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Honestly, every class has its ups and downs. Assault-ers have infinite ammo, Engineers have infinite play time with vehicles, Medics have infinite health, and Recon-ers have infinite mortar strikes. It's the way you take advantage of such perks that makes you unbeatable.

I tend to be a medic when there aren't any other medics on my team (or if I'm getting my ass handed to myself). If there is a large group of medics on my team I often use the Assault or Engineer classes (depending on the circumstances, no good with sniper rifles).

EA and DICE have announced a co-op survival mode for the console editions of Battlefield: Bad Company 2, pairing you and three others against waves of AI drones on rejigged multiplayer maps:

DICE, an Electronic Arts Inc. studio, today announced that Battlefield: Bad Company 2 is expanding its award-winning multiplayer experience with the introduction of an all-new mode called ?Onslaught?. This mode brings co-op gameplay to the Battlefield franchise for the first time ever on console. Coming soon, Onslaught mode will be available on Xbox LIVE Marketplace and on the PlayStation Network, creating more reasons for players to check out the game that Seth Schiesel of The New York Times says ?is a better game than Call of Duty: Modern Warfare 2.?

Battlefield: Bad Company 2 Onslaught mode can be played with up to four players across four multiplayer maps ? Valparaiso, Atacama Desert, Isla Inocentes, and Nelson Bay ? redesigned with new lighting, time of day, added vehicles and other effects. Each map has a dedicated gameplay focus, requiring different levels of teamwork in order to complete the objectives against an onslaught of enemy AI. Vehicle warfare comes to the forefront in Atacama Desert while Nelson Bay focuses squarely on infantry assault. Players can compete in squads and check individual progress via the dedicated Onslaught leaderboards.

Onslaught is bringing co-op gameplay to Battlefield for the first time on console. The new game mode puts you and up to three friends against the enemy on Valparaiso, Atacama Desert, Isla Inocentes and Nelson Bay ? redesigned with new lighting, time of day, added vehicles and other effects. Each map has a dedicated gameplay focus, requiring different levels of teamwork in order to complete the objectives against an onslaught of enemy AI. Vehicle warfare comes to the forefront in Atacama Desert while Nelson Bay focuses squarely on infantry assault. Players can compete in squads and check individual progress via the dedicated Onslaught leaderboards.

?We?re thrilled to bring something new and fresh to Battlefield: Bad Company 2 while still keeping Battlefield?s signature gameplay intact,? says Patrick Bach, Senior Producer at DICE. ?We want to consistently support the over 4 million fans playing the game with new ways to get into multiplayer and also challenge the elite players with new experiences to improve their performance online. Effective squad play is the key to success in Battlefield: Bad Company 2 multiplayer and this new mode will provide players with a dedicated environment to test their team skills and rank against the competition.?

Realising there would be a backlash from envious PC users left out in the cold, EA prepared a statement:

No, we haven't signed away rights to console on this. The problem we have on PC is that all our servers are dedicated with providers. Changing a server from Conquest 32 players to Onslaught 4 players cuts out 28 player slots from the total ammount available. This could have a dramatic affect on the PC online environment if enough servers changed to Onslaught.

We aren't ruling out Onslaught on PC but at this time we are researching how to bring it to PC without affecting players who don't have Onslaught or their own server to run it on.

VE3D Story (with a trailer)

We aren't ruling out Onslaught on PC but at this time we are researching how to bring it to PC without affecting players who don't have Onslaught or their own server to run it on.

Couldn't they just create Onslaught only servers and prevent servers from switching to Onslaught if in another mode?

What is the last game you played that didnt need any patches or updates? Plus hey! Updates are fun - http://www.teamfortress.com/119/ :D

This Gen? I can't think of one game that hasn't been patched, sometimes multiple times. It's an era of beta games. Sad but true.

Also, you have to take in account the fact that games are getting more and more complex, technically.

@SkyDX

Recently started to use the XM8 LMG. A very nice gun I must say, having good iron-sights allows the use of some valuable specs. other than red dot (M60 has terrible iron-sights :().

Yup.

Games aren't released any more/less beta/final than any piece of software you use. No software is bug-free and not all patches consist of fixes. Just cause of their potential to download fixes and add more content for our ongoing entertainment doesn't make it a beta. You might want to rethink your logic.

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Games aren't released any more/less beta/final than any piece of software you use. No software is bug-free and not all patches consist of fixes. Just cause of their potential to download fixes and add more content for our ongoing entertainment doesn't make it a beta. You might want to rethink your logic.

I would rather not rethink my logic, but thank you for the concern. Most of these companies are releasing buggy, glitched products and are relying on the internet as their bandaid, and the users and the community as their beta testers on their final product. It's unacceptable to be honest. Under no circumstance should we be spending $60 on an unfinished product. It's not MY concern that ANY piece of software isn't bug free or glitch free. That is the developers concern. They need to do better testing of their products prior to release. I should be receiving a 100% solid, bug free product. I am the consumer, and I am allowed to expect that. We are all allowed to expect that.

If you think it's acceptable to have an unfinished, buggy or glitched product, that is your perogative. The majority of us consumers expect much more for our money.

I recently read in a well respected PC Gaming publication that broadband internet appears to have "made developers lazy". The ease at which patches and updates can be pushed out to users mean that game studios nowadays can rush out games early for the Christmas rush or whatever, safe in the knowledge that they can just "fix it later". I am inclined to agree. The number of interface bugs in release for example just back this up - I like my software to be polished if nothing else. That means no niggling little bugs or issues, and certainly no game breaking bugs. It certainly seems to me that BFBC2 was rushed out of the door well before anyone could call it "finished". Making balance changes is good - but fixes for large and noticeable bugs should have been done before release.

I recently read in a well respected PC Gaming publication that broadband internet appears to have "made developers lazy". The ease at which patches and updates can be pushed out to users mean that game studios nowadays can rush out games early for the Christmas rush or whatever, safe in the knowledge that they can just "fix it later". I am inclined to agree. The number of interface bugs in release for example just back this up - I like my software to be polished if nothing else. That means no niggling little bugs or issues, and certainly no game breaking bugs. It certainly seems to me that BFBC2 was rushed out of the door well before anyone could call it "finished". Making balance changes is good - but fixes for large and noticeable bugs should have been done before release.

While I don't necessarily disagree with this, I do think there are some factors to conisder. Main one being development is more complex then ever. The other is that it is rare these when a AAA title game is also not multiplatform. I think these are two larger points as to why games may indeed to appear more buggy.

Not only that the truth is back when consoles were not connected, the truth is every single game released had tons of bugs. That is always the case. It is just they were what they were due to the fact there was no way to patch them. Sure retail versions of games were patched behind the scenes, but no online connection meant no ability to update the game via a patch.

Literally every single PC game I've ever played has had at least one patch. Pretty much the same for all console games this generation as well. My point being is no game ever, ever ships perfect.

Finally I see nothing wrong at all personally and actually see it as a positive when games that are primarily MP based receive frequent patches. It means exploits are being addressed and balancing is continually being tweaked. Sure, something like changing the ui with a patch I'll also admit should not be happening, so no.excuse for that. Otherwise I see nothing wrong personally with releasing frequent patches.

I just think more is made over patches and updates now due to gaming journalism is bigger than ever and all consoles are now online more or less. I also know games have and will continue to ship with plenty of bugs, it is par for the course when dealing with such complex software.

Sorry if these seems a bit disjointed posting from my phone.

@forsyth14 Yeah, last minute issues. SPECACT on PC will be available after the patch comes out. Current aim is next week for the patch.

About the onslaught game made...just give us those remade maps in a different mode. I'm not liking that the consolers get things we don't but whatever, par for the course I think.

While I don't necessarily disagree with this, I do think there are some factors to conisder. Main one being development is more complex then ever. The other is that it is rare these when a AAA title game is also not multiplatform. I think these are two larger points as to why games may indeed to appear more buggy.

Not only that the truth is back when consoles were not connected, the truth is every single game released had tons of bugs. That is always the case. It is just they were what they were due to the fact there was no way to patch them. Sure retail versions of games were patched behind the scenes, but no online connection meant no ability to update the game via a patch.

Literally every single PC game I've ever played has had at least one patch. Pretty much the same for all console games this generation as well. My point being is no game ever, ever ships perfect.

Finally I see nothing wrong at all personally and actually see it as a positive when games that are primarily MP based receive frequent patches. It means exploits are being addressed and balancing is continually being tweaked. Sure, something like changing the ui with a patch I'll also admit should not be happening, so no.excuse for that. Otherwise I see nothing wrong personally with releasing frequent patches.

I just think more is made over patches and updates now due to gaming journalism is bigger than ever and all consoles are now online more or less. I also know games have and will continue to ship with plenty of bugs, it is par for the course when dealing with such complex software.

Sorry if these seems a bit disjointed posting from my phone.

All true, but that shouldn't be the case. It's a negative when we are given incomplete products or products that are not properly tested. It's not my fault it's complex. Just like a car that doesn't work, or a steak that is not done at a restaurant, I pay for a product, and I expect quality. Consumers should not "settle" because it's the "norm" to be broken.

Service has gone down hill in the past 50 years, and it seems to continue to do so. Never settle, and never "accept" it because that is "how it is". We deserve better.

Back on topic, I hope Onslaught is free for VIP members. If not, I am not dropping $15 for another mode on existing maps.

While I don't necessarily disagree with this, I do think there are some factors to conisder. Main one being development is more complex then ever. The other is that it is rare these when a AAA title game is also not multiplatform. I think these are two larger points as to why games may indeed to appear more buggy.

Not only that the truth is back when consoles were not connected, the truth is every single game released had tons of bugs. That is always the case. It is just they were what they were due to the fact there was no way to patch them. Sure retail versions of games were patched behind the scenes, but no online connection meant no ability to update the game via a patch.

Literally every single PC game I've ever played has had at least one patch. Pretty much the same for all console games this generation as well. My point being is no game ever, ever ships perfect.

Finally I see nothing wrong at all personally and actually see it as a positive when games that are primarily MP based receive frequent patches. It means exploits are being addressed and balancing is continually being tweaked. Sure, something like changing the ui with a patch I'll also admit should not be happening, so no.excuse for that. Otherwise I see nothing wrong personally with releasing frequent patches.

I just think more is made over patches and updates now due to gaming journalism is bigger than ever and all consoles are now online more or less. I also know games have and will continue to ship with plenty of bugs, it is par for the course when dealing with such complex software.

Sorry if these seems a bit disjointed posting from my phone.

I should probably elaborate that it was a "Devils Advocate" column - so it probably isn't the mainstream opinion anyway :) However I do believe that specifically some of the interface bugs in BFBC2 are unacceptable when it comes down to it. There were blatant problems that either should have been picked up in the beta or in QA testing.

Having said that though, I am very very happy that DICE are actually working to fix them.

All true, but that shouldn't be the case. It's a negative when we are given incomplete products or products that are not properly tested. It's not my fault it's complex. Just like a car that doesn't work, or a steak that is not done at a restaurant, I pay for a product, and I expect quality. Consumers should not "settle" because it's the "norm" to be broken.

Service has gone down hill in the past 50 years, and it seems to continue to do so. Never settle, and never "accept" it because that is "how it is". We deserve better.

Back on topic, I hope Onslaught is free for VIP members. If not, I am not dropping $15 for another mode on existing maps.

It's not free. That's straight from Bazajaytee.

This topic is now closed to further replies.
  • Posts

    • A 13 billion year old secret about our Universe's origin was revealed by Sayan Sen Image by Pascal Küffer via Pexels Researchers at the Max-Planck-Institut für Kernphysik (MPIK) in Heidelberg had recreated a key chemical reaction from the early universe, producing results that could change scientists' understanding of how the first stars formed. The study focused on the helium hydride ion (HeH⁺), which is widely regarded as the first molecule to form in the universe. Scientists believe HeH⁺ appeared around 380,000 years after the Big Bang, when the universe had cooled enough for electrons and atomic nuclei to combine into neutral atoms in a period known as recombination. This marked the beginning of chemistry in the cosmos. Immediately after the Big Bang about 13.8 billion years ago, the universe was extremely hot and dense. As it expanded and cooled, hydrogen and helium became the dominant elements. Once neutral helium atoms formed, they could react with ionised hydrogen nuclei, or protons, to create helium hydride ions. Although simple in structure, HeH⁺ played an important role in the young universe. It was the first step in a chain of reactions that eventually produced molecular hydrogen (H₂), a molecule made up of two hydrogen atoms and now the most abundant molecule in the universe. Molecular hydrogen later became a key ingredient in the formation of the first stars. At the time, the universe had entered a phase often called the cosmological "dark age." Matter had become transparent to light following recombination, but there were still no stars or galaxies producing visible light. Several hundred million years would pass before the first stars appeared. For those first stars to form, large clouds of gas had to collapse under their own gravity. To do that, the gas needed to cool by releasing energy. While hydrogen atoms can help with this process at high temperatures, they become less effective below about 10,000 degrees Celsius. Molecules can continue the cooling process by releasing energy through rotational and vibrational motions. Scientists have long considered HeH⁺ a potentially important coolant because of its comparatively large dipole moment, a property that describes how electric charge is distributed within a molecule and allows it to release energy efficiently. The amount of helium hydride present in the early universe may therefore have influenced how easily the first stars could form. At the same time, HeH⁺ was constantly being destroyed. Under primordial conditions, its main destruction mechanisms were recombination with free electrons and chemical reactions with hydrogen atoms. These reactions ultimately helped produce molecular hydrogen, linking the formation and destruction of HeH⁺ to the chemistry that shaped the early universe. For many years, theoretical studies suggested that reactions between HeH⁺ and hydrogen atoms would become much slower at low temperatures. Scientists believed there was an energy barrier along the reaction pathway that reduced the chances of the reaction taking place in the cold conditions of the early universe. The new study suggests otherwise. To investigate the process, researchers recreated a closely related reaction using deuterium, a naturally occurring isotope of hydrogen that contains one proton and one neutron in its nucleus. When HeH⁺ collides with deuterium, it forms an HD⁺ ion and a neutral helium atom. This allows scientists to study the reaction in a controlled way while closely mimicking the behaviour of the original reaction involving hydrogen. The experiments were carried out at the Cryogenic Storage Ring (CSR) at MPIK, a specialised facility designed to recreate conditions similar to those found in space. Researchers stored HeH⁺ ions in the 35-metre storage ring for up to 60 seconds at temperatures just a few kelvins above absolute zero and merged them with a beam of neutral deuterium atoms. By adjusting the speeds of the two particle beams, the team measured how the reaction rate changed with collision energy, which is directly related to temperature. The researchers found that the reaction rate remains almost constant as temperatures decrease. In other words, the reaction does not slow down at low temperatures as earlier models predicted. “Previous theories predicted a significant decrease in the reaction probability at low temperatures, but we were unable to verify this in either the experiment or new theoretical calculations by our colleagues,” explained Dr Holger Kreckel of MPIK. “The reactions of HeH⁺ with neutral hydrogen and deuterium therefore appear to have been far more important for chemistry in the early universe than previously assumed,” he continued. According to the researchers, the reaction appears to be barrierless, meaning there is no energy obstacle preventing it from taking place efficiently even at very low temperatures. The findings support recent theoretical work led by physicist Yohann Scribano, whose group identified an error in a widely used potential energy surface, a mathematical model used to describe how the energy of a system changes during a chemical reaction. The error appears to have caused previous studies to significantly underestimate reaction rates under primordial conditions. The new calculations closely match the experimental results. Together, they suggest that helium chemistry in the early universe may need to be re-evaluated. Because molecules such as HeH⁺ and molecular hydrogen played an important role in cooling primordial gas clouds, the findings could help scientists build more accurate models of how the first stars formed. By showing that helium hydride was likely destroyed more efficiently than previously thought, the study offers new insight into the chemical processes that shaped the universe during its earliest stages and helped set the conditions for the emergence of the first stars. Source: Max-Planck Institute, EDP Sciences This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
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    • Cjam 2.5.0.0 by Razvan Serea Cjam is a lightweight and fast MP3 editor for Windows that lets you cut, join, and edit MP3 files without re-encoding. This means your audio quality remains untouched, and edits happen instantly. Cjam is ideal for quick, lossless edits—whether you're trimming music, combining tracks, or preparing audio for learning tools or podcasts. It features batch processing, scripting support, cue and playlist file handling, and a simple interface. Cjam is perfect for anyone who needs efficient MP3 editing without the complexity of full audio suites. Cjam requires a PC running Windows 10 or later and Microsoft .NET 6.0 or later. Key features for Cjam: No Re-encoding: Edit MP3 files without losing quality. Cut and Join MP3: Easily cut, trim, and combine MP3 tracks. Batch Processing: Edit multiple files at once for faster workflows. Scriptable Interface: Automate tasks with a custom command language. Cue and Playlist Support: Handle CUE and playlist files for seamless audio management. Fast and Lightweight: Quick processing with minimal system resources. Lossless Audio Editing: Ensure your edits don't affect audio quality. Simple User Interface: Clean, intuitive design for easy navigation. File Format Support: Works with MP3, Cjam-specific file formats (CJAMC, CJAMJ, CJAM). Cjam 2.5.0.0 changelog: Added clipboard-based import/export support for mp3DirectCut Added clipboard-based export support for REAPER Added support for naming IMP3 elements Changed the Reset behavior to preserve Undo/Redo history; use Shift key + Reset button to clear it Added a new command parameter (qcp) Added 8 new entries to lang.txt (main_c124-126, main_d150-151, main_m082, vme_c014, vme_d005) Fixed a bug where the il parameter was incorrectly applied when pasting VMP3s into the main list Fixed several other minor bugs Download: Cjam 2.5.0.0 | 1.4 MB (Freeware) Links: Cjam Home Page | Cjam Manual | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
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