official saying is you can get it from either all the kind of chests, either free chests or those cash chests but we know that the chance of opening the legendary cards is pretty low. Well, youtuber WP Gaming made a video on the way to unlock Ice Wizard and other legendaries and according to him, it's actually not random!

- Get magical chest ( Clear all chests untill magical is only one left )
- Open magical Chest
- Open 11 silver chests
- Open 2 golden chests
- Wait 24 Hours ( NOTE: In this 24 hour period you are not allowed to battle, open free chests and crown chest, you can talk to clanmates and such but not what i just mentioned )
- Open 2 free chests
- Open 1 Silver chest -Open 1 free chest ( This chest should have the legendary )

I haven't tried the method WP Gaming said but it does no harm you give it a shot. Let me know if you successfully unlock the legendary card!

Watch the video for more details:

Chronicles of Elyria: New Gameplay Details from Reddit AMA

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Soulbound Studios has just did a Reddit AMA for Chronicles of Elyria that featured the studio’s CEO Jeromy Walsh. Jeromy answered many questions regarding gameplay and here I made a summarize of what’s new.

Related: Exclusive Chronicles of Elyria Interview: Tons of Gameplay Details Are Here
 
Jeromy Walsh addressed player’s concern on the technical challenges of developing such a complex and ambitious project.  

First, I (the CEO), spent the last several years building scalable, distributed, service-oriented architectures for Microsoft. During that time I came up with an architecture which I believe works really well when applied to games. Part of the secret is the use of .NET for our back-end, which allows us to create new processes that do the things we need them to do very quickly. Interaction with web services, databases, etc. is readily accessible and with cloud APIs like AWS and Google Cloud, it's possible to easily scale up the processes managing our world dynamically.

The second answer is, we're leveraging as much middleware as we possibly can. We don't believe in re-inventing the wheel, and where others have made progress and have license-able technology available, we'll be looking to leverage that.

 
In terms of the day/night cycle, the game has 1.5 hour for day, and 1.0 hour for night. A season in the game will last for one day, "as it works well with the survival system, it means farmers have something to do every day, and it also means that the bad stuff "like being stuck in a snowy environment" doesn't last for days at a time."
 


Anyone can purchase a craft station pretty easily from other players or build one by themselves. 

And you can certainly use your crafting skills in carpentry, smithing, etc. to create your own crafting stations for your other interests - or create crafting stations to sell. To construct a crafting station for the first time you'll need to have developed sufficient skill and learned how either through observing others, reading a pattern, etc.

 
Each server can house 100k characters whether they are player characters or non-player characters. The developer expect a server has 30k player characters and 70 NPCs.
 
Speaking of the punishment system to combat griefing and evil players, the dev says:

We have a pretty good min/maxer with some griefing tendencies on staff to help us with that during Alpha/Beta. We know that this is really key to a fun game, so expect us to put a lot of work into this.

As you mention, we have the real world financial penalties. Secondarily you can be blacklisted from cities/Counties/Duchies/Kingdoms based on your reputation. So you could basically get shut out of interaction and places where you can cause the most damage. We also know there are several guilds and organizations already forming which have the intention of hunting down those types of people, so there's that part too.

 
Creating a map involves both player skill and related character skills.

For creating maps, we need character skill to play into map quality in addition to player skill, so freehand wouldn't allow that (you could simply trace a printed map). You will be able to create your own stamp (for example, if you wanted to mark a well, but no stamp is currently available). As for the thief, they'd need certain cartography or forgery skill to be able to copy your map.

You can take notes and do some stamping in the wild, but can't actually draw the map and lay of the land until you're back at your crafting station.

Yes, tents will be a thing. You can survive as an OPC in the wild, but you need enough food & water to do so, and we'd recommend guards as added protection.

 
About destructible environment

We are not using voxen tech currently for building and destruction. We're using component-based construction with destructible elements. However, we've been looking at a few pieces of voxel-based middleware, so that could change this summer.

 


You can tell NPCs to do things for you. The better reputation you have, the better chance you can instruct the NPCs.

You will definitely be able to issue the NPC commands. However, NPCs in CoE have attitudes and personalities. Depending on the situation they may or may not listen to you. For example, you won't be able to just click and tell someone to "move here". It's more of a "hey, can you go to this location and await my next instruction?" To which they may respond with "Sure!" or it could be "I've got better things to do than sit and wait around." The better your frame and reputation with the NPC, the more likely they are to do as you ask.

 
Each server will be a very different world, with different progress in technological discoveries.

Each server will have a different starting continent.

Exposition will start for all servers that are available at launch at the same time. If we're fortunate enough to need to add servers post-launch, we'll likely use another world as a seed and then let players migrate from one server to another, halving the population and allowing both servers to continue independently of one another.

Each server will progress through their own technological discoveries. Discovery of something on one server doesn't make it available on other servers.

As the number of servers will likely be small, we anticipate that each server will completely different, with similar highlights. Of course, it largely depends on the decisions of the servers. If they follow a similar route, as human-nature dictates, then the servers could look more alike than we imagine. But the important thing I think you're looking for here is, the potential for difference is there. 


You can marry a player character of the same gender but you can only have babies by marrying a character of the opposite gender.
You can absolutely marry someone of the same gender. However, just like IRL, babies in Elyria are born from opposite gender parents. So you'll need to seek an opposite gender player or NPC willing to enter into a Child Contract with you, and their genes would play into the child's genetics.
 

 
Building will degrade slowly is built in the wrong climate.

Buildings places in the wrong climate will slowly degrade. Beyond that, we expect items will reduce in durability through use. We don't have a concept of rust at this point. Though I can see value in adding such a system at some point the future.

 
It’s not very difficult to add VR support

We think it's naive to assume all we need to do to add VR support to the game is to enable the plugins. The reason we set it as a stretch goal instead of just adding it by default to account for any modifications that need to be made to support that perspective. However, given that we do already plan for 1st person, it shouldn't be too difficult.

 
About the realism of the game

We detect for collision. Within a city it would cause people to be shifted aside. During battle, especially with a massive mount, the idea it to include collision damage, but we have to balance it out before deciding.
 
Wind, weather and distance will have an effect on ranged projectiles.

 
An example of how players with bad reputation will be punished by the game naturally.

People need to eat, drink, etc.. or become fatigued. So being out in the wild is a time-limited thing. But if you become known as a griefer, that is, if you develop a very negative in-game reputation, people will simply refuse to let you into their settlements. Now you're stuck in the wild with no food, no water, and no support structure. That will quickly make the game un-enjoyable.

 
At last, if you don’t know, the game plans to start Alpha 1 as early as Q1 2017 and Beta in the summer. 

I Will Definitely Buy These MapleStory 2 Figure Toy Sets If Possible

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Nexon has just released two sets of MapleStory 2 figure toys in South Korea, each is priced at around $70 USD. Players can choose from two different colors for each figure. Besides, by purchasing the figure, players will also receive in-game item rewards. Unfortunately, these figure toy sets are only available in South Korea.














Clash Royale: How to Pull/Lure/Aggro Units – Basic & Advanced Tips

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Playerers who often watch Clash Royale Tournament will find competitions between top 200 royales are fierce. In most cases, the battle will go down to the wire. The key lies in their defensive strategies which allow them to turn defeat into victory. The most important strategy is Chain Pull. The screenshots below are from friendly battles.
 
1. Royal Giant + Supporting troops

My opponent drops Bomber behind King Tower first, puts Royal Giant on the bridge and then has Minion Horde follow behind. Luckily I get Inferno Tower in my hand. I drop the Inferno Tower after Royal Giant crosses river to distract him. Have my Wizard locks on Royal Giant and finishes off Mini Horde and Bomber at the same time. After that, drop my own Royal Giant to counter push with Wizard, making a positive elixir trade.
 
In this situation, we need to distract the main threat first and then wipe out supporting troops.
 
2. Giant Skeleton + Wizard + Balloon

My opponent makes a huge push with Giant Skeleton + Wizard + Balloon combo. Skeleton is the most cost effective tank in the game. His bomb is invaluable for wiping out entire push. I drop Barbarians after Wizard crosses the river. The best way is to swarm Wizard with Barbarians, but as the Giant Skeleton is going to lock on to my Arena Tower, I have to pull him back. And then drop Inferno Tower in the middle of two arena Tower or have Wizard + Spear Goblin to clean Balloon.
 
In this case, we need to roll with punches. Only be familiar with different units, can you make a cost effective counter push.
 
3. P.E.K.K.A + Minion Horde (applies to champion deck)

My opponent drops P.E.K.K.A first and then places Minion Horde. Because P.E.K.K.A’s movement speed is slow, I just have my Wizard to take out Mini Horde. And then put Skeletons in the middle of two arena tower to lure P.E.K.K.A. After that, use Goblins to continue the chain pull.
 
The champion deck usually uses P.E.K.K.A + Prince + Dark Prince + Freeze along with other range troops. It is a lethal combo. But the basic defensive strategies are same. Don’t drop your defensive troops next to Arena Tower to avoid being frozen at the same time. Use Mini P.E.K.K.A to distract and take out Dark Prince first. And then drop Goblins/Skeletons in the middle of two Arena Tower to distract Prince/P.E.K.K.A. It seems difficult to distract Dark Prince alone. But if you are familiar with the arrgo range and drop your troops fast, you will make it.
 
In this case, we take them down one by one by exploiting their weakness.
 
4. Hog Rider Decks

Usually, we will drop defensive building to distract Hog Rider, and use corresponding troops to wipe out its supporting troops. As for Hog Rider + spell combo, you need to know the range and additional effect of the spell so that you can drop the defensive building correctly. Don’t blindly believe that dropping defensive building in the middle of two arena tower is the best. In the picture, we can see that my opponent use Hog Rider + Spear Goblin and I counter with Cannon + Ice Wizard. I have lost my left lane so Cannon should be placed in front of my Right Arena. Ice Wizard can slow down Hog Rider and absorb damage after Cannon being destroyed. If my opponent throws zap on them, I can throw a Fireball to defend.
 
Based on your opponents’ habits and situation, you need to act accordingly.
 
The four cases above include most defensive situations. Even though your opponents use different units, the agro range and attack strategies are similar.  Make sure you can distract enemies in right time and protect key units. Chain pull is the best way to solve horrible troops. Of course, it requires higher skills. Don’t stick to established practice. Keep calm and be patient, you’ll get higher arena. 

Overwatch: Excellent Wallpaper for D. va, Tracer and Widowmaker

Absolver: Online Combat RPG Coming to PC and Consoles in 2017

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Paris independent developer Sloclap and amateur martial artists Devolver Digital have announced Absolver, an online combat RPG, set to arrive on PC and consoles in 2017.


Players joined Absolver will fighting to stability in the world. Along the way, players will learn new combat styles and attacks, and acquire better weapons, powers and armor. Players can build a team of warriors to fight side by side with you in the dungeon mines of Adal (PvE) or put your skill on display in dedicated combat arenas (PvP) scattered across the land. As the producer said, they focused on sword fighting and how to kill a man with one punch.
 

Absolver will have hands-on demos for media and industry fancypants at E3 2016 at the Devolver Digital tailgate June 14 – 17.

HearthStone: the 19-Year-Old Chinese Champion Wins a Ferrari Sports Car

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​RuoJi, as a 19-years-old Chinese player beat Kolento and won his first HearthStone champion at CN vs EU Championship 2016 on May 29.

In the past three years, China players failed to claim the title. In 2014, the Chinese team lost 0-4, and in 2015, they got knocked out at the semi-finals. But this year Ruoji succeeded and managed to win 20,000 euros and a Ferrari sports car. 

Looks Like the Petition to Remove Guns in Overwatch Has Turned into a Joke

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I know it sounds ridiculous but the petition does get pretty lots of supporters. Don't take it too seriously though even over 13,000 people have signed on the petition page. For me, the petition itself is now more like a joke regardless of what it's originally supposed to be like.

>> Blizzard Changed Overwatch’s Tracer Butt Pose After Fan's Complaint
 
If you look at the comments, you can see some people are doing this for fun. Removing guns from a shooting-centric game is not making sense. And if the petition means to poke fun at Blizzard's shooter, it does work.





Secret Fable F2P Card Game In Development for 18 Months, Coming to Kickstarter

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You might still remember that Microsoft ceased the development of Fable Legends and closed Lionhead Studio in March. If you are wondering when will we see the next Fable game, well, you might see it soon as IGN reported that a secret fable card game was developed for 18 months, even before Lionhead  closed.

Fable Fortune is a free-to-play card game developed by Flaming Fowl Studios, a new indie studio co-founded by Lionhead veterans Craig Oman, Mike West and Marcus Lynn. Microsoft allows them to use the Fable IP but since there's no publisher for it, they have to bring the project to Kickstarter with the goal to raise £250,000 (around $365,000 USD) to continue development. The Kickstarter will be launched on Tuesday May 31 at 3pm BST / 10am ET / 7am PT.


So how is the game?
Fortune will be immediately familiar to those who play the likes of Hearthstone - with players choosing from eight planned deck-altering heroes and aiming to reduce opponents’ health to zero using a variety of spell types - but comes with its own twists.

According to West, the team’s ethos is “improving the genre”, which includes using a more engaging 3D art style, offering a full online co-op mode against AI “bosses” using themed decks, a leveling system for cards used regularly, and Trophy Cards, extra units or spells offered to the player who plays second.


Fable Fortune is scheduled to begin a few weeks of the end of the campaign with an open beta on PC and Xbox One in October and a full release to follow early in 2017.

Source: IGN

Warcraft Movie's Theater Version Cuts 40 Minutes of Footage from the Original

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The Warcraft film that's going to hit the big screen in the cinema is 2 hours long and it's edited based on the 2 hours and 40 minutes original version. The director Duncan Jones has to cut the 40 minutes footage to fit the theatrical release, and he says the missed footage could be put into his Twitterverse. But will there be an extended cut in the future? "There will be no extended cut unless the theatrical does well," Duncan Jones said on Twitter.

>> First Round of Warcraft Movie Reviews Indicate the Film Is Not That Good
 

No doubt that this removed footage consists of miscellaneous pieces and clips of the film. You won't miss anything about the story although you may be curious of what the 40 minutes looks like.
 
It's fun to see Reddit users compare the cut footage to the grinding quests in WoW.




Source: Reddit

Exclusive Interview With Dual Universe's CEO And Founder

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Thank you for taking some time to answer our questions about Dual Universe. First of all, could you introduce yourself to our readers?

Thank you for having me in! I’m Jean-Christophe (JC) Baillie, the founder of Novaquark and the guy behind the Dual Universe project. It’s a project I have been thinking about (and programming about!) for many years now, even if I have been more involved into AI and robotics quite recently, both in research and with my first startup. The link between my background and Novaquark is my passion for innovative technology, trying to break the “impossible” barrier by looking at new approaches, being creative.

Could you give us a brief overview of what the game is about?

Dual Universe is a Sci-Fi sandbox set within a continuous single-shard universe. This means that everybody shares the same universe, at the same time. There are many planets and places to explore, and Dual Universe is also all about emergent gameplay: players can build anything they want (ships, cities, orbital stations, etc) and create collective stories and gameplay based around exploration, mining, crafting, trade, politics and warfare. The “continuous single-shard” aspect means that there are no abstract boundaries. We want to offer a really immersive experience, because in terms of gameplay, we believe that it changes everything: everything you do matters, you are part of a collective history. The catch phrase is “Shape the Universe, Leave your Mark”.
 

There is something about space and huge spaceships that everyone loves. How and why did you decide to start the development of Dual Universe?

Well I love Science and I love Sci-Fi! I’m also an avid gamer, but at some point I felt that the innovation I was hoping for in the MMO genre was not coming. A lot of games are recycling old recipes and I was not very interested anymore. I wanted to get back to the root of the MMO dream: millions of people in a continuous universe, with emergent gameplay and the possibility to build things in the world, including social and political aspects. I want to be surprised when I play a game! A game where you can become anything, create anything. You know, “virtual worlds” is an old idea that you see in lots of Sci-Fi movies and books, so it’s not very original. But I thought it was time to try to make it real!

We are personally pretty excited about the game. How has the MMO community reacted to it so far?

To be honest, we have been really surprised by the amount of support we received from our first press release and pre-alpha screenshots: sure we hoped to get some visibility, but we didn’t expect that much! The community has given us incredible positive feedback so far. Of course, there are some people skeptical that we can achieve such an ambitious game and that's perfectly understandable: there have been several ambitious projects that have failed in the recent years... But we try to learn from them and not make the same mistakes and all we ask from those who don't believe us: please wait and see.

How much freedom will you give players when it comes to building? For example, will it be possible to create space stations anywhere?

Absolutely. There will be gameplay rules however: obviously creating giant structures will cost time and in-game money, and will almost always involve large organizations of players. A space station can only be built if you have secured the proper material resource channels, the logistic, the mercenaries to protect it while it’s built, the political alliances, financing, design, etc. It’s like a mega sub-plot within the game, but entirely emergent and player-driven. I think building something like a giant space station could get – directly or indirectly - thousands of players busy for many months! We also plan to introduce a fairly advanced territory system that will imply that not anyone can build anywhere, for political reasons. This, in turn, should lead to interesting tensions against the control of land and space.
 

Although there are not many titles similar to Dual Universe on the market, how will it differ from the existing ones?

There are two major differences that makes it a quite unique game on the market today: first it is a real Massively Multiplayer game, with one single universe shared by everyone at the same time (the “boundless” MMO concept). Space is not subdivided into zones (like planets or solar systems) that can get full and force you to queue: everything is in continuous single-shard cluster. If you check carefully, nobody is doing that, and you need this feature if you want cities, large territorial structures, etc.

Second, as I mentioned previously, every ship, city, station or construction is player-made. The world is entirely modifiable, planets are harvestable. Space ships (or to be more precise: constructions that fly and that you decide to call spaceships!) are scriptable, physically based, and can be “sculpted” in any way with our voxel technology, so the only limit is the players imagination. And because it’s all taking place in a single-shard universe, with realistic economy and in-game markets, you can compete with others on the markets and the best designs will be selected, so we hope to see a relatively high quality of content emerging in the long term. The content also includes what players are doing in the game: we won’t have quests, goals or stories to follow. We believe that players will create their own stories, in a true emergent approach.

Other than that, there are many other differences: customizable political systems, rights & duty management system, a market-based contract system, etc. I recommend having a look at our devblog, which goes into detail regarding the emergent gameplay we have in mind, and also describes the technology we have developed.

Will Dual Universe focus on PvP in terms of gameplay? Can players expect to see some PvE?

That's a question coming back a lot these last days. Well PvP will undoubtedly play a big role in Dual Universe. We consider this is unavoidable for a realistic sandbox, under the form of space piracy and territorial warfare. But we will also try to make room for those who are not interested in PvP, especially players interested mainly in PvE, roleplay or just making detailed, complex voxel art in peace. Implementing this will involve the possibility to create safe bubbles that are hard to maintain but almost impossible to break (or at least, you have a lot of time to react to any threat, and good alliances could help you out of trouble). There is still a lot of thinking going on this aspect, it’s really something complex and very interesting.
 

Can you share estimates, if any, for the release date or open beta of the title?

We want to be transparent here: we just achieved a significant milestone by making complete editable and realistic-looking planets and constructions, with the ability to handle many players gathering at the same place in a scalable way. However the work on gameplay is just at the beginning. We already have the voxel building gameplay, but we know the gameplay scope we are aiming at is huge, and to release all the features we plan, it will take time. That's why we are planning to release the gameplay by "bricks" over time, one after another. We will open limited access to the Alpha early in 2017 but this is clearly for the people who want to help us in shaping a smooth gameplay and track the bugs, not for those expecting a complete game. Beta should be released early 2018, and, if all goes well, we hope to officially launch the game in the second half of 2018.

Anything you can tell us about the business model you plan to introduce?

We plan to use a subscription model, because we are convinced this is the right model for this kind of game and for the audience we are targeting. But it will not necessarily be a paywall, because we will also introduce a system of time coupons that can be purchased from us to get one month of game-time, but can also be sold on the in-game markets. Active players with surplus in-game currency can buy these and effectively not pay for the subscription. This is a very good model with a lot of virtues: players contributing the more to the in-game content creation, thus likely to get in-game money for their efforts, will be rewarded by playing for free.

We really appreciate you taking the time to talk to us and we wish you the best with Dual Universe. If you want to add anything else, now is the time.

First of all and again, a big thank you for this opportunity to discuss Dual Universe. We have still a long way to go, but I want to tell the community that we have focused on the “hard” technological challenge of making this a continuous single-shard world, with editable content and voxels. We believe it’s a breakthrough that can bring a lot of novelty to the MMO genre. Now with this done, we have a solid basis on which to develop more gameplay and head for the first Alpha at the beginning of 2017! Stay tuned.

Clash Royale: The Legendary Deck With No Legendaries Starting at Arena 6

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Today I want to share a f2p deck with all you guys, who are looking for an easy way to push to Legendary Arena without spending money! This guide is shared by Tryeeme (Sam) at here (thank you man). 
 
My Deck:

Prince (level 4)
Skeleton Army (level 3)
Minion Horde (level 11 – yes, I requested this loads. You’ll see why later)
Bomb Tower (level 7)
Elixir Collector (level 6)
Arrows (level 10)
Poison (level 4 – I was lucky in an SMC , although at the time I didn’t use poison)
Freeze (level 3)

CARDS

Arrows: This is the cheapest card in my deck.
-- As a general rule, use this to take out minion horde or princess or goblin barrel.

Poison: Use this to…poison stuff.
-- If they have a large group of troops, use this to help you. This is also VERY useful for taking out minion horde, if you don’t have arrows to hand.
-- If you’re low on elixir and they deploy hog + minions/minion horde/gobs/skeltons/pretty much any low health troop, use poison. As well as killing the small troops, this will also slow down the hog’s hit speed, which is especially useful if they use freeze. They will get a bit of damage on your tower, but if you’re at a stage when they have 10 elixir and you had 4, you’re paying the price you deserve for whatever mistake you made (or you’ve been super unlucky).
-- I wouldn’t recommend it against stab gobs, but if your tower can afford to take a bit of damage, poison against minion horde/minions/spear gobs + hog rider is a very good elixir trade.
-- If the enemy tower has less than 600 health and you have enough time left, I’d take out their tower with poison and defend, assuming you are 1-0 up at that point.

Elixir Collector: This is a very important part of this deck. The deck may work without it, but I wouldn’t recommend it.
-- If there’s nothing played by the opponent at the start, you can play this. However, this move can be risky if bomb tower isn’t one of your immediately available cards. This is when you can be down on elixir; only do it when your elixir is full. If they then play hog+goblins, use the bomb tower (or minion horde if BT is unavailable). If they use minions, you can either use arrows+BT, or poison. Or arrows+anything, TBH.
-- Some decks, when you play against them, will be almost impossible to beat if you don’t have elixir collectors up.
-- Place your elixir collector in front of the king tower, so that if they rocket it, they have can’t hit any arena tower (and if they hit the king tower, they’ll activate it, which is good for you). If a hog rider then goes for the BT, they’ll go for the elixir collector afterwards. I’ve had situations where golemites go for the EC after the BT is destroyed, and then go for the king tower, rather than any arena tower, activating it!
-- In an emergency situation in the last few seconds, an elixir collector can be used to distract troops (especially Royal Giants) that would destroy your tower. Useful when you’re 1-0 up, or when you need a draw at the end of overtime, or you need a 0-0 draw with your tower on low health and a few seconds left of overtime (freeze can also be used for this).

Bomb Tower: This tower is essential for combatting hog combos. However, I also use it a lot for defending against…anything J
-- Deploy the BT, generally, as a reaction against something. Try not to start with it.
-- If your opponent has hog rider in their deck, I’d suggest saving the BT for that.
-- The BT does more damage – even single-target – than most people realise. Distracting, say, even a pekka near a BT has a devastating effect.
-- If a princess is allowed to walk up to the bridge, deploying a bomb tower so the princess is in the range is effective.
-- If the opponent places a cannon near where you can place, a BT can be placed so that it intersects the cannon, but the cannon can’t shoot it (cue angry taunt from opponent).
-- Obviously, the BT’s splash damage is effective at taking out groups of small troops. However, I would also recommend deploying this against barbs and hut spammers.
-- Try to place the BT in the middle of the arena towers, forward a bit so the range nearly skims the other side of the river. As it cannot be placed exactly centrally, place it closer to the side of the more damaged arena tower. This is important, as although hogs will go to it anyway, so other troops, such as princes, will not.
-- If the opponent a high damage spell, they may be able to damage the elixir collector and BT in one. If they do this, move the EC behind the less damaged arena tower.

Prince: This is a key attacking card in this deck, but is also useful for hindering low damage + high health troops, especially if the opponent is equipped with splash damage.
-- Do not deploy on its own.
-- Works well with minion horde/skeleton army + poison, or even just poison on its own.
-- Can be used to take out hog rider. Also useful against either giant, or the Valkyrie (so long as she’s on your side of the river).
-- If used to take out the opponent’s attack, is very useful as a counterpush, especially if you have an elixir advantage.
-- Useful for taking out princess

Skeleton army: This card is very important for defending against pekka and princes, and also barbarians. However, with a bit of luck, it can be an effective offensive card.
-- Deploy against pekkas. Works well against EITHER prince – even the dark prince!
-- Deploy when troops are in the bomb tower’s range, so that the bomb tower can work on the troops as the skeleton army distracts them.
-- These do high damage, and hence should be deployed around pekka, to take it out. Deploy behind prince if prince is charging. Deploy around sparky for effective takeout, or around either giant. If hog is running at your tower, deploying the skeleton army in front of him means that he (just!) shouldn’t get to your tower.
-- If there are still some skeletons remaining, deploying a prince in the middle of them, then poisoning the path in front as the prince charges, to take the tower, can work wonders. Freezing the tower then can also help. Alternatively, letting a nearly full army of skeletons attack the tower can be very strong. If they deploy an expensive troop to counter (e.g. 3 muskets, wizard or minion horde – or even just normal minions), freezing the tower and troop works very well. Even just freezing the tower, if they deploy no troops to defend, can allow for the tower to take grievous damage.

Freeze: Use to freeze the tower and troops to help you. Not much explanation should be needed for this.
-- Use Freeze to help you take the tower. This is helpful whenever any of your troops are on the tower.
-- Use freeze to stop an opponent’s push, if you need to survive the last few seconds!
-- Use freeze just as sparky is about to shoot, and you can’t effectively surround him. Sparky has to recharge if he is frozen. Frozen Sparky (+ support troops) tends to lose out to a bomb tower.
-- Freeze is most useful with the minion horde. Even a zapped minion horde can do grievous damage to the tower if the tower is frozen.
-- Be careful if the opponent has arrows. If you freeze as they shoot arrows, a frozen tower is both embarrassing and a waste of elixir!
-- Try to keep freeze secret for as long as possible.

Minion Horde: 90% of my victories are due to minion horde. If they get to the tower, the opponent doesn’t have a suitable spell, and I freeze troops + tower, I’m almost guaranteed to take the tower. If I do that, I defend to get the 1-crown victory.
-- Do NOT deploy over skeletons! Arrows will annihilate both.
-- Deploy over prince for an effective attack
-- If the opponent has zap, the tower CAN STILL BE FROZEN AND TAKEN.
-- If they have arrows, you need to bait them with skeleton army, or wait until the opponent takes them.
-- In clan, the main thing you request should be minions. There are two reasons for this: Wizards and Arena Towers. If your minions are high enough level, they will take 3 shots from the arena tower, and two shots from the wizard.
--Minion level-Max wizard level-max tower level
1-0-0
2-0-0
3-0-1
4-0-3
5-1-4
6-2-5
7-3-7
8-4-8
9-5-9
10-6-10
11-7-11
12-8-12
13-9-13
For example, a level 10 minion horde will be one-shot by a level 7 wizard, but NOT a level 6. It will be 3-shot by level 10 towers, but 2-shot by level 11.
-- This is why it is very important to always request minion horde. A horde that the wizard doesn’t one-shot tends to be a game-winner. When the tower 3 shots rather than 2 shots it, this is also very helpful.
-- If your minion horde is approaching the tower, and they deploy 3 musketeers behind the tower, freeze the muskets and the tower. Pretty much guaranteed crown, and will probably kill the muskets too.
-- It’s often worth waiting until you lose a minion or two. Even though this gives you less damage, it gives you time to see what the opponent does, or makes you able to freeze something extra.

Notes on requesting and general upgrading:

Get your commons to 10 and your rares to 6, prioritising minion horde. Then work on getting your minion horde to level 11 (where I am now). Bomb tower is also useful to upgrade: it is handy when it can take out stab gobs in one shot.
Donate anything you don’t use. MAX OUT DONATIONS!
With the gold, buy from the shop:
Epics x1, if it’s one you use
Rares x5, if you use it
Commons x10.

I’ve been doing this for a while, and I always have plenty of gold.

DEFENDING

Three Musketeers: Freeze + Minion horde works, for an even elixir trade (and some minions left over). However, it can be done more cheaply. Poison + Arrows will negate the threat for a +2 elixir advantage, or Poison + a Bomb tower hit. However, the best way is to deploy skeletons AROUND the Musketeers: this gives a +5 elixir advantage – and if you’re super lucky and they use rage, a +9 elixir advantage.

Hog: Super easy to deal with, with this deck – only problem is if they start with hog and you don’t have a direct counter. Pray this doesn’t happen, and don’t deploy all your cards at once, in case they freeze. For hog+minions, use bomb tower and arrow the minions. For hog+anything else, just BT should do. If the elixir collector is behind the bomb tower, the hog should go for that next, which is always useful. If low on elixir, poison the whole group. This should take out the supporting troops, and critically damage the hog. The hog will probably do some damage to your tower, though.

Royal Giant: This is very hard to cope against. Arrow the princess. If you don’t have the BT up, place it AS SOON AS the RG walks into the range of your arena tower. Prince, Freeze, Skeleton army and minion horde all help take it down. Do not place minion horde and skeleton army at once, in case of arrows. If they deploy the RG at the back and you’re full on elixir, deploy prince and skel army/minion horde to meet the RG. With this, the RG will rarely get a hit on your tower, and you will quite often have a counter-push ready. YOU MUST REALLY TRY TO GET ELIXIR COLLECTORS DOWN!

Pekka Double Prince: Deploy Bomb tower. Then, deploy skeleton army on top of the pekka and two princes as they’re in the BT’s range. This should finish them off, but if they arrow the skeletons, deploy minion horde.

Hut Spammer: Poison + Bomb Tower! Rushing the other lane after they play a barb hut can work.

Golem Deck: Deploy Elixir Collector behind central BT. In some cases, after destroying the EC, the golemites will activate the king tower!

Loon Deck: Save minion horde. Alternatively, a centralised BT will drag the balloon into the range of both BTs. In an emergency, a freeze can be used to help.

Mortar Deck: Poison the Mortar, or place the BT so that it attacks the mortar.

Arrow Baiting Deck: Use arrow on one and poison on the other! Goblin Barrel can easily be taken out with prince, skeleton army, or minion horde anyway.

Sparky Deck: You have a few options here. Either surround the sparky with a skeleton army, or minion horde it. If they have splash damage support, freeze the entire group, then deploy minions above the sparky. With the RG, focus on taking out the sparky first! If they deploy the sparky at the back, you may reach full elixir. As minion horde easily takes out sparky, deploy skeleton horde on the other lane to bait arrows. If they don't react, you might take the tower. If they arrow, fireball, or zap it, then your minion horde is likely to be safe. When the sparky reaches it, minion horde it (and freeze if necessary). You should then have a full minion horde - if the enemy doesn't have arrows ready and you haven't frozen, reaching the tower and freezing the tower (and any troops they drop to support - eg wizard), can give you a crown!

Giant+Balloon Deck: This is one of the more difficult things to counter with this deck. Play a central bomb tower - you need to make sure the balloon will attack it, check for the little ! over the balloon before you play it. If they have zap but not arrows, you're ok. If you don't know, play a skeleton army to take out the giant. If they arrow that, it is then safe to play your minion horde. If you play an elixir collector behind the bomb tower, sometimes the balloon, after targeting the elixir collector, will target the king tower next, activating it!

Lavaloon Deck: This is probably the worst deck to come up against. Or anything with the lavahound. It is possible, but I tend to lose to this. What your need to do is, if possible, bait arrows with skeleton army. Then, using buildings, try to drag the lava hound over to the opposite lane. Baiting arrows is key for this, so minion horde is free to roam. Alternatively, you can rush another lane; lava hound is expensive. 
Now I will talk about attacking with this deck.

ATTACKING

There are three key ways to attack:

1. Skeleton army + freeze – rarely works, but if they deploy minions near the tower to defend, then both the minion (horde) and the tower can be frozen. In this case, by the time the opponent has realised what’s happened, you should have 1000 damage done.
2. Minion horde + Freeze – very very powerful. If you think the opponent doesn’t have arrows or fireball at the ready, deploy this. Freeze the tower when they reach it – if you also freeze a troop they deploy to combat the minion horde, that’s an added bonus.
3. Prince + minion horde/skeleton army (+ poison) (+ Freeze) – Deploy the prince and a small troop. Just intersecting the tower, deploy the poison – this should catch any small troops. Prince + skel army + poison is super effective against barbs. When they reach the tower and health is low, deploy freeze if needed/if available.

Here are some more things to bear in mind:

If you really want to, you can swap out bomb tower/skeleton army for inferno tower/barbs. However, I would not recommend this. It didn’t work for me. However, I accept this may be due to the fact that I am not very good with these cards.

That’s it!

MOST IMPORTANT TIPS

Read these as the first step to using this deck.
I will leave you with a few tips, the most important from here, which you can use to get you started:

1. Minion horde + freeze is OP. USE IT!!!!
2. Deploy the Bomb Tower to counter hog.
3. Request minions as a priority.
4. Use poison to take out a tower with less than 600 health.
5. Donate as much as you can so that you have gold to buy cards (especially epics) in the shop.
6. If the opponent has a royal giant, take a defensive stance.
7. Bait the opponent’s arrows with the skeleton army, to effectively use minion horde.
8. Deploy the elixir collector so that it is between the two arena towers, and touching the crown tower. Deploy the Bomb Tower in front of it, leaving a one-space gap.
9. Keep your freeze card a secret until it is really really useful! The enemy won’t expect you to use it with the skeleton army.
10. Wait until the prince has low health to deploy the freeze.

Thanks for reading! I hope this deck works well for you.

Arena 4-5 Deck Guide: The Best Winning Combination For Clash Royale!

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The Best Winning Combination For Clash Royale!
 
One could say that Clash Royale is all about choosing your best combination or deck that is most likely to win.
 
If your looking for that winning combination then you’ve come to the right place! This battle strategy will ensure that you victories at Arena 4 and at the beginning of Arena 5.
 
Battle Deck:
 
Spear Goblins + Musketeer + Minion Horde + Skeleton Giant + Skeleton Army +Barbarians + Furnace/Goblin Hut + Goblin Barrel
 
Use and role of each card:
1. Spear Goblins:
 
The role of the spear goblins are quite simple. Use them every time you want to cause a decent damage. The damage they cause an overall level may be insignificant in comparison to theothers but are areextremely effective nevertheless.
 
Like I have mentioned in my previous two articles as well your main use with this card should be to take out those flying units(Minions,Baby dragon etc.) however, you can use it initially to cause a bit of damage to the towers when the tower is open. Remember to make sure you keep your spear goblins considerably away from the target.
 
2. Musketeer:
 
The musketeer is a very valuable card to your deck simply because it has great striking abilities. Thedamage that a musketeer can cause can get you your star in quick tie which will in turn create a sense ofpanic in your opponent.
 
However, keep in mind that your musketeer is vulnerable towards troops like goblins or even a skeleton. So I would suggest sending your musketeer behind another strong card like your skeleton giant or the barbarians.
 
3.Minion Horde:
 
I’ve always believed that it is very important to have a good mix of both flying as well as groundtroops. This is why that even in decks like ‘The best air based battle strategy’ you will see the inclusion of ground troops in there as well.
 
The minion horde is so very effective in dealing damage provided that they make it till the tower. Now, it is important that every card satisfies its role in the most effective manner and that will depend on how you use them. So use the minion horde when you feel that you can attack and cause maximum damageor when you can defend and absorb minimum damage. The minion horde at the end the end of the day will give you a quick result.
 
It is important to know that they are vulnerable against arrows so if u know that your opponent has that card in his possession do not use the minion horde right away. I would suggest that you stall for a while and use the minion horde when the arrows have just been used by your opponent because he will have towait a while before he can use the arrows again.
 
4.Skeleton Giant:
 
If you were wondering which card was going to be your play-maker then this is definitely that card! Keep your strategy simple with your play-maker. Make sure you don’t waste him. How do u do that?
 
Send him with a little backup and as far as your strategy is concerned just make sure the skeleton giant reached the tower because the bomb that he drops after he has been taken out is devastating!
 
5.Skeleton Army:
 
The skeleton army just like the minion horde can be used in two extremities. When you want to cause maximum damage or when you want to take minimum damage.
 
Its always nice to have two cards that can attack as well as defend because this will ensure that at least one of them is at your disposal when you need them. Use the skeleton army again those big troops capable of taking you down (Prince, giant etc.)
 
6.Barbarians:
 
The barbarians are in this deck simply because they go well with any card! This deck is all about combinations so its vital that a card that has high hit points is at your disposal.
 
Like i’ve mentioned in in my previous about unique defending strategies, while your other troops are busy defending your towers the barbarians will claim towers for you! They are fiery and they attack as a group.
 
7.Furnace/Goblin Hut:
 
I understand that probably a lot of you out there don’t have the furnace yet.  However, if you do then this should be your primary card. The furnace will help u take out the minion horde with ease and it will help you to defend and attack periodically. You will get used to the card as you continue using and theiroverall contribution is extremely effective.
 
Although the goblin hut is not as effective as the furnace they are the best substitute one can find. The goblin hut will release spear goblins time and time again at your perusal.
 
8.Goblin Barrel:
 
The goblin barrel is in the deck just to make sure you keep your attack going and to make sure thepressure is on the opponent. Keep using the goblin every now and then.
 
They are most effective when the tower is already distracted.
 
TIPS:
 
1.Start off wisely, wait for your opponent to make the first move.
2.Place your furnace or goblin hut in the direction that you need to defend more.
3.Use your final sixty seconds wisely, don’t let your opponent rush you and make sure your inferno tower is ready for the attack.
4.Last of all, like I always say, Have fun, share and comment away!
 

This Is Not Military Camp, It's War Thunder Developer's Office

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Gaijin Entertainment is the developer of War Thunder and upcoming vehicle combat game Crossout. As a military game developer, Gaijin's office has a lot of military elements. See our gallery below and find out what we saw in our tour in Gaijin's office.

See that Soviet Union flag?


The dressing room. If the employees prefer, they can work in military uniform in the office 


Gaijin employee showed us some sketch




They were working on a new vehicle for War Thunder






This is tank supports remote control — must be expensive




Here's the fun part. A boxing dummy that's modeled based on Gaijin's boss


Here's the office of Gaijin's boss — why there's a drill at the corner of the wall?

Clash Royale: Best F2P Deck and Strategy for Arena 4-6

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I have been playing Clash Royale since April and have played a lot of matches. But I was stuck in Arena 4 for nearly 2 weeks. Finally, I found this f2p deck which helps me to get to Arena 6 with 1708 trophies. Therefore, I am going to share this deck with you guys.


 
Card Analysis
Prince– The core of this deck. He’s relatively tanky, fast, and can become even faster and gain 2x the damage on the next hit.
 
Tombstone– Tombstone is a terrific counter to quick offensive troops such as Prince and Hog Rider, and if placed correctly, a single Tombstone by itself should be enough to take care of a Prince or a Hog Rider on defense.
 
Arrows - Arrows can one shot warm troops - Goblins, Spear Goblins, Goblin Barrel, Minions, Minion Hordes, Skeletons (from Tombstone, Skeleton Army, Witch, and Skeletons), Princess - and in most cases, put the Arrows caster at an elixir advantage.
 
Fireball - Similar to Arrows but does quite a bit more damage in a smaller radius, instantly killing every troop Arrows can, one-shotting Bombers (and Wizards and Musketeers at the same level), and being able to bring Barbarians, Wizards, Witches, and Musketeers to a sliver of health left.
 
Musketeer - Glass cannon ranged troop that can deal a lot of damage from afar if left alone.
 
Spear Goblin - One of the most versatile cards in the game, spawning three fast and squishy Goblins with relatively high-damage ranged attacks, you’ll see this card getting played a LOT.
 
Goblins - Goblins are similar to Spear Goblins, spawning 3 quick and squishy Goblins. However, left unchecked, Goblins will utterly decimate troops/towers with their very high damage.
 
Valkyrie - She is a tanky troop that does Splash damage in a circle around her. Fantastic against gourd swarms.
 
Battle Strategy:
In the beginning, you should wait for your opponents to attack. If they drop Giant and want to make a big push, you can put Tombstone towards the middle of your two Arena Tower so that Giant has to spend extra time travelling whiling take towers’ shots. Drop Valkyrie on the bridge as soon as the supporting troops cross the river.
 
After that, you are able to counter push with Musketeer/Valkyrie + Spear Goblins/Goblins and have Fireball in hand to take out your opponents’ defensive troops. Or you can drop Prince in another lane as your opponents have no elixir to defend both sides.
 
Note: If you don’t have Level 3 Prince after you get to Arena 6, Hog Rider is an ideal substitution.
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