In a traditional MMO players often stand toe to toe, dealing damage whilst trying to mitigate the damage of their opponent. Stargate Worlds is not going to be like that, if you picture the “Hollywood style” combat seen in the show you’ll have a much better idea of what it will be like in the game.

Combat will be primarily ranged and as with other MMO’s will use different abilities. Such attacks may include a burst shot, single shot and aimed shot. There will be a melee ability with all classes, but probably not something you want to engage on, at least as a first option. All depends on the tactics though. Melee combat can be a viable option with combination of stealth.
The emphasis on combat in SGW will be to use tactics. Choosing a weapon will no longer be about which has the most DPS (Damage per Second) but will depend more on what you want to do with it. Nor will the outcome of the combat be determined from the hit points of a given player. Taking cover behind objects, using suppressing fire to pin down the enemy and flanking maneuvers to flush them out will all be good tactics. The key to successful combat is likely to be utilizing cover and terrain to protect your team and gain an advantage over the enemy.
To this end, players will have the ability to crouch and move while crouched. Explosives, whether strategically placed in an ambush, used to cover a retreat, or lobbed at an entrenched enemy will be a key part of combat. Players may even be able to destroy some of the play environment, to remove cover or make it, but most likely the environment is mostly indestructible. Trees and that sort of stuff will stand no matter how big explosives you attach to them. How these tactics could work in a possible combat scenario is given here.
Cover will likely play the most important role in combat as both players and mobs will be able to take cover. Mobs will attempt to flank and flush out players and players will be trying to do the same thing to mobs. A player will use cover to diminish the damage he is getting (possibly a buff) and to break line of sight.
The battlefield will not be nearly as friendly as in a traditional MMO. In that sense it will feel a little like a first person shooter, but players will not be nearly as squishy! However engaging in certain behavior will probably result in a short death. This includes, standing around with a shoot me sign, running straight towards an enemy with a fully loaded P90 or drawing the aggro of every enemy and attempting to ‘tank’ them. Even though players will be able to engage in hand to hand combat, in most circumstances this would not be a good idea. In fact enemy fire will be so lethal that even low level players pose a danger to high level players, if engaged without using cover and maneuver.
Groups will add a whole other dimension to combat. Being able to tactically coordinate with your squad-mates will be a key strategy to defeat enemies. A robust command and control interface will enable the squad leader to coordinate attacks or, if necessary, a retreat. If a squad of 4 is really working well together, they may be able to set up an ambush and successfully bring down an enemy group of 15! There won’t be friendly fire, although whether that includes damage from explosives and whether you can actually shoot at your teammates (and do no damage) has not been released.
In terms of what the various classes bring to a combat group, there is little information, and most is focused on the human classes. Both the archaeologist and scientist will certainly have their own combat utility. In addition to the battlefield emplacements that the scientist can build and the misdirection that the archaeologist can wangle, other abilities may include; being able to spot hidden enemies or those at a distance, shield technologies and other sorts of counter-measures. These advanced technologies will add to the tactical repertoire of a team or even make these classes capable soloists. (more…)


are repeatable, mutli-staged quests that players can join in at any point, and when they are completed, that realm receives Victory Points.
With the recent announcement of a brand new achievement system in Warcraft come expansion time, as well as Wowhead’s full database of achievements, I figured I’d take a look and see what the system has to offer PvPers. Sifting through the other achievements, it appears that so far, in total, there’s about 43 pvp oriented accomplishments available. Some look quite easy, others will take some serious dedication to manage, and a few I can probably never hope to get. Here’s how they break down:














Sun, Jul 27, 2008
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