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 
-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.