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InkofDeath

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Everything posted by InkofDeath

  1. Website: http://ava.ijji.com/ Summary of A.V.A *Video Located At bottom Of Post* Alliance of Valiant Arms is a recently released free FPS to North America. It has been publicly available in Korea and Japan for over two years, and has made several rounds on huge international tournaments between Korea and Japan. The game was created as a replacement to CS:S, and as a refresher to the competitive gaming circuit in Korea/Japan. Thus, this game is aimed at competitive gaming, not casual gaming. It is currently in the OBT and a release date of December is expected. It was built with the Unreal Engine, and focuses heavily on Search and Destroy, with multiple types of settings to play SnD on the various maps available. Overall there are dozens of weapons and items, a large variety and very in-depth maps available and it is competitive friendly. Expect to see this game on the usual broadcasting sites, competitive leagues like CEVO, XPL & WOGL. Open Beta Review IJJI released a date for CBT for AVA, and within days a large portion of the competitive community around Combat Arms, Left 4 Dead, and some CS:S teams, dropped their current games and went to go play AVA in the Japanese version. Thus, I joined in on the bandwagon and found a game that I could play competitively. When CBT came around it was a extremely pleasant to be playing with English speaking players and participating in the pugs and drafts that were already popping up in CBT. Obviously the community behind this game is there, and what else does a game need? Before I get further, I know this game is in OBT for America, but I've played the Korean and the Japanese versions, which are exactly the same as each other. So I know where everything is going to lead to and how the games final product on release will look like. I also know how the Combat Arms thread failed, and the game failed after a year and how games like Sudden Attack, Operation7, and several other FREE FPS have fallen through, this game has a competitive backing to it. The developers have made it a competitive game, where players have competed for prizes equal to $40k dollars US. So it's not going to fail like the other free FPS's have. Game Modes The game features Search and Destroy, Team Death Match and a relatively familiar concept if you've played an extensive list of FPS, Escort Mission. There's two other game modes which have not been released to the Americas, but are in the beta rounds in Korea/Japan. It's also important to know that the most extensive and in-depth options for either of these game modes is Search and Destroy. This game is competitively aimed and is heavily focused on Search and Destroy. Before we get into the game modes, there's several game options that are present and that are extremely useful. You have a spectator mode, and a free camera mode found in the spectator mode. You have third person spectate, ghost chat, auto-team balance, level limits and a large variety of other options to fine tune each game mode. You have your usual Search and Destroy. One team defends, the other team attacks and tries to plant the bomb or each team tries to eliminate each other, with no respawns per each round. The basic concept is here. What makes it unique is the varying styles in how the rounds are played. You can play six rounds then switch sides, or play up to a maximum of seven rounds, but the first to four wins, wins. There's a lot of fine tuning in the rounds found in the game options as previously mentioned. Currently there are only three Search and Destroy maps available, but as I'll get into, they're extremely viable for Search and Destroy. Then you have your usual TDM, with only one map available in beta so far. There's not a lot of flexibility in this game mode, as all you can do is set the kill count higher or lower. However in this game mode if you collect three dog tags, you'll increase your team's score/kill count, which adds a bit of interest to the game mode. Escort Mission on the other hand is a simplistic concept with huge depth behind it. Basically the attacking team has to escort the tank from the designated points of A to B. While the defending team has to stop the tank from reaching its destination by stopping the attacking team. The defending team is able to use RPG's to destroy the tank, or to kill the attacking off so that they can't be near the tank, to escort it, to make it move. While the attacking team has to stay near the tank with at least one person, and to repair the tank when it is destroyed with one or two people. And to add another factor to game play there's a time limit. If team A gets the tank to point B in under five minutes, then team B will have to get it to Point B in the same or less amount of time. The default time for the first team to escort is 10 or 13 minutes depending on the map. If the defending team stops the attacking team from reaching the endpoint then they start with the default time. Overall it's a game mode heavily focused more so on teamwork and communication than Search and Destroy is on individual skill and rushes. There's a lot of dynamics to the game mode and it's probably more fun than any Capture the Flag mode I've played except for Far Cry 1's CTF. If there was ever a reason to play AVA, this is one of them. Maps As you've probably assumed, I'm going to tell you how awesome the maps are in AVA. Not because I'm a fanboy but because I've never seen maps where rotations, positions, and strategies can actually be executed in SnD or Escort, and the map doesn't limit the strategies you can pull off. If you want to flank, you can flank. If you want to rush, you can rush strategically. There's always a tactical side to even the most simplistic plays. Slow playing on offense requires more than just peaking corners or listening for footsteps. You really do have to work with your team mates, or you're going to get either flanked or double teamed fairly easily. All of the maps are extremely focused on making you play as a team, and using complex strategies to win the rounds. Unlike in other FPS's where the best you can do is maybe rush 4 one bomb site and 1 to the other for a plant. There's hardly a flanking aspect to any other FPS game map that won't give your position away. Black Scent was one of the first maps released in the K/J versions. There's six possible routes to either bomb site, and ten secondary routes that add to the complexity of strategies. It is offense sided in the regard that Bomb Site 2 is relatively hard to defend. While Bomb Site 1 is relatively easy to defend. The map is probably the smallest map in the SnD maps however, though it is still quite large. Hammer Blow was another map to be released in the K/J versions first. It's larger than Black Scent and only has five entrances into the bomb sites collectively, but features such a rich amount of possible secondary routes that it's still an achievement to defend either bomb site perfectly. Bomb Site 2 and Bomb Site 1 are both equal in terms of trying to defend or trying to gain the control over, but it is in the favour of the defending team. Dual Sight was the third map to be released in the K/J versions first. It's the largest SnD map we currently have, and it's probably the easiest map to flank the defending team or attacking team on. It is a real challenge to effectively defend a bomb site from two opposite directions, one from offense spawn and one from your own spawn. Thus teamwork and communication is a very important aspect on this map. Also it's in favour of the attacking team. There's two other SnD maps we do not currently have in the American version. Class System Yes, there is a class system in AVA, and it's a completely fair and useful one. It's not limiting in competitive or in pubstar play. You have three classes, the Pointman, the Rifleman and the Sniper Class. Each class has over nine different weapons to choose from and has access to the same four nades, two knives, three secondary weapons in the game. As well as numerous types of armour, like helmets, vests, and such, which do prove to be useful. You can change your class whenever, but it'll only take effect after each round or death. Also each gun in the game can be customized extensively either by default or by installing a RAIL system on it for attachments. Each class has a tradeoff with the weapons and they're quite fair. Also there's a large variety of skills to acquire with each class, that will help improve draw speeds, damage, spray grouping, ammo count, RoF and other variables. They do not get in the way of proper skill however, they do not overpower anyone to any large extent. Pointman The pointman uses SMG's, or guns that have the highest RoF's in the game. Low in damage but high in RoF makes these guns pretty deadly at close range, usable at mid range, but at a distinct advantage at midrange against a Rifleman and even worse at long range. For defending close quarter areas, the Pointman is the class to go. Guns include the Bison PP19, MP5, UMP, UZI and one or two more currently available. No dual-wielding, sorry. Rifleman The Rifleman uses rifles, what a surprise. These guns have either a low RoF w/ high damage, low damage with a high RoF, or a cross between them. No gun in the Rifleman class has lower damage than any Pointman gun, but does not have a faster RoF than the Pointman guns. Example gun are the AK47, M4A1, M16A2, FA-MAS G1 and one other gun. Fa-MAS has a high RoF but low damage. The AK47 has a high damage count, some bad recoil, but good accuracy and the slowest RoF for any automatic gun in the game. Sniper Class The sniper class can really suit the needs of whatever kind of sniper you are. If you like quickscoping over hardscoping long range, then there's a scope for that. The tradeoff here is that the SR's that can scope in within an instant, are only a 90% kill rate for each shot. So 9 out of 10 times you'll need to draw your pistol and shoot them just once, twice if they're using a large caliber vest. This applies to the SV-98, that scopes in instantly, but may or may not get the kill. While on other hand the TPG-1 is a 99% kill rate gun on any armour. The tradeoff as you've guessed is a slower scope to scope in, though it's not instant the delay is noticeable if the guy you're trying to quickscope just turned the corner four feet away from you. You'll end up with a sliver of hp if you get the shot off against a Pointman that sprays. Though with all the SR positions in the game it is a bad idea to even get down and dirty. SV-98, AWN, TPG-1, and semi-automatics Dragonuv, and MSG90. Graphics It's Unreal engine, the textures are detailed, and the art style is realistic. There's HDR lighting as well, which has its benefits and penalties. At the highest settings it's a pretty breathtaking game, but at the lowest settings it can be compared to some of the lowest textures you could find in CS:S. There's also a lot of game settings, so you'll probably be able to run the game. Pictures or videos never do in-game graphics justice, so you'll have to play it to know what I mean. The graphics are definitely as good or better than CoD:4's. Why Should I Play This Game? If you're into competitive gaming at all, which I hope some of you guys are, then you'll know that Team Pandemic from CoD4 CEVO-P winners, and Evil Genius/The Doctors from CSS CEVO-P Winners, have been playing AVA as a replacement to Modern Warfare 2. They're also bringing in a lot of the other CEVO-P teams in AVA, which is just exploding the community in terms of Pugs, Pug Drafts and invite only pugs, drafts and tournys being done on a weekly basis. If you like competitive, organized play, then AVA has it and it's good. What kind of support is this FREE game getting? Well here listen to this: IJJI, the game's American publisher is hosting an Escort tournament. The WINNERS GET A 100% PAID TRIP TO KOREAN TO COMPETE AGAINST THE TOP KOREAN TEAMS. You heard that right. All expense paid trip to Korea, for a free game STILL IN BETA. Does that not tell you the direction this game is going? If you're not sold on this game yet, then get into competitive gaming. If you want more info on the class system or any questions that you may have, you could read this thread on the IJJI forums: http://forums.ijji.c...ad.php?t=649158 This topic really explains the game like a manual, so if you want info on the other maps/game modes, go there. --------------------------------- Competitive Gaming? Where? Currently XPL and WOGL are supporting this game, as well the game is in consideration for CEVO, and WCG if they do a '10 season. http://www.wogl.org http://www.xpleague.com/ http://www.cevo.com/ These are the league sites. If you find a team or are looking for one, go there. I WANT TO WATCH COMEPETITIVE GAMEPLAY You're in luck, there's a small amount of American competitive gameplay, but as the WOGL AVA Tourny progress and XPL gets some of their recorded matches up, we'll have a lot more. This is a WOGL Draft that is held every Friday for AVA, the finals are broadcasted live and then put on the On Demand section: http://www.wogl.org/...0-10-09-14.html WOGL.tv is a pretty unique thing amongst leagues, and most other leagues like XPL, CEVO and others use Pwnage.tv or E-rev.tv. The quality of WOGL is capable of 720p streaming output, meanwhile the others are only capable of 480i. If you know about GOM.tv, then you know that they've done some broadcasts featuring the Korean Vs Japanese FINALS: http://www.gomtv.net/videos/785 And all of their AVA videos: http://www.gomtv.net/videos/?cate=11 Hopefully I've convinced some of you currently bored and waiting for Mw2/L4D2 to try this game out. It's well worth the time if you're thinking of getting into competitive gaming on any scale. As well it's pretty fun for the casual player with the medals, ribbons and other achievements you can acquire. Though I'd recommend doing the tutorial to earn some money at first. I'm not expecting a crapload of people to play AVA, but I am hoping to get at least twenty people interested, and maybe 10 or so to compete in the drafts that are held and such. It's an opportunity that many here haven't experienced, and they should. IGN List Forum/IGN Skatedog111 - InkofDeath Video highlighting the UI and game play on Cold Case Annihilation and Black Scent (Does not contain up to date guns, or items, CBT video): Youtube HD Video - This video will cause high CPU usage, to view the video in a lower quality, please click here.
  2. A large majority of my FPS communities all hopped onto the HoN bandwagon when they got their beta invites. I personally don't like the game. If anyone here on Tip.It cares about competitive gaming at all, go to these sites: e-rev.tv pwnage.tv These sites have had previous broadcasted matches of HoN (and L4D, CSS, CoD4...etc) and do live broadcasts of certain matches from certain leagues. It shows you how good you're not at the game, and how much fun it can be. :P
  3. Pures were a flaw not only in the PvP system, but also in the Combat system. How long will we have to go with 76k'ing, before it's generally accepted or not cared for by the majority? Jagex publicly said 76king was an issue, and the community is using this as a way to 1) Pronounce that whatever Jagex posts about is always true (so if they call a bug a bug, then it must be a bug), 2) Thinking it's a bad thing to do, because Jagex doesn't like it/against it. Because of the small majority using the 76king method, they're benefiting a lot more than if the vast majority of the community were to use it. The minority using it now are able to afford the items they want. If everyone started using this method, the prices on everything would (or rather should) increase drastically. This may be one of the many reasons why Jagex doesn't want it to become popular. Also because they overlooked something in their brand new PvP system, so they feel compelled to fix it.
  4. Like whoa, mechscape fansites might be a tad mad. :P But as long as there wasn't any other issue that they're covering up, we know that they won't release bad content.
  5. Jagex has said in the past that they do not like the feature, but they're not going to punish people for doing it. And they're trying to 'fix' this issue. Tip.It won't have to keep a rule or guideline regarding 76k'ing for a while if Jagex is really committed to seeing it go away.
  6. That was enjoyable. The video & sound was pretty bad though, but I'm not going to rant on that if we're getting videos like these.
  7. Lol, mowing down people in the airport. Fantastic.
  8. http://www.youtube.com/watch?v=ZVnfG9xc52s&feature=sub Gamespot commercial for Left 4 Dead 2. In-Game baseball bat ftw!
  9. I find it worth crying over. Competitive gamers were hit, and that's at least 600 or more teams from around the globe. Mod tools should be in the game for competitive-friendly play. We should be able to alter the game play so we can get a better experience from it.
  10. I like the direction and concept Jagex has around these UI interfaces and how they work (if it's real). I think they're stepping in the right direction for the players, but something is just off on the interface, I don't know what it is, but it's distracting enough that I don't think it looks 'pretty'.
  11. Interview with Chet Faliszek & game play footage of Hard Rain.
  12. 1. Their technology is already existent. They do need to do trial and error, nor develop the systems they use every day to create the content in RS. 2. They have a full scale staff working on Mechscape. Not 10 to 20 like Rs1/Rs2, but probably around 80 to 120 individuals. 3. They know where they want to take the game and they've already got the ideals and creative thought. Thus, they can just mass create what they want to do. Instead of thinking of what they could or could not do. Basically Jagex as a company has matured and if they wanted to replicate RS, it would only take them 3 to 4 years to do so. They've been working on Mechscape for anywhere from three to five years. Mechscape will most likely be larger and much more rich in content than Runescape.
  13. I don't like going to 20 different sites to do things. Google Wave it is all integrated. When Wave is released to the general public, the other forty or so sites I visit to do 'things' will have something integrated to Wave, so I'll just need to open Wave and I complete all my social networking or other work, without having to load pages, or go through bookmarks or whatever. It's much more efficient and in some cases it has proven to be better than the UI or process in which you would do it on the actual sites. *Cough* Facebook*Cough*. For business though, this will be an amazing piece of technology for them to use. Is definitely where the web is going to go. And sorry guys, already used my 10 free handouts. :/
  14. The phpbb3 ones were complete fail, lol. Emotions are to be round.
  15. Randomly generated 'scenarios' or 'dungeons' is a huge concept, wouldn't be surprised if they had been working on this since they announced it and its still not ready. However I think Jagex was getting ahead of their technology and even creative limits. Such a vague statement as 'randomly generated scenarios' is going to make players think of scenarios that are truly different and are never repetitive. Which has been attempted numerous times but has always been dull, or didn't meet the standard of randomly generated scenarios. From a game play stand point there's a ridiculous amount of variables to evaluate for such scenarios. You have to consider what the goal of each scenario will be, or will there be multiple goals? If there's multiple goals, than that means there's going to have to be dozens of more sub-goals in each goal. Example, will you be assigned to kill monsters in this scenario, or will you be assigned to travel through a dungeon as fast as possible, or perhaps solve as many quests as you can before you run out of time...etc. There's such a huge variety of concepts for each goal or reasoning behind each scenario, that it's completely impossible to create and implement them in the game, since each concept would have to have randomly generated terrain, NPC's, items, dialog, rewards, back story, monsters, skills to be used or not used...etc. Applying each of these to each concept thought of, would require a some ridiculous man power or time devoted. Then there's the fact that you couldn't hard code any of this, it would all have to be dynamic code to work properly and effectively. Jagex would either have to have designed this feature for a long, long, long time or have advanced in their technology far enough that this wouldn't be such a daunting task to complete. I wouldn't count on this in the next three years or even ever. --- I thought Wilderness Tag was denied, and they stopped working on it? I don't think we'll get it either. There was an article or something in the dev diaries about them abandoning the project due to the wilderness/PvP issues that they needed to solve, and Wilderness Tag wasn't a priority nor would it have served a point?
  16. New trailer: Pretty freaking awesome. Didn't think L4D could get better, but when you add in a story to the mix, holy crap.
  17. It's impossible to tell if someones telling the truth over the internet, but it's pretty much a given they're lying nine times out of ten. I really do not think people with said disorders would actually type out their disease, but would first in some way try to troll or infuriate you first.
  18. Oh god, I need to find all the posts that Rick made about mods. Lol. Good luck, have fun though.
  19. The idea behind it is great. I like the look of the medals. Look better than any circle I know.
  20. Well it'll save me $60. No dedicated servers is probably what made MW2 so appealing for competitive play. Without it, there is no need for me to play CoD.
  21. InkofDeath replied to RayOxide's topic in Off-Topic
    Season 4 is shaping up to be a good season. A lot of cliffhangers from the first two episodes haven't been resolved, and as long as it impacts the storyline and characters a lot through-out this season, then it should be a new experience. Season 3 was a let down though, they pulled that storyline out of their cactus's.
  22. To be honest the quickest solution to pleasing the majority here is to lower flood control to 20 seconds for those with over 1000 or 1500 posts. Even though posts do not show maturity or any type of prestige within the forums (unless you know its a considerable amount like 8k+), having over a thousand of fifteen-hundred posts does prove some loyalty to Tip.It, and this would be a nice small reward for the majority of us. Yes, there may be people who only post to get to a thousand or fifteen-hundred, but really, it'll take at least a month of hardcore posting to get to such an amount, and by that time the user would have alerted some red flags along the way, if they were just going to throw their account away. Even if a user does make an account and use Tip.It for this reason, the 25 second difference isn't worth devoting hours into Tip.It just to spam. I can hardly see it being such a huge issue that it would make the mods cry. I know a large chunk of users that would benefit from this, and if the mods here want to inform us how many users over 800 posts are banned for spamming inappropriate images/text on the forums on a monthly basis, that would definitely help this suggestion from going somewhere. And then there's the old argument that people would just spam anyways to get to 1500 or 1000 posts so they can get that 'reward' or 20 second timer. The problem here is that there's already an amount of one line posts every day. It will be negligible and it will not appear as people are spamming since the problem of one line posts is already existent, but it won't turn out to be a huge issue or problem. And to even reduce any effects this change could have on spammers, the flood control and the group move could all be kept quiet. This way of implementing the suggestion would help the ones in favour of this topic and it wouldn't create a huge wave of users posting to get to 1500 posts or 1000. People will make 5-10 posts and realize how long it will take them to get 200 to 400 posts to reach that mark for the lower flood control and they'll realize its not worth it. Though I would imagine there to be a small minority which do go all the way, but they all wouldn't be spamming their posts. If a mod wants to comment on any of the questions or suggestions of implementation made in this post, it would definitely help the life of this suggestion and stop it from being either dug up time and time again or end it entirely. You have users that want it to be lowered, and there's been four topics on this issue in the past two years. Two topics made it to three pages. It's an issue.
  23. I'm hoping a rebalance is a complete redesign of the combat system, and gets rid of the turn-based system, or adds at least 3 or 4 other dimensions to the turn-based system so its not just back and forth and dependent on time. There's an incredible amount of features and aspects Jagex has to consider the possibility of for a combat system.
  24. ^This is my point.
  25. The Age of Conan music wasn't that bad, but the music in MW2 is going to be off the hook because of the composer, Hans. Like totally off the hook intensifying composer. Like brilliance... I don't really think any game has really hit that right sound to make music an entire different dimension or able to set the atmosphere. Like L4D does a good job at notifying you and setting the pace, but it doesn't separate the ambient and background audio as an entirely different part of the game play. I could cheat and say that audiosurf has the best in-game sound. :P

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