Syndicate Catch-All

Works for me. I've completed up to the Colorado mission.

Awesome! I've only done the first two missions so we might have to start back a little bit for some people. I'll make sure I'm back from Treadmill and ready to go at 9EST.

Just as a side note, any StanliTech employees who can't play tonight, just hop on for a second and queue your upgrade research! You can earn experience and progress from the rest of us as we expand our corporate interests.

You can get upgrades when your coworkers play? That is awesome.

I beat the co-op campaign on normal yesterday with a friend. A pretty good experience throughout, but I look forward to going through with 4 players and continuing to upgrade.

I'll be ready for some hostile takeovers at 9PM EST.

I have fallen ass over teakettle for the UMK SMG. Holy crap.

Blind_Evil wrote:

I have fallen ass over teakettle for the UMK SMG. Holy crap.

Was the first thing I got all the upgrades for.

It's super nice to have all the time because unlike the other larger weapons, you can keep using it with just one hand when you're carrying something as the co-op levels tend to like making you do on occasion.

I've only *just now* managed to get a complete playthrough the first co-op mission (via quickplay; not as many matches available as I would like when I've had time). I'm tired of hanging around in the lobby waiting on other folks ready to hit mission two at the moment. Hope you guys don't mind backtracking a bit. : \

EDIT: I just got Mozambique out of the way, so I'm caught up with Parallax, at least.

Hey Meater, sorry about what happened. My game crashed, which I guess killed the session since I was host. I'd really like to see some of you guys in Vent, since it seems that turning on the in-game voice chat inevitably crashes my game. It sucks that there isn't a text chat anywhere, so you can't even touch base between maps.

In terms of weapons, once you fully upgrade anything it seems to turn into a beast. Especially with the recoil/scatter reducing chip upgrade, which is in my mind is one of the first goals to reach as you upgrade your agent. I think the TAR-39 has become my favorite, since it is great for handling the large groups of enemies you run into, but still accurate enough for long-range work when you need it. Second is the HSR-6, once you get that penetration upgrade you can kill absolutely anything you can see through DART, it doesn't matter how many objects or walls are in the way. The ACR-10 is a nice middle ground and not a bad weapon, but lacks the damage I like for sniping and has too small a magazine for the assault rifle role. At least that is how the weapons measure up for me.

ianunderhill wrote:

I've only *just now* managed to get a complete playthrough the first co-op mission (via quickplay; not as many matches available as I would like when I've had time). I'm tired of hanging around in the lobby waiting on other folks ready to hit mission two at the moment. Hope you guys don't mind backtracking a bit. : \r

EDIT: I just got Mozambique out of the way, so I'm caught up with Parallax, at least.

Don't mind backtracking at all, the more experience the better.

I actually grouped up with a super beast pubbie and finished all but the Colorado mission on normal.

Tannhauser wrote:

Hey Meater, sorry about what happened. My game crashed, which I guess killed the session since I was host. I'd really like to see some of you guys in Vent, since it seems that turning on the in-game voice chat inevitably crashes my game. It sucks that there isn't a text chat anywhere, so you can't even touch base between maps.

Yes, text chat in the lobby would have been nice!

Is there a Vent server you are on when you play? Would definitely be more fun if talking was possible!

Tannhauser wrote:

In terms of weapons, once you fully upgrade anything it seems to turn into a beast.

Trying to go Shotgun, full frontal with healing and health bonus. I like playing with the pad even on PC and that rules out sniping for me. But might change to something else, seems to be hard to get close enough to the enemy before they die from those shooting from a distance. But I only played 3 missions and all of them on the same map so maybe others are more shotgun friendly.

Did I miss choosing somewhere how my character looks? Can I still change it? Is there any other way to customize appearance? Haven't found anything in the Agent Loadout section of the menus.

MEATER wrote:

Is there a Vent server you are on when you play? Would definitely be more fun if talking was possible!

Definitely, I use the GWJ Ventrilo server, graciously run by TheWalt, and there is a Syndicate Co-op channel near the bottom of the channel list.

MEATER wrote:

Did I miss choosing somewhere how my character looks? Can I still change it? Is there any other way to customize appearance? Haven't found anything in the Agent Loadout section of the menus.

When you are inside of the lobby there is a "character select" option. There is no customization, you can only pick between the four agents in the lobby before a game starts. I think the agent that shows up in the Agent Loadout screen is the character you've played the most of.

I've been using the TAR after fully upgrading the Kusanagi and then realizing its not my cup of tea. With all the stabilizer upgrades and the red dot sight, the TAR is fine for distance kills. I upgraded the simple pistol to 3 round burst mode to help when lugging hardware.

I will need to try the smg, though I'm not sure what good the silencer is. Does it prevent aggro-ing the big bads?

Silencer is for lookin' rad, as per usual.

It's a toggle, strangely.

Does the kusanagi AR have a bigger clip upgrade? My biggest issue with it.

It goes up to 30 something, but I still prefer 50 rounds with the TAR.

Lemme know how playing on hard goes, tried the second level with pubbies and it wasn't so hot. I think repeating quite a few times on normal to unlock chip and weapon upgrades is kind of a necessity.

Oh and eff you guys for leaving me out

Just out of a 3.25 hour session of Syndicate with gains, Parallax, and Niltrope. Observations:

-Man, this game is extremely fun when you're playing with people who are willing to work as a team. I'm still kinda lousy with the controls, so my kill count was pretty low, but working in a supportive role doesn't feel dull in the slightest. My kills started to creep up towards the end, so it's really just a matter of time. Experience and upgrades count for something, too. Heck, by the time we finished, the number of reboots going on between the four of us seemed to have diminished drastically.

-I'm dying for my headset to get here. It's pretty easy to keep things sane if you stay close, but some of the larger open spaces encircled with platforms, staircases, etc. can be confusing. Particularly in the last mission we played - taking on a number of agents in one go, I got iced when I was running back upstairs for more ammo by some new baddies spilling in from the top. Everyone else was down front, and I had no way to warn them. Maybe I could've gotten rebooted sooner, maybe I could've spared them some DART usage...headset's a plus. It'd also be useful for selective/strategic use of particular offensive apps, particular in the face of hard mode. Speaking of:

-We did do a couple early missions on hard. Huge difference in difficulty - more enemies, more opposing firepower, everything. While you can push hard offense pretty easily at normal difficulty, we got killed good and dead fast in a few tight spaces by being too aggro. Hard is going to be where the replay value is once the maps and scripting are memorized. There also seemed to be a greater degree in variation - maybe the AI is cranked up a little bit, maybe collaboration between more enemies is the key, but things seemed a lot more unpredictable in hard.

So! Great time. I now feel like my $60 for this title was 100% worth it, because I'm probably going to be playing this a lot for at least a few months. Looking forward to doing some more with the awesome StanliTech crew, vertically leveraging synergy to the next level!

Only question: who's in next and when?

I'm game, anytime.

I definitely want to play a lot more too. This game is a blast with a good team. It's too bad the levels don't scale to the number of players because by and large, I found Normal to be relatively easy and even Hard wasn't too bad, until you got to the last battle which usually involved us getting destroyed. I tend to be available most weekday evenings and once a time is set, I can try to co-ordinate my treadmill hour around that. I will probably be available this Sunday afternoon too if anyone's interested.

Business is booming! (Couldn't help myself.)

It was lots of fun to increase our market share and I finally feel like a capable player, having gotten in on the ground floor instead of learning maps a week after everyone else has memorized where the good stuff is hidden. I think I'll be playing this one a while. Being able to be both a healer and a combatant is nice and it lets us use real tactics like a pair advancing and then holding positions while the other pair advances, providing cover fire and healing to whoever is on point. The occasional random change-up in enemy deployment is good too; like reactives swapped out for liquid armor or that agent that popped up in the streets of China and started healing all the scrubs, effectively turning them into sergeants.

I can't promise any play time tonight because I think it is horror film viewing and reviewing for the Mrs. and friends but since it's a school night I may be able to get on for an hour after they are done with the TV. I'll still try to queue up some research so that I can reap the benefits of experience rewards when the rest of StanliTech hit our corporate milestones.

PS - I've upped everyone who has recently been playing to the Board of Directors so you can all invite other players to our Syndicate. I may cut off after one more promotion because I need an even number of Board Members. That way my vote can be the tie breaker on policy decisions, like the acquisition of other corporate entities or the proper number of digits to remove if someone steals a lunch from the breakroom.

Any of the PC crowd want to do some co-op sometime tonight?

I guess I need to read up on what MP is about. I'm bored with SP, but everyone here is making it sound more interesting. Is this on 360?

Any of the PC crowd want to do some co-op sometime tonight?

I'm up for some co-op after the Knicks game. I'll be on around 10.

DSGamer wrote:

I guess I need to read up on what MP is about. I'm bored with SP, but everyone here is making it sound more interesting. Is this on 360?

The chatter above involving myself, ParallaxAbstraction, gains, and others concerns MP on the 360, yes (you mention SP vs. MP, so I'm assuming you're not asking about platform availability). I'd suggest giving MP a go with some folks who are willing to work together (ahem!). You might luck out on a public match, but you might also get stuck with people who split off and try to tackle things on their own, and that doesn't give you much of a feel for it other than, "These neat mechanics are going to waste and people are dying qucikly." The neat thing about playing as part of a syndicate is that not only does your experience contribute to the syndicate's placement, but you get extra points for things like healing syndicate members (more than non-syndicate heals) and you can gain research points from the actions of other people in the syndicate. Hit one of us up we'll get you added to GWJ StanliTech!

So latest 360 update: more fun on hard mode with Blind_Evil, Parallax Abstraction, and gains last night. Blind alerted us to a bug where having Party Chat enabled while playing Syndicate MP can result in lock-up, so we disabled that. But afterwards, we had an instance where we jumped into a mission and the only two of us were on the chopper while the other two had mysteriously vanished. No real issues after this, so who knows what's up. We speculated about the possibility of the game servers simply being swamped on account of co-op proving popular in the game's second week, which would be excellent because it could wind up meaning new map DLC. Only time will tell.

That said, more play on the hard difficulty is really showing the replay value of what's already available. The four of us crushed the first mission with relative ease, but after that, Mozambique proved very trying after the first trip back to the chopper. Enemy behavior is unquestionably much more varied, and with all that open space, a strategy of "advance less quickly" still got us all killed several ways several times before we managed to pull the whole thing off properly.

There's an interesting balancing act with being too closely grouped, and therefore increasing the dangers of friendly fire and one spray from the mini-gun downing multiples, and being too spread out so that enemy snipers can pick one off and use him to bait out the others. It is definitely the tactical shooter they promised. I still haven't finished SP because whenever I think of the game it's more MP that I want. Two levels away from having double ammo carrying capacity. Mmmmmm.

@DSGamer, there is still a vacancy on the Board of Directors at StanliTech. Friend up any current member and they can invite you. After that I'll see to it you get the promotion, unless someone else beats you to it. Then it would be time to battle for my amusement with knives on a slowly rotating platform over a bottomless pit. SOP these days, really.

Parallax pointed out the bug, actually.

Regarding Mozambique, I now think the key is to get people into the second drive storage area with no straggling and either run'n'gun back or use it to bottleneck the reinforcements.

Gonna do a bunch of pubbing normal after work to max some abilities and weapons.

Edit: This is rocketing up my list of favorite co-op games. Secret of Mana is sweating a little.

Great progress tonight guys. I apparently had my headset muted for some portion of the last mission.

Who's EKastel on the forum? Savior to all!

Apologies on the mixup, Blind and Parallax.

For the two missions I got in on tonight? Yeah, great job! Seconding the remarks on EKastel.

And hey, we're currently in the top 500 syndicates! How far are we going to take it? More importantly, how many holographic bar charts is it going to take to illustrate how far we're going to take it? Our customers organs alone are not enough!

(Oh, and I made a mental note not to fall into the "I self-destructed that guy, so now I'm gonna dive in suicidal-like and get this next guy's chip the old fashioned way!" trap again. My bad!)

ianunderhill wrote:

And hey, we're currently in the top 500 syndicates! How far are we going to take it? More importantly, how many holographic bar charts is it going to take to illustrate how far we're going to take it? Our customers organs alone are not enough!

(Oh, and I made a mental note not to fall into the "I self-destructed that guy, so now I'm gonna dive in suicidal-like and get this next guy's chip the old fashioned way!" trap again. My bad!)

That got me thinking. I don't think the game was made to support this, but wouldn't it be awesome if you could have competitive co-op against another team of players? Maybe even let you hack obstacles and problems for the other team. Think of something like Alterac Valley from old WoW.

And all's well that ends well on that mission.

Blind_Evil wrote:

That got me thinking. I don't think the game was made to support this, but wouldn't it be awesome if you could have competitive co-op against another team of players? Maybe even let you hack obstacles and problems for the other team. Think of something like Alterac Valley from old WoW.

And all's well that ends well on that mission. :D

That sounds wild. I'm seeing diabolical and pretty insane tactical stuff here. First thing that comes to mind: running back into the fray and re-enabling a turret and putting a lock on with a longer breach time, and then dying, but taking out enough of the other side in the process to give room for your team to rush back in and reboot you. Now granted, that wouldn't work everywhere, but depending on the conditions for victory/failure, being able to do stuff along those lines would be very cool - lots of variation in gameplay without adding a lot of extra crap to the mechanics of the game.

Who knows? Maybe this game will continue to grow, and we'll see a sequel on next-gen hardware with significant follow-through on ideas presented in the current iteration.

I had a good time killing for StanliTech with ianunderhill and winnower tonight. Going through the missions on hard with 3 people was a bit trying at times, but I really like how the game continues to reward you with XP for each failed attempt.

We really had to move as a team, and time our heals and abilities to be successful. Sorry about running out front and dying all the time, I just love that shotgun. I think I had it more under control toward the end.