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Vindictive

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For the guys playing now...

X_Stomp_X

Active Member
...tell those of us whom arent what the game is like.  Your likes and dislikes.  Leave nothing out.  No detail is too small.  If we are going to try to get people to shell out 50 bucks, then we need to give them an honest synopsis on the game
 
Yea, I've got some questions for those who are playing as well. <div>
</div> <div>If you're a female and you jump up and down, do your boobs also bounce up and down?</div> <div>
</div> <div>Can you be completely nude as a female character?</div> <div>
</div> <div>Oh yea, and are all skills/powers require you to aim, or are there some auto-aim ones? &nbsp;IS THERE A CLASS BUILDER SOMEWHERE?! &nbsp;I WANNA MESS WIF!! :]</div>
 
I like it so far but haven't done any conquest since I'm not in an alliance to do so. But the smaller PvP battles have been fun to play, and the PvE for leveling is simple enough and doesn't take hours on end to do.
 
I'm in class so I can't type up some giant dealio. But here goes, my opinions up to lvl 30 (the last lvl in which you get a skill point, i.e. max lvl
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I've spent most of my time PvPing. The game is crisp and clean, and there are several gameplays that it randomly chooses between. From gameplays like CTR (Similar to CTF, but you control a robot and have to get it to inside the enemy base without being destroyed), Scramble (King of the Hill with 3 points. 2 points must be controlled to gain points.), Breach (Starts with one point, once the attackers capture it, the next point is further into the enemy base. 3 points total. AvA is much like this, with the obvious exception of the fact that you can fully fill out a team of 10, as well as use crafted items like dropships, etc.) and Payload (The payload starts at the beginning, obviously. There are three points that it must be pushed to. Once it hits a point, it won't be pushed further back). A uniform concept of capturing all points/payloads is that your team must be the only player(s) encompassing the point, if there is an enemy within the point, it sits stagnant until all players on one team or another are no longer in it.

As far as skill points go, you will have a total of 13 once you get them all. You start getting them at 6, and every even level up to 30 will give you one. Armor and health from the get go will be all you have, so there is no real gear-dependency in that sense. Aside from skill points, you unlock equipment throughout your leveling process, providing you upgrades in several areas: Melee, Primary Weapon, Secondary, Specialty, and Jetpack. These 4 are the only things that burn Power (with the exception of Melee, unless you are holding R-click to block other melee attacks). You also have 3 offhand slots. Once you hit 29-30, you will have all of them unlocked. There are about 10 to choose from. In terms of a recon, there are two types of proximity mines (you can place up to 3 at once), several bombs ranging from Fire(ignite DoT)&nbsp;to EMP (stuns turrets/players) to Venom (bamf, lvl 29, adds a poison DoT). There are movement and damage stims as well, like Bionics, Range Stim, Melee Stim. Other offhands include things to remove debuffs, etc. Each class obviously has its own offhands that fit the needs of a tank position, a medic, a turret farmer, etc. On your person at any given time, you can have a total of 15 device points. Melee takes no points. Your primary/secondary/special/offhands are where the points go. There are 4 levels of each piece of equipment.

Outside of the in-game battle concept of AvA, I'm not all too familiarized with the concept just yet. There are 5 persistent maps that open up for a 2 hour window at varying times of day. Each map has varying amounts of hexes to be controlled, some of the bigger maps (Sovereign - ~ 9pm EST) have 200-ish. On the maps are bases and resources that provide bonuses to Agencies and Alliances. That's about all I know at the moment.

Armors go all the way up to lvl 50, but are all just for looks. On armor there are 3 parts that can be dyed(Primary, Secondary, Emissive), and on weapons there are two(Primary, Emissive). Dyes also require level, and there are 4 different sets of dye vendors. The first require only lvl 5, I think. II requires lvls higher than that, III higher, and finally the IV dye vendor has dyes from lvl 34-50. The look and color of dyes get much better, much more vibrant, and totally badass as they go higher.

Thats about it for now on the PvP. I could go on for hours talking about GA, I love it.

PvE time?
The pve has 5 levels of security, with the difficulty going up each time. Low - Medium - High - Maximum - Double Agent. Each requires a higher lvl than the previous, and Double Agent requires lvl 25+. The primary motive of the PvE in this game is for crafting materials. Quality of mats go up as the difficulty goes up, yadda yadda yadda. The mats allow of the crafting of implants, which provide bonuses to your person. Bonuses can include +3% melee damage, +10% HP, Damage reduction, etc. All implants have durability. I believe its set that each one has 35/35 dur, and it goes down with each match you play. There is talk of repairers and stuff, but I'm not sure about that as of yet.

Basic gameplay of PvE: Run through, kill the little androids, run into mini-bosses(more as difficulty goes up, often times multiple at once - Elite Assassin(recon, easy kill), Helot(assault, uses a BAMF minigun), Alchemist(heals self), and they also include some of the main boss types you might see in Low-Med sec like the Guardians and this giant stupid fucking spider that sprints at you and knocks you across the room. There's a forcefield protected boss room at the end, once you go in you don't go out. Basically set up, burn down the boss. Higher security levels spawn mobs/minibosses at time intervals, providing an interesting complexity to the fight.


Overall for the past few days I've been playing, I'd give Global Agenda a 8.5-9/10. Once I play the AvA and see how the in game competition heats up, I'll give a more permanent rating. It has a good chance of getting a 10/10. I love the game.

EDIT: I figured class wasn't worth listening to. Typed this straight through it.
 
Exceptional synopsis Toxiic.&nbsp; I couldnt agree with you more.&nbsp; Im playing now, and I have to say that it is a rather good game.&nbsp; The classes are very different from each other, but not so much as to make it to where you need a "perfect team" of one of each.&nbsp; Granted, it does help to have a medic with you, but it isnt at all necessary in the least.&nbsp; Im currently playing a Recon, marksmanship build and it is a pretty fun class (I know, I know.&nbsp; But stomp you always play a stalker/rogue/assassin type toon......SO?&nbsp; lol).&nbsp; Anywho, if you are playing let us know.&nbsp; Im going to start Vindictive up in here ASAP.&nbsp; Once I figure out how to do so of course.&nbsp; If any of the others have already then invite me damnit.&nbsp; And make me the leader yo.....(I hope that works).



Also.......



USE THE FUCKING VENT SERVER!!!!!!!!!!!!!!!!!!!!!!!!!!!&nbsp;&nbsp; I only ever see Frooz on.&nbsp; Not that I dont mind the company of the other person whom drinks as much as I do, but to see the rest of the gang would put a smile on my face that would rival the ones I used to get when we would take over a zone in CoV/WAR
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New update. We participated in AvA today, my first time. The others have been familiar with it since Alpha Testing, but yeah. It's the most challenging test of teamwork and personal player skill that I have ever been a part of, by far. It requires the absolute most communication to properly call out turrets, medics, where to move to/ what's being dropped around you, flanking moves, etc. The battles are all based on and around the point within a single room. Conceptually similar to Breach, but entirely different once the game is going. The level of play is so much higher. It requires 3 medics minium just to keep the focus firing from instantly killing any given teammate. As you might expect, extreme amounts of pre-game planning and coordination take place. If the recon uses a Scorpia(incoming healing debuff on target) and I use an agony gun(Medic, poison/dps spec, debuffs target) what will the outcome be? Dropping bombs to scatter the masses, using healing offhands at the right time to get that nice buff and aoe heal to save the lot of the team, and everything inbetween. I played the first match with my hands shaking because it was so intense and fast-paced. I was terrified, but psyched at the same time. I can honestly say that I have never been as immensely into a game at any period of time previously. I'm done rambling. Kbai.
 
Ill see about getting the game (have to ask the wife) it shouldnt be a problem i played beta and i liked the robotics alot. <div>
</div> <div>Zaz</div>
 
I just realized that spine asked a question that actually applied to the game, and not his random sexual shenanigans. "Do all skills/powers require you to aim?"

Well, yes and no. I can and probably will go into some detail of every class for you in regards to this question. Medic: There are basically two routes you can go, full healer, or full poison. There are obviously hybrid builds, but you can just mix in the two extremes and it won't matter either way. The offhands are essentially all waves and grenades. In the case of waves, they&nbsp;are all AoE waves that emit from where you are currently located, extending in varying amounts, and depending on if you have points specced into them. Grenades are projectile (duh), and require aiming. The biofeedback heal gun requires aiming, but it locks on once you've begun healing someone with it. Nanite healing provides additional buffs as well as a HoT to the target, and require healing just as shooting would.

Recon: All of the aiming you will be doing involves using the sniper. The offhands given to the recon are either bombs, mines, or things that enhance your damage/speed/seeing through stealth, and then there's a decoy that receives focus fire from turrets and minions.

Assault: Many of the offhands are shields, protecting from certain types of damage. There are stims that increase your power regen, etc. Grenades that are projectile.

Robo: Most all of the robotic offhands are either drones or turrets. Drones get deployed just by clicking the button, so no aiming involved. Turrets get placed a bit differently. You click the hotkey for it, and a green/red outline of the turret appears in front of you. if it can be placed there, it will be green. You can see its shooting radius at this point as well. There is also the force wall, that is sex and a requirement in AvA pretty much.


Essentially... No real 'skills' involve aiming specifically. When you aim, it's because you're shooting a fucker. Skill points you receive when you level up, until 30, go into increasing the effectiveness of various things, from jetpack power usage, to damage protection, to heal effectiveness, to offhand cooldown, and there is a 'Super' at the end of every tree that provides multiple bonuses that further benefit that tree.
 
<div class='quoteWrapper'><div style="margin-right: auto; margin-left: auto; text-align: center;" class="mTop quoteTitle bigRound"><div style="text-align: left;">Toxiik said:&nbsp;I just realized that spine asked a question that actually applied to the game, and not his random sexual shenanigans. "Do all skills/powers require you to aim?"[/quote] <div>
</div> <div>Oh, that's good to know. &nbsp;So how about answering my other questions while you're at it? &nbsp;It definitely is an important aspect of many games, or else they wouldn't be paying anyone to implement said "sexual shenanigans."</div>
 
There's probably some sexual innuendo in the aiming statement. Just because it's Spine.
 
Unfortunately, we aren't playing Age of Conan(not really, AoC blows). No, you can't see tits. And no, tits don't bounce.
 
Ivy- said:
There's probably some sexual innuendo in the aiming statement. Just because it's Spine.
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</div> <div>Wtf are you talking about? &nbsp;I don't have to aim, mine's a 90 degree cone, if not an AoE.</div>
 
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