Tuesday 12 June 2012

Crossfire Game Modes - Zombie Mode


Crossfire zombie is actually a new horde mode in crossfire in which you withstand 20 (easy) or 30 (normal) waves of zombies and mutant zombies. Each one has bosses, with the last wave being the boss wave, although there are “mini bosses” in the middle rounds. The boss for easy could be the Titan Mutant Zombie, during the boss waves almost infinite regular zombies are spawned. While in the normal however, the boss is either nightmare, a giant flying mutant zombie, or Goliath, a very large modified titan mutant zombie.
The two of the maps, are bio hazard lab in which you can’t bring your backpack, and look for weapons in boxes,in which you escape from the lab, this is actually the map with Nightmare. The second is unearth, it is possible to bring your backpack however the zombies are harder. The boss is Goliath. During mini boss waves, regular zombies don’t spawn infinitely. There is also a new map called Venice, it's much like unearth, where you stay in 1 area and have your backpack.

The zombies:

Regular Zombie: They are small fries, they walk slowly, and also the damage is low. But they spawn in great numbers so don’t ignore, get these first after which kill the harder ones.

Half Alive Zombie: These are generally zombies that use guns, the snipers cause 10 damage so be careful, however the other ones are easy to kill, nevertheless they may suddenly look at you and shoot you so watch out.

Ghost Zombie: Observe your mini map, to find the general area of these guys, then once you spot them bring them down, they move faster compared to normal ones.

Runner Zombie: Basically a rather stronger and faster regular zombie that runs in your direction. Run around and jump and shoot and then your fine.

Scorcher: A suicide zombie, don’t get close or it will explode, but it has a small timer of about 3 seconds so you can get away, but if you're cornered with this particular zombie, shoot away at the small fries and try to get away from there!

Dread Zombie LVL1: A zombie that is fairly slow but has lots of health and attack. Treat with caution. Dreads can over run you in a few seconds.

Dread Zombie LVL3 (mini boss): A better version of the LVL1 dread, spend time targeting this zombie and you'll be fine, just don’t get close.

Green Mutant LVL1: A power house, it has the ability to make use of the “G” button to advance faster, and it has plenty health, run away and shoot at the same time but watch your back.

Green Mutant LVL3 (BOSS): Is loaded with lots of health, don’t let it touch you, about 3 hits will kill you. Make use of the same tactics, but when shooting, jump off of the stairs and walls to avoid it and gain ground.

Smoker LVL1: A slower green mutant with all the smoke ability that has considerable damage. Treat with caution.

Smoker LVL3 (MINI BOSS): Maintain the distance; it deals more damage when compared to a lvl1 obviously, just remind yourself to keep distance.

Goliath: The same advice with everything, keep your distance, stay away from the shock wave.

Nightmare: Don’t get touched by this guy, he will usually give you a devastating attack that will almost guarantee death. Again, stay away from the shock wave.

Good Camping Spots:

 In unearth camp go to the highest possible point in the map, however, in some cases the ghosts will spawn up there so keep an eye out. Also the zombie spawn areas are diagonally seldomly within the highest point and the ammo box. After a couple of rounds you will be driven out, I might suggest running around the 2nd story of a map in circles, but watch your mini map for zombies behind you.

In the lab you can’t really camp since you move every 5min but in the beginning if things get bad camp around the ammo box.

And that’s how you can play the zombie mode. Enjoy!

Saturday 9 June 2012

Crossfire Game Modes - Hero Mode


What is Hero Mode?

Hero Mode is an enhanced rule set for Mutation Mode that may now be played in Crossfire. Although it follows the format from the familiar Zombie (Mutation) Mode, and items affecting Zombie (Mutation) Mode may also be used in Hero Mode, the Soldiers team may be joined by a grizzled mutant-destroying war hero!


How to Play Hero Mode


You can choose Hero Mode when creating another room, exactly the same way you would select some other mode. Simply click the New Room button and select Hero Mode on the drop-down list:


There are some differences between Hero Mode and Zombie Mode (Mutation Mode) which are important to understand before you conquer this new game play format. First, unless the killing blow on a zombie (mutant) is a headshot, it'll rise out of the grave to continue its reign of terror to the soldier team! Just the final shot counts, otherwise you are likely to face a never-ending wave of zombie (mutant) domination. 
However, that doesn't come without help to the soldiers too! For each zombie (mutant) killed, whether or not they go back to life or otherwise, the soldier team will become inspired and obtain a stacking boost for their damage, and helps to bring down even the toughest zombie (mutants) faster


After five zombie (mutant) kills, soldier damage is doubled, so opt for the kill! 


Finally, the soldiers have a secret weapon of their very own in the Hero.
So long as there are a minimum of 4 mercenaries in the room, there is a chance of one of you starting the round as a Hero, much like some players will randomly start as Zombies (Mutants). The Hero starts off having a special rifle: the FAL CAMO. Furthermore, the Hero is immune to zombie (mutant) attack, and can take two hits by a mutant before becoming infected.
In addition to a powerful rifle, the FAL CAMO has an under-barrel Grenade Launcher that you could change to with Right Click. Because the Hero's weapon is different, all weapon crates collected by your Hero will restore his rifle and grenade ammo to full.


Hero Mode Tips


With the addition of the Hero and stacking damage enhancements, it's clear that the goal of Hero Mode is to give the Soldiers a fighting chance against the Zombies (Mutants). Here are a few tips to maximize your possibility of taking home a win for the Soldiers: 


        Having more players in the room increases the possibility of a Hero appearing.   When you have a minimum of 13 players, you're certain to get a Hero!

        Zombies (Mutants) receive Rage from taking huge amounts of damage, so if you plan to attack a Zombie (Mutant), make sure to kill it so that it won't have a chance to strike back like a Titan.

        If a player using the Zombie (Mutant) Fire Suit item is chosen as the Hero, it may take THREE hits rather than two before he can be mutated.

        Start the round spread out; if you gather together in a group then one person turns into a Zombie (Mutant), it's going to be a quick round!

        Rally around your Hero, he has got the best attack versus the Zombies (Mutants)! The Hero is shown by the special marker on the map, so it's always easy to find him.

        Be aware of map announcements: once the Hero is mutated, it's going to show in the middle of the screen. That's your cue to find a defensive position!

        The Nano Grenade does extra damage to Zombies (Mutants) and is affected by the Attack Power boost too. Save your grenade up until the attack boost gets higher to pile on the damage!

        Finally, the most important tip of all: always target the head! A Zombie (Mutant) killed by way of a body shot will come back from the dead.

Tuesday 5 June 2012

CrossFire: All About Missions

MODE DESCRIPTION

Missions give players the ability to earn extra rewards for completing tasks on a daily, weekly and monthly basis. New missions are positioned every month. Once set, the gamer completes the specified task for an incentive. Multiple tasks completed during the month’s mission-set provide the player larger rewards.

MISSION TYPES

Missions are broken down into 3 types: Kills, Games Won and Games Played (mode specific). The mission requirements also vary with the rank of a player and also the game mode.
Only one from the 3 missions can be completed each day.


          Examples of missions:


• Kill 60 players in Egypt
• Win 15 Search and Destroy games in Eagle Eyes
• Play 5 Team Death Match games in Prison

Kills

This mission records the number of kills a gamer has for a completed game with a specific map/mode. The mission is complete once the range of kills is the same as what's set for that specific mission. Note, you must complete the match to get the kills (see mission requirements below).

Games Won

This mission records how many games won over a specific map. The mission is complete once the number of wins is the same as what is set for that specific mission.

Matches Played

This mission records the number of times a gamer joins and plays a complete game
over a specific map. The mission is complete when the sum of matches played is the same as what is set for that specific mission. Note, you should complete the match to receive this reward (see mission requirements below).

To find the daily mission information, hover your mouse at the Mission Icon in the lobby window screen. Mission information displayed here is going to be relevant for your level.
Progress towards each mission can also be displayed here. Mission progress, rewards and completion also are displayed after each game played.

The rewards of the missions change month-to-month from extra GP to extra EXP into a wide variety of items and weapons. Rewards are handed out for completing one of these 3 missions per day. When the player completes one of the daily missions over consecutive days they are going to receive further bonuses. After 5, 10, 15, 20 missions are completed on consecutive days the player will receive the reward for each milestones.

MISSION REWARDS

There is also a bonus reward. With every mission completed the gamer will receive a random Dog Tag. Complete the word CROSS FIRE with the dog tags and then the player will win the bonus prize of the month.

MISSION REQUIREMENTS

There are minimum requirements to accomplish a mission. Unless these requirements are met the mission won't be completed and the reward won't be earned.


• Game must be completed normally. The player cannot enter in a match, score 25 kills    
and leave the game before a mission is over.
• There must be at the least 6 people per game upon game completion. Games with not
as much as 6 people will not complete the mission.
• The game should be started with 100 kills (or higher) where applicable.
• The game needs to have a minimum of 25 kills in total.

RIVAL FACTIONS TIE-IN

The new mission technique is now tied to your Rival Factions points. Missions completed will offer a point for the player’s Rival Factions individual score and the overall Rival Factions clan scores.


• One mission will offer 3 times the Rival Factions rewards
• Rival Factions rewards will only be given to players who have joined either Black List or
Global Risk.

Saturday 2 June 2012

Introduction to CrossFire

Competence. It is something that's often lacking in free-to-play-games: maybe the overall game is buggy or poorly balanced, maybe the networking code sucks or otherwise you cant find a hosted match. But, Cross Fire is surprisingly rid of those issues. For the lots who don't know this title, Cross Fire is a multi-player, team-based, first person shooter currently in open beta. Its one of the anonymous many online only imported titles from the far east. You actually dash around urban environments, planting and defusing bombs, shooting other people (bloodlessly), and in general reenacting the original Counter Strike mod. It's done well, it's technically sound, plus it even attempts to mix things up fairly. I like these kinds of game. There's teamwork, animosity, and the good old headshot. The question is: does Cross Fire do enough to differentiate itself from the many, many team-based predecessors?


The story is non-existent. Both teams are composed of mercenaries working for unnamed organizations, yet one more evil versus the other, nevertheless they both kill for money. I usually like moral ambiguity in games, but the fact that in Counter Strike you have Terrorists on one side and Counter Terrorists on the other, somehow adds gravity in the situation. That's part of the fun, don't you think so? You wind up feeling that Cross Fire is missing soul, and I get a gut feeling someone's advertising department is responsible. Nobody wants their kids playing as terrorists, and blood could offend a specific sort of backseat gamer.


The controls and game play are familiar to any gaming veteran. You can walk using "WASD" combo, press "E" to defuse bombs, and many others down the line. The game play consists of the typical modes: Team Death Match, Search and Destroy (defuse the bomb), and Elimination, as well as a creative new mode: Ghost Match. Ghost matches pit a team of visible mercenaries against invisible ones, and it's actually really cool fun. Sadly, Ghost mode is not very popular. Another genre standard, buying weapons and gear between rounds at an in-game shop, is Cross Fire's bread and butter. The currency is earned by performance in game and through cold, hard cash in real life, but I haven't spent money and do not feel disadvantaged. I've actually started anticipating that hard-earned semi-automatic machine gun coming my way. Not to mention seeing the term "Revenge!" flash across the screen when you have avenged yourself upon an earlier foe is definitely a nice touch.


The graphics are satisfactory. Nothing exciting here; the game looks nearly the same as the forgotten Counter Strike: Zero Release, but rendered on modern hardware. In-game characters are common too, the movement animations decent, and old-fashioned pre-animated deaths make a look and feel, instead of the physics-backed rag dolls supermarket take for granted. Cross Fire is indeed involving that right after a few rounds you forget it's graphically dated. The sound is similarly standard, guns actually sounds like guns, grenades go boom, and your heart beats when you take damage.


Once you play, you begin to realize Cross Fire is a game designed by the book. Everything from sound to controls and game play are only slightly different from the endless stream of Counter Strike clones. It mostly follows the almost textbook standards from the genre. Nevertheless; let's keep in mind that this is not the finished product. This is an open beta, of which this reviewer doesn't fund the usual shortcomings common in nearly all open betas. Everything about the game is at least "Good," but very little new ground is broken. For just a free-to-play, item-shop supported game, I've been pleased. I look forward to seeing what changes and improvements are made when the beta period ends.