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DevDiaries #62: StuG (H)


4K link Hi, friends. Stug III Ausf. G and StuH 42 Ausf. G received new models in one of the latest patches. So far, in the base gray colour, but the historically right one is on the way. In the DevDiary about SPG-s, we spoke in general terms about the role of self-propelled cannons in Soldiers: Arena. Today we will take a closer look at the example of two units from one game category which both use the same chassis, and how their tasks, priorities and gameplay may differ. Plus some words about why the battle is not determined by the caliber and thickness of the armor, but by the tactics and knowledge of the enemy.
4K link

Stug III Ausf. G


Stug III Ausf. G - one of the most successful anti-tank SPG-s of the World War II and the most numerous representative of German armored vehicles (more than 8,000 units were produced). It can handle with light and most of the medium tanks with ease. A 75-mm high-explosive shell makes it possible to destroy gun crews and infantry in the field and in shelters. But shooting infantry with an anti-tank SPG means squandering its potential. You can use cheap mortars to knock out the enemy from buildings. And even better, you can ask howitzers for support. Nobody is going to limit you in the choice of goals, but we are setting up units based on their role in real combat. So using an anti-tank SPG against tanks is quite a logical move, preferably against ones from the same weight category. It is worth considering this, since calling an IS-2 out for a duel or trying to frighten the neighbouring battery of anti-tank guns with your low threatening silhouette might not be the best of endeavours. The battle does not always go according to plan and a suitable opponent may not be on your flank. In this case, it is better to retreat or wait, but do not shoot at sparrows from boredom. It is not worthwhile to go beyond the front line for shootings with tankmen or participate in major scrimmage. The disadvantages of not having a turret are obvious - you can easily become defenseless after a lucky shot that hits your track. The Stug III Ausf. G is a hunter, so try not to frighten off potential preys and wait for the right shot. You have to maintain a balance and stay close to the front line to be able to destroy the enemy tanks with one or two shots, but do not drive too close to get into their viewports and to become visible.
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StuH 42 Ausf. G


The StuH 42 Ausf. G is an assault SPG with a modified 10.5 cm leFH 18/M light howitzer as the main weapon. The creation of this SPG was primarily due to the low effectiveness of the Stug III’s gun against infantry and fortifications, as we mentioned above. As a consequence, the main roles of StuH 42 Ausf. G in the game are: the destruction of the enemy's manpower, fortifications, and artillery crews. Despite the fact that a 105mm caliber shell can cause serious damage to tanks, the indirect fire trajectory, short barrel and a weak piercing rate of the armor-piercing shell put an end to the possibility of hitting a mobile opponent at long distances. Close and personal and with direct fire, the StuH 42 Ausf. G has some chances, but only against tanks of lower tiers. And even if you win a duel - you will most likely be noticed and destroyed. Fights in Soldiers: Arena rarely go one-on-one, and as soon as you become spotted close to the front line - you can say goodbye to your SPG. But being in the rear, the StuH 42 Ausf. G can spoil the whole game to the enemy and be less afraid of being detected. Your priority targets do not have armor, which means that piercing is not important. The 105 mm shell allows to destroy fortifications and infantry inside them. Shooting on with indirect fire makes it possible to neutralize the crews of the firing positions hidden behind the buildings, safe from direct fire units. Even if you have a long aiming against howitzers at the other end of the map - this will make them nervous and change their position. And howitzers, as is known, do not fire on the move. While pressuring them - you can give the chance to straighten shoulders to infantry allies.
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Results.


If you were to add to the screenshot above a PzKpfw III Ausf. F (it has no new model now), then the line of gaming units based on PzKpfw III chassis will be complete. Today we compared only Stug III Ausf. G and StuH 42 Ausf. G, but each of them has its own characteristics, which we will reflect in the game. Let’s sum up:
  • Stug III Ausf. G is used to fighting light and medium tanks near the front line. It's worth playing unnoticeably and carefully. Preferred commanders would be anti-tank and SPG.
  • StuH 42 Ausf. G is designed to fight fortifications, infantry, and artillery. It can play more cocky, standing deep in the rear, and distracting the enemy's fire, while simultaneously clearing the way for the allied infantry. Preferred commanders would be howitzer and SPG.

4K link You probably noticed that we write a lot about the correct choice of targets, the role of units in combat and how we try to take into account as many of their characteristics as possible. This is because we set up the game so that the fight does not boil down to penetrating/not penetrating. If we consider only the distance, penetration and thickness of the armor, then the infantryman with a grenade has nothing to do on the battlefield. The hit of a 150 mm KV-2 projectile, for example, is dangerous for any unit. In one test last week there was an interesting situation when a team with a motorized battalion and medium tanks won the game against heavy tanks and howitzers. What did armored cars and medium tanks have to do against KV-2, we thought? Nothing unusual! Units moving faster than the KV-2 exceed its turret traverse, and it just didn’t have enough time to aim, it’s territory was captured, and then the players squeezed the infantry both in the houses and in the field. As a result, those who fired from the spawning point stayed and were locked up there. Defeated, but not broken :) In this case, the piercing and thickness of the armor were not important, but the correct choice of tactics was. And finally the question to the community. In Soldiers: Arena there will be unique commanders for each nation that would underline their strengths. The USSR already has a commander with a focus on artillery tanks, and we plan to add a commander with a large number of paratroopers and active use of the airfield capabilities for US. How do you see the unique commander of Germany? See you soon and wish you all the best.


[ 2018-05-24 19:19:24 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

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9.99$ (50%)

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