Wolf:ET for me. I am continuously upgrading my hardware and buying the latest games, but cant find anything as strategic, with such a high learning curve. Mind you I’m only into FPS. Needless to say I’ve now got a **** hot pc, playing a 10+ year old game… Hoping DB/Extraction might still fill that spot… Sorry to say, but my hope is dwindling now.
Community Opinion: The best competitive FPS
+1 W:ET for me as well. The core mechanics were perfect. The balance between the classes was amazing. I think this was because most classes had either the Thompson or MP40 to choose from with exceptions for the covops and soldier (+ rifle nade). There isn’t this current explosion of different weapons with different damage / spread / range / rof / etc. we have in XT. Because of this, I’m not going to be able to get the hang of every single weapon and start playing only a few mercs because I need to limit my expertise to be any sort of competition. It’s the same problem I have with Team Fortress 2. Because valve sees money in there being as many different weapons as possible, they ship them out by the crate (pun intended) and now it’s impossible to have any balance between weapons.
In W:ET, I never found myself playing one class over the other because they were all fun in their own way yet didn’t require knowledge of each individual merc like in XT. You’re a medic, your job is to heal and revive. Not to come back from the dead, or set up a station to do your job for you so you can go off and have your own adventure, team optional. All classes had their role to fulfill to benefit the team. It’s all condiluted as to your role in XT and the class agnostic objectives.
I feel like XT splits up the classes from ET into fragments (ie: mercs) thus making each fragment feel incomplete.
The last thing I’ll say about W:ET (though there is much more I could say) is that teamwork is key. Without it, the chances of winning are slim to none. So many times in XT I see one player really sticking out as the winner of the round, not a team. Not unlike a round of TDM Nuketown in CoD. In fact, each map seems to be TDM with “oh yeah, objective”.
Now that was all “What’s the best competitive team PC shooter you’ve ever played?”, as far as the best shooter out there right now, I honestly can’t say. I’ve played CoD, Battlefield, CS, Tribes, etc. and they’re all meh compared to W:ET. Maybe Arma? But for very different reasons that I won’t go into.
I feel the same way. Arty OR airstrike feels like I am getting ripped off. I hate that Field Ops headed in that direction.
Now that I think about it, the only real class from ET where that happened was FOps… Let me rephrase…
I feel like XT splits up classes (in general) into fragments (ie: mercs) thus making each fragment feel incomplete.
I would just like to add to my previous post that W:ET allowed for changing classes / weapons on each death which made me feel like the whole game was available to me at any given time. Limiting mercs to just 5, and now just 3 is greatly restricting parts of the game to the player and will be terribly annoying for every player if it is not changed.
Natural Selection 2 (communication and problem-solving as a team)
Tribes games (coordination and chemistry)
Quake Live (perfect mechanics and feel)
And to be honest, a soft spot in my heart for Killzone 2 and Brink.
CS:GO because for me less is more, most shooters are bloated with too much unnecessary stuff.
I like the unique approach from CS to the FPS genre.
- Permanent damage (health)
- When you die your dead for 1 round
- Short rounds and small teams in competitive mode
- No vehicles/perks (spam)
- Economy system
- Competitive features (GOTV, spectator mode, demo recording, matchmaking)
- Weapon handling
What’s the best competitive team PC shooter you’ve ever played?
Wolf:ET
Why? Because it had (and still has!) everything you want in a team based, MP, FPS. Most other FPS titles (whilst popular) like CoD, CS etc. required team work to an extent but a lot of rounds were largely won based on individual performances. Not to say that didn’t happen sometime sin Wolf:ET matches but more often than not, individual performances were not possible without their team members creating time and space for them to pull of amazing plays.
Revive trains (that came off), working as a team to get the doc carrier home with seconds remaining, relying on your team mates to hold back the opposition while you went for a diffuse or objective. It is moments like those that brought you back over and over again. Still remember even on publics in the early days, 32 player servers. Getting rolled on Battery as allies for 18 minutes and occasionally, some how dodge the ludicrous amounts of spam from axis to sneak through the main entrance and plant at the gun controls with just over 30sec remaining. Even that, simple pub hero moments, awesome! 
Now from a competitive spectator viewpoint, all I can say is; TosspoT + ETTV + Winamp = Best possible FPS spectator experience ever.
What’s the best competitive team PC shooter out there right now?
Played a few of the newer titles (CoD <insert monthly release title>, CS:GO, Tribes, BF3) to get my competitive FPS team fix but can’t say I’ve enjoyed them anywhere near as much as Wolf:ET.
The TF2 competitive community still seems to be going strong (from last check) which is amazing and I think some of the features I’ve seen in Extraction so far could attract some of their players.
So what is the best? Not really sure any of them have captured the heights their predecessors did but that is likely due to other reasons (I feel that most of the potential player base has shifted to non-FPS titles like LoL and DoTA2 competitively), but in sticking with the question, have to go with CS:GO, purely from a participant number stand point.
Not amazing really. Don’t forget that the TF community is still the oldest of all FPS shooters ever (mmh perhaps apart from Quake, which is not too far away in fact). And actually many of the features in Xt are coming from TF, not like they are genuine Xt-invented features. So far Xt is very low on unique features, which is not typical of SD.
Too bad TF2 didn’t have nades (which is why I am here, not there) and that Xt doesn’t have them anymore (which is why I will probably not be here for long).
[QUOTE=Ashog;480126]So far Xt is very low on unique features, which is not typical of SD.
Too bad TF2 didn’t have nades (which is why I am here, not there) and that Xt doesn’t have them anymore (which is why I will probably not be here for long).[/QUOTE]
Agreed, the grenades really gave a better feel to the game because each time you can feel the stress when you just spot the fallen grenade about to blow you in pieces all over the place. Was also a lot of fun to be able to throw a grenade at random and get a multi-kill with it, epic …
Unfortunately maps and movespeed aren’t appropriate for nades. In ET for example everyone had nades but you could avoid them by strafe jumping out of the explosion range, and maps were bigger so it was not a problem.
Everyone has a nade in CS… or… BF… or… CoD… Seriously, maps and movespeed have nothing to do with it, dumbing down a game to appeal to mentally handicapped 12 year olds, which appears to be the target audience, involves many steps however, one of them being accessibility to grenades.
We have still hope to get grenades in XT : http://forums.warchest.com/showthread.php/38326-Character-oriented-grenades
Smooth seems to be interested in this.
[QUOTE=RasteRayzeR;480163]We have still hope to get grenades in XT : http://forums.warchest.com/showthread.php/38326-Character-oriented-grenades
Smooth seems to be interested in this.[/QUOTE]
As if, not to sound the pessimistic asshole here, but concerns towards nades have been raised months ago already, not just days or weeks, entire months have passed - with several officials and devs commentating on various threads regarding it. Nothing has happened yet and more than likely, nothing will.
Nothing will happen for sure if we don’t keep up proposing ideas on how to integrate the nades differently. I totally agree with you it won’t be easy and there is not way to know if any of these ideas will reach the game, but we have to try, right ?
I like the fact that grenades are a lot more rare. Less grenades removes a lot of spam, which is good in my opinion. Or at least not a loss of anything crucial to gameplay. In ETQW for example, everyone had two grenades. It was way too much. When a bomb got planted there would always been a rain of grenades making it very difficult to get a diffuse. When you took a room your team could spam grenades at entrances and pickup free kills. Getting killed to a cooked grenade is not fun, or skillful.
In which way is it bad? The same could be said at the bullet spam to get free kills on lemmings disarmers. Who prohibits you from killing enemies first then disarming? And vice versa? Plus SD always said the nade spam was never a problem. The problem are the short spawntimes (I hope I dont need to explain why). It is same as having more grenades but much worse.
Oh, and in ETQW not everyone had 2 nades btw, look at e.g. medic.
[QUOTE=Ashog;480278]In which way is it bad? The same could be said at the bullet spam to get free kills on lemmings disarmers. Who prohibits you from killing enemies first then disarming? And vice versa? Plus SD always said the nade spam was never a problem. The problem are the short spawntimes (I hope I dont need to explain why). It is same as having more grenades but much worse.
Oh, and in ETQW not everyone had 2 nades btw, look at e.g. medic.[/QUOTE]
Medic had 2. Just looked at a old VOD (6v6) to check
Maybe you are thinking of 4v4. I believe it was changed to 1 for 4v4. Yes you can kill them before disarming, but you can also lob a grenade without being exposed to land on objective. You can prime your grenade then simply peak out and kill someone. I find grenades too easy to be effective and I’m enjoying the game with less of them.
Yeah true, grenades were probably my favourite thing in ET. Mostly because I couldn’t aim at the broad side of a barn though but hey! 
ETQW grenades were low brow to the max. Just gonna have to let Ashog live in his fantasy world though. I like the idea of special grenades being proposed at this point though, which should fill the void without increasing random spam damage.
ETQW nades had too much they had to be used on such as deployables and mines for them to be of any significant player v player use.