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Stealing the Submarine - GTA V Minisub Mission Walkthrough
#GTA V#GTA 5#Grand Theft Auto V#Minisub mission GTA V#Steal the submarine GTA V#GTA V walkthrough#GTA V mission guide#GTA V heist#GTA 5 freighter mission#Dame Z Gaming#Rockstar Games#GTA V Minisub#GTA 5 tips#GTA V strategies#gaming walkthrough#GTA V guide#Youtube
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So i had my first taste of Red Dead Online yesterday. Coming in knowing the experiences other people had with it and having already experienced GTAV Online, I got in with very low expectations. A watered down, mere shell of Single Player experience, A soulless husk with content hidden behind countless hours of grinding or optional paywall. After roughly 12-15 hours of gameplay with huge reservations towards the game, i have discovered that it actually has a potential greater than GTAV in which i sank hundreds of hours of my life previously, just so i could say that i have self sustaining economy at least in a virtual world and a yacht. Let me start with some pros before dwelling into well known cons. Surprisingly, Western third person open world games are even harder to find than Pirate ones. (I’m looking at you Pirates of the Burning Sea *softly smooches it*) Pirates have been getting some love over the last few years, However Wild west always stayed in the realm of single player games and an occasional First Person Shooter. But we all know FPS’s can’t be immersive or often as vast of content as open world multiplayer games could. (*snickers in ERP tone) Making it a unique game that you can currently grab for aa entry frag of 4.99 euros. The content that it’s providing right now is well worth it, and a good investment considering the price will be rising 5 times. I just hope the content and care for the game rises just as much. On a more subjective note i must say how satisfying killing someone feels... In a game!.. Of course i meant in a game. While the world is devoid of great story and characters, it’s gameplay is still present, making it the only multiplayer shooter i actually enjoy playing with my gamepad. Now i’m gonna make a pretty questionable remark here even to myself as i highly enjoy more linear and story driven single player experience more than Empty huge Open worlds every new yearly Far Cry, Rainbow Six or anything Bethesda’s planning to ruin next, are providing. That being said those same huge storiless open worlds provide you a blank canvass only limited by your own imagination. There are people that you can meet out there in that wide wild west, things that you’re gonna do differently just because someone nudged you to... (*Insert that moment when he cleaned the whole camp full of Lemoyne Raiders only to be noticed by another stranger, who inquisitively and a bit scared asked about what transpired, visibly worried for the departed folk...While explaining him how they were bad men, i noticed they were guarding a lawman tied up and gagged, looking more scared of being noticed than relieved of being saved... I brought his presence to this new passerby, asking him if he might have any idea of what i should do with him? He replied in a manner of telling a short story with a surprising twist... “Well i’d untie him and then i’d blow his brains out”. It was at that moment, the lawman’s fate was sealed. I took my knife out, cut the rope and grabbed the surprised officer in blue that for the first time during the whole ordeal looked relieved for a moment...*The gunshot sound* This wouldn’t be possible in linear handholding experience every mission of single player was. The NPC wouldn’t be programmed to push you and make decision like that on a whim. I noticed lately is that any game can be enjoyed as much as you let it entertain you. So instead of getting polarized right from the start by looking into reviews such as this. In a perfect world one should experience the game first, and be the judge of its shortcomings, if he even notices them in the first place. Now lets get into the really gritty business. You get an abysmally low amount of money and gold pieces. Throwing accent on gold pieces as they are the main form of unlocking majority of the content hidden behind roles of: The Collector, Naturalist, Bounty Hunter, Trader and Moonshiner. You need to pay a hefty amount of hard earned gold to buy any of this roles that you can earn back only by picking Bounty Hunter first as it’s the only role that earns you gold. Picking anything else would set you back to square 0. The system isn’t perfect. Not for the player. There’s a CEO out there laughing every time some poor tortured soul gets bored of grinding and goes for its Debit Card to buy some Gold Bars instead. There’s a positive thing about the value of Gold though, This game has a battle pass that became a staple of every multiplayer game. While it’s usually associated with Free to play games, as one of the sources of the income, It’s getting quite prominent shamelessly in top tier $60 games. Red Dead Online however lets you get the premium content of the Battle Pass for 40 Gold Bars. Now while its very welcome having this option present, It would be even more tolerable with the introduction of more Gold making methods. Which brings me to the state of game it is in now. Anyone who played GTA Online knows how broken the netcode is. RDO is unfortunately the same in that regard. During my 15 hours I have encountered 1 whitescreen glitch, 2 hackers and a lot of empty lobbies for game modes nobody plays. Which is probably because they tried playing it with insufficient amount of people for them to shine through. While some of them could be just pure trash... Like the train chasing, capture the wagon mode that instead working like king of the hill, where everybody is working together to overtake one overpowered player, here while doing that, other players work against each other too... Which makes it god awful considering everybody is spawning on same place near the moving train where it becomes Spawn Kill Simulator. Right now, Read Dead Online is in that stage before even getting its heists. It’s in its infancy. The Dark Age. My hopes are that enough people gets the $6 version of the game (Including those who already bought it once on console and want to secure the future of the game, and any new updates they might be having in store) Cause we all know GTAV is gonna get rere-released for at least 2 more console generations so why not just get it on PC and be done with it. Maybe united under one platform Rockstar finally starts paying attention to it as much as to its older cash cow brother. Recently i had a luck of experiencing tv show called Deadwood. If you’re not particularly into Westerns, but you loved Red Dead Redemption 2, and can’t find anything that fills that void in any other media i highly recommend you trying to get into it as it was the first thing that filled mine. That sounded dirty... Anyhow in that show people aspire to be Prospectors. I think that would be the perfect role for Red Dead Online. You must have encountered a person who struck gold trying to run away from you while hiding his nugget.Just imagine the possibilities....Working your own Mineral Deposit with a chance of Gold. Cause god knows having a working Gold claim would be too good to be true. Mining could either be another thing, we have a shovel, you might as well give us a Pickaxe. It could be either incorporated in the role of Prospector or its own thing... Miner > Prospector, Kinda like how Trader and Moonshiner work now. Another chance of getting gold bars would be by preforming HEISTS. In GTA Online’s Casino Heist, you have a chance of getting more valuable score than cash. Those are Art, Diamonds and GOLD. You take literal gold bars and put ‘em in your bag. Imagine how awesome would that be in RDO. Making robbing banks, freighters even goddamn trains all the more repeatable and invaluable. These are all dreams in best case scenario whatsoever. Now excuse me, I gotta go feed my pets, And i might turn this into a Youtube video.
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Top 10 Games Of 2017
Almost the end of the year, YouTube is making people cringe with YouTube Rewind, so why not release my list of top 10 games of 2017? Thing is, I’m taking a Dunkey approach and one of the games on this list isn’t from this year, but I’ve been messing around with it. Also, I have not played anything on Nintendo Switch, or Cuphead, so don’t rage at me, I’m sure they’re good.
10: Injustice 2
Fighting games have always been fun for me, but hard to stick with. I lose interest and move onto something else. Injustice 2 found a way to keep players like me coming back, with its wide array of customization for each of its 24 (maybe more) characters, not including the DLC characters. It's also one of the most visually impressive fighters I've seen to date.
9: Hotline Miami 2: Wrong Number
Several years later, I still find myself going back to this game, wanting to better myself. It's a love/hate relationship, but it's wrapped in this strong vibe, that I try to capture in my own life, with the colorful environments and the amazing soundtrack, using music from some of synthwaves biggest names, covering action movie-esqe shootouts, hazy drug fueled massacres, and can go from making you grin, to a dark, atmospheric song that makes you squirm in your seat, unsure of what's next. The ending? Yeah, it's a easy cop out, but the ride there is all good...except for the reporter levels.
8: Destiny 2
I don't care what anyone says, this was a step in the right direction. The free roam maps are so much larger than in the first, and the story has more presence (I don't even remember what we were doing in 1). But, what's most important, is how it plays. I'm glad to say it's very well done, if not meant to be enjoyed with friends. I'm currently waiting for my paycheck so I can get the expansion and play some more with my friends again.
7: No Man's Sky
Oh...you think I'm joking here? "You like No Man's Lie?" First off, wow, what an original comment. Bet you watch your Rick and Morty every night. Second, time to face facts: NO MANS SKY IS A MORE COMPLETE GAME NOW THAN STAR CITIZEN WILL BE IN A YEAR. You can build bases, get a vehicle, even roam with other explorers (if, you know, you can find them, so many planets), take jobs, there's factions, freighters, and there's an actual story now. It's still got a bit to go before it becomes that god tier game we heard about, but the team has shown they're committed to fixing their mistakes, so, can we STOP using the same cringey dead memes? Just go on spotify, throw on a playlist, and go out exploring.
6: Fire Pro Wrestling: World
When I found out this game was available on Steam, it was an instant buy. At first glance, this game seems lackluster. The roster is either japanese wrestlers you probably wouldn't know unless you were a hardcore fan, or some characters the dev made up. But, before you boot up the game? Check out the Workshop for the game, and you will find yourself in heaven. If someone created the character, you can download them into the game. You also could make one yourself...but come on, that system is way too complicated. Hell, even if the fighting system frustrates you, it's fun to set all the fighters to AI and watch Shrek vs Big Smoke vs Hulk Hogan vs Filthy Frank.
5: Uncharted 4: A Thief's End
I finally got to play this game, finding it for 20 bucks at Gamestop. Uncharted is probably one of my fave Playstation franchises, and it's amazing how close all the games were released, but not one is a slip up. That said, 3 was the series weakest leg. The story was ok, but the villains were lackluster. This? This ramps up all the action to 250%, brings some of the most stunning visuals I've seen on the system TO DATE, and is a fitting end for the story of Nathan Drake, as well as a great cast of characters, old and new. I can't really describe it in text, you just gotta go play it. Also, you can dab in multiplayer.
4: Middle Earth: Shadow Of War
If you see me on facebook, you know this was coming. I'll be honest, story-line wise, this game is not great. If you're a Tolkien lore nerd, you'll prolly rage jizz 8 times in the first act. Hell, playing the story is a bit boring as well. They try, but the story missions STILL feel like shit you do to get the next ability unlocked. When it comes to playing the main missions, it feels like every basic free roaming games missions, where it's linear, the objectives range from go here to kill this. When you're just killing captains, though...that's where the stories start. You'll build armies, suffer betrayals, play orcs against one another, and build these intense rivalries! Some of these I will never forget, and I'll suffer through a bastardization as long as you make it fun.
3: Wolfenstein 2: The New Colossus
This game...is just pure video games. You know how people describe video games in TV Shows, like they live a different life? That's Wolfenstein 2. I'm not me. I'm BJ Blaskowitz, gunning down Nazi's with the dual wielding power of god in the form of the most devastating weapons known to man! The story, much like one, is better than what you would expect out of a gory violent shooter. I could go on, but honestly, I couldn't do it anymore justice. I'm going for a 100% with this game. Go pick it up, sit back, and embrace the primal side.
2: Yakuza Zero
I have always loved this series. I was in a nice place when I played the first on PS2 about 10 years ago. I think I didn't hear much about Zero prior to its release, but I saw Angry Joe review the game, and I remember how much I loved playing Yakuza 3. With my next paycheck, I picked up the final copy at my local Gamestop. You play as two characters, one being the series protagonist, and the other, a fan favorite secondary character. The first is framed for a murder, and the other is asked to carry out a hit, but complications arise. It sounds generic, but only because I don't want to spoil you, as this game is a trip. Think of it as if anime existed in real life. There's dramatic situations, with some serious themes, but at the same time, you and your enemies have goddamn fight auras, and can dish out these attacks that you say "Ok, that killed him." only to see him either get up or just be knocked out. I won't even get into the various side quests for each character. The downsides is it's not for everyone. Japanese only audio with english subs, the free roam is more akin to a town in a Final Fantasy game than GTA, although it fits.
1: Horizon: Zero Dawn
I didn't really start digging into this game until a month back. I bought it shortly after E3, Gamestop had a promotion knocking the price to half. I also bought a new computer monitor I needed to make my graphics card compatible. HZD languished a bit as I explored a bunch of new games. Then, last month, a few friends were getting into a talk about their game of the year. I said Shadow Of War, and a few others went against me, with this. I said that while it was decent, it felt like a generic overstuffed free roam game. I'm a fucking idiot. Upon replaying, I was treated to a beautiful open world that actually MAKES you want to explore it. I didn't get involved in too many side quests, sticking to those that branched off the main plot, and I was surprised with my progress. When a free roam game doesn't make me want to use a fast travel, it's a W, man. I'm nearly done, and look forward to picking up the DLC. There's other stuff too, but this list is gonna be too long to hold people's attention as it is.
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Rebel Galaxy Outlaw Review
New Post has been published on https://gamerszone.tn/rebel-galaxy-outlaw-review/
Rebel Galaxy Outlaw Review
In spacefaring sci-fi shows and movies – eg Star Wars and Battlestar Galactica – there are two very different kinds of space combat: the slug-fests where battleships duke it out with massive broadsides, and the fast, twitchy dogfighting of fighters buzzing around them. 2015’s Rebel Galaxy is an excellent RPG built around the former, and now its prequel spin-off, Rebel Galaxy Outlaw, is an action game that specializes in the latter. IIt’s a flashy, modern revival of the gameplay style of classics like Wing Commander: Privateer and Freelancer, and it even all but eliminates the most annoying part of dogfighting with a creative and entirely optional piloting assist. The campaign missions are stretched over an open region of space that’s probably two sizes too large, but there’s more than enough going on to make Rebel Galaxy Outlaw a stellar single-player game.
You begin this appropriately small-scale, non-galaxy-threatening story as seemingly every space mercenary/merchant/smuggler/miner does: taking any odd job you can find in the hopes of upgrading your bottom-of-the-line ship to something a little less crappy. Protagonist Juno Markev (the aunt of your capital ship-commanding character in Rebel Galaxy) is about as gruff and ornery as they come, and her initial motivation of tracking down the brute who killed her husband sets a determined mood that justifies whatever approach you want to take to fund your quest through a universe full of aliens and Han Solo-esque smugglers.
Combat is an absolute necessity for most of the story missions – and for getting from point A to point B in a region of space where the population appears to be about 45% pirate – so it limits your playstyle slightly in that you can’t play primarily as a pacifist trader. However, your primary source of income can be anything from bounty hunting (including taking down extremely tough Pirate Lords) to mining asteroids to buying low and selling high as you skip from system to system. Or, alternatively, you could turn to straight-up murderous piracy, attacking juicy freighters and their escorts and stealing their cargo for sale on the black market – at the cost of only being able to dock at pirate or neutral stations.
Or, alternatively, you could turn to straight-up murderous piracy.
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If you’ve played a 3D space combat game before you may already be pretty weary of endlessly chasing a directional indicator to try to bring your target into your sights before you can even fire a shot – and, considering they’re trying to do the same to you, that may lead to near-endless circling. But Rebel Galaxy Outlaw has a bold and absolutely shameless solution to that, one that’s quickly become one of my guiltiest of gaming pleasures. You simply hold a button (left trigger, if you’re playing on the strongly recommended gamepad) to automatically pilot your ship, homing in on your target to bring it into view so you can do the fun part of blasting it. Holding LT alone doesn’t guarantee you’ll hit your target, but it gets you pretty close – and thanks to the aim-assist on most weapons on normal difficulty, if you time your shots right you can basically treat it kind of like GTA 5’s shooting: left trigger, right trigger, left trigger, right trigger. It sounds incredibly lazy but I’m here to tell you it feels fantastic because it creates the illusion of being a great pilot without the drawn-out game of cat and mouse.
Before old-school dogfighters are scared away, note that Rebel Galaxy Outlaw comes with a difficulty setting – literally called “old-school” – that turns all of this assistance off, and also deprives you of everything from a useful weapon to a radar system that tells you anything beyond that there is something there. (If you want to know if that something wants to kill you, you’ll have to pay for an upgrade.) Having to start from the very bottom definitely makes those first hours more of a challenge – there’s significantly more you have to do before you become capable in combat. And once you do, there’s some good nuance to fights to learn: besides optimizing your power management, you can execute exciting moves like killing the engine, allowing you to rotate your nose (and weapons) freely as you continue moving in the same direction. The old-school and sim modes also disable the third-person view, which became my preferred perspective because it shows off the highly detailed ships and my custom paint jobs.
Rebel Galaxy Outlaw’s ship painter tool is one of the most elaborate I’ve ever seen in a game. It’s basically a light version of a painting program like GIMP or Paint.net that allows you to free-hand draw or stencil directly onto your ship’s textures, and even allows you to use multiple layers for elaborate projects. It’s not the most intuitive thing in the world, in part because you’re painting on a 3D object instead of a flat canvas, but after watching a quick YouTube tutorial I was able to import a PNG of the IGN logo and splash it all over my ships. It’s going to be a lot of fun to see what kind of art people come up with. You can even order a 3D-printed physical ship based on your design, directly from the tool (price TBD).
Ain’t she a beaut?
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It’s a little disappointing that, despite a good range of ships flying around to shoot at, Rebel Galaxy Outlaw has only five ships you can actually purchase and fly: the starting flying dumpster and two tiers of light freighters and fighters. It takes a good amount of grinding out bounties or commodities trading to be able to afford and upgrade each one with new weapons and accouterments (power plants, afterburners, shields and armor, anti-missile defense, tractor beam, hyperdrive, mining gear, etc) which made progress feel a little slow at times. And once you do get that high-end ship – which is basically essential for surviving on the eastern half of the map, where much of the story takes place – there’s not much left to work toward or spend money on beyond repairing your ship after you take a beating in a fight.
Every ship is a big deal because they each have their own unique cockpit and HUD layout.
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But every ship is a big deal because they each have their own unique cockpit and HUD layout, so hopping into a new ship feels like much more than just upgrading your weapon hardpoints, speed, turning radius, and cargo space. As a VR guy, though, it’s a small heartbreak that Rebel Galaxy Outlaw doesn’t let me strap into my headset appreciate them from a true first-person perspective – and follow targets through my canopy as they fly overhead in combat, like you can in Elite Dangerous, Everspace, or EVE: Valkyrie.
(Note to modders: if there is no X-Wing/TIE Fighter mod within a week of release I will be forced to take legal action.)
Dogfights can get pretty hairy when there are multiple enemies ganging up on you, but there are several ways to turn the odds back in your favor. For one, you can pause the action by bringing up your radial menu at any time, which allows you to take a moment to adjust your power-generation balance between weapons, shields, and engines (or do a quick power dump between weapons and shields) and go into a tactical radar view to get a sense of your situation and set targets. To survive some of the most brutal fights it won’t do to mindlessly attack the nearest target, rinse and repeat – you have to take out bigger threats first.
Playing the story missions unlocks wingmen who can be called in every 10 minutes, which is essential for making the enemy split their fire between the two of you and take some of the pressure off in a big fight. Each has their own combat banter that led me to quickly pick favorites (I won’t say who due to spoilers) but they’re functionally very similar in combat ability. They only stick around for 10 minutes, though, so that 10-minute cooldown can be a little annoying as it sometimes forces you to kill time for a few minutes before starting a tough mission with backup.
Most of what you’re doing is inherently repetitive – shooting down fighters is pretty much the same thing over and over, and most of the time the generic missions you’re sent on have you clearing out pirates who are sometimes attacking freighters or mining ships. Mission variety does eventually improve when Rebel Galaxy Outlaw starts throwing larger frigates, destroyers, and cruisers at you that have turrets you need to strafe, but if you’re playing in long sessions, as I was, that can get a little tedious. But of course, the light show of multi-colored lasers, missiles, and explosions flying every which way is constantly entertaining.
The light show of multi-colored lasers, missiles, and explosions flying every which way is constantly entertaining.
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It does do a fairly good job of giving you other things to do between missions, however. When you land on a space station or planet and are treated to a pretty impressive range of landing animations and space dock facilities, visiting the local bar gives you the option to play several minigames – if, that is, you consider a fully functional game of pool to be a minigame. There’s also a slot machine, dice poker, and an Asteroids arcade game clone, most of which can be played for money or, occasionally, a piece of ship equipment. None of it is super deep or meaningful to the story, but it provides a nice break from the grind.
Rebel Galaxy Outlaw also does its best to automate away the genre’s other tedious activity – long-distance travel – but is less successful here than it is with combat. It’s a sound idea: if you don’t want to sit through the faster-than-light transit between space stations and mission waypoints, you simply hold a button to activate auto-pilot and, after a brief flyby animation, you instantly skip to your destination, unless you’re interrupted by pirates or a distress signal (which gives you an optional side mission to rescue a freighter, discover some loot, or get ambushed). The problem is that, on long runs, it’s just annoying to repeatedly activate autopilot over and over. You jump to a gate, jump through that gate, jump to the next gate, and jump through that – and repeat as many times as is necessary. I wished I could automate the whole process and only get knocked out of it when I had to fight, because seeing a mission description that required more than three jumps immediately made me want to skip it in favor of something more local.
When the missions required me to jump long distances I found I was simply chasing the quest indicator on the radar and rarely had any idea where I was on the map – and it barely mattered, because the factions that control or inhabit various regions aren’t super well fleshed out. They all have their own ships and battle chatter, so in that way fighting the religious fanatics (led by Space Colonel Sanders) is different from fighting the Steel Rat or Red Devil pirate gangs, or the police, but you rarely interact with characters from those factions and you never get a sense of their goals. And because faction relations are limited to your status as either lawful or unlawful, which basically determines whether you’re with the pirates or against them, there’s little need to keep track.
I was generally left with the feeling that a lot of this travel is there to pad out the length of the campaign, which took me around 35 hours to battle through. Trimming some of that out might’ve cut down on the feeling of repetition that creeps in midway.
The music, though, never gets repetitive because there’s simply so much of it. The soundtrack includes more than 20 hours’ worth, grouped into seven GTA-style radio stations which come complete with their own DJs and in-universe ads. There may not be a lot of recognizable tunes among the country and Latin-rock songs, but it’s all generally good stuff to cruise and fight to.
Source : IGN
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Sons of gravity: back to la bicrave
Episode 3.
Parmi les bonnes résolutions que j’ai pris pour 2017 figure celle-ci:
“Devenir riche.”
Comme je ne suis pas un fdp et sachant que la richesse se fait toujours aux dépens d’autrui, j’ai décidé de nuancer un peu cette résolution pour ne causer de tort à personne:
“Devenir riche dans Elite: Dangerous.”
Seulement problème: pour moi Elite, c’est la vraie vie. Et personnellement, j’y joue (à Elite) comme j’y joue (à la vraie vie): avec crainte et prudence. J’avais déjà fait pareil dans GTA IV puis V en respectant scrupuleusement le code de la route lors de mes errances à Liberty City et Los Santos (en dehors des missions, bien évidemment).
Spoiler: c’est super dur, surtout dans un jeu relativement flexible sur la notion de priorité à droite.
Mais comme tout ce qui est difficile, c’est gratifiant.
Dans Elite, j’évite donc soigneusement tout affrontement pouvant potentiellement raccourcir drastiquement mon espérance de vie. Ceci a bien évidemment des conséquences bonnes et mauvaises sur mon quotidien.
Inconvénients: je vis une vie de fragile spatial hémophile et je traite les coups de laser comme les missives du Trésor Public: j’en reçois beaucoup mais j’en envoie jamais.
Avantages: les armes étant useless, je les ai virées totalement de mon esquif. C’est du poids en moins et “le poids en moins, ça fait jumper plus loin”, comme le dit ce proverbe bien connu du côté d’Agartha que je viens d’inventer. Du coup les interactions avec des malandrins répondent souvent au schéma suivant:
Balade insouciante en Supercruise (Castillo).
Interdiction par un pirate/militant du Front de Gauche.
J’essaie d’échapper à l’interdiction via le mini-game habituel (cf Instant Nota Bene 2 du billet précédent).
Si ça marche, c’est cool et je continue mon chemin (avec la certitude de me refaire interdire dans le système suivant).
Si ça foire et que je commence à perdre le jeu de l’interdiction, je coupe le moteur et me soumet.
Une fois rendu dans l’espace normal avec le quidam hostile, je tape frénétiquement sur le boost afin de m’enfuir au plus vite.
Lorsque le FSD affiche ready, je jump comme un goupil soyeux non sans balancer un ��kthxbye” au préalable si le fumier est de race humaine.
L’essentiel de ma stratégie vise donc à fuir de manière efficace pour rester vivant. Jusqu’à présent, je volais dans un Imperial Clipper, le “Spirit of Port-Louis”, équipé de tout le confort, d’une soute de 216 tonnes et d’une accélération à faire pâlir la plus déterminée des 205 GTI 1,8L de l’époque, ce qui collait parfaitement à ma stratégie de pleutre.
C’est lui, là, s’élevant majestueusement au-dessus de Mofsqdloh 12:
Mais voila, 216t de cargo, ça favorise pas des masses ma résolution de 2017, donc une idée s’est rapidement imposée à moi:
WE GONNA NEED A BIGGER BOAT.
Pour trouver plus gros que le Clipper qui est déjà plutôt balèze, j’avais quelques choix possibles, cette image recense tous les vaisseaux jouables dispos, à l’échelle:
Pas grand chose au-dessus du Clipper (en bas à droite), ça fait donc une shortlist vraiment short, attendu que les appareils orientés croisière passager tout ça, c’est non. Que reste t’il ?
Le vénérable Lakon Type-9, ultime vaisseau de type Freighter:
Pros:
Il est énorme, 532 tonnes de cargo, c’est incroyable ma bonne dame.
Il est abordable 76,5 millions Cr, c’est pas grand chose de nos jours.
Cons:
Il est énorme. C’est un peu le gnou de la savane stellaire: il est balèze et tout mais face à des gens déterminés, toute sa superstructure crie “ARGENT FACILE” et n’importe quel bolosse même équipé d’un fusil NERF peut vous faire la peau.
Il est abordable, au sens piraterie du terme. C’est un freighter donc ses hardpoints (points d’emport d’armes) sont ridicules: 5 hardpoints dont les 3 plus gros sont des “Medium”, j’irais plus vite en prenant les cartouches et en les lançant directement sur l’adversaire depuis un hublot.
Il est leeeeent (231 m/s de vmax), la fuite n’est pas une option viable. La baston non plus, ça pose 2 ou 3 questions quand même.
Conclusion: hell no, dans un monde sans fdp, je dis pas, mais dans un jeu ou “Dangerous” compose 50% du titre, jamais de la vie je vole dans ce truc.
Next, l’Imperial Cutter, le multirôle de luxe:
Pros:
Esthétiquement, il est réussi. Dans la droite lignée du Clipper, tout en formes harmonieuses de branlos
Spacieux (792 tonnes de cargo, HELLOOOO)
Rapide (372 m/s de vitesse max)
Mortel (7 hardpoints dont 2 Large et 1 “Huge” (sic))
Cons:
CHER. GENRE, TROP. (209 millions de Cr pour la version de base qu’il faut ensuite pimper)
Faut grinder les ranks Empire pour pouvoir l’acheter, on dirait un peu les raffles à la con sur Instagram pour avoir le droit de dépenser 250 balles pour une paire de Yeezy Boost V350 chez Sneakersnstuff.
Conclusion: Trop cher, trop chiant de grinder les rangs, je passe mon tour.
En n°3; la Federal Corvette: La version Federal Navy de l’Imperial Cutter: énorme.
Pros:
Design dans la droite lignée de ce qu’un James Cameron pourrait faire: du military-science-fiction porn de BG
7 hardpoints dont 2 Huge, ça calme même le plus nerveux des astropilotes.
616t de cargo. Si.
Cons:
CHER (188 millions Cr quand même)
Se traine un peu du boule (302 m/s max)
Faut grinder les ranks de la Fédération pour espérer l’obtenir.
Conclusion: plus orienté baston que multi-rôle, trop cher et aussi des rangs à grinder: sans moi (mais il est superbe quand même, le fifrelin)
Last, l’Anaconda: vaisseau ultime jusqu’à l’arrivée du Cutter et de la Federal Corvette qui l’ont relégué dans le classement, il n’en reste pas moins un sacré appareil:
Pros:
Esthétique militaire qui plaît, on est loin des canons esthétiques propres à l’Empire mais l’Anaconda a clairement une bonne gueule dans la catégorie “pas de chichis, ça vole et ça tue”.
Multirôle parfait: 8 hardpoints (dont 2 Large et 1 Huge), 41 Ly de jump range max
Quand tu déploies le canon ‘huge’, t’as l’impression d’être Albator (point compte triple).
Cons:
C’est pas exactement donné (146 millions Cr)
C’est pas exactement rapide (279 m/s de vitesse max, c’est encore moins que l’Asp Explorer de mes aventures de Robigo runner décrites précédemment)
C’est pas exactement chargé (468t de cargo, c’est bien mais ça aurait pu être mieux)
Conclusion: J’ai 149 millions en banque, donc la question se pose pas trop,
TCHA-TCHING !
La vente du Clipper me permet de gratter 56 millions de rabais, tant et si bien qu’à l’issue de la transaction, j’ai un Anaconda vanilla et encore 59 milz dans ma poche.
Adieu “Spirit of Port-Louis”, bienvenu à toi “Stellar Gogote - Gro Falou IV”
Une des règles d’or d’Elite Dangerous c’est:
“Don’t fly what you can’t afford”
Maxime sympathique mais il manque le “to lose” à la fin. Ne jamais voler avec un truc que vous ne pouvez pas vous permettre DE PERDRE.
Il peut être utile de préciser que dans E:D, chaque achat est couvert par une assurance dont la franchise coûte environ 5% du prix d’achat de votre vaisseau et de ses modules. Cela veut donc dire que pour mon Anaconda à 146 millions, il me faudra raquer env. 7,5 millions si jamais je venais à me faire déglinguer. On va pas se mentir, l’espace est un endroit hostile, c’est donc un scénario qui est susceptible d’arriver un peu quand même. Si jamais je n’ai pas la somme, je peux tirer un trait dessus et repartir from scratch avec un Sidewinder à 1000 Cr, ma bite, et deux couteaux gracieusement offerts par la maison.
Reddit est plein d’histoires émouvantes de golmutes ayant décidé de braver le danger et de mettre toutes leurs thunes dans le cargo de leur Type-9 sans laisser assez pour le “rebuy” parce que “merde quoi, la destination et les $$$ ne sont qu’à 2 jumps d’ici !”
Ces histoires se finissent généralement de façon assez dramatique.
Me voila donc avec un Anaconda neuf et 51 millions à dispo, moins les 8 de l’assurance, donc 43 millions à claquer.
Enhardi par mon achat, je décide de me lancer sur ma route de trade pépouze à 2744 Cr de profit par tonne.
Je passe par l’atelier et maximise bien la soute, les Cargo Racks supplémentaires ne coûtant généralement pas trop cher.
Dans E:D un nouveau vaisseau est généralement fourni avec des modules de classe E (les modules sont classés de A à G; A étant la meilleure).
Avec mon Clipper, j’avais quasiment tout passé en classe A , raison pour laquelle le prix initial de 20 millions avait atteint les 55 à la revente. L’Anaconda étant plus gros, les prix le sont aussi.
La meilleure des Power Plant (8A), nécessaire pour alimenter le bouzin en énergie verte est facturée 165 586 490 Cr. Oui, un module interne au vaisseau peut coûter plus cher que le vaisseau en question. Je m’attendais à une hausse mais pas de cet ordre. OK, osef la Power Plant du coup, essayons de maxer ce qui peut l’être dans la limite du raisonnable. 10 minutes plus tard, il me reste 8 millions, soit un rebuy et basta, j’ai pas d’armes, vaudrait mieux pas que l’entreprise vire chocolat.
Je prends donc la route, les 2 jumps en Clipper se transforment en 5, rapport à la distance de jump inférieure de l’Anaconda dans sa forme actuelle, mais ne boudons pas notre plaisir, j’ai 352t de cargo au lieu de 216, et c’est bien.
Un message générique de forçeur apparaît, genre:
HOHOHO DU BATEAU ! VOUS ICI ? QUELLE CHANCE
suivi d’une tentative d’interdiction, signe qu’un malandrin s’intéresse à ma cargaison. Ni une ni deux, pouf, throttle à zéro, je submit comptant comme à mon habitude m’enfuir courageusement.
Tiens, il est en Federal Assault Ship. Ah ça change des Cobra Mk3 de smicard habituels, té. Tiens, il m’allume aux lasers direct. Allez, let’s foutons le camp d’ici, BOOSTBOOSTBOOSTBOOST et buh bye, bad guy!!!
Et là, s’affiche en surimpression sur le HUD de ma vie
279 m/s de vitesse max.
C’est à dire
LENT.
(suitance ensues)
Mes boucliers chauffent, le FSD charge et là un choix cornélien s’offre à moi concernant la répartition d’énergie.
Dois-je:
a) Prioriser le bouclier au détriment du boost ?
b) Prioriser le boost au détriment du bouclier ?
Abrégeons le suspense, dans la panique j’ai tout tenté en même temps, pendant que je priais le dieu de la mousson en araméen pour qu’il épargne ma misérable vie et mes récoltes de cette année.
Ca a fonctionné, mais devant les menaces qui deviennent proportionnelles à la masse du vaisseau tandis que la vMax suit la courbe inverse, impossible de jouer les lâches plus longtemps, je vais devoir faire le texan si je veux prospérer dans cette galaxie décidément impitoyable.
Comme disait Blain dans Predator:
Y’A D’LA MONNAIE À RENDRE, *PTOUH*
(Blain avait la fâcheuse habitude de chiquer)
À suivre, donc, inch 2Pac.
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