Bugs and feature requests for Enemy Territory


(SittingDuck) #61

I’ve got a headache from reading this entire post…but I think when Ironman said this he summed up the entire argument:

Tell you what. You use a mortar and I’ll use an SMG in a deathmatch. Guess who would win? It’s simply a waste of a player to be using a mortar. Your team is better off if they have a gun in their hands

He obviously doesn’t care about anything than playing Deathmatch. Probably a UT player trying to adapt his skillz. He’s one of those “Hop around and shoot” players that are easily picked off…

IF YOU DON’T LIKE THE WEAPONS, GO PLAY THE SIMS!

Each class has been balanced with pros and cons. It’s up to the player to utilize the pros as best they can. Unfotunately, Cov Ops is mainly a n00b class (meaning, new people to ET play Covert Ops, not that skilled players who play Covert Ops are n00bs) because they like to steal peoples pants…but the class is needed, and used effectively in the hands of a skilled player.

Your ramblings appear to be from the background of a pure deathmatch/Quake player who doesn’t worry about tactics or objectives…but from shear aggression. You sound like one of those players who doesn’t play for the team, but plays for themselves…Go back to UT and let the skilled players who know how to utilize strategy use the wonderful Mines and Mortars that are a fantastic addition to the game.

Mines = Good. A team can’t be in 4 places at once with heavy numbers. If you have to split up the team into 4 smaller groups to guard multiple objectives you’re gonna get smoked. Mines cover areas that your team can’t be at all times…Tactical…strategy. Two things you appear not to have…

ET is about beating the clock. Has nothing to do with how many kills you have, or how good you are with an SMG. Whoever completes the objective is the winner. Using tactics to do that is the real skill. If it takes you 2 to 3 seconds to avoid a landmine, then it will take the opposing force the same amount of time. Stay clear of those little flags and take the long way if you’re persistent in not defending the objective. What slows you down, slows down your opponents…and beating the clock is more favorable than being “Rambo.”

Don’t knock the game by advising that Classes or Weapons be removed. They’re there to assist with every map if used by a skilled player. Unfortunately, sounds like you play on n00b servers quite a bit…

The maps aren’t small by any means. They appear small because they have concentrated areas that both teams will flock to where the firefighting is at a peak. The Tug in Railgun, the tank in FuelDump/Goldrush. All things that keep the fighting centralized, but the maps themselves are quite large…How big of a map do you want to play? Tribes2 size? Something so large you need an airplane to get to the objective?

Try devising ways to utilize the tools in the game instead of bashing them…


(Mc Gwain) #62

i agree on sitting on the real meaning of playing ET…
that’s not a “more kills” win game.

…and after all we play in the same server :slight_smile:

cheers :drink:


(Irrelevant) #63

I’m going to use my standard response for the ‘X is cheap’ argument:

If C-Ops give people easy kills, why don’t you play C-Ops and make the most of their usefulness.

Whoever it was that listed the uses of C-Ops:
You forgot popping people in the head from the other side of the map. Very useful, IMO. :rocker:


(Demo) #64

It’s very rare but sometimes my class changes from medic to soldier… it has also happend to some freinds…


(Amadeus) #65

Mortars and mines definately should be out of the game. All I see of them is spawnkilling on both sides and blocking everyone from traversing the map be they Axis or Allies (mortars) and a lot of accidental deaths and making it hard to get to the enemy (mines). Besides, the guy using the mortar would benefit his team more if he had a gun and were shooting it at the enemy and helping in the fight in a more direct way. The number of players attacking the enemy makes a big difference. Sometimes 1 player can make all the difference in the world. Can’t do that if you are constantly bombing the spawn area.

For those who say, “If you block the enemy from coming to your side of the map…” I say, “If nobody on your team is actively heading to the enemy to hold them back…”


(rgoer) #66

And for those who say “actively heading to the enemy to hold them back” is any kind of way to run a defense, I say, “you are a fucking moron.” v35! Defend our objective! Don’t go jerking off on some other part of the map! Play defense–that means defending whatever the part of the map the allies should be attacking (note the “should”–if the allies want to waste their time dicking around on frivolous parts of the map and not assault the objective, more power to them; makes it that much easier for the axis team to defend an objective if nobody’s attacking it). Fighting over the West Bunker when some allied bitch is about to plant dyno on the GC = fuck all, axis loses. Having repeated shootouts over the truck barriers while the allies destory your tank barriers is the same situation. Pack up, go home, axis defense crumbles.


(Amadeus) #67

You don’t have to use foul language to discuss something.

At times playing defensively may be good. However, a good offense is often the best defense. Have you never played in a game where one team plays with aggressive defense and drives the other back toward their base/spawn area and keeps them from being able to put up a good offense? This happens all the time. Railgun map is a perfect example. Perhaps 30-40% of the time that is exactly what is happening on that map. The Depot map in RTCW is another perfect example of this. Do you not often see that in the Railgun map Allies have pushed Axis all the way back to their spawn area and keeping them there for the longest time? What kind of offense can you produce when you are being held back by this kind of aggressive defense? This is a situation that is difficult to break out of once it happens.

Aggressive defense players are constantly preventing 1 or more players from making it to the enemy side of the map before being killed. It happens on virtually every map on every server. Many good players operate this way always and with good results. Playing in a purely defensive way can be effective, but it is a mistake to say that using aggressive defense is bad altogether. As often as not, it is what wins for the defenders.

In FPS games, the team that wins is often the one that played the most aggressively. There is something to be said for staying in a strategically important area and jamming on the attackers as the come into the defender’s map area, but there is also much to be said for jamming on the attackers in the mid area of the map and keeping them back. Much of the time, if all members of the defense play purely defensively, it gives the attackers momentum, which can lead to situations like the one I mentioned above.

A good defense is best when at least some of the members are playing offensively. How else can the defenders steal the flags an force the attackers back? How else can they prevent the attackers from assembling in numbers and pound the defenders with airstrikes and hail of fire that keeps them constantly and slowly losing ground untill they are locked up in their spawn area? How else can they kill attackers and keep them from even getting near the defense side of the map?

More often than not, the winning team is one which does not hang out in their side of the map waiting to be attacked with air strikes. When you play as Allies on the Oasis map, how many times have you spawned and just gotten to the pool of water before the tunnel when some hothead medic turned you into a corpse, or a soldier turned you into marmalade with a panzerfaust? I don’t know about you, but it happens quite often to me. How much offensive play did you get to direct at those offensively playing defenders when that happened? Not much huh?


(PuP) #68

I’d like a vote in which you can kick an inactive player to spectator mode. It might require a lesser vote count, but it would immediately fail if the target player votes no.

This is useful when you have a person who isn’t playing. I don’t want to kick them from the server, but there isn’t a referee to force them to spec.


(Cue) #69

yea that would be cool


(Amadeus) #70

Having to run half way across the map to avoid mines laid my your team doesn’t help you beat the clock.

How good players are with an SMG has a huge influence on the game.

The maps are big enough, but because they are not a whole lot bigger, we have the “mortar guys” just bombing the spawn and blocking everyone, thier team included from traversing the map. On some maps, this leads to plenty of… spawn, run to the middle of the map to fight, get killed by friendly mortar fire, die, wait, spawn, run to the middle of the map to fight, get killed by friendly mortar fire, die, wait…

If mortars did not exist in the game (or the maps were several times larger) there would not be so many players wondering how they are going to pass through a tunnel to attack the enemy but can’t because their team mates in the spawn area are dropping mortar rounds in front of them like candy. We would also have less… spawn, run 30 ft., get blasted by a mortar, die, wait, spawn, run 30 ft., get balsted by a mortar, die, wait…

Personally, I don’t mind the mines so much. It’s the mortars that have such a negative effect on the game. If we had a map that was really big, and designed for a hellasious battle (Chosin Reservoir style), for the objective in the middle of the map (not to one side), then mortars would be cool for that. With maps their current size, they just lead to spawn…


(Blackrock) #71

Here’s my suggestions:

  1. The browser should show how many maps in the campaign and which number (2 of 10) etc. This is especially needed when awarding capabilities ad the campaign goes on. When I join a server, I want to join at the beginning before everyone else has earned all their stars and Im just getting trampled.

  2. The ramp in Battery should require Dynamite to destroy it. The Axis already has too great an advantage on that map, imho. Allowing Covert Ops to so easily blow it up … I don’t think that was the original intention with them. Also, would be nice if Allies automatically spawned in the Bunker when it is captured.

  3. No more Mortaring. I just makes the game less fun, imho. Shoot me, blow me up with a panzar (i like seeing it comming!), let me step on a mine, or get blown apart by an airstike. Maybe in a real combat situation they are needed, but this is a game and it’s not fun to not even be able to play cause you can’t get out of the spawn area.

  4. Would be nice if the server browser and server info SCROLL BARS worked like real scroll bars… so that if your mouse pointer move off to the left or right when you’re dragging they don’t just stop. I’m a programmer and I’ve written slider and scrollbars from scratch and I don’t see why it’s such a problem to do it right.

  5. the biggest weakness teams have is lack of planning and coordination. I don’t know how you would improve this (I guess teamspeak is an improvement) but anyway you could facilitate that would be great. It just seems too much like everyone is on thier own most of the time, and real battle isn’t like that, is it?


(rgoer) #72

Actually, it would be nice if in the “player” setup screen there was a little radio checkbox for “I am an XP whore” or “I am not an XP whore”–then, on the server browser, you could filter out/only servers that had XP whores playing on them. I think that would effectively provide a 3-map vs. 6-or-more-map campaign filter, since the whores only play campaigns where they can reach general.


(Kendle) #73

LOL, that’d get my vote!! :clap: