ya i played it
but this is a different game. i know it has generally the same gameplay and is being developed by the same guys, but it is a different game.
ya i played it
but this is a different game. i know it has generally the same gameplay and is being developed by the same guys, but it is a different game.
Thats one of the most ridiculous things I’ve read in quite a while. Air power in real life is nothing more than support.
Don’t want to get into the whole real life debate other than to say 2 gulf wars say you are wrong.
First, I really disagree with the notion that riflegrenades somehow need to be nerfed from their Wolf:ET version. They are already limited by class, low ammo, powerbar consumption, and a per-fire reload time that is simply terrible. If people have a problem with tking with the riflegrenades, I think the problem is the group of friends you are playing with. I haven’t had much experience with the riflegrenades in Battlefield as I hardly ever play that. And it DOES take skill to use riflegrenades. Not just anybody can grenade people coming out of the tunnel in the tank from the top of the fuel depot tower.
I have no experience of ET and was just communicating the danger of having unrestriced Nade launchers a la BF2. If ET / ETQW has adequate checks in place then great. I’m not one for nerfing thigns unecessarily - I’m all for base rape, arty, spawn camping, in fact everything that goes along with unrestricted gameplay because I believe you should use some skill and common sense to defeat these things not have to rely on protection from the developers. The nade launcher is in prinicple slightly different in that it has the ability to stop you using any skill to overcome adversity by virtue of its 1 shot instant kill. However if ET have found a way to balance it and make it skillful, then thats fine by me. Was just mentioned as a warning of what can happen if thats not the case and ultimately I do trust the developers as its not EA here!
RG’s are not the overpowered thing some here are making them out to be. One giant difference in them versus the BF2 noob tube, is that they dont explode on contact at a short distance - they will bounce first. They explode instantly if they travel far. Sure some players kill themselves, and I have upon occasion, but there are good engy’s out there that switch to handguns when around their teammates, and use the RG for long distance kills. I’m pretty good at killing players 1/2 way across the map with them.
And the guy that cant reach #7… thats why the best setup is using the Arrow Keys and not WASD
Numpad 1-5 are my weapon slots, easily reachable, with Num 0 being sprint, shift and ctrl for jump and crouch respectively. You lose alot of possible key use to the left of your hand using WASD.
Yeah Lucas, the ET rifle-grenade is pretty powerful, allowing for instant kills as well. I think it is very well balanced though. As I’ve said before, it’s only available to the Engineer class, uses like a quarter of the chargebar even at higher levels, has limited ammo, and has a lengthy loading animation that leaves you defenseless before you can fire it. It also requires a lot of skill to use at any distance; bouncing off on a direct hit at close range, but detonating instantly at extreme-long range. I like it because I can pull off Scorched Earth style high-arcing trajectories that can take out an entrenched sniper or machinegunner from across the map. Sigh I imagine that SD will have to change it in some way for ET:QW, simply because the GDF and Strogg forces aren’t likely to use mid-20th century technology.
Just because someone hasn’t played ET, that doesn’t mean his/her opinion is worthless. I’d say the non-et player opinions are actually more valuable than those of hardcore ET players.
Of course, but at least trying W:ET could stop a lot of questions from getting asked as they just look obvious.
Arrow keys suck, because you lose a lot of easily reachable keys. Try end/home/del/pgdn. Arrow keys are still easily reachable, you have +2 keys (ins and pgup), and having your hand in the middle of keyboard means it’s easier to reach upper parts of keyboard without sacrificing any lower keys.
Isabel Lucas:
What makes you think granadelaunchers in ET:QW are more like BF2 than W:ET ?
Download W:ET (200?300?MB) and check for yourself.
What is it in general with people who say Enemy Territory:Quake Wars is more like BF2 than Wolfenstein:Enemy Territory ?
Well you can script such actions I think, at least some of them (the field ops can call in artillery by just pressing one button).
And I seriously hope they have no weapon bashing in ET:QW. Maybe it looks cool, but it’s very annoying to have some idiot chargign you to bash you because he hasn’t got any ammo. But there was a screen somewhere showing that the GDF get a knife, so I suppose there’s no weapon bashing.
Arrow keys suck, because you lose a lot of easily reachable keys. Try end/home/del/pgdn. Arrow keys are still easily reachable, you have +2 keys (ins and pgup), and having your hand in the middle of keyboard means it’s easier to reach upper parts of keyboard without sacrificing any lower keys.
I think it’s the other way around. I can type about 80 wpm, and have long fingers, so I can easily reach far across the keyboard without missing a key. I can hit all the numpad keys, up to F9 and over to K without taking a finger off the arrow keys. Delete is lean left, Page Down is lean right, End is prone, and Home is the Binocs (used to be mouse 5, but new G7 doesnt have that button…).
Working with WASD I lose alot of keys that I could easily reach to my left.
Concern 7: Won’t be newbie friendly
However, it is really difficult to get non-members interested in the game. … My suggestion is a beginner HUD that shows up when the player has low XP. This HUD would be non-invasive, but still provide helpful hints such as important key-bindings and maybe explicit heads-up directions so they dont get hopelessly lost on the map. Objectives could be labeled ala Halo 2 multiplayer.
Absolutely – I agree strongly with this. I have some friends that were RTCW players, but never got into ET because the “maps are too confusing”. Whenever they’d play, they didn’t know where the objectives were, or they would run the wrong way and get lost on the other side of the map. And I’ve seen a lot of people do the same thing on pubs – not using teamplay simply because they don’t know what’s going on.
I would like to see a big arrow pointing people towards the action, as well as an onscreen message telling people what to do (eg “Escort the Tank”). If they start doing the wrong thing, the message would turn red and start blinking. That way if someone is ignoring objectives, they’ll at least be aware of it.
The other big problem with Wolf:ET is that Axis plays defense 5 out of 6 maps, which just encourages team stacking (because defense is easier or garners more XP or whatever). Hopefully, ETQW will be better about mixing up the sides or having dual-objective maps.
And finally, the XP system – terrible from a game balance and teamplay standpoint – but seeing how it’s WolfET’s most popular feature I guess they felt like they had to keep it. However, I would really like to see XP nerfed so that the power-ups are either harder to get, or aren’t so desirable. For example, binoculars instead of extra ammo.
I don’t have any problems with rifle nades or whatever. As long as the weapons are balanced, it shouldn’t be a problem. My one worry about “modern weapons” is that they will be super-accurate at a long range, and people will be crawling around rather than running and jumping.
I would like to see a big arrow pointing people towards the action, as well as an onscreen message telling people what to do (eg “Escort the Tank”). If they start doing the wrong thing, the message would turn red and start blinking.
The overview maps on the limbo menu seem to be pretty helpful in that - with zones and current choke areas marked… apparently there’s no HUD overlays during the game though. But part of the individual objective list was turned off for E3 (see top left corner of the screen on the videos), so maybe there’ll be something of the sort.
But I’ll add to the chore - when I switched from RTCW to ET, what really pissed me off was that most people would be wandering around instead of going to the real objective. They’d find choke points that were totally unrelated to current objective (for example, go straight to the church in goldrush instead of actually scort the tank there first) thinking it was what they should be doing… because the map objective were less straightforward than the average RTCW maps. That’s what made me stop playing ET actually, because I like to play in public servers and when 80% of the players are totally clueless and still believe they’re doing right is the moment I get angry instead of have some fun.
That’s why I explore all maps offline if I get the chance to it. Seems the others didn’t do that or aren’t smart enough to do so.
I am adding the new sprint system to my list of concerns.
Being able to sprint during a firefight is an extremely valuable skill, especially when an engineer running to an objective or a medic trying to sustain his team. Saving up the chargebar is a perfectly valid tactic. If my engy has to slow down everytime a bunch of nogoodniks swarm him on his way to an objective, I’m pretty sure I will be inventing some new cursewords.
Anyone care to inform me of the rationale for getting rid of the sprintbar? What’s the reason for an inexhaustible sprint supply anyway? Wouldn’t I just want to sprint all the time instead of just “simply running”?
I realize its not a democracy, but I vote for the W:ET sprint system.
WHat do you guys think?
Yes, I did that too, but not like I really wanted to. Much better that people can just jump into the server and start playing.
Yes leave it in splash damages more then capable hands they did an excellent job with the first and Im sure this second attempt will be no exception.
Don’t want to get into the whole real life debate other than to say 2 gulf wars say you are wrong.
They still needed tanks and infantry - air support just made it a lot easier for them. Unlike in BF2, planes can’t control a battlefield by themselves. They move in, destroy a target and go away, and don’t come back with full ammo 30 seconds later. Anyway, the idea that planes should be overpowered in a video game filled with aliens because Iraq couldn’t stop the worlds most powerful airforce is kind of farcical. Overpowered planes is bad gameplay.