Sunday, June 23, 2013

M7 Research Path

I never liked this tank. Mostly because I just don't like it. Know why? I could annoy you all day about why I don't like it and be redundant about it or I could get this over with.

There are a couple of ways to do this. Some of you may prefer the 6 pounder gun over the 75mm. Both guns have their disadvantages and advantages so the final choice is really up to you.

  1. Gun: QF 6-pdr Mk. III
  2. Engine: Wright C. R-975C1
  3. Engine: Wright C. R-975C4
  4. Turret: M47
  5. Gun: 75 mm Gun M2
  6. Tracks: VVSS T48A
  7. Gun: 75 mm Gun M3
  8. Radio: SCR 538
  9. Radio: SCR 528
  10. Tank: T21

You'll need the tracks if you want the 75mm M3 but if you don't really care about that, then don't bother. Remember to aim for the engines too as the tank is too weakly armoured to play decently like a medium tank but rather, more of a light.

Saturday, June 15, 2013

T29 Research Path

Personally, I never really liked the T29 but I suppose that's just me. Either way, DO NOT under any circumstances, skip ahead without researching the 105 mm. You will have a VERY hard time grinding the T32. You should also be coming from the T1 Heavy and M6 with the 90 mm gun researched. Yes, I'm dead serious about this. A 76 mm on the T29 looks silly and ridiculous and you'll be shooting yourself in the foot.

With that said, I'll assume you didn't follow my advice and went ahead and grabbed the T29 without a moment's hesitation.
  1. Gun: 90 mm Gun M3
  2. Engine: GMC Allison V1710-E32
  3. Tracks: T84E3
  4. Gun: 105 mm Gun T5E1
  5. Turret T136
  6. Engine: Continental AV-1790-3
  7. Radio: SCR 528
  8. Tank: T32

I've tried to load as much as I can with the stock tracks. Everything after (minus the Continental engine) requires the tracks. Why did I leave the final engine to the end? There's only a 40 horsepower difference so it's not that crucial. Getting the 105 mm should be your top priority but mobility is also something worth thinking about. The GMC engine will help but if you don't want it, then skip it and go straight for the tracks. 

Friday, June 14, 2013

Jagdpanther Research Path

Legend or not, this is a pretty decent beast in World of Tanks. Most of your modules are shared so you may only end up needing to research the guns and the tracks. But in case this is your first time playing the German tech tree, I'll help you with that. One thing to note, the stock tracks can hold everything so you can research those last (or not at all).
  1. Gun: 8,8 cm PaK 36 L/56
  2. Gun: 8,8 cm PaK 43 L/71
  3. Engine: Maybach HL 210 P30
  4. Engine: Maybach HL 230 P45
  5. Gun: 10,5 cm PaK 45 L/52
  6. Radio: FuG 12
  7. Tracks: JgPz-V-Ketten Ausf. B
  8. Tank: Ferdinand
  9. Tank: JgPanther II

The two gun options are completely up to you. The long 88 (8,8 cm PaK 43 L/71) offers faster rate of fire with less damage per shot with an additional 3 mm of extra penetration. The 105 (10,5 cm PaK 45 L/52) has a slower rate of fire with more damage per shot and is slightly less accurate. The choice is yours on what you want but if you want the 105, then research that immediately after the 88.

Bat.-Châtillion 155 55 Research Path

The tier 9 French SPG. This thing isn't released onto the retail server (at the time of this writing) so I expect you folks will be spending some of that free exp. Either way, stock this SPG is pretty decent and the gun does hit hard. The only issue is the stock radio becomes a liability so you will want to upgrade that soon. The gun isn't as important oddly enough as it is quite good for a stock gun.

  1. Radio: SCR 528F
  2. Gun: Canon de 155 mm
  3. Engine: Continental AV-1790-7B
  4. Tracks: Batignolles-Châtillon 155 mle. 56
  5. Tank: B-C 155 58 

Whether you want to relocate faster or have a better gun that offers slightly faster reload time and better accuracy, it's completely up to you. Just note that you can mount everything and a Maus (not really) with the stock tracks so you won't have to research them at all.

I'll add in this now for all you guys who don't know, this thing has a 360 degree turret with a turet traverse of 10 degrees per second. It does NOT have an autoloader, only the tier 10 bat-chat SPG has that.

Sunday, June 9, 2013

Game Review: Remember Me

So like a lot of other people out there, I got pretty interested when I heard about Remember Me. A game where people's memories can be bought, stolen, sold, given, transferred, etc. Essentially turning memories into tangible items. It has quite an unusual storyline and that's what makes it interesting.

TL:DR : Remember Me is a game worth trying out but there really isn't much fun after you have beaten the game once. The story is very good and with the protagonist, it captures you into the game. This along with the combat creates a game that will keep you entertained for at least a good number of hours.



In terms of the storyline, it's very easy to get sucked into it. Remember Me takes place in 2084 in Paris. Well, it's no longer called Paris but it's called Neo-Paris now. The wealthy and privileged live in a live of luxury while the poor are separated and live in the slums. You play as a memory hunter named Nilin who has had her memory taken away and then thrown in jail. Your objective is to turn around the city and destroy those who have corrupted the city. You will encounter a couple of friends along the way although oddly enough, they don't get much of an ending. The game merely introduces them, have them interact with you then they are forgotten. You grow a bit of attachment to one of them as you remix their memory and bend her to your will.

Yes you read that right. You as the protagonist have the ability to remix other people's memories and create a slightly different version of that memory. Your unsuspecting foe will remember what you want them to remember and essentially, you can control people and bend their wills to your whim. Unfortunately you can only do this a handful of times because the game only lets you do this at certain points in the storyline. You don't get to choose whose memories to remix.

In terms of combat, it's very fluid. Combat is very simple: punch, kick and dodge. It's what keeps the game nice and easy to play without providing too much of a challenge. No matter what combination of punches and kicks and dodges you throw in, it all looks very fluid and there are no quirks there. You can also set up a bunch of combos which grants you bonuses. These combos use "presens" which are essentially punches of kicks that will give you said bonuses: regenerate health, lower cool-down time for special abilities, extra damage or enhance any of the above. These combos are particularly useful especially when you have a large number of enemies to deal with and you are running dangerously low on health or you need something for crowd control. I won't spoil it for you but all the special abilities will make you go "WOW" everytime you use them. They are very impressive and add to the gameplay. Additionally, you are able to finish off some of your enemies by overloading their memories. Yes this is possible. Memories, like drugs, can be overdosed and when that happens, you die. The animations for these are very fun to watch and leave with a sense of satisfaction.

Sadly Remember Me isn't perfect. Far from it. This is mostly because the entire gameplay is very linear and you are forced to follow one path. You are unable to explore the world around you and all levels are essentially a single line from point A to point B with a handful of enemies in between. Think of the complete opposite of Grand Theft Auto. The game would greatly benefit from a more opened world with the option of side quests although this isn't necessary as the main storyline is already enough to keep your attention. But an opened world would definitely be beneficial.

Voice acting, it's a bit quirky. It's not bad but it's not good either. It's one of those games where you wonder how does it get so cheesy even when some parts are done very well. The script isn't as well written in some parts as others but it's not going to bother you.

Overall Remember Me is a very fun game to play with a captivating storyline. You play it mostly because you want to know what happens next and for the fights coupled with the ability to remix memories. It's a game definitely worth buying and it will keep you entertained for the first time round. Sadly if you wish to replay the game, it loses that value quite quickly. The game levels should have been more opened with more space and not so constricted which gives the occasional bad camera angle.

  • Gameplay: 7.5/10
  • Replay Value: 2/10
  • Story: 9.5/10
  • Voicework: 7.5/10
  • Sound: 8/10
  • Overall Score: 7.5/10 

Sunday, June 2, 2013

Comet Research Path

Fun tank if you get it right, disastrous if you get it wrong. The Comet is the next tank after the Cromwell. Although not as agile as the Cromwell, the Comet is a pretty maneuverable tank with a gun that lacks a bit of penetration. At the same time, you can easily reload faster than your foes so take advantage of that and pop off a couple more rounds to save your bacon. As a side note, you can reload faster than an AMX 50 100 unloads its clip. You may not survive a one-on-one but if it was weakened previously, then you certainly have a chance.

If you've elited the Cromwell, then the only modules left to research are the tracks, the final 77mm gun and the turret. But assuming that you haven't, do slap on the 75mm Vickers HV gun from the Cromwell. Penetration-wise it's not very different from the 77mm so you better get used to it.

  1. Gun: 75 mm Vickers HV
  2. Engine: Rolls-Royce Meteor Mk. IVB
  3. Tracks: A34A
  4. Turret: Comet Mk. I
  5. Gun: OQF 77 mm Gun Mk. II
  6. Radio: WS No. 19 Mk. III
  7. Radio: WS No. 22
  8. Gun: 3.7-inch Howitzer 
  9. Tank: Centurion I

If you've elited the Cromwell (as you should have), then follow this guide.
  1. Tracks: A34A
  2. Turret: Comet Mk. I
  3. Gun: OQF 77 mm Gun Mk. II
  4. Radio: WS No. 22
  5. Tank: Centurion I
You will need the tracks before mounting the turret and you will need the turret before mounting the gun. Them's the rules.