One day I saw a friend playing a strategy game on his smartphone.He seemed very focused on the game.I decided to ask him what playng and he told me,Metal Slug Defense.It seemed a great game to keep you right in front of the phone for hours.As I got home I downloaded the game from Google Play and I start playing.
The game is fantastic, the story is good but it's the gameplay that makes you play for hours.The story is pretty simple, is divided into two sides,aliens and rebels.Once you start you have to make an army.It is divided into several categories:tanker army-for front atacks,support army-helps front-line army,assassins army-it's not an army but is made up for killing stronger enemies.
The economy of the game is based on MSP(Metal Slug Points),you can earn it once you won a fight and Medals,the "premium coin" of the game,can only be bought with real money and helps enormously in game.
I playing this game for weeks,and as I said above you need to buy a lot of medals to grow more quickly because the game is quite hard.The main problem is that the medals are very expensive, and not everyone can afford but I come with a solution.A few days ago I found a working hack for Metal Slug Defense.
This is the developers website:Metal Slug Defense Hack.This tool helped me a lot because you can get all the resources for free and you not have to give money on Medals ar farming for MSP and AP anymore.
I can say that this tool is pure gold for any Metal Slug Defense fan and I must take this opportunity to thank the guys from Hackatak because they created this awesome tool.Don't be afraid that your account will be banned,I using this app for weeks and I'm okay.
That being said I wish you good luck and I hope I helped you save some money.
Thursday, July 3, 2014
Contact Vector : A New Space RTS
Not so long ago there is a game title known as Homeworld, the newest and eternal real-time space strategy game by Relic and Sierra Entertainment (now Gearbox’s). The special Homeworld. The right mixture of narrative, freedom and decision-making occur space. Then came Nexus: The Jupiter Incident, possibly equally revolutionary and best to a sizable degree (although tough as hell!) but specific to some slightly different audience, yet another enthusiastic for fight tactics and ship management than resource management.
Next, possibly only Sins of the Photo voltaic Empire handled to depart a (very) strong impression around the space RTS genre, in which the focus is much more on space battles than base building.
All of this to expose you to Contact Vector, an area RTS presently on Kickstarter which will most likely fit somewhere among the 3 games pointed out above. Obviously, I only say “will” because Contact Vector continues to be within the prototyping phase, and it is designers request for support to construct an area RTS “where the way you make use of your models is much more important than how quickly you are able to produce them”.
The fundamental game play in touch Vector is controlling categories of ships. Sturdy how, when and where you decide to fight. You'll have the ability to personalize load outs for lengthy and short range weapon systems to support your tactics. The weapon ranges will overlap, but typically certain ranges will favor missiles or energy weapons. -Stephen Moorhouse (Contact Vector Kickstarter)
There is a playable demo readily available for Home windows and Mac.
I performed the demo. Essentially, you are able to assign movement orders and attack orders for the time being, selecting between missile and beam fire. You may also deploy different types of ships and find out the fight unfold giving orders among. All of this in three dimensional, or at best with five different height levels. It’s essentially an evidence of concept demo. The pictures are stunning incidentally. You sense that you’re wide, giving orders to battleships and destroyers. You can observe that real effort is made to help make the spaceships look as beautiful as you possibly can. And, being mtss is a prototype still there’s high expect quality products ultimately, a minimum of from an appearance perspective. Also, nice music men!
Guaranteed features include single player game play with story elements performed in random maps. Combat may be the focus here but in addition, there's a proper view planned of some kind, although I couldn’t gather much with that for the time being. But, base building and unit creation is going to be mostly nonexistent, if whatsoever present.
“There won't be any creating or creating of models throughout a fight although you'll be able to rearm and deploy mobile defences throughout the fight if you will find a safe enough spot to do so”.
Contact Vector Real-time space strategy game presently on Kickstarter
Stephen also mentions that although battles are fought against in tangible-time, you’ll have the ability to pause the overall game at regular times. Also planned is really a supply system, ship personalization, two kinds of weapons (missiles and), stealth, a decoy system, electronic countermeasures, 6 ship classes with various roles and fleet task groups.
Stephen requests £85.000 with stretch goals for modding and various multiplayer modes, together with a multiplayer campaign. The present plan's to produce for Home windows PC, Mac and Linux in June 2015.
To sum it up, I'd state that when the game play turns out to be in the same quality level from the pictures I have seen here, than this might turn to be considered a interesting game. And it is nothing like there’s many new space games centered on injury care around. If you are into that, possibly you need to take a look in their Kickstarter page.
Next, possibly only Sins of the Photo voltaic Empire handled to depart a (very) strong impression around the space RTS genre, in which the focus is much more on space battles than base building.
All of this to expose you to Contact Vector, an area RTS presently on Kickstarter which will most likely fit somewhere among the 3 games pointed out above. Obviously, I only say “will” because Contact Vector continues to be within the prototyping phase, and it is designers request for support to construct an area RTS “where the way you make use of your models is much more important than how quickly you are able to produce them”.
The fundamental game play in touch Vector is controlling categories of ships. Sturdy how, when and where you decide to fight. You'll have the ability to personalize load outs for lengthy and short range weapon systems to support your tactics. The weapon ranges will overlap, but typically certain ranges will favor missiles or energy weapons. -Stephen Moorhouse (Contact Vector Kickstarter)
There is a playable demo readily available for Home windows and Mac.
I performed the demo. Essentially, you are able to assign movement orders and attack orders for the time being, selecting between missile and beam fire. You may also deploy different types of ships and find out the fight unfold giving orders among. All of this in three dimensional, or at best with five different height levels. It’s essentially an evidence of concept demo. The pictures are stunning incidentally. You sense that you’re wide, giving orders to battleships and destroyers. You can observe that real effort is made to help make the spaceships look as beautiful as you possibly can. And, being mtss is a prototype still there’s high expect quality products ultimately, a minimum of from an appearance perspective. Also, nice music men!
Guaranteed features include single player game play with story elements performed in random maps. Combat may be the focus here but in addition, there's a proper view planned of some kind, although I couldn’t gather much with that for the time being. But, base building and unit creation is going to be mostly nonexistent, if whatsoever present.
“There won't be any creating or creating of models throughout a fight although you'll be able to rearm and deploy mobile defences throughout the fight if you will find a safe enough spot to do so”.
Contact Vector Real-time space strategy game presently on Kickstarter
Stephen also mentions that although battles are fought against in tangible-time, you’ll have the ability to pause the overall game at regular times. Also planned is really a supply system, ship personalization, two kinds of weapons (missiles and), stealth, a decoy system, electronic countermeasures, 6 ship classes with various roles and fleet task groups.
Stephen requests £85.000 with stretch goals for modding and various multiplayer modes, together with a multiplayer campaign. The present plan's to produce for Home windows PC, Mac and Linux in June 2015.
To sum it up, I'd state that when the game play turns out to be in the same quality level from the pictures I have seen here, than this might turn to be considered a interesting game. And it is nothing like there’s many new space games centered on injury care around. If you are into that, possibly you need to take a look in their Kickstarter page.
Sniper Elite 3 - Is a strategy game or just a simple shooter?
The very first factor you see may be the presentation. Clean, crisp menus having a easy and attractive style set against a vibrant African backdrop that's immediately more striking compared to familiar drab palette from the previous games. It's surprising simply how much the brand new setting gives make SE3 feel refreshingly new. The polish stretches towards the attractive in-game graphics, with Rebellion's reworked in-house Asura engine and a very good lighting system rendering vibrant locations in impressive detail. It isn't a Crysis-style monster of a game title, and many medium to high Computers may have little trouble handling it, but SE3 can be quite enjoyable to check out.
Vehicle kills are actually a little more complex multi-stage matters, but remain just like entertainingly ridiculous
For that third game within the series, boring protagonist Karl Fairburne is romping about in nineteen forties Africa throughout heavy fighting between Axis and British forces. He's around the trail of the German officer having a fondness for building great large bloody tanks, and the journey takes him in the siege of Tobruk to some evening-time desert oasis to some secret high cliff-side research base. Pricier anything further than probably the most fundamental story set-up. There is no relateable figures or interesting plot points here, just a steady flow of recent locations to go to and new objectives to in excess of come. The main factor is just this set against our hero are hordes of faceless German and Italian soldiers, every one of that have an unfortunate weakness for small protuberances of metal powered at high speeds in the muzzle of the Carcano rifle.
Polished and delicate, this is actually the best and many satisfying sniping that Rebellion has ever crafted. All of the existing features remain - breath control, heartbeat, bullet drop and so forth- however it all feels tight, more responsive, with enhanced seem effects along with a greater feeling of weight. Combined with coming back kill-cam (with added musculature!) and enhanced vehicle kills, sniping in SE3 is among the most schlockily addictive guilty pleasures in gaming. You'll feel kind of bad when you initially shoot someone with the testicle in slow motion. Then you definitely is going to do it over and over.
It is also massively enhanced by really getting an effective game built around it. Sniper Elite V2 frequently felt such as the designers had focussed all of their energy around the sniping, then hastily smacked together the relaxation of the overall game. Here, as opposed to a number of lengthy corridors which soon descend into repetitive duck-shoots the moment someone notices you, you are set loose inside a large, open area with some tools and likely to work things out on your own.
Brand new one-hit melee kills and enhanced stealth mechanics imply that outdoors lengthy-range kills, much of your time is going to be spent scouting out entry ways, getting rid of sentries and planning your assault. Now you can go around a roadmap silently, staying away from areas full of pads and arranging various nasty surprises together with your respectable variety of tools and explosives. Mines and dynamite may be used to set a distraction, hiding the retort of the critical rifle shot, while using 'sound-masking' auto technician of previous games. Easily engines may also be mucked around into misfiring, providing you with yet more seem cover your covert assassinations. The very best factor is the fact that they are all just options - SE3 never demands that you simply utilize one way, which makes playing about in the open play grounds even more fun.
You will find four different sniper rifles to wield, which could be customised with an array of stocks, scopes, mix-fur and barrels
Further clearing the gamer is really a new moving auto technician, which nicely eliminates the issue of getting the whole map's contingent of opponents swarming throughout you the moment you open fire. Once you have sprang off a go, there is a couple of moments to scarper before enemy soldiers pinpoint where you are. Even getting directly spotted does not mean the finish of the plans, as lengthy as possible away over time and discover somewhere to cover. Effectively moving, typically to cower inside a rose bush or perhaps an abandoned tent, will lead them to eventually stop searching for you, a little like the way you hide from sensors within the Metal Gear Solid games. It is a wise solution that encourages careful play, but doesn’t punish you excessively for any mistake.
The singleplayer campaign is not extended, most likely taking most gamers around 8 to 10 hrs approximately to accomplish, but it is an even more entertaining affair compared to assortment of claustrophobic corridors observed in SEV2. Levels are open enough that you could come their way from the 3 different angles of approach, objectives generally avoid funnelling you towards one route. Balance enhanced graphics and level design makes each separate mission area feel distinct, with creative and often spectacular arenas filled with everywhere ground, tips for find and tactical choices to explore. It isn't a lengthy campaign, but somewhat this is a positive thing. SE3 concentrates on one factor and will it well, and also the campaign finishes right before the stalking and sniping begins to feel repetitive.
Outdoors from the solo modes, there is a bevy of various multiplayer and co-op options. The large draw here would appear is the chance to experience the whole campaign having a friend, a much better co-op experience compared to half-arsed missions from SEV2. Individuals new, expansive mission zones cry out for any second player, and coming around leading to chaos having a friend is a lot of fun. It's a little of the shame that two gamers is the limit, however i suspect adding 3 or 4 will make things a tad too hectic. If you are completed with the only thing you can check out a practical, if somewhat unimpressive, competitive multiplayer suite. Even when not every one of it's effective, there's a lot of stuff to complete here.
As enjoyable as SE3 is, it isn't without defects. Apart from your rifle the 3rd-person shooting feels imprecise and woolly, with guns and machine-guns too inaccurate. They don't have the weight and impact of the sniper weapon, and each time make use of them the overall game suffers. Fortunately the main focus is firmly on stealth and meticulous planning, therefore it is rare that you are forced into close-range combat.
Two player co-op is excellent fun, and also the entire campaign can be obtained to experience finished a buddy
Another primary problem is by using enemy intelligence. The AI is frequently slow to trap on if this notices you, pads frequently looking for which appears like minutes before they exercise you are going to pop their lung area like two party balloons. It may be wise - the moments following a clumsy murder attempt where lots of enemy soldiers converge in your position could be wonderfully tense - but it is also able to quite stupendous stupidity. One amusing moment involved a lighthearted Italian soldier absent-mindedly walking past a set of bloodied legs adhering up conspicuously on the sandbag. It really is a noticable difference on previous games, no more will hordes of opponents charge gleefully to your rifle fire, there is however still try to be achieved. The overall game also offers some slightly wonky physics, with enemy corpses failing about strangely or soldiers flying off at strange angles whenever you pop them within the mind.
Vehicle kills are actually a little more complex multi-stage matters, but remain just like entertainingly ridiculous
For that third game within the series, boring protagonist Karl Fairburne is romping about in nineteen forties Africa throughout heavy fighting between Axis and British forces. He's around the trail of the German officer having a fondness for building great large bloody tanks, and the journey takes him in the siege of Tobruk to some evening-time desert oasis to some secret high cliff-side research base. Pricier anything further than probably the most fundamental story set-up. There is no relateable figures or interesting plot points here, just a steady flow of recent locations to go to and new objectives to in excess of come. The main factor is just this set against our hero are hordes of faceless German and Italian soldiers, every one of that have an unfortunate weakness for small protuberances of metal powered at high speeds in the muzzle of the Carcano rifle.
It is also massively enhanced by really getting an effective game built around it. Sniper Elite V2 frequently felt such as the designers had focussed all of their energy around the sniping, then hastily smacked together the relaxation of the overall game. Here, as opposed to a number of lengthy corridors which soon descend into repetitive duck-shoots the moment someone notices you, you are set loose inside a large, open area with some tools and likely to work things out on your own.
Brand new one-hit melee kills and enhanced stealth mechanics imply that outdoors lengthy-range kills, much of your time is going to be spent scouting out entry ways, getting rid of sentries and planning your assault. Now you can go around a roadmap silently, staying away from areas full of pads and arranging various nasty surprises together with your respectable variety of tools and explosives. Mines and dynamite may be used to set a distraction, hiding the retort of the critical rifle shot, while using 'sound-masking' auto technician of previous games. Easily engines may also be mucked around into misfiring, providing you with yet more seem cover your covert assassinations. The very best factor is the fact that they are all just options - SE3 never demands that you simply utilize one way, which makes playing about in the open play grounds even more fun.
Further clearing the gamer is really a new moving auto technician, which nicely eliminates the issue of getting the whole map's contingent of opponents swarming throughout you the moment you open fire. Once you have sprang off a go, there is a couple of moments to scarper before enemy soldiers pinpoint where you are. Even getting directly spotted does not mean the finish of the plans, as lengthy as possible away over time and discover somewhere to cover. Effectively moving, typically to cower inside a rose bush or perhaps an abandoned tent, will lead them to eventually stop searching for you, a little like the way you hide from sensors within the Metal Gear Solid games. It is a wise solution that encourages careful play, but doesn’t punish you excessively for any mistake.
The singleplayer campaign is not extended, most likely taking most gamers around 8 to 10 hrs approximately to accomplish, but it is an even more entertaining affair compared to assortment of claustrophobic corridors observed in SEV2. Levels are open enough that you could come their way from the 3 different angles of approach, objectives generally avoid funnelling you towards one route. Balance enhanced graphics and level design makes each separate mission area feel distinct, with creative and often spectacular arenas filled with everywhere ground, tips for find and tactical choices to explore. It isn't a lengthy campaign, but somewhat this is a positive thing. SE3 concentrates on one factor and will it well, and also the campaign finishes right before the stalking and sniping begins to feel repetitive.
Outdoors from the solo modes, there is a bevy of various multiplayer and co-op options. The large draw here would appear is the chance to experience the whole campaign having a friend, a much better co-op experience compared to half-arsed missions from SEV2. Individuals new, expansive mission zones cry out for any second player, and coming around leading to chaos having a friend is a lot of fun. It's a little of the shame that two gamers is the limit, however i suspect adding 3 or 4 will make things a tad too hectic. If you are completed with the only thing you can check out a practical, if somewhat unimpressive, competitive multiplayer suite. Even when not every one of it's effective, there's a lot of stuff to complete here.
As enjoyable as SE3 is, it isn't without defects. Apart from your rifle the 3rd-person shooting feels imprecise and woolly, with guns and machine-guns too inaccurate. They don't have the weight and impact of the sniper weapon, and each time make use of them the overall game suffers. Fortunately the main focus is firmly on stealth and meticulous planning, therefore it is rare that you are forced into close-range combat.
Two player co-op is excellent fun, and also the entire campaign can be obtained to experience finished a buddy
Another primary problem is by using enemy intelligence. The AI is frequently slow to trap on if this notices you, pads frequently looking for which appears like minutes before they exercise you are going to pop their lung area like two party balloons. It may be wise - the moments following a clumsy murder attempt where lots of enemy soldiers converge in your position could be wonderfully tense - but it is also able to quite stupendous stupidity. One amusing moment involved a lighthearted Italian soldier absent-mindedly walking past a set of bloodied legs adhering up conspicuously on the sandbag. It really is a noticable difference on previous games, no more will hordes of opponents charge gleefully to your rifle fire, there is however still try to be achieved. The overall game also offers some slightly wonky physics, with enemy corpses failing about strangely or soldiers flying off at strange angles whenever you pop them within the mind.
World of Warships - The first images from game
Set to feature US and Japanese ships at first, the sport will expand out, as Arena of Tanks did. Where its caterpillar-wheeled, tank-based brother is essentially a bloodless shooter, Warships mixes strategy to the mix and, after i get yourself a demo, sometimes begins to more seem like a genuine-time strategy game.
The ship models will be enhanced, but they're pretty accurate and impressive already
Familiar to people already with experience on one of Wargaming's game titles will be the out-of-fight interface, which remains very similar. There's a slew of ships available each with assorted stats, despite the fact that I'm told the ship models will probably be tweaked making a lot more realistic as development wears on, they're already pretty damn attractive.
The game's merging of action and strategy works out to become rather exciting
Specifications and capabilities of ships are actually fudged slightly and deliberately, however. While using pace of ship-to-ship combat inside the real existence, it might be an impact boring being too slavishly dedicated to people figures - and for that reason, the sport remains balanced towards whatever makes it fun.
Because the game's title screams out about ships and Wargaming has their particular separate air dogfighting game, Arena of Warplanes, planes still play most in Warships. Instead of direct control, you'll frequently be ordering intentions of attack runs, real-time strategy style, and there's awesome camera designs that might be toggled to ensure that you are able to follow your planes - or possibly your torpedoes - out towards your target.
The demo I buy is brief, however, if I consider it happened throughout the middle of a very busy visit to E3, the actual fact it's still sticking with me at night just like a stand-in the day is telling. There's something incredibly exciting relating to this - it's a reduced-moving game, but if you fire a respected torpedo shot, predicting where the enemy will probably be because the torpedo travels, it is really an side of the chair moment.
There's a 2000-player alpha on now, but the sport will most likely mind in to a wider beta later this year
Multiple occasions inside the fight, the developer adjusting the demo gets the nearest of misses for and against, and there's a really slightly electric atmosphere watching him. He then sets a harmful vulnerable to his ship, a Japanese Yamato Cruiser, which is so engrossed in striving torpedoes he doesn't start to see the land coming a while and almost runs the ship aground. Trying to flee the tyrannical grip of dry land, we're sitting ducks - and quickly sunk.
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