This is a Forcewave guide meant to present the concept of a Physical variant of the skill using a Death Knight and a Commando. I also have grimtools links or build links to other variants of Forcewave including Lightning, Elemental and Fire.
Forcewave has come a long way since I made this guide and its nice to see its rise in popularity. I personally prefer the Death Knight version but the Commando is also pretty fun to play with. Overall this build was pretty fun to play with. Hopefully you guys enjoy it as much as I did.
Very interesting, I had something like that in mind on the very far backburner. Was thinking of something like: -FWMbAc with +5 soldier and +2 demo to see how it would compete against Obsidian Tremor.
Interesting devotion setup, i had something similar in mind but in the end i went extra defense by giving up on Kraken and going for Scales proc. If i understand how Scales proc works correctly then if i reduce boss resistance to life leech then Scales is very effective versus bosses correct?
Hello, after looking around the internet for a while, I've found the Chinese version of Commandos Behind Enemy Lines. I was interested because I saw that there were some differences in some of the levels from speed runners, so here are all the differences I found so far, and a link to download it.
If the green beret places an out of reach decoy, the germans will face it forever, where as in the other versions they continue there patrol route after a certain amount of time. (in the mod strike of narrow path this also happens as it uses the chinese engine i think)
Tanks or armoured cars with machine gun armament such as the panzer 2 and sdkfz have unlimited range. (for example on mission 4 you can shoot across the river at nearly the whole map with the panzer 2)
A lot of debug options that are hidden in the European/US versions, with cheats on press Shift+L and it lets you view outside the maps, and Shift + F1-12 keys give lot's of map information and lets you change resolution ingame, and Ctrl+< and > lets you change the brightness of the game, and possibly a lot more things I haven't discovered yet.
To run the game, extract the folder wherever you want with either WinRAR or 7Zip, in the folder set the compatibility of commandos.exe to windows 95 by right clicking commandos.exe and then click properties then choose windows 95 in the compatibility tab (if you don't, it will load the version of BEL you already have installed), then start the game by double clicking commandos.exe
C64 (UK) - This version's graphics and level layouts are the closest to the arcade version. For the most part detail is fairly good, though sometimes the repeating background textures can appear a little shoddy (see the wall textures in the third screenshot along).
Unfortunately the main player sprite doesn't look as good as it could've (as can be seen by comparing it with US version's C64 sprite, which looks more like a man wearing shades and less like a robot).
C64 (US) - Though it looks a little basic overall the graphics are still functional. The main points to bring up here are that the textures are cruder than those in the UK C64 version, occasionally the background graphics can look a bit sparse, and some of the objects in the the levels are undersized (just check out that tiny bee hive in the 1st screenshot).
There's not much going on with the backgrounds, the textures are a little low quality in comparison to the C64 (UK) version, everything is a little scaled down, and there seems to be something wrong with many of the sprites (more on this later).
Overall it's probably still a bit better in detail than the US C64 version though (looking at the second picture along for example, the buildings and floor textures on Spectrum look to have had a lot more work done on them, showing layers of rocks, and grass, as well as detailed brickwork, and more windows).
Amstrad - As is evident from the screen shots above, the Amstrad version of Bionic Commando is a direct port of the Spectrum version, and as such has the exact same level of detail (ie nothing special detail wise)
C64 (US) - The colour use isn't bad, I would say it's quite a way off from being as good as the UK version of the game though as the colour use is quite a bit simpler, isn't as well chosen, and creates a less distinct art design overall. When taking into account both colour, and detail the overall graphics here are superior to the Spectrum version.
Spectrum - The colour use is half alright (for Spectrum this is actually fairly good) its a little bit over the top, garish and unrealistic (bright yellow trees, turquose sky etc) but it just about does the job.
Everything here is appallingly garish, and often unrealistically coloured (added to the Spectrum version's bright yellow trees we now also have bright orange grass?!). The status bar at the bottom of the screen is different for every level, but no matter what level you're on it manages to look awful.
All of this is a little unacceptable for the Amstrad to be honest, the Spectrum has an excuse for its yellow trees (nothing even remotely brown in the hardware's pallet), whilst the colour problems with the Amstrad version are all due to it being quickly ported from Spectrum instead of being designed for the Amstrad from the ground up.
Spectrum - A bit on the poor side to be honest, a push screen scroll is used in this version and it looks quite choppy in action, it looks a bit ugly, and even occasionally causes problems with the gameplay.
The music itself is a bit inconsistent though, it starts off poor with the opening menu music (a cacaphony) and the first stage music (grating on the ears), but improves more and more as the game goes on. One of the big highlights is level four's music which includes some pretty impressive use of the C64's sound chip.
C64 (US) - There only seems to be one tune used, the arcade's first stage music (a tune that I personally feel is one of the weakest in the game) this song plays throughout the whole game, it's not particularly well composed in this instance either unfortunately.
Spectrum - Fantastic quality for Spectrum music, this is easily some of the best use of it's sound chip in existence, its very catchy, memorable, and complex. It doesn't hit the heights of the C64's music, but unlike that version all the tracks here are consistently high quality.
Due to the missing track I'm finding it difficult to judge a winner in the music criteria, so I'm going to go with a draw, because whilst the Spectrum has fewer tracks, what it does have are less intrusive than some of the lessor C64 tracks, in soundtrack the C64 version's high's are much higher than the Spectrum, but its lows are also much lower in my opinion.
C64 (US) - There's not much going on sound effects wise, most of them are adequate, though some are ill fitting, the grappling hook sound effect for instance sounds a little bit ridiculous here.
Spectrum - The Sound effects are alright but very basic, the gun sounds decent, the grappling arm sounds metallic, and generally its all pretty solid for the old Spectrum beeper really.
Amstrad - Even the sound effects manage to be worse than the Spectrum beeper, which is rarely the case, the grappling hook even sounds a little bit Atari 2600 to me. The only good sound effect used in my opinion is the one for explosions.
C64 (UK) - This version probably plays the most accurately to the original arcade game (mainly due to the closer level layout, and attention to detail). It does play a little slower than it should though and also has some other issues worth mentioning.
The biggest of the problems is that this version is a little unresponsive, if an enemy is coming from behind and you try to turn and fire the slowness and lag will usually cause you to walk into them, and the firing itself also tends to be unreliable at times. The second problem is that there are certain missing actions, you can no longer hold a direction whilst swinging to jump gaps for instance, you have to just disengage the grapple at the right time instead. To compensate this missing action the developers added in a little jump to the character when you disengage the grapple, but unfortunately because of this, when you need to quickly disengage to avoid an enemy the little jump will sometimes send you careening into them instead.
The unresponsive controls are a problem for the game as they offset the usefulness of the new grappling move, and when added to the game's natural jump omission they give you the feeling of controlling an unwieldy character, in the arcade version it felt more like you were losing one control feature and gaining a new one.
The biggest problem here has to be the crude implementation of the grappling arm, in this version it can only be used to pull yourself up vertically or diagonally, there's no swinging motion at all so you can't jump gaps.
In comparison to the UK version the controls are more responsive, and you can even direct yourself whilst falling (very helpful), but this game's even more limited moveset, coupled with some new issues (you can't move forwards and fire as this causes you to start grappling instead, you can't fire whilst hanging) makes it overall just as stiff to control as the UK version.
This is also very much lacking the attention to detail found in the other versions, for instance some of the hazards are missing such as the gun turrets and giant robots. Both of these elements were recreated pretty well in the UK version but whilst still appearing here, are stationary, and don't actually do anything anymore.
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