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      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

F34RL3SS

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  1. Like
    F34RL3SS reacted to AOBLXIX for a article, Studio Wildcard Proves Why Community Hosted Servers Are Superior   
    On Tuesday, Studio Wildcard came out and talked about an exploit that has existed since August of 2015. . yes that's right. . 2015.  So they did give a stern warning to those who were found using said exploit but they actually just proved why Community Hosted ARK Servers like ours here at ADK are far superior to Official Servers.
    We posted an article about it which you can read here:
     
    Now, is it a little harsh to say that Community Hosted Servers like ours are superior compared to Official Servers?  Maybe a little bit, but I'm still quite salty at EA/DICE for what they've done to the Battlefield RSP. . essentially nuking it. So I'm all for Community Servers over Official Servers. Meanwhile those official servers are stuck with hackers and cheaters that don't get taken care of as quick as community hosted servers would be able to deal with said players. Which is why I firmly believe in Community Hosted Game Servers over Official Servers.
    I think all game developers should take a look at this situation with ARK as a perfect example. Sure have your Official Servers, but help out the community that plays your game. People care about the game enough to play the game and to spend money to host servers, so you should support those servers.
    Overall, I don't think this situation will change anything for Community Hosted Servers across all games unfortunately. But you should definitely thank those people that are running Community Hosted Servers and go out of their way to make sure that you have a great experience. Whether that's server that ADK hosts or any other Community Servers that you play on.
     
  2. Like
    F34RL3SS got a reaction from bob31000 for a article, Ghost Recon: Wildlands New Tier System! (And Patch Notes, Title Update 5)   

     
    Coming with Title Update 5, Tier 1 was designed to provide players a challenging and hard core experience with an increased and scalable difficulty. You will be able to activate this new mode once you’ve reached level 30 in the main game. When enabled, your Tier level will be displayed near your player name and will be visible to everyone in the game as well as on your player profile page. A new XP bar called Tier points will also appear. Like in the main game, completing primary and side missions in addition to solo challenges available in the Live Season Challenges will allow you to earn Tier points and level up once the bar is filled.
    When playing this new mode for the first time, all players will automatically start from Tier 50. When levelling up, the difficulty will increase gradually until you reach the last stage, called Tier 1. To help you in this new and challenging game mode, you will be able to upgrade your weapon damage from level 1 to level 30 by using the Upgrade Weapons feature available in Gunsmith. Resources can be earned as loot in the field and also accumulate in Guerrilla mode on the free companion app.
    Live Season Challenges will also allow you to earn resources and specific rewards, including Tier 1 XP Boosters. You can still play with your friends under Tier 1 mode, however when pairing up with other player in Tier 1 XP booster add up an average of each player’s Tier level in addition to those who didn’t activate the mode in order to offer your squad a balanced level of difficulty.
    Ubisoft implemented new specific and unlockable rewards every five Tier levels. Tier 1 will allow you to live a new kind of challenging and hard core experience for free, solo or with your friends. Please note that if you need to disable the Tier 1 mode, you can reactivate it anytime, as your progression will not be impacted or lost.
     
    Here's the full list of fixed bugs and improvements:
    USER INTERFACE
    - The reason for detection is now displayed above the mini-map.
    GAMEPLAY
    - Fixed a bug where the player could not use the drone or the binoculars after using the medic drone to heal.
    - Fixed a bug where vehicles would take low damage when shot from a long distance.
    - Corrected a bug where the Stoner LMG folded buttstock would be described with an incorrect location in the loadout.
    -Corrected a bug where Whisper pistol had no silencer and would alarm NPCs if players used it.
    AUDIO
    - An unusual noise was heard near a ruined hut…
    - Fixed a bug where the M9 handgun would sound the same with or without a suppressor.
    NARCO ROAD
    - Fixed a bug where the follower icon could be missing when in the tacmap.
    FALLEN GHOSTS
    - Fixed a bug where the player would be detected by NPCs when shooting at long distance with a crossbow.
    PC
    - Fixed a bug where excessive lighting would occur in certain weather types in the Fallen Ghosts expansion when the Enhanced Godrays option was enabled.
    - Fixed a bug where selecting the Left Handed Mouse option would display the right click for fast travel on the tacmap instead of the left click.
    - Fixed a bug where an Xbox One controller would lose input if the controller was disconnected while the game was unfocused.,
    - Fixed a bug where the mouse click was not displayed for the Skills shortcut in the Command Wheel.
    - Fixed a bug where a pop-up related to Easy Anti Cheat would be displayed at every game start if the User Account Control feature was enabled in Windows.*
    - Fixed a bug where rapidly closing NVIDIA Ansel after it was open caused the game to run at 1 frame per second.
    *Please note that this pop-up will only be displayed the first time you start the game with the UAC feature enabled.
     
    Fallen Ghosts Expansion
    In Fallen Ghosts, Ghost Recon Wildlands’ second DLC expansion, the Ghosts see their chopper crash in the middle of the jungle on their way to a rescue mission. Tracked down by an elite spec ops team that will put your combat skills to the test, your mission is simple: survive.
    Unidad is replaced by Los Extranjeros, who have 4 different special operatives: 
    - Armored: Equipped with heavy bulletproof plates, and can only be shot in the head.
    - Jammers: Equipped with jamming equipment in their backpack, letting them neutralize drones and interfere with electronic equipment, rendering your whole HUD useless.
    - Elite Snipers: Equipped with laser sights and one shot pretty much guarantees a kill. Much more dangerous  than normal snipers.
    - Covert Ops: Equipped with an advanced prototype cloaking device, rendering them invisible unless you use thermal vision.
     
    The Fallen Ghosts DLC is also coming with 6 new weapons, new side missions and rewards, and new skills! 
     
     
     
  3. Like
    F34RL3SS got a reaction from bob31000 for a article, Ghost Recon: Wildlands New Tier System! (And Patch Notes, Title Update 5)   

     
    Coming with Title Update 5, Tier 1 was designed to provide players a challenging and hard core experience with an increased and scalable difficulty. You will be able to activate this new mode once you’ve reached level 30 in the main game. When enabled, your Tier level will be displayed near your player name and will be visible to everyone in the game as well as on your player profile page. A new XP bar called Tier points will also appear. Like in the main game, completing primary and side missions in addition to solo challenges available in the Live Season Challenges will allow you to earn Tier points and level up once the bar is filled.
    When playing this new mode for the first time, all players will automatically start from Tier 50. When levelling up, the difficulty will increase gradually until you reach the last stage, called Tier 1. To help you in this new and challenging game mode, you will be able to upgrade your weapon damage from level 1 to level 30 by using the Upgrade Weapons feature available in Gunsmith. Resources can be earned as loot in the field and also accumulate in Guerrilla mode on the free companion app.
    Live Season Challenges will also allow you to earn resources and specific rewards, including Tier 1 XP Boosters. You can still play with your friends under Tier 1 mode, however when pairing up with other player in Tier 1 XP booster add up an average of each player’s Tier level in addition to those who didn’t activate the mode in order to offer your squad a balanced level of difficulty.
    Ubisoft implemented new specific and unlockable rewards every five Tier levels. Tier 1 will allow you to live a new kind of challenging and hard core experience for free, solo or with your friends. Please note that if you need to disable the Tier 1 mode, you can reactivate it anytime, as your progression will not be impacted or lost.
     
    Here's the full list of fixed bugs and improvements:
    USER INTERFACE
    - The reason for detection is now displayed above the mini-map.
    GAMEPLAY
    - Fixed a bug where the player could not use the drone or the binoculars after using the medic drone to heal.
    - Fixed a bug where vehicles would take low damage when shot from a long distance.
    - Corrected a bug where the Stoner LMG folded buttstock would be described with an incorrect location in the loadout.
    -Corrected a bug where Whisper pistol had no silencer and would alarm NPCs if players used it.
    AUDIO
    - An unusual noise was heard near a ruined hut…
    - Fixed a bug where the M9 handgun would sound the same with or without a suppressor.
    NARCO ROAD
    - Fixed a bug where the follower icon could be missing when in the tacmap.
    FALLEN GHOSTS
    - Fixed a bug where the player would be detected by NPCs when shooting at long distance with a crossbow.
    PC
    - Fixed a bug where excessive lighting would occur in certain weather types in the Fallen Ghosts expansion when the Enhanced Godrays option was enabled.
    - Fixed a bug where selecting the Left Handed Mouse option would display the right click for fast travel on the tacmap instead of the left click.
    - Fixed a bug where an Xbox One controller would lose input if the controller was disconnected while the game was unfocused.,
    - Fixed a bug where the mouse click was not displayed for the Skills shortcut in the Command Wheel.
    - Fixed a bug where a pop-up related to Easy Anti Cheat would be displayed at every game start if the User Account Control feature was enabled in Windows.*
    - Fixed a bug where rapidly closing NVIDIA Ansel after it was open caused the game to run at 1 frame per second.
    *Please note that this pop-up will only be displayed the first time you start the game with the UAC feature enabled.
     
    Fallen Ghosts Expansion
    In Fallen Ghosts, Ghost Recon Wildlands’ second DLC expansion, the Ghosts see their chopper crash in the middle of the jungle on their way to a rescue mission. Tracked down by an elite spec ops team that will put your combat skills to the test, your mission is simple: survive.
    Unidad is replaced by Los Extranjeros, who have 4 different special operatives: 
    - Armored: Equipped with heavy bulletproof plates, and can only be shot in the head.
    - Jammers: Equipped with jamming equipment in their backpack, letting them neutralize drones and interfere with electronic equipment, rendering your whole HUD useless.
    - Elite Snipers: Equipped with laser sights and one shot pretty much guarantees a kill. Much more dangerous  than normal snipers.
    - Covert Ops: Equipped with an advanced prototype cloaking device, rendering them invisible unless you use thermal vision.
     
    The Fallen Ghosts DLC is also coming with 6 new weapons, new side missions and rewards, and new skills! 
     
     
     
  4. Like
    F34RL3SS got a reaction from Ricky10games for a article, Ghost Recon: Wildlands   

     
    Bolivia, July 2019. DEA agent Ricky Sandoval is captured, tortured, and killed by the Santa Blanca cartel.   As a result, the United States initiates Operation Kingslayer, a joint operation between the CIA, DEA and JSOC. The United States Army dispatches a fireteam of elite special operations unit called "Ghosts" to destroy the cartel and reveal the connection between Santa Blanca and the local government.
     
    Set in a MASSIVE open-world country with lots of different landscapes to explore in any order you want, the main goal of the game is to take down the drug cartel leader, El Sueno, and his underbosses, who controls this war-torn country. On land, on sea, or in the air, the options to eliminate El Sueno are virtually limitless. An upgrade system is also present, and without being game-chaning, many of the upgrades are little things that can make the difference between life and death during firefights. Most of El Sueno's lieutenants can be found by gaining intel in this vast, open sandbox, whether you have to interrogate someone, or hack a laptop.

    The activities are slightly repetitive, but no firefight is  exactly the same. Sometimes, you'll end up reaching up your objective by not alerting a single guard (which aren't the smartest, but they do put  up a fight if you're not careful) due to some very effective drone recon done beforehand, or one of your teammates (probably more likely human than AI) will fire a shot at the wrong time and send you running out of there with your gun between your legs. 
     
    There are 3 factions in the game: The Rebels (Friendly), the Santa Blanca Cartel (Foe), and Unidad. The Unidad is a special military force trained by ruthless Colombian military agents whose original mission was to drive the Santa Blanca cartel away from the country. However, corruption being rampant among the different levels of goverment, Unidad forces went rogue and turned villages into warzones. Ruthless, the columbian elite force is truly everwhere: on land, on the roads, in the air, and at sea. 
     

     
    In order to progress your skill arsenal, you loot resources and skill points. Those are found in the world in small amounts, or larger amounts can be obtained by completing resource-specific missions (plane or helicopter hijacking, and medical convoys). LOTS of weapons and different clothing options are also available to achieve the look you want to have in game and are reflected during cut scenes. A plethora of different weapons is at your disposal, such as sniper rifles, assault rifles, and submachine guns. Most of the weapons can be customized using a wide array of attachments, and each of those attachments can have their own paintjob applied to it. The options are here, once again, quite plentiful!
     
    If this has you excited, please come play with us and let your fellow ADK Members know you're playing!
     
  5. Like
    F34RL3SS reacted to Marcinkoman for a article, Metro: A Different Perspective   
    The non-Metro lover believes that this is a map about stagnation. The fight stalemates at the B flag and Russia walks away with a victory. Thus, in order to enjoy playing Metro one must enjoy sitting in one spot and waiting for kills. The notion of kill farming encompasses this viewpoint. The player that enjoys this must just want to pad their k/d and has no idea what capping a flag is. Who cares about capping flags when you can get kills instead......right? To be fair to the critics, there are most definitely players that seem to have this mind set. 
     

     
     
     
     The other version of Metro is much different. I view Metro more like a game of rush. The Russian side are the defenders and the US side are the attackers. There are four sets of Mcoms in this version of rush. The approaches to the B flag are the first set of Mcoms. Getting into a position to actually cap B is the second set of Mcoms. Taking over the ticket hall all the way to the outer doors are the third set of Mcoms. Getting out of the building and to A are the final 4th set of Mcoms.
     
    When the match starts, the Russian side has to get into position to defend the four main approaches to the B flag. Those approaches are the red stairs, the front escalators (by the elevators), the ramp, and the back escalators (by turn styles). The US side has to quickly establish itself at these choke points to avoid allowing the RU side into the downstairs which can often mean game over. On the flip side, the Russian team needs to quickly establish their defense of these areas to prevent an early breakthrough. There are various initial aggressive pushes that can be made by either side right off the bat. Sometimes they work and tip the match right away and other times they are beaten back on both sides. If none of those pushes work, now comes the time to probe for the US side. The more experienced players will try each of these choke points to find the weak spot (often multiple times). And will continue rotating through all of them until they find one that is sufficiently weak for a push.
     
    Once the weak spot is identified....its time to get very aggressive and PUSH. The push will often happen in stages as multiple layers of defense need to be weakened before a true break thru push can occur. This is dependent on which choke point is being pushed. The example being the front escalators: in order to make headway via this route, the immediate area on the top of the escalators must be cleared, then the top of red stairs, and then the left/rights sides of the elevators must be cleared. With all those defenses cleared, then the US team can push up to the back of the elevators and begin capping the B flag. Each choke point has its own layers of defense that must be dealt with in order to make progress. Sometimes just the effort of a probing push will draw enemies away from other parts of the map and thus free those sectors up for their own push. So- push one choke point, draw enemy to it, and then quickly switch to another for the real push. There are many different ways to achieve success. They key is to keep pushing.
     
     
    This progression of a US win happens in rush like stages. The US side must gain access to the platform in order to cap B. So first it's a fight just to gain access to the B flag platform. Then its a fight to cap B. Then it's fight to hold B and another one to push beyond B. Once the US team has capped B and pushes up to the ticket booth or beyond, then the match starts to flip. Pushing out to A is a whole new set of choke points and it's time to find a way to push out from there.
     
    Now it is the turn for the RU team to get aggressive, begin probing, and push. Can they get back in the building? Can they regain the advantage? These phases can go back and forth multiple times in any one match. 
     
     

     
     
    A willingness to be diverse.  Players need to be willing to change their approach and their kit according to the situation and the potential or lack there of. In any one match, I will get kills with multiple weapons. Often I will have kills with an assault rifle, sniper rifle, shotgun, carbine, and various side arms. I may start with an assault rifle to probe/push, switch to a sniper rifle to deal with a pesky sniper/LMGer, move to a shotgun to get thru a tight CQB spot, go to recon with beacon/tugs/carbine when behind enemy lines or to cement gains, and back to assault rifle. I will often switch weapons among these classes too depending on my needs (high ROF, longer distance, etc..). And finally a willingness to be aggressive and die- potentially a bunch. If a player is willing to be diverse and aggressive then they can really make a difference in the match. Just do whatever the situation calls for. 
     
    Lastly, teamwork. This map requires a lot of it, and at the very least squad work. Pushes need multiple players, breakthroughs need to be cemented with squad spawns, weak spots need to be protected, and so on. Everyone needs to do their job or that team will likely lose. I know that this is true of most maps, but its also a reality on Metro.
     
    I could write a ton more and go into more depth on every choke point according to what side your on, where the best spots to push are, critical areas to defend/be aware of, but I have probably gone on to long already. :) 
     
    Without a doubt many of you will disagree with this approach to Metro and likely some will just dismiss it outright. But I ask you to simply know that Metro can be a dynamic map if you want it to be and are willing to do what it takes to make it so.
     
     
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