Yearly Archives: 2011

BasketDudes Online

BasketDudes is a F2P Basketball game developed in Spain by BitToon. This game is in love with customization and pushes every aspect of customization as you build a 15 team ‘dream team’ and pursue your goal of the WBC Championship against AI and Player controlled rivals.

 

Game Features

 

Dream Team Builder – Using your resources from winning games, you will be able to contract a maximum of 15 players for your dream team. Each player has its own detailed offensive, defensive, and stamina based statistics for you to train and customize to really make each player your own.

 

Player Fashion – You can deck your players out in matching uniforms, while buying them custom sneakers, headbands, watches, hair, and so on to make each template player look, as well as play, uniquely on the court.

 

Schools – There are a variety of basketball players from around the world, each trained by a different methodology into thinking how to play basketball the best. The players you draft for your dream team will all belong to one of these schools. Choose players from the school you think best matches your playstyle or mix and match players of various schools to try to balance your strengths and weaknesses.

 

Fatigue – Remember the days of NBA on the NES when you would just play the same 2 players every game? BasketDudes introduces the fatigue system, forcing you to bench your best players at some point to rest and regain stamina points. This forces you to build a balanced dream team to ensure consistent success on the courts!

 

Tournament System – Up to be the best? Prove it by hitting the courts with your Dream Team against the best players from around the world. The tournament system is level specific, ensuring you will get to test your metal against players of similar experience to yourself.

Dungeon Empires

Dungeon Empires is a F2P Dungeon Crawler with a twist, competitive dungeon editing software included. This is a first to see such level of detail and customization packed into a browser based 3D engine.

Game Features

Build Your Own Dungeon- From decoration, to maps, to theme, to monsters, the dungeons are all player built. Can you build the ultimate dungeon to defeat your enemies? Can you defeat your enemies ultimate dungeon? The battle is yours to decide.

Intense Turn Based Action- Although the game is turn based, Gamigo knows better than anyone how to put the tactics in MMO turn based combat. You can be assured that character placement, stealth, and a variety of skills will all be required to succeed as the master of Dungeon Empires

Unique Leveling System- Whether a dungeon crawler or a dungeon master, your efforts will net you experience that you can use to improve the strength of your hero, or grow the strength of your minions. As one adventurer after another falls prey to your devious dungoen, you can use your experience to level up the monsters in your dungeon and amp up the difficulty for future explorers.

Picaroon – The Age of Online Empires

Picaroon  – The Age of Online Empires

By Neil Kewn (Murxidon) – OnRPG Journalist

 

 

Picaroon isn’t your average strategy game. Half real time strategy, half MMO – it’s an online game that strives to be different in a space populated by cookie cutter titles. Mixing traditional base building and resource gathering with competitive multiplayer, quests and trade, Picaroon is a feature packed merger of all your favourite RTS mechanics.  Sounds great in premise, but is Picaroon a complete package of powerful playing styles or a convoluted concoction that should be avoided?

 

A self-proclaimed MMORTS, fans of the heralded Age of Empires series, turn-based juggernaut Civilization or the underappreciated Anno 1404 will all find something to like in Picaroon. You are given a small island to build, maintain and control with objectives to complete along the way. Coming off the back of the social video game boom brought on by Facebook, those who have fallen under its spell will find much familiarity in Picaroon.

 



Picaroon’s small download makes me wonder why it wasn’t a browser-based game in the first place. Playing online games at work is all the rage these days, and the game’s management and base-building aspect would be well suited to the casual audience.  There are three different game types to choose from. The first is a classic setup with a fixed time limit and frantic end-game, the second is a quick skirmish that lasts just a few hours and the final mode offers an endless, persistent game for die hard strategists. Picaroon isn’t a casual affair though, there’s depth and strategy that will appeal to the most hardcore of players, but it’s welcoming to those who don’t have a lot of spare time to watch their empire rise.

 

Developing your settlement is the first order of business. Constructing farms, mines and other buildings helps increase the number of resources available in your pool. Many are required to progress to the next level of the tiered construction tree, with the most advanced buildings at the top. These bring a whole host of new and powerful building options, unit types and game enhancements. A text-based tutorial guides you through the majority of Picaroon’s features, helping you get well acquainted with the game.

 

Once you’re happy with the progression of your settlement, it’s time to build defences and forge an army. Naval warfare is an extremely important part of Picaroon, and it’s wise to begin building ships and forming fleets as soon possible as new players are only protected from attacks for the first 72 hours. Discovering and colonizing new settlements is necessary for growth, and whilst you start off small it won’t be long until you have control over a number of islands. Having ample protection across the board isn’t easy so it’s wise to build the strongest defences on your most valuable islands. There are a good number of different ships available. Bombers, scouts, submarines – there’s a vessel for every occasion, each have their own advantages and disadvantages. Forming powerful and varied fleets to work in any given situation is a challenge.

 



Questing rewards you with “specials” and other goodies. A dedicated questing panel lists available tasks and their requirements. The majority of them are basic (building a mill, attacking a pirate ship, etc.) and act as a helpful guide in growing your settlements whilst rewarding you with helpful items. The use of cards known as “specials” adds another strategic element. These one-shot deals can profoundly affect anything from construction times, to ship accuracy, to population growth.  Specials are awarded through questing and can also be bought in special packs from the in-game store.

 

A grid overlay displays your settlements and the location of your units. With a 40×40 grid to contend with, even a simple game of Picaroon is a vast one. Players are always on the lookout for new settlements to colonize, and they are usually more than willing to take yours if it is not defended. This is where Alliances come in. Players can form their own guilds and recruit other players in an attempt to garner a foothold on a certain area. Strength is certainly in numbers when it comes to conquering other player’s settlements and the inevitable task of defending your own.

 

A small cash shop is used to fund the game. Using a currency known as “Doubloons”, players can purchase the aforementioned premium Specials Packs. Packs range from fleet transportation speed buffs to stat increases to help protect your settlement if you are away for the weekend. It isn’t a necessity to indulge in such luxury but there is a clear advantage to those who do. Endgame is where the most action is. Those who have donated resources to the Home Nation across the course of a game are rewarded with the most hi-tech, advanced equipment and units available. Anything from advanced submarines to nuclear weapons, it’s worth gifting any remaining resources for the chance to wheel out the big guns in the final days of play, especially if you’re not interested in the Picaroon store.

 



Unfortunately not everything is as polished as the engine room of my Heavy Bombship. The user interface is poor. Cluttered, ugly menu screens and dreadful navigation mechanics take the shine off the game. Picaroon falls short in the graphics department too. Settlements consist of several huts and buildings, with little or no activity from the population you strive to appease. Textures are bland and of low quality, with water effects sadly lacking. Not such a surprise considering the small download, but the overall presentation of the game becomes an eyesore after a while.

 

Nevertheless, Picaroon succeeds in standing out amongst the pack. It may lack polish, but the fundamentals are there and its strong, addictive gameplay should evolve over time and keep those already playing interested. An enjoyable game in need of some slight refinement, Picaroon is a title that will appeal to both casual and non-casual real time strategy fans. Climb aboard.

 

Graphics – 3
Controls – 3
Features – 4
Customization – 4
Community – 3

Early Access: Realm of the Titans Titan Skills

Early Access: Realm of the Titans Titan Skills

By Darren Henderson (DizzyPW), OnRPG Editor-in-Chief

 

 

 

This is DizzyPW and I’m back with another look at the exciting features of Aeria Game’s upcoming MOBA, Realm of the Titans. In my last article I introduced what ROTT does well in terms of standard features among the MOBA genre. However now it’s time to go into the details of the Titan Skill System, a signature system that really sets ROTT apart from the competition.

 

 

A common issue in League of Legends and other MOBAs is the inability to properly plan out the use of your ‘summoner’ type skills for random match ups in the match making system. In these games you enter a match with 1 or 2 skills at your disposal and are stuck with them for the remainder of the arena battle.

 

Realm of the Titans reinvents this system by introducing exchangeable Titan Skills. Though you can only have one skill active at a time, you have the option of changing it out for one of 25 Titan Skills every 150 seconds. I really fell in love with this system as it allows you to change out your Titan Skill to adjust to an ever changing situation. I’ll explain more on potential tactics involved with this system after introducing you to all 25 Titan Skills!

 

Titan Skill List

 

 

Meditation- When marked as in a non-combat state, your passive mana regen increases.

 

Heal- Recover a portion of your personal hp over the course of 20 seconds.

 

Unstable Shield- Shields damage to a set limit. If this limit is reached during the duration, the shield explodes, causing aoe damage to all nearby enemies.

 

Iron Will- Increases Defense. Defense increases more as your hp gets closer to 0.

 

Logistics Master- This one requires a bit of explaining. There are neutral shops on both Omeka Divide and Titan’s Eye set in between the main lanes. Since you can’t ‘blue pill’ or teleport back to your core base without a scroll in this game, these shops become vital for upgrading your items while losing minimal experience from minion farming. However since both sides can access these shops, it tends to become a place of intense battle in higher skill level games. The Logistics Master skill makes these shops even more vital as it allows you to gain a massive increase to hp and mp regen while standing within range of neutral shops.

 

The Power Set (added passives to basic skills):

 

Thunder- Gives your skills a chance of causing aoe damage

 

Lifesteal- Adds hp lifesteal effects to your skills

 

Ice- Adds a slowing effect to all your skills

 

Sapping- Adds a mana burn effect to your skills. A portion of the mana burned from the enemy is converted into hp damage to the enemy as well.

 

Corrosive- Adds a defensive reduction hex to your skills. This hex can stack multiple times, excellent for rapid fire combo skills.

 

-End Power Set

 

Assault- Bonus Damage and adds a chance to stun when an enemy is stuck multiple times in rapid succession.

 

Fireball- Long Range sniping attack. Does less damage as it travels through enemies on the way to the target.

 

 

Teleport- After a short casting time, allows you to teleport to your team’s furthest controlled building on a given lane.

 

Frenzy- Increased attack speed and movement speed at the cost of defense.

 

Redemption- Reduces Revival Time.

 

Aura of Ruin- Reduces Magic Resistance of all enemies within 950 units. Does not stack with teammates using Aura of Ruin.

 

Group Heal- Instantly heals your teammates by a small amount.

 

Weak Point- Attacks cause additional damage to creeps (minions).

 

Marking Trap- Allows you to lay traps around the map. Enemies who step on them take noticeable damage over time and reveal their visibility to the enemy team for a short period.

 

Power Transfer- Steals enemy’s mana and converts it into your hero’s hp.

 

Stealth- Go invisible after a short ritual. When you exist stealth, movement speed is increased for half the duration that you were in stealth.

 

Purify- Defensively can be used to remove debuffs against your team. Offensively it can strip enemy’s buffs away.

 

Divine Blessing- 1.5s invincibility. However you are unable to move or attack for this duration.

 

Bulwork- Greatly reduces ranged physical damage

 

Insight- Gains vision of targets you attack for a short period of time. Useful for artillery champions trying to scout as well as blocking enemies from returning to stealth.

 

 

Tactics and Balance

 

While some Titan Skills seem stronger than others, there is much in place to make nearly every Titan Skill available useful at some point. The way this is done is with cooldowns and mana costs associated with each skill. Some very powerful skills like Divine Blessing have much longer cooldowns than others like the “Power Set” that are quite spammable. The high mana cost associated with skills make powerful Titan Skills like Fireball less viable on melee dps heroes but much more attractive on ranged magic heroes. Thankfully the Titan Skills are neatly organized into the categories of offense, defense, and utility to make them easier to find in the heat of battle. Although not currently implemented, the production team was very open to our idea of introducing a hotkey feature to quickly cycle between Titan Skills so hopefully we will see this in the near future following launch.

 

 

There were many tactics that we found to be quite useful during our hands on preview of the game. In long games tanky dps characters seemed to rule the battlefield. By taking the Ice Power on our support champions, we learned it became increasingly easy to shut these heroes down by blocking them from reaching their targets. This would force tanks to switch away from skills like Iron Will to Purify in order to maintain their effectiveness, which would at the same time lower their defense and make them much easier to harass in poking battles.

 

Stealth combined with the purchase of wards was also invaluable for gaining superior map awareness of the jungle. It also makes opponents weary of using the neutral shops to heal as stealthed champions could spot enemies on their way to the shop via wards and set up an invisible ambush for them while they were scrolling through the shop’s item list.

 

 

Aura of Ruin combined with Unstable Shield on our squishies provided an excellent counter measure to heavily melee dps focused teams. The decreased magic defense from Aura really made the unstable shield pack a punch when it went off, as well as giving our mages an edge in an otherwise unfair battle.

 

Sapping Power and Weak Point also proved to be very powerful early game Titan Skills. Sapping Power was great for disabling dangerous enemy carries by adding additional harass to not only their mana supply, but also their hp (which is quite low early game). Weak Point was an excellent skill for high damage heroes to bring as the creep waves in Realm of the Titans are formidable foes and last hitting them is a high skill based endeavor. The extra damage from Weak Point made this process much more accessible, particularly for heroes with attack animations you weren’t used to yet.

 

Amping

 

Although there is much I don’t have time to cover in the world of Titan Skills, this article would not be complete without a basic introduction into the process of Amping. For those familiar with League of Legends‘ Mastery System, this is probably the closest to an equivalent you will find in ROTT.

 

Amping is the process of increasing the utility or power of an individual Titan Skill. This is done through the acquisition of elemental stones acquired either through a treasure box reward given at the end of a ranked match or by purchase through battle points earned over the course of many arena battles.

 

 

There are 4 elements and 1 Core Element involved and 7 total slots available to amp each Titan Skill. Depending on the element you place into your Titan Skill, different results will occur! This is best demonstrated with a couple examples:

 

Thunder Power

 

Thunder Power, the Titan Skill associated with adding an aoe damage to your basic skills, has many utility buffs available if amped. The elemental stones can be used to grant it an increased aoe range, bonus damage to the aoe damage, or even an increased chance of activating when using a skill. If you slot the rare Core Element into Thunder Power, it will give the skill a 10% increased chance to activate following each failed activation while using a skill. Thus if you didn’t get your aoe effect to appear when using a skill 9 times in a row, it would be nearly a 100% bet that it will happen on the 10th skill.

 

Fireball

 

Fireball is a very offensive artillery focused Titan Skill and its amping options reflect that. Elemental stones can be used to increase the maximum damage of the fireball, increase the distance that the fireball can be fired from, or lower the cooldown following each use of the fireball. The Core Element allows the fireball to penetrate units and continue forward, though the total damage is reduced by half on each enemy impact.

 

 

I would love to talk more about ROTT but NuttyKitten and Platypus are demanding I go with them to Harry Potter right this instant. I guess my discussion of the different Heroes will have to wait until next time! Look forward to the conclusion and ColbyCheeze’s first impressions video later next week!

Allods Introduces Rise of the Gods Update

Allods Online Patch 2.0.04: Rise of the Gods is Now Live!

 



Gala-Net is happy to announce that the next major update to Allods Online, Patch 2.0.04: Rise of the Gods, is now live! Allods is already one of the most comprehensive and diverse MMORPGs on the market, including a vast and gorgeously realized world, 6 races, 8 archetypes, 28 classes, and over 2,000 quests.

 

This patch includes a ton of exciting new features as well such as:

 

The reincarnation system! With the reincarnation system high level characters will be able to create a second, different character that shares all of the original character’s Item Shop items. The two characters will also share ownership of their Astral ships, gold, and a few other items, and a player will be able to keep both characters and switch between them at will. This revolutionary new system makes the creation of an alt extremely convenient!

 

New zones for high level players! High level characters can now venture to the Cave of Tka-Rik and Twilight Isle to learn more about the secret history of Sarnaut. The zones also come with a plethora of entertaining daily quests and events.

 

 

An even better Astral experience! The third layer of the Astral has been introduced, offering a new level of difficulty for players tough enough to face its challenges.  The navigating system for Astral ships is now better than ever, and some of the allods in the Astral now have brand new bosses!

 

 

Even more vanity items! Many new vanity items are being introduced, including new mount skins, new costumes, and the long-awaited vanity underwear! Replace your boring old undergarments with ones suitable for a traditional Orcish date, or ones that were made in the progressive style of the Arisen!

 

 

A special summer event! For a limited time a special event will take place that celebrates the summer season! During this event players will be able to collect brand new vanity items and complete special daily quests.

 

This is just a small sample of all that’s new in Allods. Check out their patch notes for more details!

Troy Online Closed Beta Test 2 Begins Today

Troy Online Closed Beta Test 2 Begins Today

 

 

 

ALT1 Games USA is starting their 2nd closed beta test of Troy Online, a free MMORPG based heavily on the Trojan War mythos. In Troy Online, players pick one of three classes depending on their desired play style and use their character to defeat monsters. As each character grows, he or she will learn the reasons and mysteries surrounding their affiliation (Greece or Troy) and the greater reasons for their existence. As the player gains power, they will learn there is far more to the continent of Autis than what originally meets the eye. The closed beta test will be running from July 15th, 10am PDT to July 19, 12 AM PDT. You can claim access to CB and even get free game currency by grabbing an OnRPG CB Key at our Event Page HERE.

 

 

Troy Online currently supports three classes: the melee damage-doing and meat shield warriors, the long distance hunters, and the glass cannon mages. Players must learn to work together and figure out the strengths and weakness of their class to be successful. Along the way, players will be able to take advantage of features that are still in development. Troy Online is also adding in additional content including three new dungeons for players to team up and conquer and five new battlefields for players to battle against one another. The balance of the three classes has also been worked on, as well as more informative and intuitive notifications.

 

ALT1 Games USA is calling all players to sign up for free at their website and download the Troy Online game.  The test will feature game masters keeping a close eye both inside the game, on the game’s official forums, and on social media services.  For a limited time, ALT1 Games will be giving out free currency (2500 ALT1 Coins) to test the technical back-end of the cash shop to two parties. ALT1 Games USA is looking to refine their game balance, latency, and item issues in this test.

 

 

Also be sure to keep an eye out for ColbyCheeze! He might pop up from time to time making his next impressions video so go bug him and your character might end up on OnRPG’s coverage of the game!

Scarlet Legacy Reveals Slew of Features as CB Approaches

Scarlet Legacy Reveals Slew of Features as CB Approaches

 

 

GamesCampus announced the details behind the inherent Aid Systems build right into its upcoming MMORPG, Scarlet Legacy.  Intended to provide some important help for newcomers to the genre and allow veterans to automate certain rote activities, martial artists will be able to automate activation of multiple game systems based on specified combat contingencies to perfect their gameplay. Players can sign up now for a chance to get a spot in the game’s upcoming closed beta test which is scheduled to start August 4, 2011!

The Auto-Help system is one of the most unique features in Scarlet Legacy, which automates typical activities players use on a regular basis.  This function can be set up to buff players and their group, or use potions when a player’s health, mana, or stamina drop below a certain percentage.  After level  11, characters can organize their attacks with Combat Aid, which will execute a set of spells and attacks in the order the player specifies under the environmental circumstances they dictate.

 

Playing alone or working together, players can trigger the Chain Kill System.  This is a running counter of enemies killed within a short period of time; the faster and more frequently the characters defeat challenging enemies, stronger buffs are applied to them to steamroll further into more dangerous areas.  The larger the sequence of Chain Kills, the better the rewards as the players continue to rack up kills and when the combo reaches certain stages, the characters will also receive randomized unique in-game item rewards that increase in value and rarity the higher the Chain Kill combo goes!

 

At level 30, players can enter into a Master and Apprentice relationship.  This is a great way to introduce your friends to the game regardless of the level difference – if the master is online while the student is playing, the student will gain bonus experience. This boon scales up the higher level the Master is, so seeking a seasoned veteran is very important!  In exchange for their advanced knowledge, each time the Apprentice gains a level, his or her Master gains currency to spend in the games item shops and item mall; they will also receive additional bonuses if their Apprentice tries out the cash shop for themselves.

Scarlet Legacy’s Couple System allows characters to enter into in-game relationships and eventually marry, which grants them in-game benefits such as special perks, skills, and buffs.  Players can increase the level of their relationship with each other by taking on quests from Marriage NPCs, or by offering spoils of war found in-game or in shops to each other as gifts. As the relationship increases in level from the time spent playing in-game together and completing quests, the more powerful the two characters become.

 

The Fealty System is unlocked once characters reach the maximum level of 100.  Swear to protect up to four friends; and as you play together you will increase in friendship points based on the time spent in battle alongside one another.  Players who have taken an oath together with this system share a number of benefits including shared foe and blacklists for in-game PvP and PvE systems, as well as special abilities such as instant teleportation to one another, and other in-game perks.  A maximum friendship level of 100 awards both players with cash shop currency!

Starcraft 2: Journey to Diamond League Wk2

Starcraft II: Jouney to Diamond League Week 2: Battle for Silver!

By Mohammad Abubakr, OnRPG Journalist

 

 

Missed the first episode? Catch it HERE.

 

This is Abubakr reporting in for week 2 in my journey to the Starcraft II Diamond League. I hope you enjoy this review of my 2nd week of competitive play as competition really heated up for me.

 

Week 2

Games played: 9

Initial Rank: Bronze – 8

Final Rank: Bronze – 5

Win/Loss: 5/4


Blizzard has announced that the third season for Starcraft is coming soon. This means that on the 5th of July, the league promotion and demotion system will be disabled. While your points will continue to increase, you will not be promoted until the next season begins. At the beginning of the next season, you must do a placement match to determine where you will begin.

 

It seems that I am making some progress. My opponents during this week were slightly favored to win. This means that the system thinks they are better because of their rating and because of this I get more points if I beat them. The match making system puts you up against harder opponents if you seem to be beating your level too easily, if you continue to win you will get promoted.

 

 

My opponent was favored but still lost.

 

I have learned that banelings are my best friend when up against marines. Banelings are the suicide bombers of Starcraft. To attack, they simply self-destruct. At my level, the Terran players simply stim their entire army. While this does result in their army getting stronger, it means their whole army is at low health instead of just a select few. If they are already low, my banelings can easily finish them off by blowing up.

 

My first game was up against a Terran player. I found out that he was going mass marines and marauders because I scouted with my overlord. Knowing this I produced a lot of roaches and banelings. I took an expansionist strategy which paid off thanks to my opponent’s turtle strategy. I was on four bases while he was only on two. Since he did not come to attack me, I simply overran his base with my army and ended up winning the game.

 

Unlike the first game, I forgot to scout during my second game. I fell for the very simple Void Ray rush that a lot of Protoss players at my level like to do. I was not ready for this because the only anti-air I had were my queens. I was forced to concede.

 

 

One queen is not enough for four void rays

 

The next game I employed a strategy I had learned from watching the top level players. The opponent was a Protoss that attacked me early on with his Zealots. I only had a queen and four zerglings but I was able to hold off because I used my drones to fight. It never occurred to me before to sacrifice some drones to defend because I thought if I lost drones early on I would lose anyways. However, I learned that if the opponent sends out an attacking force early on, they spent the money on army forces which they could have spent on miners. Therefore, even if I do lose some of my own miners, I will not fall behind because they already have fewer miners. After holding off the attack, I knew I was ahead and just continued to develop my economy. I eventually pushed out with many roaches and was able to overrun my opponent because I had more income to continuously build my army.

 

Once again, I forgot to scout while playing versus another Terran. My drones and queens were all killed by cloaked banshees and there was nothing I could do because I was not ready for it. I need to remember to scout! I might have been promoted because that would have been my fourth win in a row against silver league players.

 

I lost to yet another Terran in my next game. I have never come across opponents using drops in my ladder matches so I was not expecting this. The Terran player easily beat me by having a larger army and catching me off guard. I really need to improve my speed for reactions and have better positioning. He attacked my main base right as I moved out to kill his expansion. Maybe I am not ready for silver yet. I looked into how to survive against drops and I have learned that my overlords must be spread across certain paths to know the drops are coming. Time to stop clumping them all up in one spot.

 

The next three games were quite easy. My opponents were not able to keep up economically and in unit count. They were overrun and were forced to concede. It seems that now my matches are simply based on which player builds up an army and attacks first.

 

The following game did not go so well. Due to the lack of vision, I was not expecting dark Templars. I was able to hold off his attack but due to loss in workers, I was not able to rebuild my army. I wish the Zerg race was a bit better at scouting early on.

 

On the 5th of July I was aiming to play a lot of games to push myself into silver league. Unfortunately, I was wrong about the lock being on the 6th as the ladder has been locked on the 5th. The EU ladder was to be locked on the 6th, not the NA. Oops.

 

I will not be able to push myself out of bronze for another two weeks. This makes me very sad but I will continue to play games because they still count towards your ratings. Hopefully I will be able to use up my 500+ bonus pool because it will not grow during the lock.

 

Conclusion

While I did not gain a lot in terms of rankings, I did learn a lot about the game. I spent more time reading and watching Starcraft than actually playing it. I learned a lot of new plays, about how all races play and how to react to certain situations.

 

 

Rank 5

 

While I will not be able to get out of Bronze league until Season 3 begins, I will continue to improve my play. Hopefully I will be good enough by then so that the placement match will place me in a league higher than bronze.

 

If there are any suggestions or feedback about this series, please let me know on the OnRPG forums @ Abubakr. Alternatively you may message me in Starcraft II (Abubakr, 109).