Videos uploaded by user “Ahoy”
CRASH: The Year Video Games Died
Facebook: http://www.facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Up next: Quake.
Views: 1032537 Ahoy
RetroAhoy: Half-Life
Patreon: https://www.patreon.com/ahoy Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 1158812 Ahoy
Last episode: Uzi. http://youtu.be/YxzZJjDRdeo Next: FAL. https://youtu.be/Q9JoHzlIAqs Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1386945 Ahoy
RetroAhoy: Lemmings
Originally uploaded 16th December 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 271395 Ahoy
Magnum Revolver.
Last episode: M16. http://youtu.be/yh2FGCYC63Q Next up: SPAS-12. https://youtu.be/EdTflRSBgUE Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1158929 Ahoy
Next up: Something about the Amiga. Patreon: https://www.patreon.com/ahoy Soundtrack is here: https://soundcloud.com/xahoy/chicken-o-meter
Views: 423626 Ahoy
Arctic Warfare.
Last episode: AK-47. http://youtu.be/tiZHgwICPlU Next up: the Beretta 92 http://youtu.be/qolpKRLc5P8 A history of the AWP and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1318554 Ahoy
Last episode: M1 Garand. http://youtu.be/6HEAA0C6a4Q Next up: M16. http://youtu.be/yh2FGCYC63Q A history of the MP5 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1511059 Ahoy
The Weapons of Wolfenstein: The New Order
Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 736595 Ahoy
Last episode: Minigun. http://youtu.be/Ff73iFNF2Lw Next up: M1911. http://youtu.be/y2hsGZSVG4E Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1398493 Ahoy
Last episode: Magnum Revolver. http://youtu.be/qQs7Wonu9NI Next up: Minigun. https://youtu.be/Ff73iFNF2Lw Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1224211 Ahoy
RetroAhoy: Syndicate
Originally uploaded 1st March 2012. Reuploaded here to consolidate on one channel. Next up: RetroAhoy: Wolfenstein 3D Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 291406 Ahoy
M1 Garand.
Last episode: Double barrel shotgun. http://youtu.be/EY2lWmZN5TQ Next up: MP5. http://youtu.be/X2Updljxb4I A history of the M1 Garand and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1238502 Ahoy
Open World Origins
Reddit discussion: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 994250 Ahoy
Next up: Thompson. https://youtu.be/FBiIWuQNQHU Patreon: https://www.patreon.com/ahoy
Views: 1910485 Ahoy
Next up: POLYBIUS. Patreon: https://www.patreon.com/ahoy
Views: 1789017 Ahoy
Desert Eagle.
The pilot episode of Iconic Arms. A history of the Desert Eagle and a cultural context within games. Next up: the AK-47: http://youtu.be/tiZHgwICPlU Beware, major plot spoilers for the COD: Modern Warfare series within. -- The Desert Eagle isn't a very good handgun - but nonetheless it is remarkably popular: it features in hundreds of movies, television shows and video games. So how did such an unwieldy weapon become so iconic? Why is the Deagle a trademark of many first person shooters? And is bigger always better? The Desert Eagle was designed as a semi-automatic rival to large-frame, high calibre revolvers: a gas-operated pistol able to feed from interchangeable magazines and with superior capacity to a typical 6-round cylinder. Design started in 1979 at American co Magnum Research, Inc. - with the first finished pistols produced in 1982 by Israeli weapons manufacturer IMI. The latest iteration - the Mark XIX - emerged in 1995, and like some kind of fashion accessory, even comes with a number of choices as far as finish is concerned. Amongst them, the most demure is plain Black: others include three chromed options of various lustres; nickel either satin or bright; and gold both 24 karat and in a more durable Titanium variant; and if either gold finish isn't suitably ostentatious - then there's always the tiger stripes. There are also more practical options, such as the choice of either a 6-inch or 10-inch barrel: and your calibre preference, either .357 Magnum, .44 Magnum or .50 Action Express. The latter cartridge was designed specifically for high-calibre semi-automatic pistols, and indeed the Desert Eagle was the first handgun chambered for it: a performance jump from the already mighty .44 Magnum round, and right on the cusp of calibres deemed legal. The .50 cal chambering set the pistol above most other magnum options, which in turn has led to it finding popularity in action films since the 1980s - supplanting Dirty Harry's .44 Magnum as the most powerful handgun in the world. For almost as long as video games have existed, they have been influenced by cinema. While the firearms in early games were often made generic through lack of resolution, as the number of polygons possible to push on-screen grew, weapons were able to be rendered in ever greater detail - giving rise to games with realistically rendered arsenals. However, due to concerns over the use of trademarks, the real-steel Desert Eagle's name hasn't always matched its in-game appellation. Sometimes it's known by generic terms that allude to its higher calibre - the 'magnum pistol', 'heavy handgun' or '.50 AE' offering a clue as to the handgun's power. Sometimes the name is a mite more imaginative: and while the 'Silver Talon' in Soldier of Fortune, 'Desert Ranger' in Tomb Raider, or Counter-Strike's Night Hawk .50 cal' might not be instantly recognisable by name, the imposing sillhouette of the Deagle is unmistakeable. Counter-Strike in 1999 was one of the earliest realistic depictions of the gun: the game was originally a mod for Half-Life, and eventually graduated to a full retail release. The weapon's digital rendition mirrors the real steel's power: while magazine capacity was limited, its high damage and one-shot headshot potential more than made up for any shortcoming. The game graciously overlooks the weapon's impracticality for combat use, with the firearm eventually becoming a fast favourite for use in tandem with a primary weapon. The powerful pistol returned in Counter-Strike: Source, and once again more recently in Global Offensive - each time filling a similar high-powered backup role. Stylish, powerful and capable of skillfull headshot kills - the Counter-Strike depiction is a definitive one: with the game enjoying huge popularity over its lifespan, particularly in a world before Call of Duty: Modern Warfare. In the opening scenes of COD4 the Desert Eagle is very prominent: as a deposed president, you're bundled into a car, given a none-too gentle buttstroke, frogmarched to a pillory - and then, after some posturing - shot in the head by the golden high-calibre pistol. It's fatal punctuation for a coup d'etat: a show of force in public execution - and that's what the Desert Eagle is all about: exhibition. A vulgar display of power. It's a compelling moment, and the Desert Eagle is the totem of such potential: setting the story in motion in an explosive fashion. It's not until the very end of the campaign that the pistol makes a return: this time as a grim portent of doom, executing a squadmate and moving towards your position with similar intent - only diverted by a timely distraction and some quick-thinking by Price. It seems like every do-or-die moment in the Modern Warfare series simply must include the weapon - but I suppose if you're going to threaten the player with a gun to the face, there are few weapons with as imposing a profile as a .50 calibre Desert Eagle.
Views: 2081138 Ahoy
Double-Barreled Shotgun.
Last episode: Beretta 92. http://youtu.be/qolpKRLc5P8 Next up: M1 Garand. http://youtu.be/6HEAA0C6a4Q A history of the double barrel and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1718804 Ahoy
Doomed: The Embers of Amiga FPS
Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 313104 Ahoy
Beretta 92.
Last episode: Arctic Warfare. http://youtu.be/4hk_km45lXY Next up: Double-barreled shotgun. http://youtu.be/EY2lWmZN5TQ A history of the Beretta M9 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1096321 Ahoy
PUNTAGE: Black Ops 2
Like a cake made entirely of icing, don't blame me if you get sick. Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy
Views: 158605 Ahoy
Last episode: Desert Eagle. http://youtu.be/8T_OW9NHJ84 Next up: Arctic Warfare. http://youtu.be/4hk_km45lXY A history of the AK-47 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1913809 Ahoy
Next up: Rocket Launcher. Patreon: https://www.patreon.com/ahoy
Views: 1290048 Ahoy
Fore Grip - Black Ops 2 Attachment Guide
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Fore Grip. First seen in COD4, the Grip has returned in every title since, each time with similar benefit. In Black Ops 2 the attachment has proven controversial for its limited effect - with its recoil-reducing ability scaled back, leading some to question whether the attachment was mere placebo. In real life, an underbarrel mounted foregrip provides a more ergonomic place to grasp a firearm, with greater control of the muzzle. This can help in controlling the weapon's recoil, especially during automatic fire - and this effect is mirrored in-game. The Fore Grip is available for the Assault Rifles, LMGs and SMGs. It is incompatible with the underslung grenade launcher, due to the mutual occupation under-barrel rail. The Fore Grip's effects are fairly basic: it will increase your weapon's centerspeed, which governs the rate of recovery from recoil. In practical terms, this means lower overall recoil, proportional to the centerspeed increase. For Assault Rifles and LMGs, the effect is strongest: you'll benefit from a 2% increase to centerspeed, for a corresponding decrease to recoil. SMGs see only a 1.5% improvement, although the centerspeed for such weapons is higher to counteract the faster rates of fire, so the absolute benefit might be similar across the board. It's worth noting that the recoil-reducing benefit of the ACOG and EOTech sights will stack, for a maximum of 4% recoil reduction - although whether this is worth two of your pick-ten points is debatable. The Fore Grip is a universally beneficial attachment that confers a slight improvement to your weapon's controllability. It could very well make the difference in a long-range gunfight, especially in cases when firing full-auto for sustained periods of time. However, the effects of the grip have been reduced to the point where you'd be hard pushed to notice any significant difference, with the random nature of recoil disguising its explcit effect. While there are no downsides, the occupancy of an attachment slot and pick-ten point means you might be better off selecting an alternative attachment, with more obvious benefit. Some might criticise the effects of this attachment for being too suble - but, if you want to spend a pick-ten point on a minor reduction to recoil... ...then get a grip.
Views: 137512 Ahoy
Ultimate Weapon - BFG 9000
http://xboxahoy.com/ultimate-weapon-the-bfg-9000-from-doom ULTIMATE WEAPON - featuring the MOST AWESOME weapons from gaming's MIGHTY ARSENAL. Episode 1 is about the grand-daddy of awesome weapons - the excessively powerful BFG 9000, from Doom. The BFG, or Big Fucking Gun 9000 - is the most powerful weapon in the game, eclipsing even the rocket launcher and plasma rifle in terms of sheer power. Doom in 1993 was the weapon's first appearance - and appropriately enough for such an awesome weapon, you won't be able to find it legitimately until the third level of the third episode in-game - and even then, it's hidden in a secret area. The BFG fires massive green-white balls of plasma, slow-moving but dealing massive damage upon impact. It also deals considerable splash damage - a well-placed shot can obliterate an entire group of enemies. This phenomenal power does take some time to bring to bear, however - as the BFG needs nearly a second to charge before firing. It'll chew through your ammunition supply too, with each shot using 40 energy cells - so reserving use for only the most dangerous situations is perhaps wise. The weapon returned unchanged in Doom 2, identical in performance - but with a whole host of new demonic denizens to turn into a thin red paste. Both Quake 2 and Quake 3 Arena featured a new version of the BFG - The BFG 10K, with streamlined design and explosive plasma projectiles. The original weapon returned in Doom 3, released in 2007 - with a new design, and charging mechanic - but the devastatingly familiar green plasma ball remained. With unparalleled power, and the capability to gib an entire room of grunts - there's no doubting the BFG's status... as an Ultimate Weapon.
Views: 286048 Ahoy
RetroAhoy: Dizzy
Originally uploaded 11th February 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 141011 Ahoy
Last episode: MP5. http://youtu.be/X2Updljxb4I Next up: Magnum Revolver. http://youtu.be/qQs7Wonu9NI Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 1515975 Ahoy
RetroAhoy: Carmageddon
Originally uploaded 5th August 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 273119 Ahoy
A Brief History of Gore
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy Bloody video games. They've caused their fair share of drama over the years, with violent action and gory killing attributed to all kinds of societal harm. These days, a certain amount of bloodshed is tolerated - but not so long ago a splash of red pixels was all it took to start a fuss. Join me as I prepare to dive knee deep into blood, guts, and video games. Covered are classic horror titles such as Texas Chainsaw Massacre on the Atari 2600 and torture-themed light gun game Chiller: action shooters such as the digital rendition of Charles Bronson in Death Wish 3, Ikari Warriors; Decapitation in Barbarian: The Ultimate Warrior, demon slaying in Splatterhouse and exploding drug barons in the 32-bit Narc. Tecmo Knight was a decapitation-laden beat-em up, Space Gun and Beast Busters rail shooters with liberal dismemberment and copious blood. The dawn of Full Motion Video spawned games like Night Trap, and the realistic digitised sprites of Mortal Kombat: with the violent fatalities courting controversy - and leading to the formation of the ESRB. MK also spawned a number of clones, including Blood Warrior, Time Killers and Eternal Champions on the Mega Drive and Mega CD. The rise of the FPS genre in the 90s followed in the footsteps of the violent shooters of the late 80s - such titles would cement the word 'gib' into the gaming lexicon. Doom saw enemies explode into a red paste, Rise of The Triad flung eyeballs at the screen with its ludicrous gibs - and Quake features the first seen polygonal gibs. Gibbing became the hallmark of the genre, with most later examples permitting the reduction of your opponents into fleshy chunks - at least until ragdoll physics took hold. Meanwhile horror adventure games such as Phantasmagoria and Harvester took advantage of CD-ROM's storage to use realistic death scenes - and survival horror games such as Resident Evil and Silent Hill saw bloody scenes to ramp up tension. Both Carmageddon and Thrill Kill found controversy in the late 90s, with the former featuring reckless driving and pedestrian slaughter, and the latter with sadistic thrill kill finishing moves. Meanwhile, FPS games had matured to the point where a little gore was accepted: the cerebral bore in Turok 2, the intagib rifle of Unreal Tournament and the dismemberment of Soldier of Fortune. Games in which you play a psychopath proved more disruptive: such as the Grand Theft Auto series, Postal 2, or murder-em-up Manhunt and its sequel. Post Manhunt, there's been little outrage: Half-Life 2 is very gory in places, as is Resident Evil 4 - but only the more gruesome deaths such as a chainsaw decapitation caused a stir. Recently, mainstream games such as Gears of War, Dead Space and Fallout 3 have all featured gory violence, but such bloodshed is now deemed acceptable. As with the revived Fallout series, we've also seen the return of a few other gory classics, such as the 2010 remake of Splatterhouse, the return of brutal fatalities in Mortal Kombat 9, and yet more ludicrous gibs in ROTT 2013. Some games use violent scenes as part of their story, such as No Russian in Modern Warfare 2 - or in the key moments of Spec Ops: The Line. Hotline Miami is a top-down exercise in hyper-violence, that sometimes gives the player pause for their actions, asking: 'do you like hurting other people?' The God of War series is a prime example of a spectacle fighter: in which you brutally slay, decapitate or gouge out organs from an entire bestiary of mythological beings. Similarly stylish is 2009's Madworld: with comic-book visuals inspired by Sin City, the monochrome combat is liberally splashed with huge amounts of crimson as you perform sadistic finishing moves. Gore is par for the course in the horror genre - Left 4 Dead features hordes of zombies and a host of ways to despatch them: Killing Floor offers similarly gory co-op, Call of Duty: World At War introduced Nazi Zombies was the goriest COD, and the one which introduced zombies to the series - and every detail of your gory destruction is captured in Sniper Elite 2, and its Nazi Zombie Army variant: with the awesome slow-motion terminal arc of bullets, paired with gratuitous X-Ray vision: tearing flesh, piercing organs and smashing bone. No doubt, rent flesh and rivers of claret are an arousing visual - appealing to human instinct at a very basic level, and acting as an effective way to communicate injury. Taken to extremes, flinging gore at a player is a caricature of carnage - reassuring the concious mind that it's all just a game.
Views: 828251 Ahoy
Next up: Bow & Arrow. https://youtu.be/VXYODzR-UKc Patreon: https://www.patreon.com/ahoy
Views: 1341386 Ahoy
RetroAhoy: Road Rash
Originally uploaded 3rd January 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 161199 Ahoy
Weapons of Modern Warfare - KSG 12
In this episode, we're taking a look at the KSG-12. The Kel-Tec KSG is a pump-action shotgun that makes its debut appearance in Call of Duty Modern Warfare 3. It's an American shotgun, manufactured in Florida by Kel-Tec CNC Industries Incorporated. The weapon is intended to fulfil a variety of roles - with two separate magazine tubes giving it enhanced flexibility and capacity for police and security work, and the compact bullpup configuration rendering it ideal for home defense. It superficially resembles the South African Neostead 2000 shotgun, sharing the twin tube mags and bullpup layout. The KSG is a very modern shotgun, having only just entered production recently after being announced in 2011. As such, they've only recently hit the commercial market - and as a result have yet to see any large-scale adoption. The KSG is a 12-gauge shotgun - firing either 3-inch or 2 and three-quarter inch shotgun shells. It has two separate tube magazines, with a manual selector allowing two different types of ammunition to be stored. Capacity is very generous, given that most conventional shotguns only have a single magazine - the KSG holds up to 14 shells total in its twin tubes. Switching between each of the tubes must be performed manually, however - and the KSG's action is similarly manual, with the weapon cycling with a simple pump action. Overall weight is slightly higher than average for a conventional shotgun, given the twin magazines and large shell count - the KSG weighs in at 3.13kg unloaded, and closer to 4kg when fully populated. Overall length is relatively compact, especially considering the KSG sports an 18 and a half inch barrel - the weapon is about 26 inches nose-to-tail - some 40% shorter than a conventional design. It's hard to say how successful the KSG design might be at this stage - it's early days, although initial demand seems healthy enough. No doubt there's a place for a high-capacity shotgun with a short overall length, so this futuristic twin-tube 12 gauge may yet find a market: Kel-Tec by name, and high-tech by nature.
Views: 255849 Ahoy
RetroAhoy: Soul Edge
Originally uploaded 22nd February 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 237720 Ahoy
Makarov - Black Ops Multiplayer Weapon Guide
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Makarov. It's a semi automatic pistol, unlocked at level 4. Originating from the Soviet Union, the pistol is named for its designer, Nikolay Makarov. It was introduced as the standard sidearm for the Soviet military in 1951, replacing the earlier Tokarev in service. The PM, or Pistolet Makarova is a compact blowback-operated weapon, loosely based on the earlier German Walther PP design. A simple, reliable weapon - with few moving parts - the Makarov has seen extensive deployment in both military and police roles over much of Eastern Europe. Magazine capacity is 8 rounds - second only to the CZ-75 in-game, and generous enough for most usage. The cartridge fired is the 9 by 18 millimetre Makarov round - analogous to the NATO 9 millimetre round, but in terms of ballistics more comparable to the less-powerful .380 ACP. Damage in-game is identical to all other pistols, except for the Python - typically requiring 3 hits to kill at close range, and 5 at a distance. Rate of fire is capped to 625 rounds per minute - the same as most pistols, with the exception of the ASP. Recoil is again, identical to all other pistols except for the Python - and is not a factor as long as you're close to your target. Aim time is as fast as the other pistols, at just 150 milliseconds - and the reload is fairly average for its class, at a little over 1.6 seconds. The pistols share much in the way of their statistics, so there's not much to choose between them - it's the available attachments and subtler statistics that define each handgun. The Upgraded Iron Sights are one of your attachment choices, but their effect is purely cosmetic - three white dots applied to the front and rear sights giving slightly clearer target indication. They aren't much use - unlike a red dot sight which provides a better view on target, the dots do nothing for your sight picture, so I wouldn't advise using them over another, more useful attachment. Extended mags are generally a very worthwhile attachment - and on the Makarov you'll get 12 rounds at your disposal instead of 8. However, If you value capacity in a pistol, then I'd advise you steer clear of the Makarov - instead go with the M1911, as it will give you 14 rounds with precisely the same handling characteristics - and even that is supplanted once you unlock the CZ-75. The Makarov is best used with the other attachments available - with the suppressor you'll have the highest capacity pistol while suppressed, at least until you unlock the CZ-75 - so for those who favour stealth, the Makarov is the best choice initially. You do lose a significant portion of your effective range, so against an enemy with full health you'll find a 4 or 5 hit kill is much more likely - but as a silent backup to finish off an already-wounded enemy it's ideal. Dual wield gives you two Makarovs, for a total of 16 shots between them. The Makarov is probably one of the better choices for Dual Wield - while they don't have the capacity of the CZ-75, or the power of the Pythons - they do have a very rapid switch time. They'll switch as quickly as the dual ASPs - but with a slightly larger capacity, they're a better choice if you're looking for a fast-swapping dual-wield backup. If you value capacity, the M1911 with extended mags is the best choice before the CZ-75. If you favour speed, then elect the ASP. Finally, if you favour power - then the Python is the handgun for you. The Makarov, then, fills the gaps - it's the best pistol, immediately available, to use with the suppressor. It's also the quickest drawing pistol to use with Dual Wield - so if you're looking for a close-range backup that's fast on target the Makarovs are probably the best choice. Its capacity advantage with certain attachments is usurped by the almighty CZ-75 once its unlocked, but before the final pistol is available the Makarov has a couple of advantages over the others. Otherwise, it's a relatively unremarkable weapon - but as with all the pistols can be a potential lifesaver when you find your primary weapon unready or inadequate for a close-range engagement. Either suppressed or with a pistol in either hand, the Makarov is an able backup - compact, quick on the draw ... and ready to tilt the odds in your favour.
Views: 404320 Ahoy
Last episode: SPAS-12. http://youtu.be/EdTflRSBgUE Next up: Uzi. http://youtu.be/YxzZJjDRdeo Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Views: 2224324 Ahoy
What Did We Learn This Generation?
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This next console gen has been a long time coming. The Xbox 360, PS3 and Wii - collectively known as the seventh generation - have steered the course of the industry since 2005. Much has changed over the last eight years in gaming - and as we perch on the precipice of a new era, perhaps it's a time for retrospection. So, what did we learn from this generation? The most obvious change with the advent of new hardware is in the technical specification - each generation is faster and more capable than the last. At the time of the current gen's introduction, HDTVs were starting to become widely available - and the Xbox 360 and PS3 both took advantage of this by supporting HD video formats. This wasn't without issue - in 2005 standard-def CRTs were still very common, and some games ran into issues when running at the lower resolution - many complained about the small text in Dead Rising, for instance. However, with HDTVs dropping in price over the console's lifespan, many made the switch to such displays, and the next generation is all set to embrace an HD-only approach. We also saw a good old format war in the early-gen: Sony's Blu Ray versus Toshiba's ill-fated HD-DVD. The PS3's Blu Ray drive made it an attractive offering for those looking for an entry-level HD player, with even the exorbitant launch price proving competitive. Microsoft released the half-hearted add-on HD-DVD player for the 360, although after a brief flounder Blu-Ray became the dominant format, and will indeed be the optical media of choice for both the Xbox One and PS4. Quite how long physical media will remain relevant is another matter - digital downloads and streaming services such as Netflix are unburdened by such concerns. It seems as though redundant hardware is a recurring trend in Gen7, with games such as Guitar Hero and Rock Band clogging up homes with fake plastic guitars. Rhythm games were a fun diversion while they lasted, but for a more persistent peripheral you need to look to motion controllers. The Wii proved phenomenally popular with its Wiimote-nunchuck combo - and Microsoft and Sony followed suit in arm flailing fashion, with the Kinect and Move respectively. Well suited to certain genres - dancing games and casual party games spring to mind - but such forms of input can be a little less precise for games that demand fine-grained control. It seems as though motion controls aren't going anywhere just yet, however - the Kinect is returning with a next-gen upgrade, and the Wii U and PS4 both retain support for their equivalent. This gen also saw the widespread acceptance of online gaming - the Xbox 360 built on the impressive inroads the original Xbox made with Xbox LIVE, and the PS3 found fully-fledged online support in place of the limited selection on the PS2. Online multiplayer was very much a killer app for this generation, with titles such as Halo and Call of Duty giving rise to thriving online communities - and inspiring many to emulate their success. Co-operative games have proven popular too - with 4 players proving the gold standard in titles like Borderlands and Left 4 Dead: and the less-competitive space is ideal for the enjoyment of social gaming. Voice chat is now a default means of communication, helped particularly on the Xbox 360 by bundled inclusion of headset and the early availability of party chat. Gaming is now very much a social platform, with shared spaces interlinked by a suite of communication means. The world might not be quite ready for a mandatory always-online console, but we are certainly getting closer than ever before. One side effect of this connectivity is the emergence of the digital marketplace - with DLC taking the place of the expansion packs of yore. This was a reluctant introduction met with many missteps, perhaps most notably with Oblivion's Horse Armor DLC - an aesthetic upgrade for your equine chum costing a few of your hard-earned dollars. These electronic offerings did improve, however - and there have been some very memorable extensions to games that have been more fairly priced. The online marketplace also permits a scalable price point - all the way from a full price AAA title, through smaller-scope indie games and stand-alone arcade titles - to games which don't require any initial investment at all. Free-to-play games have found the greatest success on the PC, but in recent months we've seen a slew of such titles announced for the consoles - and it's likely they'll feature on the next-gen platforms too. Such offerings are supported by in-game purchases - sometimes for cosmetic purposes, otherwise to eliminate a grind for resources or to grant a more obvious advantage.
Views: 331787 Ahoy
F2000 - Modern Warfare 2 Multiplayer Weapon Guide
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The F2000 is a fully automatic weapon, unlocked at level 60. It was designed by FN Herstal in Belgium, and can be thought of as a bigger brother of the similarly-styled P90. It was first produced in 2001, and fires the NATO standard 5.56 by 45 millimetre intermediate cartridge. The bullpup layout and compact size make the F2000 a good choice for a Special Forces role, and has so far seen employment in several such units across the globe. In-game, the F2000 is a low-damage assault rifle, on par with the M4A1 and ACR in terms of damage. It boasts the highest fire rate of any of the assault rifles, firing a fearsome 925 rounds per minute. However, its most defining characteristic is the high recoil of the weapon, making staying on target a challenge. Couple the high recoil with the muzzle flash introduced with the high fire rate, and the reason for the F2000's status as the least popular assault rifle is clear; It's a very difficult weapon to use. For your blue perk, I'd recommend Sleight of Hand Pro for both the faster aim and reload. You will burn through your ammunition quickly, but the reload is pretty slow so it pays to be more nimble, particularly as you'll need to get closer to your enemy to be effective. Be sure to pick a decent secondary weapon to serve as a backup - most of the machine pistols will fare better at long range than the F2000. I was using the Glock 18s, as the single machine pistol handles in a similar way to the F2000, with a reasonably quick draw time. You could use akimbo for double the firepower. If you have extended mags available for the F2000, I'd probably favour Scavenger over Sleight of Hand to permit more liberal use of the weapon from the hip. For your red perk, you do have a little room to experiment - I'd recommend you start with Stopping Power, but the fast rate of fire of the F2000 means that once you're used to the weapon you'll find stopping power doesn't make a definitive difference in most firefights. Lightweight is my alternative perk of choice - as you need to get close with the F2000, the increased mobility might just make the difference. It also helps you to get to cover more quickly if you're outmatched at range. For your third perk, as much of a pain as it was to sacrifice silent footsteps I have to recommend Steady Aim - the F2000 is very effective from the hip, and Steady Aim helps maxmise your ability out to a fairly decent range. It would also be the perfect complement to the akimbo glock 18s. You can't afford to be too subtle when using the F2000 - it really is a spray and pray weapon. If you have the upper hand on a target at some distance, it's wise to fire single shots or bursts to make sure your shots count - but should you find yourself taking fire from a distant foe you'll be at a massive disadvantage. As with the SMGs, you generally want to try and force engagements at close range - as this is where the F2000 shines. It's not a weapon for those who favour accurate, well-placed shots - and it's far from a competitive weapon, as for all its close range ability it remains outmatched by most SMGs and shotguns at those distanced. Still, if you like a challenge the F2000 will certainly give you that - and for all its flaws it's arguably the most effective assault rifle for use in close quarters.
Views: 513653 Ahoy
Weapons of Modern Warfare - FAD
In this episode, we're taking a look at the FAD. The Fusil Automatico Doble, or Dual Automatic Rifle - makes its debut in Modern Warfare 3, where it's the final unlock in the assault rifle category. It's the first Peruvian weapon ever featured in the series, hailing from state industrial firm SIMA Peru. It was designed by Salomon Braga Lozo, with the intent of producing a modern bullpup military rifle capable of firing a variety of munitions, with conventional rifle and underslung launcher. It entered pre-production in 2008, with a limited quantity produced for testing. The rifle component is chambered for standard 5.56 by 45 millimetre NATO rounds, and the underslung grenade launcher fires 40 millimetre grenades, such as those used in the M203. Rate of fire is far slower than its in-game counterpart, with a cyclic rate of only 550 rounds per minute. The rifle is fed from STANAG-compliant 30 round magazines, interchangeable with most other western military rifles chambered in the NATO intermediate cartridge. Magazines are seated at an usual angle - 12 degrees offset from the vertical - in an effort to improve the ergonomics during the reload process. The rifle's weight is comparable to other bullpup rifles, with the intended design weighing in at 3.6 kilogrammes when unloaded. Barrel length is 20 inches, the same as a full-size M16 rifle - but the FAD is only a little longer than the M4 Carbine, thanks to the bullpup configuration. The weapon exists only in prototype form for the time being, with only 170 produced as of 2008 - and thus far the rifle has not been adopted by any armed forces. Perhaps Peruvian forces will one day wield this unusual-looking rifle, replacing the non-native rifles in service today. Until then, however - this outlandish bullpup's time may be short lived - a FAD both by name, and by nature.
Views: 335714 Ahoy
RetroAhoy: Pinball Dreams
Originally uploaded 28th June 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Views: 132872 Ahoy
Pixel Pioneers: A Brief History of Graphics, Part One
First of a 5-part series. Playlist: http://goo.gl/ilCrn5 Part two: http://youtu.be/a1yBP5t-fSA ► Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Views: 676045 Ahoy
Minecraft Survival Guide - Episode 1: Wooden Sword
An overview of the first unlocked edged weapon in Minecraft, the Wooden Sword.
Views: 398735 Ahoy
ASP - Black Ops Multiplayer Weapon Guide
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first handgun - the ASP. It's a semi automatic pistol, and is available as part of one of the default classes at level 1. It's an American weapon, designed by New York gunsmith Paris Theodore in the early 1970s. It was commercially introduced in 1975, although in no great quantity - only 450 were ever made. Based on the Smith and Wesson Model 39, the ASP was designed from the ground up as a concealable pistol for covert operations. With an extensively modified frame, the ASP takes on a unique appearance - with no unneccesary protrusions and smoothed curves for a fast, snag-free draw. One such innovation was the complete removal of the front sight post - and the addition of a rear 'guttersnipe' sight instead. Although not quite as precise as conventional pistol sights the tapered channel allows for faster target aquisition, and in any case is more than adequate for covert use. The entire weapon was given a teflon coating, and the grips were also replaced with clear Lexan, allowing the operator to know precisely how much ammunition was left in the magazine. The magazine capacity isn't great, largely due to the weapon's compact size - just seven rounds. The ASP fires the NATO standard 9 by 19 millimetre Parabellum cartridge, just like the Smith and Wesson 39 it was based on. Damage is good, at least up close - 3 hits to kill within effective range puts it on par with the more powerful SMGs. Of course, the range of the pistols is limited so at any sort of distance you'll find you'll need 5 hits to kill - and given that there's only 7 rounds in the magazine that can be tricky. The ASP has the highest firecap of all of the pistols - with a potential fire rate of 937.5 rounds per minute, 50 percent higher than any other. Recoil is not a factor unless you have a very quick trigger finger - but in general within effective pistol range you won't have issues hitting your target. Aim speed for pistols is faster than any other weapon class - just 150 milliseconds, and in the case of the ASP, the reload is equally swift at 1.25 seconds - faster than any other weapon. The secondary weapons work best as a complement to a primary rather than weapons in their own right. They're particularly effective in situation where you find yourself in close quarters with a less-than-ideal primary weapon. Even the versatile assault rifles can benefit if you find yourself out of ammunition - switching to your pistol is always faster than reloading. Otherwise, low-capacity weapons or those ill-suited to close combat benefit the most from a pistol secondary. If you're confident in your primary's ability up close, then a launcher or special could be a better choice. Having a secondary can also help should you run out of primary ammunition - it's not ideal but it's better than nothing. With its fast reload Sleight of Hand isn't a necessity, but with it the ASP is lightning quick. If you favour Dual Wielding then Steady Aim is the only logical choice instead. The ASP is the fastest secondary on the draw, so in situations where you'll be close to the enemy and potentially vulnerable, it's very useful. Its only real downside is its small capacity - if your first seven shots don't secure the kill, then your speed advantage is lost. Still, the reloads are very rapid, so you can keep up sustained fire with only a brief pause - but most gunfights will be over long before you can deplete two magazines. It's a niche weapon - perfect for finishing those in last stand or where your primary weapon is out of ammunition. Where milliseconds count the ASP will save your life --- time and time again.
Views: 421157 Ahoy
M93 Raffica - Modern Warfare 2 Multiplayer Weapon Guide
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M93 is unlocked at level 38, and is one of the three burst-fire weapons in Modern Warfare 2. The word 'raffica' means 'burst', in the sense of gunfire, in Italian. Unlike the M16A4 and FAMAS, it's a secondary weapon - but it still packs quite a punch. It's an Italian weapon, produced by longstanding arms manufacturer Beretta. The M93 was based on the semi-automatic Model 92 - well known as the current US service pistol, the M9. It was designed in the 70s, taking the basic M92 design and modifying it to be suitable for selective fire, adding a foregrip, stock and muzzle brake. It fires the same 9-by-19 millimetre parabellum round, delivering 3 rounds at a cyclic rate of about eleven-hundred RPM. The M93 handles like a pistol - drawing and aiming almost as quickly as the handguns. In any case, it's a great backup weapon as it's nimble and quick to fire. The burst fire ability means it's capable of dealing out lethal firepower very quickly - as with all the burst weapons, time to kill is remarkably quick if your first burst connects. Of course, if you miss you're at a disadvantage - so, as with the FAMAS and M16, first-shot accuracy is vital. Up close, hitting your target is easy - but the long-range damage of the raffica is unusually high for a secondary weapon. Aiming at long range can be tricky, but with 30 damage at maximum range, 3 hits with stopping power will kill. As far as your perks are concerned, your blue perk is up to you - you're best off picking an appropriate perk for your primary weapon here. Up close the M93 will be a one-burst kill without stopping power, so an alternative red perk can work if your primary remains effective without stopping power. If you're using the silenced M93 you might find that the reduced range means fewer one-burst kills, so I'd go with Stopping Power when silenced as then it will be a one-burst kill at all ranges. Steady Aim is probably the best third perk if you're running akimbo, otherwise I'd go with whatever suits your primary. Interestingly, you can use the Raffica in last stand - so that's a very viable option if you're prepared to give up steady aim or ninja. The M93 is regarded as one of the more effective sidearms, and this view is not without merit - 3 successive rounds are enough to put most targets down, and the low recoil and burst rate of fire means time to kill is usually very rapid. It does require a certain degree of precision to use effectively - but once mastered the Raffica is the perfect sidearm to nearly any other weapon.
Views: 356732 Ahoy
A Brief History of Video Games
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy The entire history of video games, from their earliest origins all the way up to the end of the seventh generation, in 2013. Emerging from engineering experimentation, the earliest titles such as Tennis for Two, Space War! and Pong helped to establish the roots of the industry. Early arcade classics built on this, with titles like Breakout, Space Invaders, Asteroids and Pac-Man breaking into the mainstream and remaining legendary today. Early PC titles such as Maze War, Zork and Rogue helped define new genres: and while Atari 2600 version of E.T. The Extra Terrestrial might have been disappointing, hobbyist coders continued with aplomb - giving rise to titles like Elite, Exile and Tetris. The video game crash of 1983 dampened the home market, but arcades remained strong: Donkey Kong, Dig-Dug, Pole-Position, Q*Bert and Mario Bros. all successfully sucking quarters from people's pockets. The mid-80s saw the rise of the Nintendo home console, starting with Super Mario Brothers and continuing with games like The Legend of Zelda, Castlevania, Metroid, Mega-Man, Metal Gear and Final Fantasy. Dragon's Lair use of laserdisc technology gave the arcade unit graphics like none other - but a new wave of 16-bit machines would wow home users, with games such as Dungeon Master, Sim City, Shadow of The Beast and The Secret of Monkey Island. The 1990s saw the 16-bit machines come into their own, with colourful sprites of a scale not seen before: Sonic The Hedgehog, Street Fighter 2, and Lemmings. Strategy games did well in this era, with the first instalment of Sid Meier's Civilization and the XCOM turn-based alien tactics of UFO: Enemy Unknown. Dune 2 saw the dawn of the RTS genre, and Wolfenstein 3D did something similar for first person shooters, and marks id's genre-defining path through Doom and Quake. Myst was a mite more sedate, Tekken was a 3D rival to Street Fighter, Marathon a Macintosh rival to Doom and Star Fox invited barrel rolls aplenty. The late 90s saw Nintendo go from strength to strength, with exclusives such as Super Mario 64, Chrono Trigger, Pokemon, Goldeneye, and The Legend of Zelda: Ocarina of Time. Sony responded in kind with the PlayStation, and a new era of titles such as Wipeout, Resident Evil, Gran Turismo and Grand Theft Auto. Valve shook up the PC scene with 1998's Half Life, and Blizzard did something similar with Starcraft for the RTS genre. The new milennium was a good time for PC gamers, with a wave of legendary FPS games such as Unreal Tournament, Quake 3 Arena, and Counter-Strike - and a host of other exclusives in Grim Fandango, Diablo 2, Deus Ex, The Sims, and Tom Clancy's Splinter Cell. A new wave of consoles brought some new exclusives: Bungie's Xbox launch title, Halo - the much loved Metroid Prime and Kingdom Hearts - and for a brief time, Grand Theft Auto 3. Infinity Ward embarked on a remarkably successful franchise with Call of Duty, Blizzard single-handedly popularised MMORPGs with World of Warcraft, and Harmonix introduced a sudden need for plastic guitar peripherals with Guitar Hero. The PS2 had a couple of good games left in it, with the critically acclaimed Resident Evil 4 - and artful Shadow of the Colossus. 2006 saw a new generation of consoles, and a new wave of shooters: Gears of War, Call of Duty 4: Modern Warfare, Halo 3, Bioshock, Grand Theft Auto 4 and Fallout 3. It wasn't all blood and guts, however - with more family friendly titles like Wii Sports, The Orange Box / Portal, and LittleBigPlanet. Hardcore games broached the mainstream, too - with titles like Bayonetta and Dark Souls proving popular without pandering to all audiences. The rise of the indie game was perhaps unexpected, but provided welcome relief from the monotony of the mainstream - gems like Journey, Fez and Minecraft perhaps the most notable examples. We bid farewell to Gen 7 with impressive open world titles such as Red Dead Redemption and The Elder Scrolls V: Skyrim - and the impressively detailed settings of games like Bioshock Infinite and The Last of Us.
Views: 456011 Ahoy
FAL - Modern Warfare 2 Multiplayer Weapon Guide
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The FN FAL is a semi-automatic weapon, unlocked at level 28. The 'fusil automatique léger' or 'light automatic rifle' was designed in the wake of World War Two, by Belgian Based FN Herstal. The first prototype was completed in 1947, and the FAL first entered production in 1953, where it saw widespread adoption in the armed forces of NATO member countries. The FAL was originally intended to fire an intermediate cartridge - although this met with opposition from the US, who doubted the smaller calibre's lethality. Eventually the 7.62 by 51 millimetre cartridge was adopted as the NATO standard and this would be the cartridge the FAL would fire upon its production. This technically makes the FAL a battle rifle rather than an assault rifle - and thanks to its widespread adoption and usage, is regarded as a paradigm post-war battle rifle, often described as 'the right arm of the free world'. In-game, the FAL is a high-damage, mid-recoil weapon - and is the only available semi-automatic weapon in the assault rifle category. It deals the most damage per shot of all the assault rifles - the only real downside is that you have to pull the trigger for each shot. On the plus side, this does make it easier to regulate your fire rate, so once you're familiar with the weapon you can adjust the rate of fire to suit the recoil and range of the engagement - at longer ranges you'll want to allow the sights to settle before firing again. With practice, you'll be able to fire effectively on a target from close range out to quite some distance - although as a semi-auto weapon with a larger hipfire spread the FAL doesn't fare so well in close quarters. For your blue perk, I preferred Sleight of Hand for an aggressive role with the FAL - if you prefer to take a more conservative approach then Bling can be used to pair the Holographic and Silencer for silent two-hit kills across the map - a potent combination for counter-sniper usage. If you're using the Holographic, Stopping Power is very useful as otherwise you'll have to hit your targets three times at long range, but otherwise I found Lightweight Pro to be a solid choice for the FAL without the holographic. The increase in mobility means that you can often get to places where the enemy won't expect you - and even without stopping power you'll be able to kill in two shots up close. Paired with Sleight of Hand it's a very nimble setup. You can also make good use of the flexibility in red perk to try a lesser-used configuration - cold blooded is viable for a stealth class, and hardline and danger close both have their benefits too. For your third perk, Ninja Pro is definitely the best choice for an aggressive setup, otherwise you might prefer something like Commando to improve your close-range ability - rounding out the FAL's ability at middle to long range. The FAL is a high-damage weapon, and can be effectively used without Stopping Power in some configurations. It's surprisingly effective in an aggressive role when paired with Lightweight and Sleight of Hand, and can be used to bullrush enemies and quickly despatch them. The unique benefit of the holographic sight, and the potential for two hit kills at all ranges, make this weapon worth using at long range too. I'd recommend a decent close-range secondary - a shotgun or machine pistol would serve you well. Other than that, the FAL will be more than effective out from middle range. It's a powerhouse with the holographic sight attached, and a versatile weapon, suiting a diverse range of loadouts, without. It's not a weapon for everybody, but if your trigger finger's up to the task the FAL might just be the weapon for you.
Views: 451664 Ahoy
UMP45 - Modern Warfare 2 Multiplayer Weapon Guide
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The UMP-45 is the second available SMG, and is unlocked from the start. It is a fully automatic weapon. As with the USP 45, and the MP5K, the UMP is a German weapon, manufactured by Heckler and Koch. It was designed in 1999, as a larger calibre counterpart to the MP5. It also uses modern polymers to save weight over the older HK designs. It fires the .45 ACP cartridge, at a cyclic rate lower than most submachine guns to counteract the increased recoil of the .45 calibre bullet. Iron sights are a rear notch and front hooded post type. In-game, the UMP is a powerful weapon that combines some of the best aspects from the Assault Rifle and SMG categories. Even at long range, the UMP will deal very high damage - enough for a 3 hit kill with or without stopping power. It's not as controllable at long range as some of the assault rifles, but with burst firing can still be very effective. Up-close the slower rate of fire means other SMGs will beat it, but with stopping power the UMP becomes a 2-hit kill within effective range, which can be very deadly against unsuspecting groups of enemies. For your blue perks, you're best using sleight of hand or scavenger, unless you need bling for the 'silenced-scope' approach. SMGs are quick to aim even without sleight of hand pro, but it will give you a slight advantage in a straight firefight - although you will need a good secondary to fall back on when you're out of ammo. Scavenger eliminates this issue, and scavenger pro will ensure you have plenty of ammunition for the UMP. This frees up your secondary slot for a launcher, such as the thumper or stinger. For your red perk I'd recommend stopping power if you're unsilenced - and plan to get close to the enemy - or cold-blooded if you're silenced. Stopping power isn't as effective as it is with some other guns, but you'll definitely notice the difference close up. With a silencer it's not so important, as you will be able to take more enemies by surprise. Cold blooded is a great perk when silenced as you'll be undetectable on the radar, but you can elect to use another red perk if you have a particular strategy. The best yellow perk is probably Nin-ja, whether you're silenced or not. Nin-ja Pro further adds to your stealth both through quieter footsteps and the ability to remain unseen on heartbeat sensors. Steady aim might also work if you prefer to hip-fire, or if you're using akimbo. The UMP is probably the most versatile SMG, capable of competing up close and at longer range. It is let down by a slower rate of fire, and by some recoil at longer ranges, but this is more than made up for by the very high damage it deals at all ranges. The silencer is the logical attachement for the UMP, and is also one of the few configurations that doesn't need stopping power to be effective in core. Unsilenced the additional close-up power means stopping power is effective, as long as you can get close to your opponents. A 30 round magazine with a 2-hit kill means you can tear through the entire team without reloading - get close and take them by surprise, they won't stand a chance. Deadly as a silenced weapon and as a close-quarters assault weapon, the UMP is as popular in Modern Warfare as it is effective.
Views: 590458 Ahoy
SPAS-12 - Modern Warfare 2 Multiplayer Weapon Guide
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time around we're looking at another secondary weapon, first in the shotgun category - the SPAS-12. The SPAS-12 is a pump-action shotgun, meaning that for every round fired you have to wait until the action is cycled until you can fire again. In real-life the SPAS-12 can operate in semi-automatic mode (much like the M-ten-fourteen), firing at a rate of about 4 shots per second. Presumably, for balance purposes, the rate of fire has been limited. The SPAS-12 is an Italian weapon, designed and first produced in 1979 by Franchi. It fires the common 12-gauge shotgun cartridge, although it is limited to shells of the standard length of two and three-quarter inches. Presumably in-game the shotguns fire buckshot, likely double-aught or similar. The iron sights are a rear aperture, front post type - but they really don't matter as the limited range and shot dispersion of the shotguns mean aiming is among the least of your concerns. The SPAS-12, then, is a devastating weapon up close - as with most of the shotguns - usually resulting in a one-shot kill if even only a few of the pellets make contact. The SPAS-12's range is very good when compared to the rest of the shotguns - it can kill in ranges greater than that of the post-patch 1887's. However, at longer ranges a one-hit-kill certainly is not guaranteed - and at middle distances your shots will not connect at all. It's imperative that you use the shotgun for only close-range encounters - trying to run around in the open will mean that pretty much anyone will be able to outclass your weapon's range. Stick to the inside of buildings, twisty corridors and tight spaces and you'll be able to settle arguments very quickly with the SPAS-12. There are a number of attachments available through completing the marksman challenges for the SPAS-12 - the first of which is the red dot sight. The sights are not particularly useful - the limited effective range means that fine aiming isn't your prime concern. The red dot doesn't hinder you in any way, but I never felt that it helped much either. With the marksman 2 challenge you unlock the silencer - which reduces the effective range of the SPAS-12 to about the same as a commando lunge. If you're looking for a silent close-quarters weapon, the knife or a silent SMG is a better bet. Adding a silencer to the SPAS limits you to camping doorways in wait of unsuspecting foes. In short, if you want to use a shotgun, go loud. There's no point in limiting your already limited range with a silencer. Next attachment is the grip - which sounds useful, but really doesn't make any difference to the SPAS-12's effectiveness. It reduces the muzzle climb slightly - but the slow rate of fire means that your aim will re-zero for each shot anyway, so accuracy is unaffected. Weapon cycle time is the same too- The grip has no negative effects, but any positive effects are negligible. FMJ is the next attachment - and like most of the attachments before it, it's largely useless. Shotguns have next to no effective penetration, and FMJ doesn't change that. I'm not even sure it has any effect whatsoever. Penultimate attachment is the holographic sight - which looks pretty cool, but is about as effective as the red dot. I believe aiming down the sights reduces shot spread slightly but at close ranges an additional sight simply isn't necessary. The final attachment, at 400 kills, is the extended magazines. This is probably one of the more useful attachments, although the magazine size of the SPAS-12 is generous enough already - 8 shells is the default. If you feel the need for 16 shells in your magazine though, go right ahead - although do bear in mind it takes nearly half a minute to fully reload should you deplete your extended magazine, partial reloads notwithstanding. In short then, there are no essential attachments for the SPAS-12 at all - the bare gun with no attachments is just as effective as any other combination. Luckily this shotgun is terribly effective up-close, attachment or not. Since the rise and fall of the akimbo Model 1887s, shotguns have taken on a bit of a bad reputation - but the SPAS-12 is balanced enough not to be an issue. It's certainly not without its detriments - a slow rate of fire and limited range means the SPAS-12 won't come out top in every encounter. But it's a great close-quarters weapon, and on occasions you can get a great streak by taking the initiative and charging headlong into the enemy spawn - which is remarkably good fun, when it works. The SPAS-12 is definitely a good secondary choice, as long as you've got something effective at longer ranges as your primary weapon.
Views: 396493 Ahoy
The Weapons of Enemy Front
Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
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Weapons of Modern Warfare - Remington MSR
In this episode, we're taking a look at the Remington MSR. It's a sniper rifle, making a debut appearance in Modern Warfare 3 - and is one of two bolt-action rifles. It is an American rifle, manufacturered by Remington Arms - and is a design intended for the US SOCOM Precision Sniper Rifle role. Intended to replace all current bolt-action sniper rifles used by US special forces, the role was first established in 2009 - setting an accuracy requirement of 1 arc minute at ranges up to 1500 metres, and a maximum weight of 18 pounds loaded. The Modular Sniper Rifle, or MSR - is Remington's offering for this role, and was submitted for its first trials in 2010. Available in a variety of calibres - .338 Lapua, .338 Norma, .300 Win Mag, and the NATO 7.62x51mm round - the MSR has a quick-change barrel and removable bolt heads to facilitate rapid transition between. The rifle is fed from detachable box magazines, available in 5, 7 or 10 round capacities. With a folding stock and lightweight contruction, the MSR exceeds the requirements for its intended spec - at just 13 pounds, or 5.9 kilograms loaded with a 5-round mag and 22-inch barrel. Other barrel lengths are available, ranging between 20 and 27 inches in every calibre - and with a full complement of Picatinny rails, the MSR lives up to the modular part of its name. Accessories available include a quick-detach suppressor, and an optional folding bipod. The SOCOM trials have yet to come to a conclusion, and so the fate of the MSR remains to be seen - however its presence in Modern Warfare 3 means the rifle won't be too quickly forgotten. With a lightweight, modular design - this bolt-action rifle will disassemble your foe - no matter their configuration.
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Enfield - Black Ops Multiplayer Weapon Guide
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the second assault rifle, the Enfield. It's the first fully automatic weapon in its category, and is unlocked at level 6. Hailing from the United Kingdom, the weapon is manufactured by the Royal Small Arms Factory, situated in the London borough of Enfield - hence the weapon's name in-game. The more formal designation would be the XL64 - Experimental Land Service Designation, from the year 1964. A bullpup weapon, with the magazine and action behind the trigger, the weapon was designed to fire an experimental round based on the then-nascent NATO 5.56 millimetre cartridge. Although the XL64 'Individual Weapon' saw little use outside testing, it did lay the foundation for the later British service rifles. This weapon was the predecessor of what was to be the SA80 series of weapons, which replaced the L1A1 SLR - the British made FAL. Magazine mapacity is 30 rounds, typical for most assault rifles in-game. The cartridge fired is known as the 4.85 millimetre SAA, and uses a smaller diameter bullet in the 5.56 case for lower recoil and improved penetration. Damage is low, but remains relatively consistent at range - you can rely on a 3 or 4 hit kill in almost all situations. The low damage is coupled with a slow rate of fire - 750 rounds per minute, making the Enfield's damage output lower than most. This does make the Enfield more controllable when fired full auto, though, as a slower fire rate gives the weapon more time to settle. There is some recoil, which can be an issue at long range - sustained fire can lead you to shoot above and to the right of your target. One unique trait of the Enfield is its superior aim speed - at 200 milliseconds, this weapon handles like an SMG when aiming. Reload isn't so bad, either - a little over 2 seconds is fairly average, but the low rate of fire will help make your magazines last longer. Our second perk choice, Steady Aim, is a very strong choice for a close-range class - improving both your hipfire ability, and recovery from sprinting with the Pro version. Given that the Enfield has the same aim time as an SMG, Sleight of Hand Pro is less necessary, as we've the best of both worlds; Fast aim with good hipfire. Clearing rooms is easy, given that you'll be immune to claymores and swift to deal death up close. The only remaining issue is ensuring we can get close to the enemy. Our third perk, Marathon, grants infinite sprint distance with the Pro variant and as such is great for classes reliant on getting up close and personal. Marathon will keep you in the fight at all times, and will allow you to better manouever around your enemy to strike from where they least expect. The Enfield's favourable handing characteristics coupled with Steady Aim make it a perfect candidate for a faster-paced game. Take the enemy by surprise, hipfire up close and aim when necessary - essentially employ the weapon as an SMG, but with slightly more balanced long-range characteristics. Playing aggressively can be a risky manoeuver - you leave youself open to a well-prepared enemy. But the fast aim time, coupled with Steady Aim, will tilt the odds in your favour up close. By throwing some caution to the wind, and pushing hard against the enemy - you might just find ... who dares wins.
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The Debate Over Pubg New Weapons Top Tips of Pubg Quotes

For competitive play its important to draw players in with more than simply bragging rights. Therefore, only a mid-range smartphone that players may have the game perfectly. Unfortunately, theres no game out there which exactly resembles GGO. A game like PUBG needs to be handled with care. For example in Pubg, the gameplay is sort of slow when compared with its two concurrents, thus if the looting process is adaptive he must be also slow to be prosperous. The graphics werent as developed as various other versions, and it doesnt support split-screen for the Multiplayer. Equipping a unique mod before starting a match permits you to carry eight of them simultaneously! Pubg New Weapons - Dead or Alive? If a person is suspected of travelling abroad to take part in terrorism, police can seize passports for as much as 30 days while the person is investigated further. The very first step on that is to construct a Boosted Implosion bomb. So hunting the enemies is the very best approach to have higher chance to receive fantastic items, hence higher opportunity to win the game eventually. For example, you are within fire and attempting to sprint to a cover. Youve got a great deal of ground to cover, so if you dont find a Chocobo Stable you can expect to become into a great deal of battles. If it is not dead by now, then theres something holding it, and perhaps its player base on console that might be not THAT small. PUBGs strong place in the territory can likewise be seen in the quantity of time players are spending in the game. 1 hit kill no matter in which you hit (back as soon as the Alpha was playable). Oddly enough, getting shot all of the time actually makes the entire thing not as stressful. The guns have three distinct modes of operation, every one of which will decide on the action of the trigger tail on the firing pin, and thus will be taken into consideration in its usage. A pistol will be a lot better for combat, for an extremely speedy usage, but the revolver will promise a lengthier life, without needing to pay exclusive attention. The video game release schedule is in fact manageable for the very first time in months. In pretty much every city and town in the USA, and many around the Earth, youll discover a public venue that hosts live music. Theres additionally a multiplayer arena to check your skills against other players online. Comparable to other Battle Royale games, the aim is to survive until youre the last man standing. My team and I can truly feel the growth to initiate a new battle immediately. 1 match may offer you a terrific bounty early, the subsequent one a weak haul. Losing a match in the very first couple minutes isnt so bad once youre in a position to swiftly hop into another. Competitive titles which have been successful in retaining a huge player base are simple to learn but hard to master. Theres a keen consciousness of the volatile potential for sudden violence. The community of players are extremely tough hereguys dont permit one another to relax. Therefore the public ought to go about their company in the standard way and, like usual, be vigilant and cooperate with the police. The most recent report claims that 100 million plays monthly. Underneath, theres a grace note of menace. Using oral histories is extremely specific and very intricate.

Based on everybodys skills, maps differ from close range to medium or massive places. Since that time, the community-made map was retooled and remastered nearly a dozen times, and is presently known as Dust2. The in-game map outlines the circular zone which you want to reach from the offset, and the HUD shows a handy graph of the rest of the distance youve got to cover and how long youve left to get there. The new PUBG map is going to be a 4x4 kilometers in proportion, a quarter size of Miramar map, so the matches can be held at a significantly faster pace. In any event, you should keep moving towards a gradually shrinking playable place. Also, there arent any danger zones in the game to assemble player. The New Angle On Pubg Game Modes Just Released

Your game style has an important role here. Until then, make sure you check Battlegrounds to find out whether the customized match feature is up and running. With a number of the games finest players and most well-known streamers attending, its going to be the very first showcase of PUBGs esports potential. You can find with some completely new blend of cocktail drink and have fun naming it. The usage of oral histories is quite specific and very intricate. A wonderful case of the particular abilities is Faceless. Itas one any variety of others would do. Contrary to other lists, the amount of appearances made by the players is taken into account. Before you begin a Call of Duty WW2 Nazi zombie game, equip the exceptional ability that enables you to shoot infinite ammo for a temporary time period. What You Dont Know About Pubg Rating

You havent tasted the authentic Italian cuisine till you eat in Puglia. Utilizing traditional and contemporary techniques of brewing, its known for some exceptional beer tastes. If youre browsing for some normal British beer taste, then its possible to bank upon Carling, which is an organization that itself believes there is nothing better than the British barley. Halloumi cheese has a rather significant melting point that makes it perfect for grilling or frying. Its possible to opt from a number of alcoholic drinks but then, you need to know their names. You also get a totally free birthday drink. When a specific alcohol is mixed with fruit juice, liqueur or other flavors in a particular proportion, its referred to as a cocktail. What You Need to Know About Pubg Rating If youre thinking of visiting the Harry Potter Wizarding World, you are going to want to get the actual perspective on what to anticipate. With a timeless haunting, the soul of a dead person has made a decision to stay behind for numerous factors. Okay, unless youve been buried beneath a rock for a gamer, you already understand what TitanFall is about. Either way, be certain the fan you get is UL Listed for the application you need so you know that it can be safely installed without developing a possible electrical hazard. In more humid climates, outdoor fans are a really good pick for every room in the house. If youre planning on installing a ceiling fan in an outdoor place, its important to buy a fan thats designed particularly for that goal.

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