Fortnite Crossplay Tournament
Hello TG. Let’s get straight to the point, there is a TG Fortnite Crossplay Tournament currently been planned. Members who want to play need to sign up before 26th October. The tournament will start on the 27th October. Here's some information you need know:
Who Will Be Allowed To Take Part
The tournament will be a tournament available for all TG members and will be a crossplay tournament meaning Xbox and PS4 teams will be competing against each other. It will be CONTROLLER ONLY, no keyboard or mouse.
It will be on a Saturday for two hours from 7-9 pm BST and from 8-10 pm EST. In these two hours, two rounds of the tournament will be played every week the first round starting at 7 pm BST/ 8 pm EST and the second round starting at 8 pm BST/ 9 pm EST. Just to make it clear if you cannot make the Saturdays don't worry you have till the Thursday to play out the games you missed.
Each round in the tournament will be a best of 3 where you win a round by getting the most kills. To make it fair for the NA tournament each team can select a preferred server to play on. This means that one round one team will be playing on their preferred server and the other round the other team will be playing on their preferred server. If there is a third game the team with the most combined kills from the first and second game will decide the server that the game will be played on. If you lose in the first round do not worry there will be a loser bracket meaning that the winner of the loser bracket competes against the winner of the winner's bracket to decide who wins the tournament.
10$ Gift cards will be awarded to each player of the winning teams (NA tournament and EU tournament).
The information above was provided from the tournaments sign up page. If you wish to join to the tournaments and read more about it, you can join up by clicking HERE!
Looking forward to the tournament? Do you think cross play tournaments are the future? Please comment below and let us know!
On September 15th, League of Legends 2nd Cohort ran a different type of recruitment tournament to promote TG and recruit for TG by showing off what we do best, This tournament was open to all inside and outside TG who played league of legends!
A Brief overview from Magica:
"I think that the event was a success as it allowed our Cohort to come together and have fun while welcoming new members and showing them a positive atmosphere. The majority of our sections took part, with TG Vel'Koz being our winning team. "
Below is an interview with @Magica and @TG Bumblebee
What was the driving factor for this contest?
Magica: My main goal when creating this tournament was to show what our community can offer to potential recruits before signing up, as well as showing that recruitment doesn’t just have to be sitting down and messaging members repeatedly.
TG Bumblebee: This was to showcase TG to potential recruits and show them what we can offer them as a community.
Did you notice any other benefits apart from the new recruits(assuming there were some)?
Magica: I think that it was an event that the Cohort could all take part in, whether in an ST section or IN Section due to how it was structured. It brought people together outside of their usual sections and hopefully sprung some new friendships along the way.
TG Bumblebee: It did bring a lot of people together from all teams and even IN members mixed in with ST members and people got to know each other.
Would you recommend this to other divisions and why?
Magica: Definitely! Although there is a need to start off small with the number of recruits to see what is manageable, it's a really great way to engage potential recruits within the community and show all of your Sections/Squads great qualities.
TG Bumblebee: For sure, it brings people together and gives people the responsibility to grow within the community, events attract attention; either that is TG members or someone new.
How did the contest go? was it successful and why?
Magica: After a few hiccups along the way, it ran very smoothly! Starting it off small with the number of recruits was something that I think helped this a lot, and we brought some of them into the Cohort. Over time re-doing this and growing the size is something I look forward too.
TG Bumblebee: It was successful and I think everyone had lots of fun playing in it, IN members got to play with some ST squads and it helped integrate them into TG,
Thanks Magica and Bumblebee for taking time to answer some questions, Recruiting can always be a daunting task and sometimes thinking outside the box and trying new things can work.
In this installment of our 'Thank you for your TG service!' I am interviewing Brigadier General TGSullivanWorkshops. He is currently leading the World of Warships division as the division officer. Sullivan has been a member of Tactical Gaming since April 2016.
TGxLadicius: Since joining TG, what would you say your biggest obstacle? How did you or how are you working to overcome that?
TGSullivanWorkshops: The biggest challenge I faced was when I first became a squad leader in Arma division. At that time some of the CoChad put a lot of pressure on the squads to play the game a certain way and we were not allowed to play it any other way. Additionally there was a bit of a power struggle between the battalions. We had complicated SOPs(standard operating procedures) that I had to get certified for in order to teach them to my squad. The problem was that no one in first battalion, CoC included, was certified for them even though some of the staff knew perfectly well how to do them. Our AT at that time was not able to attend 1st battalion practices so for a while I pulled double duty and joined both battalion’s practices in order to get certified. Eventually as I moved up the staff and some pressure came from up top to change a few things, we managed to get communication between battalions to be a lot friendlier and also to respect each other’s views on how the game should be played.
TGxLadicius: You have held nearly all positions from SM to DO. Can you think of a time where you have found a TG program to be useful in helping you achieve your goals, or mitigate issues?
TGSullivanWorkshops: I found the ATC system in Arma to be particularly useful to me. In order to get our ready team fire assist badge we had to be certified for the first ten SOPs. Although as I mentioned above obtaining certification when I was in Arma was difficult the SOPs themselves were useful and taught me a lot. We learned stuff like demolitions, medical procedures, map skills, and planning. All of that helped me learn not just a ton about the game but also how to lead and how to teach complicated game mechanics quickly and efficiently which has proved a great help in all the positions I have filled since then.
TGxLadicius: I personally love the way in which we execute the Chain of Command Practice Program (CPP) nowadays. Which ways have you seen the CPP benefit you now or in the divisions you've served in the past?
TGSullivanWorkshops: My experience of CPPs up to this date has been lackluster to say the least. Arma barely used them as leading a fire team, which I did almost every practice, was pretty much the same as a CPP. The CPP was just extra paperwork. I have not been able to utilize the new CPP protocols yet since we are still working on the training manual for Warships but I expect it will be a great benefit to the division.
TGxLadicius: What would you say to a member of the public that is on the fence about joining TG?
TGSullivanWorkshops: If you’re looking for a community that creates a wonderful atmosphere of teamwork and forms firm friends this is the place for you. We are a fun loving group that is well structured and stable. Come join and fight together to win the day.
TGxLadicius: What piece of advice would you give to a squad member considering a staff position?
TGSullivanWorkshops: Remember that the members are the most important part of TG. Without the members there is no point in the staff structure. All we would be is an administrative system with nothing to administrate. So listen to those underneath your command and always try to serve them. Don’t get high minded just because you have a staff position and keep on enjoying the game.
TGxLadicius: Finally, I'd like to say thank you for your TG service, and thank you for taking the time for this interview.
TGSullivanWorkshops: Thank you for having me. I think what you guys do in the news team is important and you guys do it well. I raise my glass to a bright future for Tactical Gaming!
Have you ever wanted to save your gaming console from a game-breaking virus? Well, you’re in luck, because with the new game, HoPiKo, your main goal is to complete each level or stage by crashing into parts of a “Evil Nanobyte” to drive it out of the console. HoPiKo, developed by Laser Dog Games and published by Merge Games LTD, is a Platformer game where you play as one of the HoPiKo to defeat the virus to save the gaming console, as well as your family…because that’s important too, right? HoPiKo is currently available on Xbox One, PlayStation 4, and PC. In the Xbox One Store, you can buy a copy of HoPiKo for $6.99(£5.59). The price of HoPiKo on other platforms may vary.
Right here at the beginning, I am going to admit, I’m not much of a fan of platformer games, but you may catch me playing them from time to time. HoPiKo was actually one of the few platformer games that actually spark my interest, actually, it may be the only platformer game that sparks my interest. Anyways, during my gameplay time of HoPiKo, the ultra-short tutorial showed me that there wasn’t too much content in the game to be learned, unlike Reus, which I recently reviewed. After the tutorial, I started the main gameplay. To be honest, while the game itself is fun, the levels seemed almost too easy to beat, and some of the levels later in the game required little-to-no strategy, which is odd, because in a game like HoPiKo, you’d expect the levels to get gradually more difficult as you progress through the game, not easier.
Do you like the retro feel of games, or the new-age graphics that have recently surfaced, maybe both? HoPiKo does not stick with the latest trend of new-age graphics. HoPiKo rocks the 1980’s and early 90s retro graphics, which is fit for a game of this caliber. Due to the graphics that HoPiKo uses, you can tell that this game is more than likely to be popular with the older generation of gamers that are around today. Also, unlike many new games, HoPiKo has almost no bugs or glitches, or at least none that I could personally point out.
If there was one thing that bothered me with HoPiKo, it was the actual length of the game. HoPiKo includes over 100 levels that break-up into 5 stages per level. This may sound long, but given the right skill-level and amount of time, and this game can be fully completed in under 2 hours. During my time playing, I’ve almost fully beat the game. This makes me hope that the developers of HoPiKo have an idea for a possible DLC/Update, or even a sequel that will add more levels to the game. Paid or Free, more content for HoPiKo would be amazing.
Although I mentioned that this game would be fantastic for the older generations of gamers, that doesn’t mean it can’t be for kids. HoPiKo received an “Everyone” rating by the ESRB, which means if you want your kids to experience what it felt like to play video games in the 80s and 90s, this game is perfectly safe for them to play.
A Copy of this game was provided for this Review by the Developer/Publisher.
Some people are scared to try out Indie Games, in fear of “wasting their money”, but Reus, developed by Abbey Games and published by SOEDESCO Publishing, is certainly worth the money spent.
Reus starts out with an extremely long tutorial. If you pay attention to the tutorial and don’t skip through it, it can easily take upwards of two hours. While you can skip through the tutorial, it's not advised. There are many different commands, features, and button combinations that you wouldn’t be able to figure out without going through the tutorial.
In Reus, you control the planet as different gods to create different land biomes and make the world habitable to people who will soon inhabit it. Throughout the game, one of your main goals is to keep the different “tribes” of people happy while also preventing them from waging war on each other. In the game, you can only control your gods (referred to by developers as “Giants”). The fate of the human population depends completely on your actions by controlling your giants – the player has no control over the humans.
Throughout the game, you’ll need to provide the inhabitants of your planet with resources such as water, plants, and animals to keep them happy, but not too happy. Soon, your inhabitants will get greedy and begin waging war on each other to gain more resources, which isn’t the point of the game. Your goal is to keep everything balanced in your world for the duration of the round (rounds can be in 60, 90, or 120-minute durations).
Reus was originally released in May 2013 for Microsoft Windows. It was then released on Linux and Mac in early 2014 and made it its final release on the Xbox One and PlayStation 4 in mid-October 2016. The average price across all platforms for Reus is $19.99/£15.67.
Overall, while I did enjoy playing Reus, I felt that after a while the gameplay became stale and the outcomes of my different choices started becoming the same. If I was to give Reus a rating, it would be 3.7 out of 5 Stars.
The Game Developer, Abbey Games, provided a copy of this game for the sole purpose of conducting a review on the game.
At the start of September, console players on PS4 and XB1 finally got the opportunity to get hands on with BF V in the form of a pre-release beta. PC players had previously had this opportunity in the the form of an earlier alpha. XB1 Squad Staff member JoeyWarFighter of Iron Horse squad was one of those who spent a chunk of time in the week long beta access to get some insight into the Fall release of the latest edition of the Battlefield series. Here are his thoughts on his BFV beta experiences.
I have had play time with BFV before the beta. I was lucky enough to get into the second alpha test for PC. I was more excited for the beta though at the time. With the beta taking its course here are my impressions of the Battlefield V beta. For a little bit, I had to learn the new learning curve (TTK, getting ammo and health, etc). After I had that studied, the TTK felt a lot like a mixture of BF3/BF4. Next, it was time for me to find the weapon to have my back. Those weapons would included the Sten SMG, The Gewher 43, The Erma SMG, and the STG 44. With my time using some of the guns, I really like how you can earn camos just by using the desired weapon. My favorite camo is the Urban Tactical. The thing that confused me though was the upgrade system. Why give us so much stuff to upgrade without no negative consequences? I also wish they could just scrap this system in general and go back to BF4's attachment system (although there would be less options to choose from) you could make this system happen. The STG 44 and the ZH-29 were OP and that's kinda expected during beta phases.
Rotterdam was a welcome addition to the game, because I was so sick of Narvik but, now that i think about it, it's the only map I knew very well or had passed experience on because of my involvement in the second closed alpha and it turned out that both of the maps are good in there own way. I can't explain it at this time but, both maps are good. The fortification system is also another welcome addition to the game too. its a good way to defend positions (like the D flag on Rotterdam and the AA guns on Narvik) and to create new pathways (Bridge building on Rotterdam). DICE can do great things with this system and I can't wait to see what they do with it next. On the vehicle side of things, I tried the German Panzer IV and found out quickly that I was not going to be using tanks in this game unless i was forced to. Planes on the other hand is a different story. So, they have a complex flying system and a arcade flying system. When I found this out i was a very happy boy. If there was one question that really wanted the to, it was this one and i'm glad that the answer was Yes. So both flight systems from past battlefield games have made it into this game and with this. I piloted the Messerschmitt BF 109 to my heart's content. This mattered to me the most because of my grandfathers involvement in WWII. He was a plane mechanic and ill never forget his service.
Some other smaller things that i didn't like and have discussed with my squad are the DBNO (Down but not out) system and the bullet count for primary and secondary weapons or a.k.a the attrition system. Some of my squad mates have asked me why they can't execute an enemy when they are down? My answer to them is because of the Geneva Convention. Yes, this was the answer being mentioned as the reason why we can't execute players from DICE in an interview with Design Director, Dan Berlin hosted by the Youtuber named Jackfrags. Although, I get the legitimacy of the Geneva Convention, You as the player (if your not too huge into history or don't like history at all) need to understand that the Germans didn't give a crap, they were ruthless, especially during the Blitzkrieg phase of the German war machine. This mentality carried over to the Allies side as well to the end of the war. Being in a squad full of veterans from different branches of the US military, they found this answer...displeasing. The attrition system does need to be worked on as well. The question that was asked was why are we allowed one or two extra mags or clips but for our sidearm we have NINE extra mags? I couldn't give them a straight answer because I didn't know the answer either but, the answer was the attrition system.
Overall, I enjoyed my time with the beta and with the recent changes on cutting down on wacky customization and future changes to systems I didn't like. I can't wait to see the final product of the game. It's a shame that we won't get the co-op mode at launch because I really wanted to play it.
For all you car lovers out there, the sensational Horizon series is back with a bang! The open world racing game developed by Playground Games and published by Microsoft Studios will be released on October 2nd on Xbox One and PC, unfortunately it will not be released on PS4.
Horizon 4 is set in the United Kingdom and has more vehicles and special events then before. So what's different you ask? For starters the game has introduced season changes, which means it will cycle through the four seasons as you progress through your career, a first for a car game. Horizon 4 will also feature over 450 cars, including a James Bond pack which will feature the classic Aston Martin DB5 and other cars from the films. The developers have added subtle little features which will make all the difference. Such as when you are playing the game in the winter season, lakes will be frozen and you will encounter black ice on the roads, making races and cruising more difficult. Another feature they have added to the season pack is ‘unreachable places’. For example, during the winter season certain roads will be unacceptable, but when spring and summer come around you are free to explore them. An interesting feature none the less as you are limited to time exploring them. Playground Games have not released much information as they want players to learn all about the game when it is released.
Forza Horizon 4 demo is currently available to download from the Xbox and Microsoft store, I’ve personally played it and it looks awesome. It's been a long wait since Horizon 3 but soon the wait will be over and we can enjoy modifying our cars and roaming the countryside once again with friends or riding solo.
Are you looking forward to Forza Horizon 4? What do you think of the James Bond pack? Let us know your thoughts below!
The Playstation 4 Fortnite cross platform beta is finally here and it's the first step in the right direction.
After PS4 completed a comprehensive evaluation process, they have decided that it would be best for the PS community to join in the thousands of other Fortnite players and introduce the cross play beta, which you can play today. The first step Sony is taking to allow PS4 Fortnite players to play with other players from Android, iOS, Nintendo Switch, Xbox One, Microsoft Windows and Mac operating systems.
All PS4 players need to do to play with other console gamer's is just to play Fortnite. There is no current beta close date, Sony are going to monitor and study the results from the beta and keep the community posted on what is going to happen for the future.
You can follow the updates by checking the PS4 community on your PS Network home.
Excited by this beta? Do you have an opinion on the decision to finally introduce cross play? Please comment below and let us know!
To all who shall see these presents, greeting:
Know Ye, that reposing special trust and confidence in the fidelity and abilities of
TG Badge Descriptions
in Tactical Adventures
as such from this 30th day of September 2018.
This appointee will therefore carefully and diligently discharge the duties of the grade to which appointed by doing and performing all manner of things thereunto pertaining. And I do strictly charge and require all personnel of lesser grade to render obedience to appropriate orders. And this appointee is to observe and follow such orders and directions as may be given from time to time by Superiors acting according to the rules and articles governing the discipline of Tactical Adventures.
Given under my hand at the Tactical Adventures Command on this 30th day of September 2018.
General of Tactical Adventures
TA Chief of Staff