Learn from Halo: Tactics and Positioning

Halo is a great competitive multiplayer game that has a special place in my heart. I cut my teeth on Call of Duty, but spent several months in love with Halo 3 and Reach. These two game franchises are similar only in presentation and occupy two opposite ends of the first person shooter spectrum. Halo is skill focused, deliberate, and chock full of strategy. Call of Duty, on the other hand, is fast paced, unbalanced, and chock full of “cheap kills”. Some Halo fans have no respect for Call of Duty players. Some Call of Duty fans think Halo is boring and slow.

I love both. I’m a top tier player in neither.

There are things to take away from each game. Although these games are so fundamentally different, some strategies transcend the divide and become universal. If you want to get better at Call of Duty, look at some strategies from Halo.

##Chasing

One of the easiest ways to die in Call of Duty is to run out in the open. Of course, the same could be said for Halo, but because of Halo’s slow paced nature, skilledplayers can recover from surprise attacks gracefully. With that in mind, it’s a really bad idea to chase after enemies in Halo. The same is true for Call of Duty, but not necessarily for the same reason. With connection based issues like host priority and lag, there’s not a whole lot of room for skill when weapons kill as fast as they do. So, a better reason to not give chase is for the possibility of being shot in the back by someone who encounters you by chance or is just camping.

Firefights in Halo are an elaborate dance, and I remember a good player once giving me advice over the headset in the heat of battle. “Don’t chase, don’t chase.” How true those words are. A properly set-up team in Halo can obliterate a greedy player looking to capitalize on a surprise attack. Getting greedy in Call of Duty usually just ends with you getting killed from behind.

##Positioning and Setting Up

When listening to and watching professional Halo players, you’ll often hear references to “setting up”. Setting up is a strategy in Halo encompassing the positioning of you and your teammates for some tactical advantage. Call of Duty’s parallel can be seen in some of the map layouts. For example, the house in Estate from MW2 is a great place to set up. The team that can take control of the house can dominate. The key is to know where you’re vulnerable from, to know which way the enemy is most likely to be coming from, and the way to best position yourself to be less at risk for being shot in the back. A parallel to this idea is to position yourself where you will be shooting other people in the back.

Being properly set up does not indicate that you are camping. Fool me once, shame on you…campers will ultimately die. A better way to think of it is to ask yourself how to maximize your strengths while minimizing your weaknesses. Proper positioning refers to several variable factors like the range from you to your target, the amount of cover easily accessible to you and the risk of being caught off guard.

##Guidelines for Positioning

-Try to learn the flow of the map. Each map has a certain life-cycle or rotation. Try to recognize spawn patterns. Don’t try to memorize spawn points, just general locations. If your entire team is occupying distinct “area”, try to position yourself with your teammates behind you, covering your back. In other words, don’t just run in the exact same direction they are.

-Watch out for and avoid chokepoints. There is usually a convergence area in any given Call of Duty map where both teams usually encounter each other. The long alley in Hardhat, the center building and grassy area in Resistance, and the Humvee and tank lot in Dome are all examples of this area. Try to remain outside of this spot looking in. Reduce the amount of time you’re running through the area, and focus more on catching the players who fearlessly do.

-Run away when necessary. Low time-to-kill and high lag are your weaknesses in this regard, but you can mitigate the risks of gunbattles if you know how to hide. Put the enemy on your turf by making the rules of the encounter. Don’t be afraid to run away. A good example would be when a sniper misses his initial shot at you and you can successfully get behind a corner. If you’re not equipped with the right weapon, don’t even risk it, just move on. By the same token, if you do have a good weapon, why not wait a second or two to see if he seeks you out. This is the opposite of chase, catching an unsuspecting greedy enemy with a surprise shotgun blast to the face.

-Try not to get cornered. Easier said than done. It’s not always possible to have a way out, but with proper positioning you can be aware of potentially safe exits.

In a nutshell, evaluate your weaknesses and minimize them. Identify your strengths and maximize them. In Halo, a shotgun player should not engage with battle rifles outside of CQC, period. A battle rifle player should not engage with shotgunners inside of medium range. They know when to hide, run away, and which paths to take to try to take control of the optimal position. Call of Duty may be fast paced, but there is still strategy to be discovered inside.

Get Better at Call of Duty

If you want to become a better player at Call of Duty, I have a few tips for you.

##What You Can Hear

In the real world, we have 5 senses to interface with the world. In Call of Duty, we only have two sensory inputs: what we can see, and what we can hear. It’s obvious that you can’t play the game with your eyes closed, but when playing online it’s apparent to me that many people play with their ears closed, oblivious to the sounds going on in the game.

Here’s an experiment for you to confirm my hypothesis. You will need to find an enemy player who is not aware of your presence. Most likely, it will be a person who has set up camp and is watching one direction, probably a sniper, who is or is not fully scoped.

Try any combination of the following actions, and see if your ignorant enemy becomes aware of your presence.
-Call in a UAV
-Throw a care package marker
-Lay down a tactical insertion
-Spawn from a tactical insertion
-Toss out a portable radar
-Reload your weapon
-Sprint around
-Jump off higher ground
-Fire a suppressed weapon

This is not an exhaustive list, there are probably several others, but the point is that each of these things makes a distinct sound that enemies can hear. The first key to becoming better at Call of Duty is to listen to the game and not focus so much on red-dot hunting.

##Red Dots, Green Arrows, and Skulls

Of course, you have to look at the game to be able to play it. The question you should ask yourself, is if you are truly seeing everything. Call of Duty is very fast paced, with victories usually going to who saw and fired first, so it’s important to know where enemies are. The first place to look is the mini-map. Although casual players might overlook or not understand the mini-map, even more serious gamers don’t fully realize its potential. Not only can it give an indication of where enemies are, it can also give information on where enemies _aren’t_.

If you pay attention to the mini-map to hunt for red dots, also be watching your relationship to the green arrows. The spawn system has been kind of jacked up, so this rule has some exceptions, but generally, if teammates start spawning right near you, you are not near enemies. On the other hand, if a green arrow suddenly disappears near you, then you should be aware that danger is nearby.

Finally, if an arrow disappears, there are two other things to be paying attention to: the skull indicator and corresponding entry in the killfeed. I’ve watched numerous times as my own teammates have played follow the leader to their own death. For instance, a player goes into a doorway and disappears around the corner, only to be knifed in the back. His teammate follows a few seconds later and receives the same treatment. Even though the second person didn’t witness his teammate being knifed, he would have noticed that a skull appeared on the battlefield and an entry was inserted into the killfeed if he was paying attention.

##Bring It Home

These ideas can be packaged nicely and tied up with a bow, impractically speaking. All of the visual and auditory clues work in tandem to provide a stream of information about enemy positions. Each indicator has some corresponding signal, visible or audible, that can give an approximation of enemy location. When you hear the crunch sound from someone taking fall damage, look for green arrows on your map. If you hear the announcement for incoming enemy care packages, listen for the smoke grenade and try to determine where the drop is made. If you see a skull but no red dot on the map, check the kill-feed to see if it was possibly suppressed fire or a knife kill.

Using all of your available sensory inputs to the fullest can make you a better player at Call of Duty.

Treyarch’s Call of Duty 2012 Changes

If history is any indication, Treyarch will have some cleaning up to do with the Call of Duty experience this fall. A truer statement would be that Treyarch will more than likely follow along the same path set in Black Ops: “Fix” issues outlined by the community at large as well as those identified by Treyarch’s internal design ideals, and adopt standards set by Infinity Ward.

Last time around, Treyarch attributed several gameplay tweaks to the community’s desires. The biggest changes were the sniper behaviors, followed by “fairness” tweaks that inhibited possible attachment combinations. As a compromise with players vehemently opposed to the inclusion of Second Chance, Treyarch made a change that awarded the kill to the player who fired the Second Chance inducing bullet, instead of who fired the final kill shot.

It’s up to each player to evaluate the necessity of these gameplay improvements. Whether you like it or not, Treyarch is more than likely going to continue with these tweaks relentlessly. Doing otherwise would be an admission of failure. I consider each of the following to make a return in the Nov 2012 iteration of Call of Duty:

-Quickscoping/Sniper nerfs
-No stacking killstreaks
-Limitations on attachment configurations
-Dud RPGs and Underbarrel grenades
-Scavenger doesn’t refill launchers
-Limitations on semi-auto firing speed
-No shotguns as secondary weapons
-Forced Dolphin Dive to prone

A good question to think about is what Treyarch will adopt from MW3, and of those adoptions, what will be changed? Going through the list again, you can clarify the correction from the adoptions:

-Adopted Sleight of Hand Pro, but negated the effect on snipers
-Adopted selectable killstreaks, but they don’t stack
-Adopted 2x attachments, but limited some configs
-Adopted Scavenger, but nerfed the ammo pickup

It makes me wonder about the new additions to Call of Duty in MW3, namely the Prestige Shop, Strike Packages (especially Specialist: I foresee a nerf in the granting of perks), and weapon proficiency system. If Treyarch were to adopt these constructs in Nov 2012, what about them will they change on account of the community’s request or because of fairness issues? Also, what about the systematic upgrades to the base model, with perk groupings and effects? Will they change anything about what has become status quo in MW3? What annoys the playerbase about specific game mechanics (not weapon specific like “XXXGUN IS OVERPOWERED”) that could possibly be corrected in Treyarch’s implementation?

Castlevania Harmony of Despair is a Keeper

I recently purchased Castlevania Harmony of Despair, and I must say, it’s the perfect combination of elements to keep me hooked. Games that capture my interest like this, especially with such a fundamental single player element, are hard to come by. Of course, the game can be played online, and I’m sure that with the right people it’s a blast. Still, I’ve been playing single player for the past couple of nights and I am very happy with the game, so much so that I look forward to when the kids settle down for bed and I can get a shot in front of the TV.

First, the game is 2D Castlevania, which I’ve been a fan of since forever. Symphony of the Night was the pinnacle of 2D gaming for me, so it’s too bad that I never had any portables and thus never experienced the GameBoy Advance, PSP and DS games. So, it’s with reluctance that I admit I have no clue who some of these characters are. Luckily for me, the game has Alucard!

Alucard is my favorite character in the Castlevania mythology. Now, I’m not familiar with a lot of the mythos since I never played any of the portable games, so I don’t have a lot to go by, which might be why Alucard ranks so high for me. Either way, he’s undeniably cool in my opinion. I’m not totally in the dark though, since the game has some other familiar faces. I was introduced to the Castlevania universe with Simon, who is available as DLC. I played Castlevania: Dracula X on SNES and discovered Richter, who can be purchased as well (which I did!). There are other DLC characters I’m not familiar with and might not purchase, since there is already so much to do!

The incremental reward system of this game is like crack for me. The Diablo-esque loot fiding games are always a win with me. Coupled with the quick games and dramatic boss fights, the grind has me often remarking “Let me try that level just once more”. I like games that are quick to play with a definitive outcome. Angry Birds is probably the best example of this mechanic. Harmony of Despair shares this mechanic in spirit. Games are won or lost in no longer than 30 minutes. Like Angry Birds, even if you win the chapter, you still have to try again if you’d like better gear. It’s almost kind of sadistic.

One of the downsides I’ve learned of is that there is no item trading among individuals in multiplayer. Konami didn’t completely screw us over though, since any item found in single player or co-op is available in both modes, to any character who can wear that item. This is great, since I can load up an unused character with top notch gear and not face a difficult uphill climb for the first few hours. That leads me to the other downfall of the game, its difficulty.

Make no mistake, this game is not noob friendly. The character loadout screen is a jumble of symbols and numbers with no explanations. There is no hand holding for new players, who die easily without the right gear or are not at decent attack power. Even though there are potions and food items to be found, a lot of strategy revolves around equpping those items for use, which is not a straightforward task. For example, regular potions restore 25 HP, and high potions restore 60 HP. Now, choose which one to equip, but consider that you can only carry 3 high potions, while you can carry 5 regular potions. Keep in mind that when the potions are used up, you have to find a Grimoire, the game’s proverbial inn-rest-area. During this time, the clock is ticking, so hopefully there’s one nearby!

All in all, I’m very happy with this game, and it’s recently got my mind off of MW3, which I had been playing religiously. The combination of loot finding and gear equipping a-la Diablo, the short distinct Chapters, and the Castlevania platforming elements have got me coming back like a crackhead to his dealer. Alucard’s in it, too.

Logical Specialist Setups

In a previous post I remarked that there is no wrong way to play as a Specialist. This runs counter to my actual belief that there is a right and wrong way to use Specialist, but that’s my personal feeling. Just mixing and matching perks is easy enough for casual players to understand and enjoy. Nevertheless, Specialist allows for some low level strategy and tactical decision making. Playing effectively and strategically can lead to more fun and higher scores on the leaderboards. If you consider the idea that perks can be segregated into two groups, active & passive, you can begin arranging them strategically to give yourself advantages you weren’t aware of.

Take a look at one of my favorite setups:

Perk 1: Blind Eye (Passive)
Perk 2: Hardline Pro (Active)
Perk 3: SitRep Pro (Passive)

Specialist Perk 1: Assassin (Passive)
Specialist Perk 2: Quick Draw (Active)
Specialist Perk 3: Sleight of Hand (Active)

Equip Passives First

I think it’s a good idea to use passive perks in your initial slots, as these perks provide bonuses to your soldier at no cost. Of course, there is the missed opportunity of other perks in the tier, but Specialist is elastic and forgiving in that regard. Take, for instance, Blind Eye. There are sacrifices you have to make when you choose this perk.

  1. You sacrifice reload and swap time speed
  2. You sacrifice sprint and climb speed
  3. You sacrifice ammo supply
  4. You sacrifice the possibility of tagging enemies with explosives or bullets.

What do you gain in return? With Blind Eye, you get an ability that is activated any time air support is flying around, and shielding from the insta-kill Predator Missile. Depending on how you look at it, Blind Eye either frees up your secondary slot, or gives you free reign to stand in the open with a Stinger, locking on to the buzzing AH-6. You can safely ignore the AGM Reaper and AC-130 if you desire, as you won’t be stuck huddled in a ground floor room with your back to a wall.

The same goes for SitRep Pro versus the active perks in tier 3. Situational awareness is worth more, in my honest opinion, than the other golden perks. You miss out on speedy ADS walk, farther red-tag display, tighter hip-spread and complete silence, but you can subvert and destroy enemy equipment and find out when they’re coming your way without actually moving from your corner. Passive perks give bonuses without your intervention. Specialist is the key to mixing these passive and active perks together.

The Case for Hardline

The only holdout is Hardline Pro, and it’s there for two reasons. First, its presence is needed for it’s awesome XP earning potential! On spawn, you’ll only need 1 point to obtain your first perk. Just spawning and taking out a UAV or disabling a turret will grant you the XP that goes along with obtaining a streak. Something known to Hardline users but might not be known to the greater community is that Hardline Pro does not require subsequent assists to be achieved in the same life. If your total number of assists is divisible by 2, you automatically get one point towards your next streak. Sometimes you’ll be surprised to rush into an area, score a few hits and die, but be rewarded with Assassin on your next spawn because of the two assist bonus. Hardline is where it’s at for XP!

The second reason is a little more convoluted, but here goes: My first unlocked perk is the passive perk Assassin, for it’s pure power at subverting all enemy owned detection equipment, UAVs of the normal and Advanced variety, Counter UAVs and EMPs. With the omnipresent red dot tracking and mini-map disruption options available to the enemy, Assassin is hands down the most powerful perk. Well, if this is the case, why not equip it first? In the answer lies a tradeoff. I give up being invisible and stealthy only at spawn; In return, I get more XP via Hardline, and if I die because of enemy detection equipment, I haven’t lost a streak since I have no kills in the corresponding life. It also brings some encounters to you so you don’t have to go flanking and sneaking around.

Perks 5 & 6

The next two perks are interchangeable, especially for me. Sometimes I decide I want Sleight of Hand at 5, other times Quick Draw. Sometimes I opt for Scavenger at 6. It depends on the primary weapon. The MP7 has a severely slow reload time, but it has large mags, so reloads are less of an issue. Extended mags on the MP7 negate the need for Scavenger. On the other hand, the ACR has a fast reload so Sleight of Hand is not necessary, but its mag size is pretty average and after 5 or 6 kills is getting dry on ammo.

These next perks are up in the air, but if you think carefully you will begin to understand a new way of arranging perks logically. You shouldn’t need more ammo early on unless you do nothing but spray, so Scavenger is out as an early unlock. Sleight of Hand is only beneficial on reloading or swapping, and if you use ammo judiciously and make cautious reloads, you shouldn’t need to worry about it until later. Recon is out, because you might have already used up your tactical grenades, or aren’t carrying any. (Exception – Recon Pro paired with Hardline Pro is an assist factory)

Extreme Conditioning could be a good choice, though, because your recent kills might spawn nearby in a WTF-InfinityWard moment. Subsequently, Steady Aim Pro can help you raise your gun in panic situations when you have to hip spray a revenge seeker. Pile on the perks you like, but be aware of useless additions that won’t help your playstyle. Campers and defenders probably don’t need Quick Draw, as they’re already ADSing anyway. Those players would be more inclined to unlock Blast Shield for incoming Semtex, or Stalker for turning corners. When Stalker Pro is coupled with SitRep Pro, you can be aware of fortified positions without giving yourself away by destroying equipment. A good barometer of effectiveness is to question how much help that perk will provide at that specific point in your unlock chain.

Full Specialist, Post 7 Kills

At this point you’ve achieved the Specialist Bonus and are like the T-1000 from Terminator 2, a completely adaptable creature with multiple abilities efficient killing. Perks like Recon Pro are now unlocked, to help you and your team. All enemies drop Scavenger bags if you didn’t have it unlocked before. Any perks you judiciously ignored will now be present. If you think logically about what you will want to be accomplishing at each segment of your streak, you can get better control of the outcome by choosing perks that make sense.

Perk Grouping Concepts

In order to better understand the intricacies of Specialist strategy, I would like to classify each perk into a passive or active group. Passive perks have effects that are, for the most part, not observable to you as a player, but are just “turned on”. On the other hand, active perk effects are not only observable, but require some action on your part in order to receive that beneficial effect. Some of the perks can debatably be classified as both passive and active. Some perks have passive pro effects and active standard effects, or vice versa.

This is my classification of blue perks:
-Recon/Pro: Active (You must deploy an explosive to get a benefit)
-Sleight of Hand/Pro: Active (You must reload/Swap to get a benefit. Action times are cut in half)
-Extreme Conditioning/Pro: Active (You must be sprinting or climbing to see a benefit)
-Blind Eye: Passive (Your air support cloak is on by default. No interaction required.)
-Blind Eye Pro: Active (You must be aiming at air support with a lock-on launcher)
-Scavenger: Passive (As enemies die, they drop bags. It requires no interaction.)
-Scavenger Pro: Neither (Separate Post for this + Overkill)

Red Perks:
-Quickdraw/Pro: Active (You must aim down sight or deploy equipment to receive a benefit)
-Blast Shield/Pro: Passive (Without intervention or interaction, you resist explosive ordinance)
-Hardline/Pro: Active (Debatable. There is no benefit to you if you are static, but the effect is not directly observable or modify soldier stats.)
-Assassin/Pro: Passive (Receive a benefit any time enemy UAV or detecting equipment is deployed. You can be completely still and receive this benefit.)
-Overkill/Pro: Neither (Separate post for this + Scavenger Pro)

Gold Perks:
Stalker: Active (You only receive a benefit while ADS-walking)
Stalker Pro: Passive (Always on, enemy claymores, betties, IMS charges delay detonation.)
Marksman/Pro: Active (Debatable, since you usually have to be in ADS to see tags, but tags appear from being passive and looking around)
SitRep/Pro: Passive (Benefit is always activated, either X-Ray enemy equipment or loud enemy footsteps)
Steady Aim/Pro: Active (You have to be deliberately shooting from the hip to receive a benefit, or recovering from a sprint action)
Dead Silence/Pro: Active (My opinion is that you receive no benefit if you are static, doing nothing. You benefit from moving around, taking leaps. Neither version does anything if you’re sitting in a corner)

The term passive should not be taken to mean ineffective, and the word active should not be understood to mean powerful. To the contrary, I believe that the passive effect perks are more powerful since they require no player intervention to work, opposed to the active perks that demand player action to present their effects. But, that’s not always the rule. A couple of additional details regarding my thoughts on perk groupings: Although Dead Silence is active and SitRep Pro is passive, Dead Silence trumps SitRep Pro completely. Not only does Dead Silence cancel SitRep Pro’s advantage, it completely nullifies it. Dead Silence users are not audible on SitRep Pro users’ gaming setup. All other things being equal, a Quickdraw user versus an Assassin will always fall in favor of Quikdraw. This is not an exhaustive list by any means.

How can you use this information? In a later post I’ll detail some low level Specialist unlock strategy that I’ve been using.

What You Should Know About Specialist

Specialist is possibly the most rewarding Strike Package in MW3, and definitely the most powerful. Yet, the community at large seems unaware of its potential. In all likelihood, the ignorance is because of inexperience; players don’t know about Specialist because they haven’t tried Specialist. Here are some important things you should learn about Specialist.

Obtain All Perks

The premise of Specialist is simple enough: Every 2 kills, unlock an extra perk to play with. What the in-game description doesn’t tell you, is that at 8 kills, you achieve Specialist, and become a “One Man Army”. Indeed, the OMA symbol from MW2 appears on screen and you’re awarded a 200 xp “Specialist Bonus”. This bonus is accompanied by (nearly) every perk bonus. Unfortunately, any pro effects that are yet to be unlocked are not present. Thus, players without Dead Silence Pro still take damage from falls, players without Blast Shield Pro will still have prolonged tactical grenade interference, etc. 

By proxy, you make progress on perk experience through perks obtained through Specialist. If you never equip Blast Shield normally, but unlock it via Specialist, you will earn experience towards Blast Shield Pro by surviving explosions. This is a fantastic way to synergize unlocks with each other without even trying.

Obtain All Weapon Proficiencies (Almost)

It can be a little jarring at first, but after it happens you’ll find a groove where you feel unstoppable. The most immediate effect is the feeling of skating on ice, because of the Speed proficiency. Even if your gun does not have the speed proficiency available, you will feel its benefit!  Paired with Stalker, which will be unlocked, and Dead Silence, which will also be unlocked, your avatar will glide around faster than anyone else on the battlefield, completely silent. You’ll get the bonus from Kick, and have imperceptible recoil. If you’re shot at you’ll barely flinch because of Focus, while being able to kill through cover because of impact.

However, the downside is that not all Proficiencies are created equal, because some are not made available on Specialist unlock. Damage is the biggest example, as it is not applied to your weapon unless it’s already equipped on your shotgun. Attachments is also not available, since you have to spawn with it. Melee and Range have been rumored to be applied but I have not been able to confirm this.

Abuse Perk Balancing

MW3s perks seem to be balanced pretty well, with several of the best choices competing with each other in the same tier. Personally, I think Assassin and Blind Eye should share a tier together, but that is a completely different blog post. For the most part, Perks that compete against each other are in the same tier. Dead Silence and Sit Rep (Pro) and Stalker (Pro) are all Golden tier 3 perks. Being able to equip any combination of these is overpowered. Specialist is your vehicle for this. Extreme Conditioning and Sleight of Hand are also tangible bonus giving perks residing in the blue tier. With Specialist, you can decide how to play with any combination of perks to tip the balance in your favor.

For now, if you can give up instakill predator missiles and the ubiquitous UAV for free, I think you’ll be surprised at what you can accomplish by playing as a Specialist.

I’ll talk about my favorite go-to Specialist classes in a future post, but there is no wrong way to use it. Of course, there are optimal setups that may make more sense than others, but the playstyle defines the perk selection. It’s up to you to decide how to (ab)use the system effectively.

Meet MW III Bible, Exclusively on iPad

Introducing MW III Bible!

Say hello to the app that will launch the Appsylvania brand, MW III Bible! This new app, available on iPad only, fills the gap left by the Call of Duty MW3 instruction manual. Little do the community of players know, the in-game charts for weapons are flat out wrong. Luckily for those players who want to be in the know, MW III Bible is coming to get players up to speed on the real weapon quirks, issues, and bonuses.

Social Bible Study

MW III Bible contains a cool community oriented feature called Bible Study. Share your insights into every item in the game. Find a weapon balance issue? Let the world know. Think a weapon is outclassed in every possible way? Share the knowledge!

Play With Others

Matchmaker allows you to post up requests to play with others on the platform of your choice. If you are itching to wreak havoc in a pub lobby, want to set up a clan scrimmage, or just chill for an hour or two with a 1v1, Matchmaker will be the tool for you. Never go into Domination or S&D alone again!

Elite Enabled

MW III Bible can get you right into the MW3 Community via Elite. View stats from past games and check out some of the weapon information. All MW3 players should set up Elite, so if you haven’t done it, MW III Bible can help.

Availability?

MW III Bible is now in review with the App Store review team. Release will be announced, so follow @appsylvania on Twitter to find out when it will be ready for you to download!