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DevDiaries #26: Artilleryman


I do not have to tell you who won the war. You know, the artillery did. – Gen George S. Patton


Greetings, sir! Just take a look at this insolent asshat! He sounds very positive and all this and that, but I think he missed something! Us, the gods of war! These tankers seem to easily forget that without our support for each meter they advance they would otherwise have to pay twice. With no artillery barrages any assault will be cut to shreds! And, by the way, it’s us, who maintain stability at the front line, and it’s casually us who create a bridgehead for infantry breakthrough! Now is the time to remind this to all of you. And you can choose to whom you wish to remind this more often than not. Forming our request to headquarters, we can focus on several types of artillery, different in their purpose and use in the field. Of course, the choice of tactics and tools is completely up to you, Sire. To successfully counter the enemy infantry both advancing and defending - you need to focus on the howitzers, mortars and large caliber cannons. So you can always destroy the infantry in shelter, and the shelter itself, if required. In fact, plunging fire weapons are the most reliable means against entrenched enemy. These trench rats will be exposed to a downwards spiral of existential apathy once they realise they have no escape, Sire. And then they probably perish. There are no means, foxhole or building, where our beloved parcels of justice will not reach. And unlike tank or infantry squads, we will hit them from a safe distance. As General Fuller said: "Artillery conquers and infantry occupies." You can focus on anti-tank and self-propelled guns. Then those so-called "tank aces", will suddenly realise they are no longer at the top of the food chain here. We will complete the instance of their miserable existence, turning the enemy tanks in what they really are - a junk of a grave! While those nincompoop windy wallets driving their tanks are poking for a fight, raising clouds of dust, filling the air with the roar of guns; we are waiting for the right moment. We are waiting to strike and erect a smoking monument to our triumph right there, where his shiny new "toy" was! Undoubtedly, they are more maneuverable. Developing the role of the anti-tank commander you will have to resist the enemy in the whole field of battle, not on a specific part of it. But the choice of correct positioning, and the rightfully accurate first shot - can turn the tide in your favour! We know that in a real fight there is no place for cinematic tank battles. In the real fight against a skilled gunner - the enemy don’t even notice from where his doom came, and he will be no more. And finally, we can also focus on supporting troops. While our cannons beat the enemy, engineers can strengthen our positions and create fortifications out of sandbags, place antitank hedgehogs, create minefields, dig trenches and so on. Rest assured, once enemy lost the territory, he will not see it again. After capturing and gaining a foothold, we will make any piece of land an impregnable castle. Why chase the enemy, when he himself, sooner or later, will invariably come into our hands. In the past, the artillery used to be the only force of countering the tank threat. In addition, we were vulnerable and artillery crew survivability was a gamble, and then often were killed if re-positioning didn’t take place. No matter how painful it is, we have to admit it, our brothers in the artillery guild had serious lack of camouflage skills. We spent retraining and our new experts start to work today. Believe me, they will not disappoint you! This is the elite of our troops, ready to destroy the enemy, not only efficiently and massively, but without too much risk for the crew, without revealing their position. The enemy will only approximately know from where the shell came. More precisely only with the help of officers, special troops and great intelligence service. In addition, our guys have mastered the fire preparation. Artillery crew can produce a few shots with increased speed and go into the preparation mode of fire, reloading and preparing gun. This tactic allows you to destroy the enemy and change the disposition, avoiding retaliation. We were also able to increase the the firing rate of our artillery, and our cannons fire more often than the same tank ones. Firing rate, accuracy, secrecy! I allowed myself to order you a sneak peak with such engraving. These are our main advantages on the battlefield, and our guiding lights! P.S. Huge thanks to Cule for his help with the English text adaptation)


[ 2016-11-10 19:20:16 CET ] [ Original post ]

Soldiers: Arena
Best Way Developer
Best Way Soft Publisher
To be announced Release
Game News Posts: 122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.

Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.

Features:

  • Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
  • Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
  • The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
  • Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
  • Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
  • Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
  • Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
  • Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
  • Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
  • Conceptual new interface for convenient control.
  • Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
  • OSX, Mac. Linux support.
  • Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.

MINIMAL SETUP
  • OS: Ubuntu 12.04
  • Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
  • Storage: 5 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 15.04
  • Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
  • Storage: 5 GB available space
GAMEBILLET

[ 6138 ]

2.10$ (58%)
5.70$ (81%)
8.17$ (73%)
33.46$ (33%)
7.95$ (20%)
21.89$ (56%)
33.99$ (-70%)
11.95$ (8%)
1.99$ (93%)
16.99$ (15%)
6.65$ (65%)
1.72$ (78%)
2.45$ (81%)
33.96$ (15%)
3.31$ (78%)
8.27$ (17%)
52.74$ (12%)
13.47$ (55%)
25.79$ (14%)
33.59$ (16%)
3.25$ (75%)
15.95$ (60%)
8.59$ (14%)
21.22$ (-42%)
10.00$ (50%)
55.99$ (20%)
2.00$ (80%)
3.44$ (80%)
4.24$ (15%)
13.19$ (18%)
GAMERSGATE

[ 3395 ]

1.69$ (89%)
10.0$ (75%)
3.13$ (83%)
2.5$ (90%)
16.0$ (60%)
2.01$ (85%)
5.0$ (90%)
18.0$ (55%)
8.0$ (60%)
1.2$ (85%)
5.0$ (75%)
3.92$ (74%)
3.5$ (65%)
7.83$ (74%)
5.22$ (74%)
7.5$ (75%)
15.0$ (75%)
13.04$ (57%)
0.43$ (91%)
16.0$ (60%)
12.79$ (20%)
8.69$ (57%)
3.75$ (85%)
2.2$ (78%)
1.2$ (80%)
4.5$ (70%)
0.45$ (85%)
1.5$ (70%)
8.69$ (57%)
10.62$ (58%)

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