Post by o_ManOfFire_o on Feb 12, 2016 11:44:06 GMT
VANQUISH 13
The Playlists
#VQ13_PL2
consisting of...
¢¢¢ MONKEY BUTTER by CCC_010
G.L.s VS Wallriders by Eyezgamer 1st Place
Whack 'a' Mole by JamieJohnWard Joint 2nd Place
You drive I'll shoot 2 by Loftonian Joint 2nd Place
Octagonal Arena by austindecker 4th Place
#VQ13_Xtra_PL3
consisting of...
Paratrooper Vs Paratrooper by kolkrotterdam
-JJ-Gun Club by jjn1lfc
[PS4] Gasp II! by some12hate
Jets .V. insurgent ,,LABS by crazydave1977
#RS sniper VS fish hunter by roxasv6
The Reviews
Monkey Butter by CCC_010
The first new LTS from CCC for some time, this is a two team Armed Insurgent battle/ demo derby on an airborne ring floating above Mount Chiliad, with a selection of large (explosive) vehicles and dynamic props spread about to sow confusion. The winners will invariably be the team with a gunner left, unless surviving drivers on the opposing side can team up and gain the tactical advantage. Good fun.
G.L.’s Vs Wallriders by EyezGamer
One team starts on the ground with a selection of super cars, whilst the other team starts on top of empty containers which have been half sunk in 4 tiers into a giant staggered wall built from floating platforms and armed with grenade launchers. A pair of (slightly uneven) approach ramps give the wallriders access. It is quite tricky to take people out with grenade launchers, particularly without the grenades also killing you. The key to longevity for the team perched on the wall, is to stand at the extreme edge of the containers, so that even as the wallriders ride the walls, they can’t knock them off. Unfortunately this only works so far and invariably anyone not in a car will die. Don’t know how to balance this more in favour of those perched on the wall, but it needs something. However, I still really enjoyed it and think that with a bit of practice – like with CCC’s SvS – those with the seeming disadvantage could come out on top.
Whack ‘a’ Mole by jamiejohnWard
Innovative LTS where two teams spawn in individual boxes made from sand blocks either side of the back road in Paleto Bay. There is nowhere to go, so players just have to crouch and quick fire when the opposition pop their heads up. Everyone starts with a marksman pistol, but shifting around in one’s box can give a player more marksman ammo or in some boxes a sniper rifle - there’s no time to aim though, just stand up, quick-fire, crouch. A fantastic, suspense filled stand-off. Some players complained of the weapon pick-ups not spawning properly, but I found that it required uncrouching from cover and recrouching for them to pick-up. Gets my vote.
You Drive I’ll Shoot #2 by Loftonian
The second version of one of Loftonian’s latest fantastic concepts, this sees two teams climbing aboard the back of flatbed trucks which have to speed to the other end of a long arena to get at armed vehicles and heavy weapons. With the original of this name, one perhaps drove slower and so shooting at the other team was possible. Unfortunately, in this incarnation any attempt to aim at the opposition results in players coming off the back and the opposing team, who are just concentrating on hanging on for dear life get to the end of the arena and triumph quickly. Think that a route that demands slower driving may be in order.
Octagonal Arena by austindecker
As the name suggests this is an Octagonal Arena , but flanked on either side by two-levelled hangars, with Technicals placed inside - intended for defence, they aren’t much use if driven into the arena as the driver and gunner are sitting ducks at slow speeds and close quarters. They could be useful if driven upstairs. Weapons are SMGs of various kinds, which are well suited to such a tight battleground and the fight can easily swing from one side to the other as one team pushes forward, is repelled and retreats into their base, until finally being pinned down on the first (US second) floor. Think would work well as a team deathmatch too, though for less people.
Paratrooper Vs Paratrooper by kolkrotterdam
A fun and unique idea from kolkrotterdam, which should be played with owned weapons. Players spawn on a platform above the map and have ten seconds to run forwards, grab a parachute and jump off to get into the combat area. Then they open their parachutes and glide down trying to shoot each other or each other’s chutes. Of course the smart move is to glide as slowly as possible and outwait the other people descending faster, because when they get near to the ground they leave the combat area and are disqualified a minute later, but can still get kills for their team which will count should everyone end up on the ground. All it takes though is the one outlier descending slowly and that team is the winner. Rounds set to 30 minutes will never be reached, but I’d suggest making the rounds half that at least.
-JJ- Gun Club by jjn1lfc
A fast-paced 3 team LTS that sees everyone spawning around a car park filled with tightly-packed empty containers, security booths and other cover, with lowered ceiling to prevent attacks from above. Players are armed with the Combat PDW, which invariably gets picked up by everyone else before you spawn in and so you spend ages waiting for more to respawn. Thankfully there is enough cover that the wait isn’t too perilous, unless another team was more egalitarian when they picked up weapons and are able to push out in force. Could perhaps do with a mix of weapons, perhaps the sawn-off shotgun as starting weapon?!
Gasp II by some12hate
Whilst the original was actually underwater and entailed swimming around stabbing each other up, the sequel takes a rather different note with a large bowl shaped arena that allows one to run into the water on the submerged props and so long as you don’t jump or climb, you can continue running and gunning. So you aren’t going to drown, nor do you have to equip your rebreather, but you do have to watch out for bullets as with any other fight. The only downside is the inability to see out of the water, or even to get a satisfactory weapons lock, whilst those standing outside the water can seemingly lock easily. However, hugely enjoyable and innovative.
Jets Vs Insurgents LABS by crazydave1977
As the name suggests, one team starts lower down on aerial platform with Lazers and Valkyries, whilst the other starts on a higher platform with insurgents, RPGs, maybe homing launchers (can’t quite remember) and tanks. The jets are perched on the edge and will start tumbling as soon as you climb in, so a fast take-off is required. When it was played through in testing the Valkryrie with it’s front gun dominated, but in the larger session it just couldn’t get close enough to be effective. As with any game featuring jets, the pilots will always dominate this LTS and so if you want to win, don’t invite any.
Sniper Vs Fish hunter by roxasv6
An undermap, underwater duckhunt that sees the snipers spawning out of the water and the runners ascending a route that dances with upside down pot plant props. Those lucky enough to get to the top are rewarded with RPGs, sniper rifles and a tank. Well-built as ever from this creator, this is a fun and novel take on a familiar format. This one stays in the Bookmarks.
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