Buyer Beware, Borderlands Pre-Sequel Season Pass

The people who have bought it are screwed as is, but here’s a buyer’s beware for anyone looking to buy the Borderlands PS Season Pass, don’t.

With Borderlands 2 Season Pass you got four story oriented DLC packages.  When more came afterwards people were upset they weren’t included, but not nearly as upset as this season pass.

This season pass includes only the first four DLC, of which only one is a story oriented.  The new Jack’s Doppleganger DLC will be part of the season pass.

There is going to be tonnes of DLC for this game in terms of story content, but only one will be included.

So if you’re looking at a Steam sale, there is no Borderlands Pre Sequel Game of the Year edition, and you’re thinking of picking up the season pass on sale?  Don’t.  It’s simply not worth it one way or the other.

Masters of the World Geopolitical Simulator 3 Price Guffah

You guys knowing me I love these economic simulators, especially global ones.  I probably created the most scenarios for the old SuperPower game and would really like to sink my teeth into a new game like that.

But this one is just really weird.

To start the price on Steam is this:

mastersoftheworld

Then you go to their website and it is:

geopoliticalsimulator

Depending on where you are in the world the website version is either massively more expensive, or massively cheaper.

Now you might be looking at that second item and wondering, hrm… what’s Extended Download Service?

Well as it turns out you are only ever allowed to download and install the game twice total.

This is also applied to the modding tool purchase.

geopoliticalmoddingtool

Yeah you have to doll out almost $20 for the modding tool… which is usually free with purchase of the game.  Instead it seems the will to mod this game may be higher than the will to actually play it.

Regardless this will not be purchased by me and I don’t think anyone should support these kind of business practices either.

Terrible Games #8: Sword of the Stars 2: Enhanced Edition

Upon logging into Steam today there was a little surprise for me, Swords of the Stars 2: Enhanced Edition.  I was pretty excited and ready to buy this $19.99 game… until it hit me.

Sword of the Stars 2?  Don’t I own that.

So upon checking my massive collection of games I do in fact own this game.

It wasn’t easy to find, it was under my “Don’t Work” category for games I tried to play that absolutely did not work.

Included in this category are games that constantly crash early in the game, games that will not run on any graphics or audio settings, and games that (like SOTIS) are so unbearably bad they might as well not work.

sotisTo understand why this game is so terrible we have to go back… way back…not that far back.  Actually just go back to 2011.  Paradox Interactive….

Brief break in story time here.  There are a few games that lead me to stop purchasing games published by Paradox.  Although this is not the straw that broke the camels back, it surely did not help.  Join me in this boycott of anything Paradox!

Moving on.

Paradox Interactive were going to release one of their bigger games (Sword of the Stars) with updated everything.  They were hoping to put out a game to revolutionize the video game genre.

The result, much like has become the trend of Paradox Interactive games is a game not ready for launch.

The number of games released by this publisher that are hot garbage is astounding.  Crusader Kings 2 released on Day 1 with about $40 worth of DLC with the $40 game.  Naval War Arctic Circle required paid DLC to make it work. Gettysburg: Armored Warfare was actually so broken and terrible that after two weeks on sale it was removed from Valve because of how little of a game it was.

So suffice to say Sword of the Stars 2 was pretty terrible.  It released to very high sales and no one playing it.  The game was laggy at every point, there was no fun here and it just did not look all that great.

So one year later like a bunch of suckers people are supposed to buy this game?  To be fair, anyone who owned the game immediately were upgraded to the Enhanced Edition.

On the downside it is still not a very good game, even after another year of work on it.  The CEO of Kerberos (the developer) stated the game was “acceptable” at this point.

That is to say, the game will run minimally.  Which it does very well.  Upon loading it up there is a little bit of the community left but the game is still just terribly terribly awful.

Worst yet there is now “race” DLC meaning that if you were to for whatever reason enjoy this game you will be dishing out another $20 on DLC.

Just great.

 

Wargame: European Escalation Fatal Error Campaign – Mission 5: Escalation

In the big final war effort the NATO forces need to hold whatever ground they can while the peace talks are going on.  If NATO can hold off this final push of The Warsaw Pact they will be very strong at the negotiating table.

The mission is simply to survive while having 2500 surplus resources left over.  This last bit might be a little hard because it is often hard to figure out when you should stop making more units.  I usually stop around the 8 minute marker.

In your ‘load out’ make sure to get an extra three commands.  By getting these extra commands early on you will have tones of resources to spend later.  Make sure that you hold the three northern camps (worth 4 they have commands already in them), the three south of them (worth 3), and the point east and west for reinforcements.

Other than this you should get tones of anti-tank teams, some anti-air artillery, and six artillery units.

As an opening move make sure the units furthest to the east move to support your entry point at the east.  There will be large numbers of tanks rolling through here and infantry will stomp in the tanks, giving you a lot of destruction points and helping secure this location.

Make sure to move the unit furthest to the west along the bridge to your entry point to the west.

Any large open field should have ATGM teams or ATGM vehicles along the front lines.  These can be paired off with PATTON tanks to help soak damage.

anti-infantry and infantry should be along forested areas to deal with enemies at close range.

Enemy helicopters are rare, half way into the game it might be worth getting 2 anti-helicopter helicopters to deal with them if they appear.

You will want to place your ABRAMs tanks in the back.  If the enemy gets close they will fire.  This will keep them safe so you can get the secondary objective for not losing 12 Abrams tanks.

Whenever the enemy advances fire artillery on the position.  This will stun and shatter the enemy giving your missiles more time to deal damage and lowering the chance that they will even get close to your units.

The whole time you should be reinforcing a lot of anti-tank units and some tanks.  Add in infantry as tanks continue to push your forests.

Also make sure to have good supply lines.  I would suggest getting a few helicopters to cover any gaps in your supply lines and have multiple supply trucks going to the three possible attack zones.

If you can continue doing this process for 14 minutes, the rest should be cake.

Make sure to stop producing units around the 6 minute marker.  This means that you will have to use what you have to maximum effectiveness.  It may even make sense to fall back some of your more powerful anti-tank units as they run out of ammunition.

To get the ABRAMS objective pull all of them back to the southern end of the map, this will make it harder to get the destruction bouns… but it’ll guarantee your ABRAMS objective.

If you want to get the objective for having more command points accrued stop building units even sooner.

If you want to get the destruction objective you simply have to use these units and have them positioned perfectly.  Adding in a few more artillery to help stun enemies will make this objective easier.

If you are struggling (like I was in the video) you can pull back your commands to the south until the timer runs out.

Good hunting, Jimmy Carter conquers Russia.

Wargame: European Escalation Fatal Error Campaign – Mission 3: Der Kessel

This is quite easily one of the hardest of the new missions and will require a new way of wrapping your head around the game.  If you can do this mission successfully you will find multiplayer a hell of a lot easier.

There are a lot of conquer points you will have to defend along the map.  There are three that you will not have to defend, they are located along the inner area and have a conquer point further north or south of them.  These units can be moved north or south to help defend the main conquer point that will be attacked.

The conquer points should be prioritized for defense from the furthest southeast in a clockwise ring.

So order of importance is:

  1. Southeast
  2. Southwest
  3. Northwest
  4. Northeast
  5. East

Yes, there is one point that is at the east, it will get attacked once by a large cache of tanks, so you will have to reinforce it at some point.

Units ought to be placed in front of where the enemy will come, not behind the conquer point.  By doing this you assure that it takes longer for the enemy to get the conquer point and give yourself more time to reinforce the points.

Units must be used and placed in order of what they are for.

PATTON tanks are used to absorb damage, they should be at the front of the line and should be the first unit to get hit.

STARSHIP tanks are anti-air ground hybrids and have less armor, they should be placed behind PATTON tanks or covering the rear of objectives.  These are the last tanks you will want to use for almost anything.

LEOPARDS cost 120 points each and are only to be deployed near the end of the mission.  These are very potent tanks but are very vulnerable to anti-tank weapons.

ATGM and Panzergrenadier should be deployed facing large open areas.  This is also true of anti-tank vehicles.

MARDER1 and MARDER1A1 are your front line vehicles who are anti-infantry and also have some anti-tank capabilities.  They are cheap and can be paired off with PATTON tanks.  MARDERs are also anti-air units.

The two support options are both anti-air.  They should be deployed in groups of two at every single point.  Each point should have two before the 10 minute marker.  The enemy will not deploy a lot of aircraft but when they do, you’ll need them.

So the idea here is managing the points.  You will need to add in a lot of anti-tank abilities across the board and slowly build them up.

You will need about 1.5 groups of supply trucks (groups of 2) per point.  This will keep all of your units resupplied and you will be able to restock on all of those missiles very quickly.

Now on to some opening moves that matter.

You will have two extra commands.  Move the command to the southeast 5-point zone.  Move the other command west to the Entry point zone.  Make sure to bring the Leopard that is beside it with you.  Have both on the “Move Fast” command.  Make sure the Leopard is closer to the road.  This is important because he can pick off an enemy command.  You can also move one of the commands near an FOB to the north to gain a 4 zone.  By doing this you will get twice as many command points as you would have otherwise gotten.

In the south make sure the Marder1 there is closer to the road so that he can pick off the enemy command.  The panzergrenadier in the town should be relocated to somewhere he can do more damage, like slightly north across from the river.

By doing this you will eliminate both commands that would have deployed units from the west.

In the last 5 minutes of the mission everything gets crazy, the enemy deploys dozens of tanks simultaneously and will bull down the southeast point.

At this point you will want mobility over reinforcing any one particular position.  Opt to deploy Cobra helicopters, get as many as you can.  Make them into a giant group and deploy them against tanks…. there won’t be any anti-air at this point to worry about.  Every time a helicopter is empty on rockets it should go back to an FOB and restock.  If you’re in a real jam have them re-fill from the supply trucks that ought to constantly be resupplying your lines.

After you’re done you’ll think it was easy.