Jump to content

John-117

Dedicated Members
  • Posts

    785
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by John-117

  1. Ok, so what did you all think of the death of the Joker first off, I thought it was pretty sad until now. The reason you may ask, I know many secrets.

     

    1.Harley Quinn is pregnant, probably Joker's child.

     

    2. Azel, the mysterious man in the outfit similar to the batsuit, speaks of a prophecy in which Gotham shall fall and burn.

     

    3. In the identity theft side mission, Bruce's old friend Hush becomes a serial killer and use the face of Bruce's and says he shall seek revenge on him.

     

    4. There are a bunch of cryptic messages that others and I were able to find meaning to, here they are:

     

    Station 500.00/900.00

     

    5 15 9 7 21 18 18 14 3 5 24 15 12 7 22 3 10 5 15 9 22 3 8 25 26 15 16 25 10 15 17 25 *music chime* repeats. Decoded as: "YOU WILL PAY FOR WHAT YOU HAVE DONE TO ME"

    Station 700.00/500.00

     

    9 23 9 12 12 18 5 20 21 18 14 2 1 20 13 1 14 *chime* Decoded as: "I WILL RETURN, BATMAN"

    STATION 200.00/500.00

     

    3 20 26 18 26 16 24 1 11 4 24 9 3 8 5 2 12 18 6 16 7 11 3 10 17 5 13 4 21 8 *music chime*

    Decoded it reads "C T Z R Z P X A K D X I C H E B L R F P G K C J Q E M D U H" According to YouTube user SierraTango187, the message when put through a decoder becomes: I AM YOUR DARKEST NIGHTMARE DARK KNIGHT. GOTHAM WAITS FOR HIS SAVIOR.

  2. The time has come for the next update!

     

    ALL the achievements:

     

    Top Shot

    Get 3 headshot kills in a row in a matchmade game.

    50 points

     

     

     

    Emergency Room

    Infect 3 players in a single round in a matchmade Infection game.

    15 points

     

     

     

    Stick it to the Man!

    Stick and kill the flag carrier with a Plasma Grenade in a matchmade game.

    20 points

     

     

     

    Dive Bomber

    Perform a Beat Down on an enemy player while using the Jetpack during a matchmade game.

    50 points

     

     

     

    License to Kill

    Run over 5 people with a Ghost in a matchmade game.

    15 points

     

     

     

    Bounty Hunter

    Capture 10 skulls at once in a matchmade Headhunter game.

    75 points

     

     

     

    From Hell's Heart

    Kill an enemy player that sticks you with a Plasma Grenade with their own grenade in a matchmade game.

    25 poin

     

     

     

    Pillar of Autumn

    Complete the level “Pillar of Autumn” on any difficulty.

    25 points

     

     

     

    Halo

    Complete the level “Halo” on any difficulty.

    25 points

     

     

     

    Truth and Reconciliation

    Complete the level “Truth and Reconciliation” on any difficulty.

    25 points

     

     

     

    The Silent Cartographer

    Complete the level “The Silent Cartographer” on any difficulty.

    25 points

     

     

     

    Assault on the Control Room

    Complete the level “Assault on the Control Room” on any difficulty.

    25 points

     

     

     

    343 Guilty Spark

    Complete the level “343 Guilty Spark” on any difficulty.

    25 points

     

     

     

    The Library

    Complete the level “The Library” on any difficulty.

    25 points

     

     

     

    Two Betrayals

    Complete the level “Two Betrayals” on any difficulty.

    25 points

     

     

     

    Keyes

    Complete the level “Keyes” on any difficulty.

    25 points

     

     

     

    The Maw

    Complete the level “The Maw” on any difficulty.

    25 points

     

     

     

    Birth of a Spartan

    Complete every level of the game on Normal difficulty.

    10 points

     

     

     

    Believe in a Hero

    Complete every level of the game on Heroic difficulty.

    20 points

     

     

     

    Living Legend

    Complete every level of the game on Legendary difficulty.

    50 points

     

     

     

    Standard Operating Brocedure

    Complete any level on Normal difficulty cooperatively.

    10 points

     

     

     

    Brovershield

    Complete any level on Heroic difficulty cooperatively.

    20 points

     

     

     

    Bro Hammer

    Complete any level on Legendary difficulty cooperatively.

    50 points

     

     

     

    He’s Unstoppable!

    Complete any level on Heroic difficulty or higher without taking health damage.

    20 points

     

     

     

     

     

    Level-Specific Achievement List

    Overshields are for Sissies

    Complete the level “Pillar of Autumn” on Legendary without picking up an Overshield.

    10 points

     

     

     

    Walk it Off

    Complete the level “Pillar of Autumn” on Legendary without picking up a health kit.

    25 points

     

     

     

    No-Fly Zone

    Destroy three Banshees in the level “Halo” on any difficulty.

    10 points

     

     

     

    How Pedestrian

    Complete the level “Halo” on any difficulty without entering a vehicle.

    25 points

     

     

     

    All According to Plan…

    Kill all the enemies in the first encounter of the level “Truth and Reconciliation” without being detected.

    10 points

     

     

     

    Close Quarters Combat

    Complete the level “Truth and Reconciliation” with at least four rounds left in your Sniper Rifle.

    25 points

     

     

     

    Beachhead

    Storm the Beach on the level “The Silent Cartographer” without losing any marines on Heroic difficulty or above.

    10 points

     

     

     

    Grenadier

    After activating the map in the level “The Silent Cartographer,” complete the rest of your mission without firing a shot on Heroic difficulty or above.

    25 points

     

     

     

    Wraith Hunter

    Destroy four Wraith tanks in the level “Assault on the Control Room.”

    10 points

     

     

     

    I’ll Be Taking That!

    Pilot a Banshee on the level “Assault on the Control Room.”

    25 points

     

     

     

    This One’s for Jenkins!

    Kill 50 Flood Combat Forms on the level “343 Guilty Spark” on Heroic difficulty or higher.

    10 points

     

     

     

    Breaking Quarantine

    Escape the Forerunner facility on the level “343 Guilty Spark” in 21 minutes.

    25 points

     

     

     

    That Just Happened

    Complete the level “The Library” on Heroic difficulty or higher without dying.

    10 points

     

     

     

    Speed Reader

    Complete the level “The Library” on Legendary difficulty in 30 minutes or less.

    25 points

     

     

     

    Look Out for the Little Guys

    Complete the level “Two Betrayals” on Heroic difficulty or higher without killing any Grunts.

    10 points

     

     

     

    Leave It Where It Lay

    Complete the level “Two Betrayals” on Legendary difficulty without picking up a new weapon.

    25 points

     

     

     

    Tying Up Loose Ends

    Kill every Elite on the level “Keyes” on Heroic difficulty or above.

    10 points

     

     

     

    Popcorn.gif

    Kill 100 Flood Infection Forms on the level “Keyes” on Heroic difficulty or above.

    25 points

     

     

     

    This Side Up

    Complete the Warthog ride on the level “The Maw” without being forcibly ejected from your vehicle.

    10 points

     

     

     

    Never Tell Me the Odds

    Complete the Warthog ride on the level “The Maw” on Legendary difficulty with at least a minute remaining on the countdown.

    25 points

     

     

     

     

     

    New Feature Completion Achievement List

    What have we here?

    Read a terminal.

    10 points

     

     

     

    Heavy Reading

    Read half the terminals hidden throughout the campaign.

    25 points

     

     

     

    Dear Diary…

    Read all of the terminals hidden throughout the campaign.

    50 points

     

     

     

    Looks like the Oddball

    Find your first campaign skull.

    10 points

     

     

     

    Skulls Taken!

    Locate half of the skulls hidden throughout the campaign.

    25 points

     

     

     

    Headhunter

    Locate all the skulls hidden throughout the campaign.

    50 points

     

     

     

    Tsantsa

    Complete any level with iron and two other skulls active at Heroic difficulty or higher.

    50 points

     

     

     

     

    DO NOT HANG ME!

     

    To help pass the time during the final stretch before release, I thought we could talk about Hang 'Em High—or, as the Anniversary reimagining is called, High Noon. Officially announced at New York Comic-Con, this particular map was spotted by several eagle-eyed trailer watchers many moons ago. For those that remember its predecessors, it will return you to a familiar playspace full of canyons and catwalks—one that is densely-packed with platforms, corridors, and cover.

    image3-2.jpg

     

     

     

     

    Of all the maps in Anniversary, High Noon probably got the most work. It also caused a rivalry dating back to Halo 2 to surface. From Chad:

    Hang 'Em High is an old battlefield for Max Hoberman and myself. Back when Certain Affinity was less than 10 people (compared to the 70+ they are now), we undertook remaking the map for Halo 2's final map pack. Back then, I had wanted to remake the map as Forerunner to match its original aesthetic, but Max argued (not entirely incorrectly) that the only thing that made Hang 'Em High Forerunner was the color of the textures and some of the repeating patterns. Ultimately we took "Tombstone" in the direction of an old rock quarry from which a city can be seen burning in the aftermath of the Covenant invasion.

     

    I can only imagine how my then-new coworkers must've felt. I had been at 343 for maybe a month or two when we travelled down to CA, and within minutes of the discussion turning to Hang 'Em High, the publishing team found themselves watching their new designer and the CEO of their partner arguing with each other in the middle of the room. Of course, there were no hard feelings; Max and I are good friends, and he's been a great mentor to me. That's just how we work. That, and pitching game ideas that are often laden with innuendo.

     

     

    I would say no comment, but I actually have several I'd like to make. Unfortunately, none of them can be repeated in present company. Why must it be so hard? And yes, I'll just leave that dangling right there.

     

    Back to the work that went into this map.

     

    Hang 'Em High was tackled in the early phase of Anniversary, a time when we were ironing out what you might call the "visual identity" of the Multiplayer maps. Damnation/Penance was still early in development; so early, in fact, that we weren't sure it would pan out as a Covenant map. It was during this time that CA was given the leeway to experiment with Hang 'Em High's rebirth. They didn't think "gray" was going to work, so they opted for a sandstone appearance, much like Sandbox and Sandtrap from Halo 3. Building bridges and platforms from what looked like beaten copper yielded interesting results, and the map began to transform into something reverent. However, fiction-related and practical problems began popping up.

     

    It was then that CA gave us our first good look at what was to become Penance, and with that good look came the realization that we could maintain the spirit of the original maps while taking creative license to fill in the gaps left by 10 years of development and a new generation of hardware. With that lesson learned, everybody decided maybe it was possible to make Hang 'Em High out of Forerunner materials. And thus, work on this particular map restarted. Throughout its evolution, a lot of exploration was done into the nature of Forerunner architecture and technology. Let's just say I think the Franchise team might have had as much fun working on this map as CA did!

    image4-2.jpg

     

     

     

     

    In its final version, High Noon is an iteration of the Forerunner Slipspace portal technology. With the portal active, the storm swirling around it picks up anything loose and hurls it about, resulting in a whirlwind of debris surrounding the center of the portal device. Your battle occurs in a barely sheltered structure that acts almost as a sort of observation deck to the power of the portal storm. The result is breathtaking, and Chad told Max so. From what I heard, there may have even been tongue involved. Of the neener-neener variety, of course.

     

    Aside from the aesthetic, there were some design changes made to account for the inclusion of Armor Abilities. A few tunnels and ramps have been added that allow for back-door access to either base. Similarly, a couple of gravity lifts give alternative approaches to movement should you ever find yourself without a jetpack. And, as with the other maps, each new path can be removed via Forge to create a more classic map experience. In fact, we've already done that, and you'll be able to play both versions of the map in the very near future.

     

    Yes, you read that right: very near future. We're at weeks now, people. No longer months. And guess what? It will soon be days...

     

    I HAVE KINECTIONS!

    [media='']

    [/media]

     

    We released an entire smorgasbord of Halo-related news throughout the entirety of New York Comic-Con weekend, and Hang 'Em High was just a small part of that varied number of figurative dishes. Also included were the tasty specifics of Kinect functionality in Halo: Anniversary. Not only will that little black box allow you to use voice commands, but it will also assist you in gathering canonical information while out and about on your Campaign adventures. Check out this handy-dandy PR-friendly bulleted list of specifics, and then watch the behind-the-scenes video to get a glimpse into that feature, and also the Anniversary Campaign as a whole.

    Analyze Mode– Analyze Mode is a Kinect-exclusive feature that allows players to scan items of interest within the Halo: Anniversary campaign to populate the Library, an interactive encyclopedia of Halo lore. Once in Analyze Mode, you can add new articles of interest to the Library by focusing the reticule on them and saying, "Scan."

     

    The Library – The Library is an expansive index that provides detailed information on items of interest players have scanned through Analyze Mode, such as vehicles, characters, enemies, and weapons. Through the use of gesture controls, players can explore the entire Library at any time and then return to the campaign to continue unlocking more secrets within the Halo universe.

     

    Voice Commands– Harness the technology of Kinect for Xbox 360 to reload your weapon, throw grenades, switch seamlessly between Classic and Remastered graphics and more, using only your voice.

     

    HALO WAYPOINT FALL UPDATE!

    [media='']

    [/media]

     

    Well as a great rabbit said, thats all folks! Until next time!

  3. 343 Industries confirmed today that High Noon, a remake of the classic Halo: Combat Evolved multiplayer map Hang Em' High, will be the final multiplayer map to ship with Halo: Anniversary. The news came out of a lively Halo: Anniversary discussion at New York Comic Con 2011.

     

    First spotted in the E3 Halo: Anniversary trailer, High Noon represents the second makeover and re-release of the Halo: CE classic Hang 'Em High. Originally remade in 2007 as Tombstone by Bungie alum Max Hoberman's co-founded studio, Certain Affinity, Tombstone was one of the two final Halo 2 add-on maps (the other was Desolation, a remake of the Halo: CE map Derelict) to make up the Blastacular map pack.

     

    We tracked down Max to talk about Certain Affinity's work on remaking his remake, what we can expect from High Noon, and tried our best to trip up Hoberman with our silly Halo knowledge in the process. Spoiler: Achievement Unlocked.

     

    IGN: This will be the second time you've remade the map, what did you learn making Tombstone for Halo 2 that you're employing for this redeux redeux?

     

    Max Hoberman: We kept the Tombstone remake very close to the original map, only making changes to address issues that arose during development. For example, jump height forced us to change the vertical scale on the map, and this made the big long ramp look horribly awkward and stretch too far into the play space, and so we replaced it with a lift.

     

    We also started everyone with a battle rifle, rather than the standard SMG, to better approximate the pistol start on the original map, and this caused us to want to ease mobility (e.g. jump up to the broken walkway) and make it easier to drop into cover (e.g. "crack hole" that led down to the tunnel).

     

    For the second remake we found ourselves in a great position – we could have our cake and eat it too. Our remake goes out of its way to be as true to the original as possible, and then via the wonders of Forge adds new elements to the High Noon variant that go way farther afield than we ever even considered on Tombstone. So the two experiences of remaking this classic map were wildly different from one another, but both times we got to playtest one of our all-time favorite maps every day, so we loved it.

     

    IGN: Tombstone was tweaked with cosmetic changes (visual overhaul, soda machines, fusion coils) and to accommodate for Halo 2's jump heights. What changes other than aesthetic tweaks have you made to accommodate for Halo: CE/Halo: Reach gameplay?

     

    MH: For the classic version we stayed true to the original, so beyond visuals we just scaled things to accommodate for jump heights. For the new version the biggest change that we had to deal with was the inclusion of the jetpack. The extra mobility that this affords radically changes the nature of the game, and this was causing a lot of problems because it's such a wide open map with so little cover. The jetpack became the only equipment worth a damn, and anyone without one felt like a mouse surrounded by circling hawks. To address this we went to town with new tunnels and passages, giving little mice places to hide (with shotguns at the ready).

     

    IGN: Tombstone appears to be set in the Halo: ODST timeline (destroyed New Mombasa can be seen in the distance), what period is High Noon in?

     

    MH: We imagined Tombstone as a military training facility outside New Mombasa, abandoned after the city's destruction. We called it the "High Plains Training Facility" since High Plains was our codename for the map during development. There are plains outside Mombasa, right? I'm sure there are.

     

    We took the new map further afield. It's a Forerunner facility that generates portals, though I'm not quite sure where or when. I'm pretty sure that the Forerunners probably used these for interstellar mail delivery.

     

    IGN: Tombstone was the only map in Halo 2 to have 8 territories, (the game's limit). How many territories will High Noon have?

     

    MH: I admit – you've stumped me (damn you!). I remember setting up the 8 territories on Tombstone, but I had to ask Kyle, our Test Lead, to find out about High Noon. Fortunately he said that there are eight territories, so I guess he gets to keep his job.

     

    IGN: Describe the weapon loadout and power weapon locations; will sword and sniper spawn remain in the precarious spawnpoints? Rockets? Overshield for classic mode? Something else for Reach gameplay?

     

    MH: Simple answer: yes. We've tried to keep the classic version of the map as true to the original as possible, including weapon locations, powerups, etc. We changed things up to better suit the High Noon variant, but learning is half the fun, so I'm sure you'll do fine.

     

    [via IGN]

  4. Yes, Halo: Combat Evolved Anniversary is getting Kinect functionality -- but you knew that already. Despite a bit of news escaping Tokyo Game Show earlier this year about what the functionality entails, we were promised a fuller reveal "this October." And here we are: 343 Industries reps told Halo panel attendees tonight at NY Comic Con that the game will include a variety of new Kinect features, such as analyzing world items.

     

    When in Anniversary mode (read: fancy new graphics mode), players can use Kinect voice commands to "Analyze" various enemies, which will then add said enemies into a readable in-game database ("The Library" -- no, not that Library). What's more, you can also shout "grenade!" and, well, Master Chief will totally throw a grenade. "Reload weapon!" does ... you get the idea. A video showcasing the additions was shown off and we'll have it up for you as soon as possible. It'll arrive in fuller form on Halo Waypoint this coming Monday.

     

    Analyze Mode is only available with Kinect, 343 says, and won't work if you've only got a controller. Sorry folks!

     

    [via Joystiq]

     

    I now have a video for it:

     

    [media='']

    [/media]
  5. When Epic Games purchased Chair Entertainment, the game studio was focusing on DLC games for Xbox Live Arcade like Undertow and Shadow Complex. But with the explosion of iPhone and iPad mobile devices, the small studio of about 20 employees crafted the first Unreal Engine 3 iOS game and launched Infinity Blade. Apple loved the game so much they featured it in their commercials and has had Epic Games on stage for key technology announcements. Gamers loved the game too. The first title sold over 5 million copies and generated over $20 million for the Gears of War 3 developer's Salt Lake City studio. With this success comes a sequel designed for iPhone 5 and iPad 2 (and beyond).

     

    [media='']http://www.ign.com/videos/2011/10/04/infinity-blade-ii-teaser-trailer[/media]

     

    Geremyy Mustard, technical director and co-founder of Chair Entertainment, said the team wanted to raise the bar once more for the visuals that are possible on Apple's devices. The developer learned a lot from its work utilizing Unreal Engine 3 on the original title, and that was put to good use in this follow-up, which promises a much bigger gameplay experience.

    mustardinline_1317677469.jpg

    "Whether it's Gears of War 3 on Xbox 360 or Infinity Blade II on iPad 2, Unreal Engine 3 really pushes the envelope of what we can do," said Geremy Mustard. "Everything you see within one of our environments, even in the distant background, is fully 3D and playable. It's above and beyond what we were able to do before. You'll see grass blowing in the wind, light rays, and god rays – these are effects that came partway through the console life cycle of Xbox 360 and we have them running on these mobile devices today and it runs beautifully."

     

    Looking at an environment on a computer screen, it'd be a challenge to differentiate this game from an Unreal console or PC game. Geremy Mustard said dual core chips and more advanced graphics processors are enabling the small team to do a lot more -- and not just visually. The original game shipped with just the one castle to explore, although there were cool interior rooms and surrounding areas. The team set out to create a much more diverse world with this sequel.

    chair-entertainment-talks-infinity-blade-ii-20111003022553107.jpg

    The world of Infinity Blade II is much more varied.

     

    "The player will explore many different environments in this game," said Geremy Mustard. "You'll see some stuff that looks familiar, but the castle in this game is very different. We'll also be exploring environments in a more Asian-themed landscape. With each environment, we wanted to create these water cooler moments -- these areas where players can look back and converse about that battle that took place in front of that huge tower or by that really cool clock. There's always something in the environment that will keep your focus and lead you through the level."

    The world itself is four or five times bigger than in the first game. It's just so much more content.

    Players will have more choices this time around, as levels will offer branching paths for exploration. Donald Mustard, creative director and co-founder of Chair Entertainment, said everything is bigger. The first game shipped with about 70 items that players could acquire in the game like swords, armor, shields and magic rings. With Infinity Blade 2, the game will launch with over 120 new items in addition to the content from the first game.

     

    "All of the weapons and swords will be and then we have some new surprises that I don't want to talk about yet," said Donald Mustard. "There will literally be hundreds and hundreds of items that are all unique with different properties. There are also just a lot more enemies in this game. The world itself is four or five times bigger than in the first game. It's just so much more content."

    chair-entertainment-talks-infinity-blade-ii-20111003022552849.jpg

    Battling an Iron Wretch.

     

    Players will be able to utilize these new weapons in combat against a wide array of enemies. Chair has invested a lot of time designing an assortment of creatures and beasts that range in size from humanoid to multiple-screen monstrosities like the Iron Wretch.

     

    "There are so many awesome enemies this time around," explained Donald Mustard. "One of my very favorite is the Eyeless Noc which comes from this race of enemies that are these more ghoulish, troll-type creatures that have this beaten copper plating all over them. This enemy has a big staph with all these nails beaten into it and he's constantly spinning and whipping it around through the air. Then he'll fake you out with some big thrust and jab the staph right in your face. He's this cool acrobatic enemy."

     

    Gamers will be able to dip into their own arsenal of combat styles to go mano-a-mano with these types of foes. Donald Mustard explained that in addition to the traditional sword and shield combat that fans are familiar with, Infinity Blade 2 features dual blades fighting.

    chair-entertainment-talks-infinity-blade-ii-20111003022553344.jpg

    The Eyeless Noc is a new, acrobatic enemy.

     

    "Instead of having a shield, you'll be able to pull two different swords off your back and fight enemies," said Geremy Mustard. "The other cool play style that we have is a two-handed, axe-style weapon. You'll hold it with both your hands, so you're without a shield. But you can use the weapon to block as well as attack. It's a slower moving weapon, but it does a lot more damage. There's a tradeoff to each of the different fighting styles, but each one adds some really cool variety."

     

    Chair has been working closely with Apple to ensure that Infinity Blade 2 takes advantage of the new iPad 2 and iPhone 5 functionality, in addition to the latest Unreal Engine 3 updates from Epic Games. And like the original game, Chair will launch the game and then continuously update it with new features, items and gameplay options.

     

    Infinity Blade II will be hitting iPhones and iPads December 1st.

  6. As you all know the season of fall has started! This means AAA Games galore;I felt like I should do something new and fresh, I will be doing reviews forsome of the hottest games of this holiday season. First one you mayask......GEARS OF WAR 3

     

    Gears of War 3 follows the story of Delta Squad asthey face the biggest thing of all...family. The game starts off in a dreamsequence where you get to relive the scene where Marcus loses his father. Thegames then starts off a little slow but then moves into a fast paced actiongame! The first boss fight is pretty easy but as you press through the game youwill face enemies that you feel are impossible to defeat. Act III to me is thebest part of the game, but I am warning you, it is a tear jerking ending forthat act. Without giving any spoilers it is safe to say that this campaign wasa perfect example of closing out the trilogy the right way.

     

    gears-3-screen.jpg

    Multiplayer is what truly makes the game shine also! After spendingextensive time playing through every single versus mode there is I feel themade the multiplayer versus component perfect. There are also many charactersthat you can unlock through performing certain tasks which adds game playvalue. Then there are medals, just think of these as a beefed up version ofHalo nameplates on steroids! In Gears of War 3 we got introduced to a new mode,Beast Mode. This is where you take the role as a Locust and you have to mowyour way through 12 waves of COG and stranded. This to me is the best part ofthe game because you can play as just about every single type of Locust we knowof. I am hoping for them to add more waves in the future! Horde 2.0 introducesa new type of economic game system where you buy a base and then build upon it(Think of it as buying land). Truly the best map for playing Horde on isSandbar because of the many turrets and bases available. Also you can upgradeyour barriers, turrets, decoys, etc. The cool thing about that is when youupgrade them they level up and then that level lasts with you throughout thewhole game.

     

    Closing comments:

    Gears of War 3 is truly an amazing game. In factit is hard to tell anything wrong with the game. I would recommend this game toanyone I know! I give this game a 10/10

     

     

    This post has been promoted to an article

  7. People, people, people......

    I come bearing news:

     

    We have only played half of Operation Metro, full version is twice as big.

     

    The graphics are running at half blast. Full game will look much better.

     

    The reason there are no vehicles is because it is rush mode not conquest or TDM.

     

    The will be updating the beta reguraly

     

    Supposedly as early as Tuesday they will be adding Caspian Boarder to the beta with vehicles (rumor)

×
×
  • Create New...