Fresnal Melee, SAS style

It was the last round planned for most of us, and I got elected as Element Leader… so I called for something totally insane!

I ordered everyone to sling their weapons and skip the tac aids – none would be used. We then inserted into Fresnal station and made it half way through one of the largest maps before taking any causalities. Cara died by enemy shotgun shell, after weaving into my line-of-melee, then COT died by the same suspects 12g, when the guy fired while being beaten to death by two SWAT officers lol.

Walker and I then moved on and continued to clear the map…. the suspects never knew what hit them. I made it until being killed in a lag spike, sigh. In RvS at least when you lag out, you’re hard to kill, in SWAT you just become bullet-bait.

If it wasn’t for Walker firing one LTL Bean Bag round into a suspect about to flee the map, we would’ve completed the entire map with NO weapons or tactical aids what so ever. And if it wasn’t for extenuating sircumstances, no one on our team would have died most likely!

Perhaps we are crazy as lunes, or just enjoy a challenge. With no weapons, one has to move fast, and SWAT 4 doesn’t lend itself to unarmed combat as readily as real life does; slow punching but 2m distance is not a good trade off. The real key to it, is mastering the angles involved in the confortation—and beating the enemy senseless. It’s even possible to take 2-3 suspects at once given the right stuff. Until Cara stopped exploiting the angles, it was an interesting 5-vs-1 pistols to fists fight for a moment on the next map lol.

I’ve spent the last few hours playing SWAT, ended it with a bit of Barricaded Suspects (VIP servers virtually empty :'(). I don’t really care much for SWAT 4s player versus player modes, since *at its best*, it basically boils down to forming a 2-3 man team: one with a big gun and the rest with 40mm baton cannon and cobras, arresting everyone in sight lol. I twas however a nice refreshing change – switch off the brain, run around, blow stuff up. Quake would have been a better choice.

Woke up around 0930Q, having dreamed something acline to the The Blackhole. I remember specifically a swirling blue-style blackhole, with balls of fire (like the asteroids in the film) flying form it, trying to escape but in the end, being sucked back into the event horrizion. Not to mention a lovely army of robots and an evil dictator, lol. The second dream, I don’t remember anything of at this point, it faded away a few minutes after I awoke – to tasks to tend to :-(.

Haven’t been in much of a good mood most of the day, this lack of sleep is driving me crackers. Still the same problems, sigh.

It’s been a long and tiresome day.

Played some Urban Terror to pass the time, hoping that SWAT 4 would pick up some steam. I found a funny server running a Simpsons inspired CTF map. After getting tired of the “LMG Battleship” approach of going for the flag, and timing between the waves; I took up a picket position with an eye on the enemies secondary advance-point to our flag. As such, I was the only mook using solid cover, but hey, I was head huntin’ them blues 😉

Swapped my Minimi and flak jacket for a helmet and a G36, tap-tap at the enemies centre mass and follow up until clipin’ their heads resulted in fatal damages. Whenever necessary, I’d just move around cover in order to fire at the enemies primary and thirdary avenues of advance; leaving my sector to the run & gunners on my own team, and an occasional smoke grenade hehe.

Once I closed the game, I noticed that Duke, COT, and Filter had finally gathered, so I made ready to join the fray. I find the wolf in an ant-hill a good way to let off steam, but it’s ever so more relaxing to have a decent game with friends, especially SAS style games!

Shortly after Duke called it a night, it was time for me to make a beeline to dinner, exercising plan A. I stuffed my face with my usual zeal—I’ve always been an expedient eater lol. The Undefeated was on tonight, which I enjoyed. It’s especially nice to see, after so many years of brother against brother, ex union and confederate troops can still get along (and brawl) like brothers! Something that sadly, was quite a bit rarer in the post war years :/. Then again, between the pissing contest, Sherman, and the carpetbaggers, who can blame people for not getting along?

I also got to enjoy a nice 10~15 minute nap, and all this time, my laptop has been compiling updates; practically since I got home lool.

Been playing more of Quake 4, and enjoying the storm of heavy strogg; a company of tactical transfers backed up with a platoon of Iron Maiden, Light Tank, and Gladiator units for all intents and purposes.

I’ve noticed that Quake 4, kind of like DooM of old has a “Flinch” like pain chance for different kinds of enemies. You hit them, they feel “Pain”, and are momentarily stunned; typically causing a pause in their movement and potentionally curbing their attack rate.

It has made fighting the Light Tank much easier actually, keep just outside punching distance but to close for its other weapons to be practical, and hose the thing with the Hyperblaster until it goes down. Especially since light tanks in Q4 love to try close in and use their brute force, it is a very effective technique when terrain permits; IMHO someone must’ve been thinking/watching Judge Dredd when they designed that Strogg. Also during the network node segment, I was pinned to the wall by a light tank…. but it went down before I did, due to pouring massive amounts of plasma into it lol.

Those Iron Maidens however seem to have a much lower pain chance, the lighting gun and hyperblaster are useful simply for their fire rate, although I wouldn’t suggest bringing the lighting gun to bear versus more then one Iron Maiden lol. The hyperblasters use is purely due to damage rate, it won’t cause enough pain to prevent them from shoving a rocket down your throat. The best weapon to deal with those things seems to be the trusty old rocket launcher, fire a salvo rapid fire and bingo—its lights out. Up close and personal, the shotgun also seems to be very effective when combined with double taps hehe.

Generally I’m not a fan of the Mega-hero with at least ten guns, more ammo then a dump truck can carry, and hordes of enemies that can each suck up as much fire as an Abrams school of game design, but Quake 4 has a nice balance. Most threats can be easily neutralized with suitable kit, Iron Maiden, Light Tank, and Gunners are not hard to bring down; a Gladiator on the other hand will warrant a big freaking gun! The real danger comes with numbers and terrain, plus like most games in the “Classic” style of level design: you will get loaded up with supplies before the real big nasty fights happen. Of course, this is almost always so close to the build-up to a pulse pounding, kick a hole in the wall, and pass the shotgun shells kind of brawl , that it ruins the suspense. Some games however can keep that suspense factor going, by shaking things up, so you really won’t know what is coming up, unless you play the game a lot or have a good memory (I do) for such things. I actually liked how in F.E.A.R. the replica troops that make up most of the games enemies are very easy to neutralize, almost realistically so; and there are only a few threats that are “Heavy” enough to make you nervous.

That being said though, a boss fight should always be expected to be worth a speed run and challenge you to complete it successfully, hehehe.

recent Q4 fun

Been playing through Quake 4 again, very fun single player campaign; just started marching into Iron Maiden country on the last nexus tower tour.

Some how, being crammed into a tin can and shot down the throat of a strogg facility brings back memories of Quake II, lol. Personally I can’t fathom the one-man pods having any practical military value in such an environment. When comparing a group drop ship to a one man pod, I reckon with how unlikely you are to get a squadron of ships through without losing a lot of them, the one man pods would be more economical—less grunts lost per ship downed. On the other hand, unless the one-man pods land in closely grouped clusters, it effectively does nothing more then injecting a lone marine into their own personal ant hill! Which is arguably, what folk who grew up or thrive on the production of games like DooM and Quake, relish as a staple of game+level design ^_^. Although IMHO it would have been better to get a group landing (ala Halo) and either cut the player (+ a few cannon fodder) off from the team.

The suicidal crash landings used in Q4, combined with military history of paratroopers being employed en masse, shows that you can expect to get shafted often enough lol.

The levels are about to get more interesting, since now the Iron Maidens become more of a threat. So far, the only big bruisers have been the Gladiator and “Tank” types. Most of the enemies are pretty easy to deal with; bit o’scattergun action or some hyperblaster deals with most strogg, and I love to plug out grenades whenever there is suitable cover to constrict their movement, whilst protecting me from hostile fires hehe.

Back in Quake II, the Enforcers could really rip you a new one with their machiengun arms; on the upside though you could usually dance about outside punchin’ range and cook them super shotgun style before it got to dangerous ;). I haven’t really encountered anything comparable to them in Quake 4, or equally annoying found lurking around a corner! The seem to have been replaced by the Grunts, which are little more then Berserker Junior Grades in my book 8=). Because like the Berserkers, get close, shoot the monster with some shells, back off before it impales you, then pelt it some more. A shame though that you usually encounter Grunts as lone wolfs (unlike Berserkers). With how bulky the things are, it would be an awesome thing to cause some monster infighting DooM style with; not to mention an interesting exercise in level design, to use them to heard the player into the line of fire of worse monsters or even into traps!

Whenever I’ve bumped into a shield packing Gladiator, I’ve always plugged it using rockets, grenades, and slugs; I think I’ve only encountered one light tank so far, so there hasn’t been anything really durable yet. If memory serves, light tanks in Quake 4 are a heck of a lot more rare then the Tanks of Quake II were… and no where near as nasty. The Quake II tanks, oi; first time I met one, the sucker soaked up nearly every bit of ammunition I had—before leaving me bare in country riddled with Gladiators, Enforcers, and Gunners!

The Gunners in Q4 are actually not as mean as I remember them being in Q2, feels like they spend less time spamming grenades your way; but they are still awfully fun to nuke on the run :-). Going CQ with them using the shotgun or a rapid fire weapon like the hypberblaster & nailgun is especially more interesting then shoving a few rockets or slugs up their keesters from a far. I think in one spot, it was a ring around the rosey like game: using grenades on the former grenade masters lol.

The only enemies in Quake 4 that worry me are those bloody Iron Maidens; you can’t get much worse then a ticked off cyber.itch wielding a rocket launcher and shrieking your ears off—unless it starts to teleport around, and takes a lickin’ and keeps on shootin’ at you xD.

I reckon the tower hopping war and nexus hub could probably be compared to MDK and the end of DooM. I can’t help but wonder though, what are the odds that the ‘new’ Makron was built using the nameless marine from Quake II? After all, the guy did survive as virtually the last survivor of a failed drop, kick the strogg in the teeth, and deep six their leader…. wouldn’t that be a twisted end? But assuming the hero of Quake II lived to tell the tale, one could argue that he was more effective then Quake 4s Matthew Kane – who ended up part Strogg in the process of one upping a John Doe!!!

MechWarrior – rebooting?

I just got the most awesome hyper shockin’ news of the month! I’ve been talking to people a little more about my past, and I got a notion to see if a clan I used to be friendly with was still around—turns out they just turned 10 years old hehe. On their forums I found this link: http://pc.ign.com/articles/100/1002164p1.html

It appears that MechWarrior may rise again, or die in a deep development hell. It also seems that the folks at MekTek have gotten the rights to release MW4: Mercs + Clan/IS MekPaks for free, and that MekTek MekPak 4 is in development. Me and my wings retired during the 3.xxx days, so I have not kept up with the MW4 community since diving into [SAS]. I have the game disks still, and am starting to wonder how many people still play it online.

I really wonder though, if someday I will get to see a new (and good) MechWarrior game on the market. Oh man, it could be so good… hmm, who knows maybe we might regroup someday and kick some ass again. Next time my old friends log in, I need to send them a msg lol. We’ve largely gone our separate ways but still bump into each other every now and then but have really gotten out of sync I guess. But, then again that is the nature of distance I suppose.

Who knows what the future holds.

Old remarks

Was searching through the forums for something En4cer or Rouge said a year or two ago, when I found something I once posted about tactical fire & maneuver used in films:

* for context, IRL = In Real Life; IHW = In HollyWood

My list of differences between Real world Elite and Holiwood Elite.

IRL a 9mm probably will bounce off a windshield at 50m

IHW a 9mm will take out the engine block of a truck if its on Full Auto.

IRL a solider might not have a full mag all the time, to prevent jams. (editors note: not all are created equal)

IHW, magazines have bullets 4 a breast so you can reload off camera

IRL a [good] solider can snap off a head shot at 50m /w an MP5 as fast as they can think.

IHW, the hero can pop the running squiral in the left nut at 25m with a sling shot.

IRL, a 12.7mm M2 || M82 will make your day.

IHW, some how a pistol packs more punch then a 30mm Gatling gun.

IRL, you want strong cover like a CBS wall so bullets won’t penitrate.

IHW, you can use a lamp post or a dead guy as cover agasnt 7.62x39mm ammo.

Some how I can’t help but chuckle whenever I think about that running squirrel part xD. For some reason the Last Action Hero also comes to mind…

Todays personal training (SWAT 4)

Where; [SAS] Training Ground US

General criteria: no tactical aids permitted, other then breaching kit.

Phase I: Old Granet Hotel, stealth to first contact then high intensity clearing; round 1: success, mp5; round 2: failure, m4. Average shots per kill: 5-6/3-4, killed by a survivor of 4 5.56x45mm to the chest.

Phase II: Children of Tarrone Tenement; stealth until compromised; round 1: failure, mp5sd; round 2: failure, carsd; Average shots per kill 9 / 3; killed by the survivors of 9 9x19mm shots to the skull and 2 5.56x45mm to the skull, respectively.

Phase III: Victory Imports Auto, stealth until first contact then high intensity clearing; round 1: failure, mp5sd; round 2: failure, mp5 (was supposed to be uzisd); Average shots per kill: 4-6; Killed by the survivors of 3 shots to the chest, and a survivor of >12 shots to the body/arms/head.

I nearly threw the freakin’ MP5 at the enemy when during an ambush against would-be bush whackers took about 20 rounds to the head and 3 more to the chest!

It hasn’t been a very comfortable day… to say the least of it. I woke up a bit after 0600Q with a toothache and no luck gettin’ back to sleep. I remembered something a friend once said about using a moistened tablet of paracetamol (acetaminophen) to rub along the site (and iirc, push in the “hole” if such was the case). Finding a bottle of tylenol here being slightly harder >_>.

Since yesterday the phone rang, and I stupidly left my headset on the chair instead of the desk – I sat down with a crunch! So today I had to get a new headset. I can care less about the Live! related features, as long as it is decent quality and durable (even if not 160lb of ass worth, lol). In installing it, I had quiet a bit of a monkey fight to get everything working; seems that the driver disk really likes Live Call / Messenger—and lacks a required USB Audio driver for Windows XP SP3. Ok, I was saved by that annoying hardware detection dialog but at least XP no longer thinks the headset is a mass storage device! Sound quality is totally different, gunfire in RvS and SWAT 4 reminds me of listening to Call of Duty on my brothers (costly) speaker system once upon a time.

Spent a bit of time playing OpenArena, set up a skirmish on my favorite map with 3 bots for help against 4 bots. I scored nearly 70 frags, at least a dozen of which involved the “Buzzsaw”. I couldn’t get ahold of any decent weapons but the starting kit, so I decided to start chasing the pricks with a Buzzsaw, racked up a screen full of kill-icon things with it before finally getting a proper kit. I’ve also started to get better with rocket-placement – even scoring several direct hits as well as the usual splash-damage SOP.

Tried to take some time to write code but no one in this rat-fucking place would let me get work done. Combine with a nasty headache, and I said fuck it all—and just took a nap.

I feel much better now but absolutely nothing has gotten done. I have all of about 2 useful lines of documentation for the library I wanted to get done, LAST WEEK.

Wow it’s been a wildly long day!

Fell asleep on the couch last night, so I couldn’t get to sleep early (nodded off after 0300Q), woke up around 0600Q and decided that was just TOOOOO early even for me! The doctors appointment was for 0945 and we had to be in the office NLT 0915, so I’ve been awake since around 0830.

The doctor was very kind and seems to know what he’s doing quite well; personally I like people with experience ;). He examined the toe during the usual questioning. He removed the lump of dead tissue with an angled scissors, something I had to previously convince my mother that it wouldn’t be a good idea to do at home with a table scissors. For better or worse it actually was more painful for him to get the thing in position, then cutting it away; and at least I can say, I have nice red blood lol. The Dr. then decided to put a small piece of cardboard underneath the (clipped) nail to keep it away from the injured side, leading to it falling out when he tried wrapping it in medical tape 8+). He proscribed some antibiotics, *not* slamming the damn thing anymore (haha!), plus the usual cleaning and bandaging. I’ve also instructions to pry up the nail several times a day to keep it from damaging anything, really not sure what is worse: that I have to do such a thing or that doing it doesn’t bother me in the least. The nurse was also kind enough to “pad it well” just in case, when she dressed the wound. There was errands to run afterwards and the pharmacy tor drop by, so needless to say it wouldn’t have helped to crack it apart *again*.

Got it filled and picked up some stuff while waiting on the pharmacist; dressings, tape, etc. Since by then the bill was starting to add up, I told ma if she would cover the proscription, I would pick up the tab on the other supplies; I also snatched a small pound cake on sale for like $2 before we left the store. Hey, if I’m spending money, may as well buy something to gnosh on too!

I’ve spent the rest of the day largely trying to NOT slam this freaking toe into anything else, and playing a lot of SWAT 4. It’s nice to see Rct Cara progressing well; think I owe Duke even more gratitude, for what he accomplished with [SAS] “SWAT day 2009”. I’ve been playing a lot of SWAT 4 lately, between my own operations and watching over the Trps/Rcts. At night sometimes I pop in and join the night crew (mostly fellow Americans and Canadians) for some games on our Raven Shield servers. But really, RvS has been pissing me off a lot with the bugs lately. SWAT 4 is as buggy as RvS, yeah… but at least most of the bugs are not combat critical in SWAT 4 o/.

During my break times and tonight also, I’ve been studying more bits of the DirectX Software Development Kit (SDK). So far DirectX itself seems to be an alright way of getting things done. I can’t stand the ridiculous influnces of Hungarian notation that permeates so many aspects of Windows programming interfaces… the concept is sound but the implemetations I commonly see in code, is just a load of bollocks. Naming identifier well and placing good information in them is a tricky thing at times (gets better with experience) but encoding type data in it, oy. The most useful of which I can think of is adding a ‘p’ in front for each level of *pointing used in a C app (or comparable). In one of the DX samples when I saw a variable named something like pbNoFurtherProcessing or something similiar, I nearly fainted from the stupidity of it all. The pb tells you it’s a pointer to a boolean (bool * in C++), by the time you see it’s being used with the arrow operator (->) and bears an obviously boolean name, that kind of makes it useless information. Not to mention anyone with a *decent* code editor for the last 20+ years can just make a quick jump and look up the variables type if they totally forget it – which shouldn’t happen often.

I’ve also been abusing Visual C++ Express 2008 into cooperating. Right now I have it setup, basically to just be a project and build manager – all the actual code editing is being done in Vi IMproved. MSVC/VS/etc are very very good Integrated Development Environments (IDEs) and I would recommend them to anyone who wants an IDE for serious Windows development (along with a cat scan). However I am used to having UNIX as my IDE, which means powerful tools ;). With more time off work I could probably get vim semi-integrated with the IDE via the +clientserver feature in vim and maybe a plugin of some sort. Non essential though, since right now all the IDE is helping me with is not having to hand-write a makefile for nmake, which would probably have been less trouble then using the IDEs concept of solutions and projects lol.

Life’s been good to day.