Bugs, suggestions, or corrections for ET


(Kamel) #1

hello… after playing enemy territory for a while now (about 1-2months), i feel that it is finally time for me to post my suggestions for bugs that i’ve found, and other misc things that i think would make playing this game more enjoyable.

first with the bugs;

  • when you are a panzer soldier, and are spectating through other people while they are prone, it will have a ‘no’ sign as their reticule, even if they can shoot while being prone

-this one is well known of, but planting tnt at the ammo/health racks will give you 6xp, it’s retarded

-sometimes the ‘dynomite planted’ thing doesn’t show up to players. this is particularly annoying when you are at the fuel dump or seawall battery

-in the linux version, saving a profile never worked for me; it always crashed my game

-hitting escape to abort some things such as connecting to a server takes much longer than it should. when i hit escape, i feel that i am looking for instant results (talking about before the map has started loading of course)

-when an air strike is thrown, there is always 1 bomb that will hit. i don’t know if this is intentional, but it sure doesn’t make a whole lot of sense.

-when you are an engineer and you plant landmines, it seems to take your powerbar below the bottom, making it impossible to plant more than 2 mines in a row even with a cp built and a lvl4 engineer

-occasionally, you will fall from a very small hight and it will say you fell to your death (notice this is while you have full health as well). places i’ve seen this are near rocks, and at the place on oasis where all the bricks are blown out next to the american command post.

-you can’t use a needle or anything of that sort under water. i feel that grenades, needles, pliars, and medic kits should work under water. you can argue medic kits because of a medic being able to go through the water with an engineer, but whatever… atleast a needle should work, because it’s common that you need to heal under water on seawall battery.

-at the radar map, if you secure the east radar parts before the main entrance is blown, it will win the map without securing the west radar parts. i don’t know if this happens every time or what, but it’s happened before.

-also at the radar map, once we secured both parts (first west, then east) – and secure the second as soon as the main entrance was blown (but to be right technical, it was actually before the main entrance was blown), and the map did not end. we had to play for 30 mins with nothing to do but frag, lol. i do have a demo of this if anyone is interested in watching, haha. at the end however, it did say that the allies won, thankfully.

-at oasis, if the tnt goes off at the last anti tank gun soon after the game ends, the axis will win, but the gun will be blown and the tank will run through the gates… kindof funny.

-at radar, the grass isn’t drawn at a distance, so what’s the point in having it? maybe a suggestion would be to not draw prone players at a distance when grass is there, but that’s kindof off the wall.

-if you satchel a tall mgnest with someone in it, it just says soandso died. i do believe that i should get the credit for killing them with my satchel charge.

-if you are a flame thrower soldier, you often can’t shoot through windows and stuff of that sort without the flames backfiring and killing you… i believe that since the spread of the flames is so small at the beginning it should not backfire unless you have the flames aimed right at a physical object (and more leaniance the further it gets of course)

-in any weapon, you sometimes fire 2 shots, but it counts as one. this isn’t really all that bad, but it can be used as sortof a cheat with a panzerfaust, as 2 panzers will sometimes kill more people.

-if you are riding on a vehicle at any time, inside, outside, on the top, on the bottom… you are subject to getting “crushed”. this makes sense to me, but what doesn’t make sense is that when you are say… in the rail tug, it sometimes crushes you. i don’t know… i dont ever recall getting crushed while i was driving down the road inside my car; but then again, i’ve never gotten into a wreck :wink:

-at the rail gun, i think the rail gun controls should be satchelable… once they get the ammo onto the second tug, it means gg.

-when you step on a landmine, and dont move, but look down to defuse, it often will blow up in your face if you aren’t right on top of it.

suggestions:
-you should be able to id soldiers that are waiting on a medic. i’m not sure how this would be helpful other than selective healing, but i think it would be a nice feature because i often will try to refuse healing people who flood ‘i need a medic’.

-at seawall battery, i think the assault ramp should be blown up with tnt instead of a satchel charge. people have caught on that all you need to do is not go out the back door and satchel the ramp, then u win. as a counter-measure to this, you might want to make the ramp a bit harder to build (take more power and such)

-at seawall battery, when the forward bunker (don’t know if that’s its name, but i’ll say it is :P) is captured, your team doesn’t automatically spawn up there. this can suck in situations where you would like to capture the spawn moments before the team spawns.

-it should be available as an option to determine the game time depending on how many players there are. if you are playing 1vrs1 it makes defending extremely hard IMO.

-you should also be able to id players while leaning around corners… maybe not shoot while leaning of course, but be able to id players so that you dont accidentally pop a friendly covops.

-you should make a setting for the server side or something, to increase the view/draw distance with a scoped rifle. i know this might not be realistic, but i think it would make sniping a much more key element, like it should be IMO.

-you shouldn’t let the panzerfaust be so accurate as to where it goes… in real-life, you get a little box to look out of, and that’s just a general idea of where it’s gonna hit. it still worked as well, but you can snipe people with a panzerfaust/bonoculars, and i don’t believe that was possible back in the days of the panzer, lol.

-the mg nests are SOO friggen accurate. one time i was trying to snipe the guy in the gun at fuel dump… i was next to the rock at the exit of the cave, and the guy in the mgnest at the fuel dump actually shot me before i could shoot him. that’s a bunch of crap, in real life the mg was the least accurate gun there was, and the one which was on a bipod was even less accurate because of the recoil.

-dynomite should blow “both” depo defences (the inside and outside, not east and west) – it’s hard for me to believe that a satchel charge will do the same thing as tnt would.

-there might could be a setting for the server to automatically restart the map if the main objective is completed before the secondary objective is so to speak… for example, the radar parts secured when the main entrance hasn’t been blown… the fuel dump blown before the allies spawn up… the anti-tank guns destroyed before the old city wall is breached. not everyone would agree with this, saying ‘it’s part of the game’ or what-not, but some people like all battles to be long and close, instead of a cheap win. i think this would also help the allies to act as a team when trying to win the fuel dump. too many times do i see the allies trying to get a covops+engineer in the dump when the whole axis team gaurds the tunnels… making the allies loose. people dont realize that it’s 10x easier to gaurd them tunnels than it is to gaurd the fuel dump with no front door.

-it would be nice to have a “real” motd sortof like how counterstrike and irc has so that you can state all rules and such. it might not be shown in the connecting screen, but in the console.

-you can’t take a screen shot when the console is down… that really sucks because i’m too lazy to write down things like aol signon names and stuff, so i’d like to just bring down the console and take a picture.

-when you shuffle teams by xp, it seems that the axis always turn out with the better hand… because it starts at the axis. you should make it so that the starting side of the shuffle is random, and instead of player1 axis player2 allies player 3 axis player 4 allies maybe it should be like player1 axis player2 allies player 3 allies player 4 axis player 5 axis player 6 allies etc. this could have a problem with it being out-numbered by 2, but you could always tell it if it’s the last person, put them on the other team.

-when u pick up a gun off the ground, it would be cool if you could pick yours back up and still have your extra clips. currently, you loose all of your extra clips, and only get to keep the rounds that were in the gun.

-there should be an option to turn self damage off… this probably wont be preferred by most servers, but if it’s a friendly fire off server, they might would like to keep players from accidentally frying themselves and such.

-i think all fireteam chat functions of the fireteam should be available to say without them having to be highlighted. it’s bad enough that you gotta memorize a weird key combination… now you’ve got to highlight them before you can talk to them =\

ok, that’s all i could think of for now, but i’m sure i’ve missed plenty. my major concerns are in the bugs part… the suggestions part u dont even gotta read, i was just “suggesting” heh.

pls post back your opinions on them… i don’t have any of my ideas for corrections or whatnot set in stone, so dont get offended if something i said was totally against your morals, lol.


(Pamper) #2

There is already a big thread full of bug reports. It’s gotten too big to reasonably page through before adding something else- people are now inserting the same bugs repeatedly.

  • when you are a panzer soldier, and are spectating through other people while they are prone, it will have a ‘no’ sign as their reticule, even if they can shoot while being prone

There are other effects related to this, where the spectator doesn’t get the same view as the player. If someone zooms in, you don’t see the magnification- this is especially weird when a MG42 is setup behind a tree. A medic will see needle-icons whenever he’s spectating. And if you spectate a covert with his satchel-control out, the range indicator light will always be red.

-sometimes the ‘dynomite planted’ thing doesn’t show up to players. this is particularly annoying when you are at the fuel dump or seawall battery

An additional problem is that the same sound effect plays if the TNT is put on your commandpost (nobody cares) or the gun controls (OMG!). If there are many players being killed, the message scrolling is delayed. You might have to wait as long as 12 seconds to see where the TNT has been planted.

I’d suggest a few things to change this:

  1. Make an alternate “Dynamite Planted” message for critical objectives which is map-specific.
  2. If enemy dynamite is planted at one of your objectives, you should see an icon on your map.
  3. If you are an engineer, you should see a TNT icon on your compass (just like a medic gets when a teammate is shot)
    (I can understand people not wanting #3, because the odds are already biased towards the Axis- why make their job easier?)

-in the linux version, saving a profile never worked for me; it always crashed my game

WFM.

-when an air strike is thrown, there is always 1 bomb that will hit. i don’t know if this is intentional, but it sure doesn’t make a whole lot of sense.

That “bomb” is the actual canister exploding. Even indoors, you can use the canister as a kind of grenade. (But that’s a waste- if a fieldops runs out of grenades, it can make one in an ammo pack for less power than throwing a canister. The pink smoke might confuse enemies, though.)

-at the radar map

A different oddity I’ve occasionally seen on radar: the main wall blows, but the flag remains in the bunker so that either side can claim it. This change actually makes the map more fair (it’s normally biased towards Allies)

-at radar, the grass isn’t drawn at a distance, so what’s the point in having it?

The grass looks fine to me.

-at the rail gun, i think the rail gun controls should be satchelable… once they get the ammo onto the second tug, it means gg.

True, that would make the gun controls a little more relevant to gameplay. Currently they mean nothing- their only real effect is to trick newbies into wasting time.

Both goldrush and railgun have meaningless final stages. On both those maps, the hardest part is completing an objective that is very close to the defenders’ spawn. After that’s done, the rest is all downhill. (Example: any Axis team which is bad enough to lose the gold from the vault will have no prayer of halting the truck’s movement). Easy endgames have 3 real effects:

  1. Distract new players from doing the right thing.
  2. Help engineers XP whore.
  3. Very rarely, if a team of good players is screwing around and accidently lets the offense get past them, they have a last chance to pull together and win. But I think that whenever Axis transfers ammo to second tug, they’re 99% likely to win entirely.

-you should be able to id soldiers that are waiting on a medic.

That would be handy when a TKer flames out in your spawnpoint and a medic goes to pick up the pieces. There are many bodies laying there wanting to be revived, but one of them you’d rather not touch.

-at seawall battery, i think the assault ramp should be blown up with tnt instead of a satchel charge.

Or, you could allow it to be satcheled only from the base, forcing Coverts to climb down and be more at risk.

people have caught on that all you need to do is not go out the back door and satchel the ramp, then u win

Actually, if Axis really wants to win, they shouldn’t even go outside at all. The single most easily defended point in the whole game is the ground-floor passageway near Axis bunkroom (the place with an MG looking through wall at it). If Axis 100% decides never to go past that point, their defense is invulnerable. They can go 60% MG, 15% fieldop, 15% medic, and no one will ever get in (or many other weapon mixes will work too).

With a smart axis, the battery map is completely pointless. The only way to fix it is create a new interior corridor, or make the rear door openable with TNT. (Another fix would be to require the Axis to hold the CommandPost for 5 minutes straight)

-at seawall battery, when the forward bunker (don’t know if that’s its name, but i’ll say it is :P) is captured, your team doesn’t automatically spawn up there. this can suck in situations where you would like to capture the spawn moments before the team spawns.

Also sucks when you have newbies who don’t understand how to change spawns.

Here’s another problem related to changing spawn: on radar, if you’re spawning at commandpost and it gets destroyed, you can get set back to the mansion, rather than the forward bunker.

dont accidentally pop a friendly covops.

I think there should be something else done to protect a covops from being TKed. Right now it’s too easy for a teammate to shoot a covert before ever passing crosshairs over him (especially if you have a panzer!!!) The difficulty in recognizing a disguised teammate isn’t just a drawback for the Covert Ops class- it also hurts his entire team, by making them waste time+ammo targeting non-enemies.

it would make sniping a much more key element, like it should be IMO.

It was apparently a game design choice that sniping wouldn’t be very important. Remember, the test release of ET had sniping do a flat 50 damage per shot. They cranked it up since then, but sniping is still almost a total waste of time. (partly because the panzer is better for sniping than a sniper rifle)

-you shouldn’t let the panzerfaust be so accurate as to where it goes… in real-life

In real life you get a bump on a stick, just like on the game model. http://www.1944militaria.com/pfaust60b.jpg

you can snipe people with a panzerfaust/bonoculars, and i don’t believe that was possible back in the days of the panzer, lol.

Well no, nobody in real life targeted people with a panzerfaust. Only vehicles or buildings (which may have people inside). The reason was that you could just use a rifle- one bullet would normally kill one person, and there’s no delay firing. But since videogame characters are much more durable than real humans, it’s become necessary to use giant rockets to kill them.

In our world, it’s more dangerous to take a 9mm bullet in the eyeball than it is to stand 3 meters away from a panzerfaust detonation. But in the game of RTCW:ET, those threat levels are reversed.

Anyhow, for game design reasons, it’s a bad idea to give the panzerfaust a random spread. (Allowing the rocket to sag downward as it flies might work). The panzer is a total-destruction weapon. If you add a significant randomness to it’s accuracy, you’re just about creating a way for players to “flip a coin to kill the enemy”. The success or failure of an entire attack wave could hinge on whether or not you’re lucky enough for a single rocket to fly straight.

For bullets it doesn’t matter- many bullets get fired, so the randomness quickly averages out to a predictable pattern. But in a normal game you might only get 10-20 rockets to shoot. Luck could wind up more important than skill. (That’s bad for a game! You only want a little luck- otherwise, we’d play slot machines)

that’s a bunch of crap, in real life the mg was the least accurate gun there was, and the one which was on a bipod was even less accurate because of the recoil.

A real MG is very accurate… An individual bullet might not hit, but you can fire a spray of 40 in the time it takes for a sniper to shoot once. However, real-life snipers are tougher to see than people in the game. The actual world has even more grass than Radar, and you can burrow in sand or snow too…

-you can’t take a screen shot when the console is down…

It’s possible to do this. (I don’t feel like googling for how, you can). However, it might be better for you to find the command which copies your entire console buffer into a text file. Try “condump”.

-when u pick up a gun off the ground, it would be cool if you could pick yours back up and still have your extra clips.

It also would be interesting to find what happened to the other clips the dead guy was carrying…

And the word is “lose”!!! Where’d you learn to spell, the internet?


(Pamper) #3

Ok, since you gave some suggestions I’ll do some too. I’ll keep it short and not justify each one.

<u>Small things that are definate improvements</u>
1. Instead of “Pamper was killed by TEAMMATE Javax711”, print
“Pamper was blasted by TEAMMATE Javax711’s PanzerFaust”.
2. When offering to complain for a TK, tell what weapon killed you. If the complaint is filed, show it to all players.
3. Staring at a same-team landmine should tell you who planted it.
4. Medic staring at a hurt person sees the name.
5. Staring at any teammate shows his powerbar under his health (a 1 pixel tall line).
6. There should be another quick VSAY: “Stand clear”. For soldiers whose teammates run in front of them.
7. On the limbo map, mousing over a teammate should show his name. Clicking a teammate should switch to spectating him (if you’re dead).
8. When you go to limbo, don’t spectate the same person each time. Pick randomly, or pick the highest XP.
9. Medics get no XP for stabbing & healing same person.
10. Enemies seen by a Covert Ops show as solid circles on your map, without indicating the class. This way, you can tell a disguised teammate appart from a real enemy, and won’t mortar him.

<u>Now I come into bigger, more drastic changes. Many of these are meant to reduce TKs, or fix skills. They’re of questionable benefit, but I’d personally like 'em.</u>
11. Disguised teammates should have a special marker on them whenever you see them. I’d prefer if it was the word SPY in blue/red color over his head, but any kind of graphical effect would work. (It could resemble a fireteam icon)
12. When a disguised Covert is revealed (by firing a weapon), his pants shouldn’t just evaporate. Instead, all enemies see the SPY icon over his head (in the red/blue color of the other team). That icon will last until he spends 3 seconds with no enemy seeing him.
13. Coverts should not recieve XP for stealing pants. If they really need to recieve XP just for dressing-up, then make it 2 points for each 10 seconds spent in disguise (without being revealed).
14. Covert Ops level 3 should be renamed “Stealth Weapon Handling”. It should give you more accuracy with scoped firing, but also let the Sten fire 50% more without jamming.
15. FieldOps level 4 shouldn’t work at infinite range. It should only double the range where the name is missing. And only if you stay fieldops.
16. Heavy Weapons level 2 should not change the overheating of MGs (that doesn’t help much- nobody needs 100 consecutive bullets). Instead, it should do a few things, to benefit all every non-panzer weapon:
a. Cut the time it takes you to deploy tripods or reload a mobile MG by 50%.
b. Decrease the spread from a stationary or tank-mounted MG.
c. Increase the mortar ammo you get from a pack by 50% (round up).
d. Reduce the damage you take from your own flamethrower by 50%. (Asbestos underwear?)
17. Panzerfast should do double damage to tanks it hits (the rocket itself, not just the explosion)
18. When a fieldops calls for artillery or airstrike, every teammate should see a crosshair on his command map and compass. (Like the way mortar soldiers see it on the map now). This will help fieldops on offense, because his team can tell exactly when the strike is over and they can advance safely.
19. When a mortar soldier fires a round, compute the impact point and instantly show all his teammates a crosshair there. (The firer himself doesn’t see this, he’s got to wait for the normal bullseye picture).
20. Create a server-set option for bonus lives, to go with limited lives. If you lose all normal lives, but still have bonus lives, then you can spawn, but only as SMG-soldier.
21. When a map is over and it goes to the victory screen, place all the players standing in front of the objective (alive or dying, depending on which team they are)
22. Users of Garands (Allied engineers and Coverts) should recieve one more clip from each pack, and carry 4 more clips total. Alternatively, the Garand could be replaced with a rifle named “Enfield”, which behaves identically to the Axis gun.