Monday, October 4, 2010

My strange life: #1

I want to talk about it. Whatever it is. I stare at this Swiss Army knife and then I stare some more. It hits me like white lightning. It's perfect. It was manufactured from a sound design, made by people who cared about its quality, forged by hands that craft a million others like it. And they're all perfect. They're made with discipline, and oversight—descending from foresight.

I stare at the multi-tool, the genius of it speaks to me. Strange as that may seem, I can sense it's imbued with greatness, the greatness and ingenuity of humanity. And I want a piece. I've always wanted a piece of that genius.

Whether it's hubris or long-experienced recognition, I'm a smart dude. Yet, I've never completed something as smart as the Swiss Army knife. That saddens me, but doesn't surprise me. At 23, I recount how many times my willpower has failed me, lack of willpower. How many times I've had great ideas with terrible execution. How many times have I competed at something and not tried to identify the goal of the competition?

These ramblings are scarily coherent, and hopefully they don't resonate with any of you. Hopefully anyone reading this feels they've had a more productive life than I've had. Luckily, my life is far from over; this reflection helps me keep the faith that I can do anything if I put my mind to it. Just like my teacher told me in the 1st grade.

Contributor's post: something I forgot to put up, but it's worth the read

As I was at work today (I work at a high school as an IT tech), a student, we will call him Willy, came in and asked if he could stand there for a minute to cool down. He’s a chubby kid, black, and has an attitude. Since it’s blazing freaking hot in Georgia I naturally sympathized with him and told him he could. While I was standing there working on a computer, Willy asked where our clock went. I then proceeded to point behind me and show him where the clock was on the wall. I didn’t think much of it, because he could just be totally oblivious. Then he asked again, I pointed to the clock once more, but Willy asked for a digital clock. Starting to figure out what was going on I cover up all the digital clocks he tried to look at and told him to tell me the time on the real clock. My suspicions proved true and Willy can’t tell time. Trying to help him along I told him that the minute hand was on the 10, he told me it was 3:40 PM. After that it was silent, Willy then asked if I was calling him dumb, naturally I responded by saying no. He kept at it though, this time asking me if it was because he was black that I was doing this to him.

That’s where my point comes into play here. Has our society been so dumbed down and favored that our high school age children can’t even tell time? Is the world becoming so favored that knowing how to read a normal clock is becoming ancient knowledge? To make matters worse people are starting to look at it as a stereotype, just like Willy. Where do you think America is going now?


Thursday, September 23, 2010

An Ode to Youtube Addiction

I'm an addict. There's no rehab for my addiction, or maybe there is, but who cares. Learning from watching Youtube videos of the games of I play, being played by better players than me, well, I just can't stop myself. I cast TF2 matches now on I've learned from watching extine, day9, Husky, HD, Crota, and others.

So I'll be doing a series of reviews of casters. Just mentioning it.

Friday, September 3, 2010

Starcraft 2 Campaign Speed Guide - Covert Missions - Breakout

Best mission in the game, really. It's actually even more fun at higher difficulties because Tosh's kill count will end on the absurd. Immediately push Tosh forward, but conserve his energy until you come to the first main base. Whenever you come to a base, always take down detectors, then siege first. Raynor's forces can handle anything except for siege. When you break through the lines, destroy the units, leave Raynor's forces to handle the buildings. Keep pushing forward, softening up Dominion troops for Raynor's forces as best you can, but never stop moving. Kill the ghost and cast consumption on a friendly marauder. To free the first set of prisoners, edge around the detector, go west through the vehicles, then north slightly, turn on your psi shield and kill the detector, then the siege, then cast the your AOE infantry dmg. Clean that up. Go south and up the little ramp on the west. Kill the raven patrolling, then the siege to the left. Move back down to the mouth of the base, psi shield and take down the detector, then any siege remaining. Then focus down bunkers and any scvs repairing bunkers. Same deal, kill troops, but leave buildings for Raynor to destroy. Freeing the second set of prisoners is also easy. Psi shield to take down the raven, then clean up the rest. You might have to cast your AOE spell on the infantry while taking down the raven if you're taking too much damage. Move on to the next base. Psi shield the detectors when Raynor's forces are there to back you up, move behind the entrance and take out the siege behind the walls, then finish off the bunkers. Move up, nuke the detectors, clean up, then move up again nuke the detectors, especially the ones on the northwest of the final base, since that's where siege and bunkers are concentrated. Make sure you take down the planetary fortress before taking down any production buildings, and Raynor's forces should do the rest.

Starcraft 2 Campaign Speed Guide - Covert Missions - Welcome to the Jungle

Pain in the ass mission if you want to get the relics. There's one outside your base to the east. There's one just below the main protoss base in the northwest in somewhat of a nook, and there's one in the northeast corner of the map perched behind a photon cannon and some enemy troops. Get your economy up quickly. Build up goliaths, marauders, medics, and a couple of marines. Send them to destroy the two mini bases to the west, and then the one to the east. Send your scvs to collect the terrazine and protect them in between attack the Protoss bases. Make sure you have a bunker at the northeaster entrance of your base filled with marines. Also, have a few scvs accompany your goliaths for healing. Constantly attack or defend, no downtime whatsoever. Also prevent toss from capping terrazine, but at the same time never leave a scv collecting terrazine undefended. Expand to the eastern mini-base, but make sure you fill a bunker with marines there. If you want to get fancy and destroy the northern main enemy base for the feat of strength, make sure you always focus down pylons and air units first, as your ground army should be comprised of mostly goliaths and marauders.

Starcraft 2 Campaign Speed Guide - Covert Missions - The Devil's Playground

Don't build a single additional scv in this mission. Immediately build 1 refinery and send 2 scvs to collect gas. Build a second barracks, 1 with tech lab, 1 with reactor. Pump out marines, medics, and a handful of reapers. It's actually quicker (and more fun) to kill the Zerg bases for the cash than to just simply mine. Immediately send some forces northeast and get the second command center with additional scvs and reapers. Send the command center and scvs back west and mine the 2 patches west of your main base. Keep pumping out troops and reinforcing. The northeastern Zerg base is the only one with mutalisks, so leave that one for last. Make your way through the Zerg bases counter-clockwise starting from the south and working your way up. Focus spine crawlers down with reapers and kill hatcheries next. Remember to micro back reapers for healing. Medics are key, and you only really need marines in this mission to take down the mutas, so go heavy on medics and reapers. While you're attacking, build bunkers on the eastern and southern entrances of your base and fill them with marines. Make sure you're checking all the ledges with your reapers to snatch up the resources. If it looks like you're killing bases with ease, stop building troops. If you want the Red Lobster achievement, here's how. Take about 3 - 5 reapers and send them to the brutalisk when the countdown is at 1 minute to 45 seconds. Attack the brutalisk and slowly kite your reapers to the eastern exit of the brutalisk "island." Kite the brutalisk as far out in the lava as you can and when the time is running down, hop your reapers back up west to the brutalisk "island" and laugh as the monster pulls a Houdini disappearing act. If keep destroying bases and picking up minerals, you'll beat the mission very quickly. Just keep a few marines at your base in case mutas come to attack your scvs. Bunkers will easily protect against zerglings.

Starcraft 2 Campaign Speed Guide - Colonist Missions - Haven's Fall

This mission is even easier than Safe Haven, even though it's slightly longer. The key is a combination of Banshees and Vikings. Send your vikings over to the immediate eastern Virophage base. Have your vikings destroy all the air units here. Quickly build a banshee to take out the ground forces. Send your ground troops there to help clean up. Build more banshees and then some vikings to kill that base easily. Now keep building an army of 3:1 Vikings to Banshees, garrison ground forces at your base, and don't build any more ground forces. Build a bunker at the southern entrance to your base. Take your Vikings and Banshees and destroy the far eastern base next, taking time to macro down the spore crawlers first. Regroup your air forces and attack the northern base from either side in a concentrated attack. Don't attack frontally, because there are hydras guarding it. Again, macro down the spore crawlers. Regroup and reinforce and attack the southern Zerg base from either the west or eastern side, again, not frontally. At this point, you'll have a silly amount of Vikings and Banshees to clean up the base expediently. Push your forces hard and the mission will be over in record time.

Starcraft 2 Campaign Speed Guide - Colonist Missions - Safe Haven

Start up the economy and build nothing but Vikings for the rest of the mission. Build a bunker at the south-eastern entrance of your base and fill it. Send some Vikings east and destroy that base with ease. Build up a second starport, put reactors on both, and keep pumping out Vikings. Remember to build an armory to upgrade weapons, then armor. Eventually send the Vikings to the south-eastern nexus to destroy that. Remember to set all your Vikings into assault when the scouts are dead. Destroy the Nexus, ignore the rest of the buildings if you want, and reinforce. Go along the western edge of the map with your Vikings and take out the final nexus. There's a lot of air (scouts/carriers) here, so use the Vikings' superior range to your advantage. Kill the nexus as fast as you can. By this point you should have a bunch of vikings in the south, and bunch up north that you've recently built but haven't combined. Good, keep it that way. Send all your ground forces to the town that the Protoss are attacking And send your northern Vikings to attack the mothership. A vortex will entangle your northern Vikings, but if you micro'd your other group should be fine and still attacking. Destroy the carrier escort, then the mothership. By this time, your other vikings should appear. Focus fire all your forces at the mothership, taking advantage of your superior range when possible. The mission will end quickly this way.

Starcraft 2 Campaign Speed Guide - Colonist Missions - Outbreak

This can be one of the most satisfying missions to complete on higher difficulties. First thing you should know is that firebats own all in this particular mission. Marauders are great too if you've done Smash and Grab before this mission. Immediately send your starting troops out to the north and slightly west to starting destroying infested structures. Set up your economy and build a bunker at each of the northern entrances of your base (southern entrance won't be attacked until later). Don't fill the bunkers until night is imminent. Remember to get medics out so that you can constantly stim to destroy buildings faster. Always focus fire the buildings. On normal and hard you can stay out at night if you focus fire buildings down fire and then kill the infested. And remember, firebats own infested Terrans. Don't reinforce your troops at night, instead reinforce your bunkers and keep scvs at them for repairs. Play conservative at night, but still destroy structures. As soon as day breaks, stim all your infantry and reinforce your field troops, empty out your bunkers as well. Keep up the macro and build extra bunkers and bunkers at the southern entrance. 1 firebat and 2 marines to each. And keep on moving to destroy structures. You'll eventually get hellions, but bring them back to your face to roast zerglings get repairs constantly. They'll be toast out in the field at night. If you always remember to focus down the infested structures, you'll be out of this mission quite quickly. Also, remember at night to stay away from positions where you can't attack structures and will be choked on infested Terrans.

Starcraft 2 Campaign Speed Guide - Colonist Missions - The Evacuation

This is somewhat of a boring mission, except that you get firebats to play with. Bring the starting force to your base, killing as you go. Immediately flesh out your economy--mineral and gas. Pump out some marines and medics at first, then add some firebats. Get 3 barracks and pump out mostly marines. Fill up the bunkers along the route and add a second bunker and a missile turret to each ramp on the evacuation route. 1 firebat and 2 marines per bunker. Make sure you don't close up both ramps so that you can get down there to destroy the Zerg bases when you get bored (on normal diff). The Zerg research is also down and around the Zerg bases. When you do attack the bases, make sure you kite the forces around the spines crawlers before taking out the spine crawlers. And always make sure you have a garrison guarding the transports. If you keep pumping out units and micro them right, you should be able to guard and attack at the same time.

Starcraft 2 Starcraft 2 Campaign Speed Guide - Mission 3 - Zero Hour

Now, this mission can't be done in under 20 minutes because there's a scripted timer, however, you can make the mission entertaining and get that pesky 4 hatcheries hard achievement.

Your goal is 2 bunkers per base entrance and to add a missile turret to the center. First, build up a saturated economy and pump a few marines to augment the bunkers and defense. By the time the first group of stranded marines calls for help, you should be able to send out a sizable force. While you're saving the marines, don't push out quite yet. Get 4 barracks pumping out marines and medics (3:1 ratio at first and go heavier with marines later) You'll have a sizable army, about 2 or 3 groups worth, have them after they destroy all the creep tumors around the vacant town, go northwest up the hill. Destroy the base that is east of that hill and take down those 2 hatcheries. Keep pumping out marines but don't rally them to your forces because they'll get cut down by burrowed Zerg on the streets. Make sure you're constantly macroing up forces and have upgraded them to 1 attack 1 armor and pay attention to any creep being grown in your base so that Nydus worms don't pop up. Remember to have scvs idle at the front to repair buildings. Now combine your all your marines and send them to the western most base. Destroy the 2 hatcheries there and you should have your achievement for hard mode. Ignore the northeast 2 bases unless you're truly intrepid (on normal you can take every Zerg base down easily). Clean up the rest with your maxed out force.

Starcraft 2 Campaign Speed Guide - Mission 2- The Outlaws

The Outlaws is a fun little mission that you're gifted a strong economy a low tech to make a mass marine army. First off, build up a lot of scvs and constantly pump out marines. Immediately north of your base is a crop of mineral pallets. On brutal, there will be a garrison there, so make sure you have 6 - 8 marines. On lower difficulties you can just send marines to pick up the pallets. Constantly build marines and supply depots and saturate the mineral patch. You don't need vespene, so just keep pumping out marines. On lower difficulties you don't need a force to go west, but higher up you do, so when you're ready with the appropriate force, push your way west and rescue your fellow marines. Rally your barracks to your marines. Pick up the resource pallets at the western base and move upwards to the dig site. Focus down the bunkers. On higher difficulties there will siege tanks, so run past the opening of the base and close range with the siege tank fast as you can to take it down. Now destroy the factories and barracks, then everything else. On normal you can pretty much do this with the base force and finish the mission ultra quickly.

Starcraft 2 Campaign Speed Guide - Mission 1 - Liberation Day

This is the first in the Starcraft 2 Campaign speedrunning guide. Just a few tips and tricks of how to get levels done quickly and with minimal losses.

This mission is easy no matter the difficulty. Always lead your forces with Raynor because he has high hitpoints and can tank damage. Secondly, you'll come around a bend and see a fairly sizable garrison of Dominion troops. However, if you just hold up for a second, you'll receive reinforcements, as soon as they start dropping, send in your forces for the pincer attack and clean it all up. Continue destroying Mengsk statues quickly and keep moving. You'll be at the end before you know it.

Wednesday, August 25, 2010

PC Gaming is not dead yet...

Treyarch seems to be giving at least some thought to the PC platform for their upcoming bagillion dollar success Call of Duty: Black Ops. And since PC gamers are always looking for the next competitive shooter, that's something to smile about.

More importantly, a genre that could not exist without the PC, RTS, is alive as ever with Starcraft 2 which is sweeping the world and my nights. I bring this up because people are building new comps just for Starcraft 2. So Blizzard kept the computer on life support with World of Warcraft, and is reviving it with a game so polished, it makes Mr. Clean look matte. Viva la Blizzard! Viva la PC!

Friday, August 20, 2010

What should I make for dinner?

This is brilliant. And useful. Hey, maybe there's hope yet for the human race.

Tuesday, August 17, 2010

TF2 - Guide to Medicking Public Games – Veteran Level Tactics: Part 2 - Heal Order

The next part of the medic guide was supposed to be medic matchups, but I figured it's more important to talk about the all-too-controversal healing order. So many medics deny that there is such a thing, but there is a benefit to understanding how each class benefits from overhealing and healing. There is no set heal order in 24-32 man games, and you should overheal everyone always, but sometimes before battle and in the thick of it, choices have to be made. Neglect NO ONE. Heal as many people as you can, even if you can't get them all to full health, spread the love. Remember pocketing does not mean ignoring 99% of your team.

I start with sniper because most medics never think to overheal snipers, but sniper is actually one of the most important classes to overheal just because of how sniper vs sniper plays out. A good sniper moves around and quick scopes and gets quick scoped. A regular headshot quick scope does 150 dmg, more than the regular life of a sniper. With full overheal, a sniper has 185 healh, more than enough for your ally sniper to get 2 shots off to the un-overhealed enemy sniper's 1 shot. Overhealing and full healing will also give your sniper more confidence to keep poking out and taking shots and moving up to get into the thick of things... if they're smart at all.

For the love of the holy banana, heal other medics first. Always pay attention to the health of other medics. As a medic, you should hover over your teammates' health status, but ALWAYS heal another medic over any other class, because hey, they can heal the offensive class while you heal them. And if your offensive pocket is being dumb, retreat while healing the other medic and live to give your uber another day. Don't hesitate to yell at the other medic, “HEAL ME YOU PRICK!” or “MEDICS HEAL OTHER MEDICS FOR LEBRON'S SAKE!” Remember that medics work well in pairs in the same vicinity. Medics working together spells certain doom for the enemy.

Heal engineers. Heal suicidal combat engies. Heal engies building dispensers. Heal engies repairing their sentry under attack, most of all. Medics and engineers (their buildings) are prime targets for the enemy, and with good reason, they present choke points. Keep the engie alive so he can keep banging on his sentry. This works especially well in uber heavy/soldier/pyro situations where the enemy may or may not be able to destroy the sentry easily. And by heal I mean keep at full health or uber if you need to.

Rocket jumping takes a lot out of a man, so at the end of the day, I like to relax with a nice can of Soldier overheal. It really takes the edge off. Overhealed soldiers can make 2 or 3 extra jumps before getting worried about health, not to mention the obvious damage mitigation.

Demos do jump, but more importantly smart demos know that pushing with stickies is risky but effective. Demos also need to be overhealed and healed to keep pumping out spam. Remember kids, spam wins games.

Overhealed heavies survive much longer in large firefights, but more pertinently, the extra health might allow the heavy to run forward through the hail of fire and get close enough to minigun at point blank. Smart heavies get close. 'Nuff said.

Sure, bonk makes em invincible, but scouts need love too. They're super quick to heal, so why wouldn't you? Plus, the more health they have, the better flanking position they can reach.

Overheal pyros going into the battle so they can do their reckless job. Keep pyros airblasting spam alive, because they're keeping you alive by airblasting. Pyros enjoy the overheal, and can save your ass from spies or anyone trying to get up in your grill. Rock 'em.

The only reason they're around you and not behind enemy lines is they're probably looking for health. They heal quick, so get them back out there backstabbing.

Bottom line: There is no set heal order. Overheal everyone constantly and remember to keep other medics alive. If you can constantly switch and heal and overheal while being supremely mindful of your pocket's health and keep fellow medics alive, you sir, will be a good medic.

Tuesday, August 3, 2010

TF2 - Guide to Medicking Public Games – Veteran Level Tactics: Part 1 - Outfitting

The medic serves two very important functions in any match of TF2, the spearhead and the architect. This means that any good medic needs to have balls and be smart. Easy on paper, but most medics don't get the job done with full efficiency. After all, the medic is German, and Germans love efficiency. In this guide, you will learn how to augment your team's success from beginning to end, offense and defense. You will also learn that your life is the most important one on the team, and that when you die, your team is at a major disadvantage. Also, be aware that this guide is for public 24-32 man games, not 6v6 comp.

Item Setup

Weapon Slot
Use the syringe gun. I don't just mean equip it, I mean use it. You can always help your teammates with extra damage especially against certain classes in different situations. But before we get to that, I'll prove to you why you should never use the blutsauger over the standard syringe gun.

Firstly, in most encounters, the medic will be healing someone, preferably a pocket. (More about pocketing later). You probably won't take out your syringe gun. The benefit of the blutsauger is that if you have good aim, you can replenish your health as you battle. But, if you do take out your needles, chances are you're doing it with someone else around, which means you don't have to be the primary DPS (damage per second.) This also means that you're going to need to survive after you or your pocket kills the enemy attacking you. For this, healing up with the blutsauger is a nightmare. The drop in health regeneration will get you killed because by the time you're in the next fight you will hardly be back up to survivable health levels. If you had the syringe gun equipped, you'd be back up to full health in no time. This is especially useful again pyros, where the extra health regeneration can stem the burn damage and hopefully save your hide. There won't be enough situations in a given round where it will be more beneficial to break your healing stream to take out the needles and get health back that way. Remember, good offensive classes target medics (READ: you are public enemy #1), so you need all the survivability you can get. The health regen, coupled with the fact that regular needles are actually a decent defensive weapon when mastered, makes the need for the blutsauger minimal.

*Take out your needles when you're under the effects of your buff banner and the bannered soldier is in no immediate danger. Fire off some rounds into the enemy group for extra DPS and then switch back to medigun to keep that soldier alive and killing.

*Take out 'dem needles when a pyro is charging you or your pocket. Pyros for the most part can't cope with multiple attackers, so put as much DPS on them from as many different directions as you can. The exception to this rule is if you're pocketing a pyro. 99% of the time, unless your pyro is incompetent, a healed pyro will win a 1v1 with another pyro. You can take out your needles towards the end of the fight to finish the enemy pyro off so he doesn't get away, but mostly stay on healing. (More on specific medic combo matchups later.)

*Take out needles to defend cap points. There will be times when your team is wiped out and you'll have the opportunity to surprise the enemy with a needle attack. Surprise needle defenses are especially feasible on servers with random krits, as krit needles are truly deadly. When you see a bunch of players going for a cap, spam needles around it, as some are most likely injured, try to thin the ranks and block the capture as best you can until help arrives. Sure, there's also a time and place not to do this as your death could mean a team wipe (READ: if you're close to uber, run) and the opposing team steamrolling right through after your death. And no, don't do this all the time, but it can work out really well if the gameclock is running down and the last cap needs immediate defending.

Medigun Slot
Paramount to your understanding of how to be a good medic is the following statement. TF2 is a game entirely about medics. Let that sink in, because once you understand that your mistakes and successes usually mean victory or defeat, you're probably going to pay more attention while you play. The above statement is fairly self-evident. If you keep your team alive and pushing forward more often than the opposing team, you'll win. So both mediguns heal, but their uber usage is entirely different in tactics. Also memorize this: while the mediguns earn faster charge from healing teammates with lower health, from full health teammates, uber is complete in 40 seconds, kritzkrieg in 32 seconds.

Uber Medigun
The regular medigun is the better choice most of the time in. This is because it will keep you alive, which is what I'm trying to drill into your head. You need to stay alive and healing. Don't be afraid to pop your uber if you're about to die. Nothing could be worse for your team than to die with your uber. It's also better most of the time because the reason most of your team is cowering behind the corner is there's a sentry nest on the other side. So, uber to take out engie equipment. Yeah, you know that. But what you should know more about both uber and kritz is that when you pop intentionally to push you should be yelling into the the mic, “MOVE UP, GO NOW BEHIND THE UBER, WE'RE UBERING!” Inform your team when you're ubering, especially a regular uber. A well-supported uber will usually win the game. It causes the enemy to panic and soaks up the damage that would have otherwise annihilated your squad.

To rephrase, the regular medigun is more flexible. It can be used offensively or defensively. If you see an enemy uber coming, pop it and you can outlast them and kill them when theirs wears off. You can use it to save teammates about to die long enough so that they can retreat to safety.

And while we're on saving teammates with ubers. Do it! Your job is to keep others alive. So understand that you can spread your uber to a teammate about to take a rocket to the face and your pocket will still have invulnerability momentarily. Just be aware that every time you spread the uber, it burns through the charge more quickly. But it's always worth saving a teammate. TF2 is a numbers game, so if your side has more, they'll win. Plus, uber spreading is a cool party trick.

Der Kritzkrieg
A favorite of point whores everywhere, the kritz can rain destruction and kill far more enemies than a regular uber can. Think of the kritz as a ninja blade: maximally potent in surprise. If you come around a corner and your demo is lobbing kritted spam, you're going to splatter the enemy team like a Peter North cumshot. And if you're truly stealthy, the enemy medic(s) won't have enough time to react and will have been gibbed by the time they're furiously clicking their secondary button. The kritz, just like the invulnerability ubercharge, can turn the tide of a game, especially if your pocket kills enemy charged medics. In general, kritz is better on defense.

Other variables to consider are: how many medics are on your team? If you're the only medic in a large game, you should probably roll with the regular uber as opposed to kritz so that you can stay alive and healing. If there's multiple medics, you could be more risky and roll with the kritzkrieg while the other medic keeps the regular uber. There's no “wrong” way to go. Both kritz and uber have extreme deadliness if used properly, so don't hesitate to try out either type of charge in new situations.

*Another nice thing to do if the kritz medic and their pocket are going into a very busy battle, you could spread uber to both of them while they murder countless enemies in their path, ensuring the length of kritz carnage. This tactic is mostly recommended on defense, but can be used effectively on offense as well to clear out corners. It's an advanced and risky tactic, but it can be devastating. The main risk is that both medics have a very high chance of dying after the ubercharge is finished, and to boot, if the demo/heavy/soldier/whovever didn't kill that many with the kritz, you've just wasted 2 charge pushes.

Melee Slot

The Ubersaw
Don't even bother with the bonesaw. The ubersaw is better in every practical way. If you build a charge off an enemy and then save your skin with it, you'll understand its power. Think about it another way; when you build a charge off a foe, their death directly strengthens your team's chances to conquer the next objective. It's basically a zombifying weapon.

The only real thing that needs to be covered in this section is uber-chaining. Most people scoff at the concept and don't full comprehend the potential of the tactic. For one, uberchains draw the full attention of the opposing team, causing a fantastic diversion for your teammates to breach or flank. Furthermore, you can shame your opponents, as it feels embarrassing to die from some cracked out medics with saws buzzing about like killer bees.

Pragmatically, uberchains can inflict heavy damage. Know your main targets: heavies and medics. Heavies make the best first targets because you're almost guaranteed to get 4 hits off the heavy to continue chaining. And switch to the other person chain somewhat early to prevent dumb mistakes. Uberchains also waste the opposing team's time as medics who choose their targets wisely can keep uberchains going as long as Fabio's hair. Just don't target pyros or go near pyros because of the air blast or waste your time going for scouts and you can keep your chain going long enough to waste plenty of time, preventing the enemy from pushing. Therefore, uberchains are best used on defense to waste the enemy's time.

Many more tactics coming in Part 2, as I go through the medic's life during the course of a match.

Monday, August 2, 2010

(Not Sega) Genesis

Ever watch a baseball game on TV without commentary? Yeah, it's not happening. Blame our high level of sensory addiction, blame our need for interpersonal connection, blame the sport of baseball, but understand that human beings love commentary. This is obvious to anyone who has even heard of the massive blogging and tweeting and Youtubing phenomena that engross people and cause mass losses of productivity at offices around the world.

My point is that as the sheer quantity of blogs and commentaries increase like cockroaches at a twinkie factory, you're going to want a guide through all the delightful and infuriating crap that people post. That's my job with this blog, this feed from the dark side of moon. I will critique the critics, offer up a few spicy nuggets of my own, and hopefully make you feel good, but not in the way that Al Gore wants from a masseuse. I just don't get paid enough for that.

Time to break from the huddle, and hopefully I'll help you hurdle over the legions of morons and naysayers to bring you to the really interesting and pertinent entertainment information out there. My topics will range from gaming, to TV, to movies, politics, and anything that would tickle your over-stimulated fancy. Oh, and sports, yeah, that thing that makes male bonding as easy as super-glue.

Let the games begin.