Enemy Territory: Quake Wars Previews and Interviews


(jimb0) #161

But he said “…bots for ENEMY TERRITORY…”. Unless there’s some other ET in the works, I think that’s unlikely.

It’s still a bit suspicious if he’s working at id, instead of at SD, but it still can be done from a distance.


(nUllSkillZ) #162

Haven’t read it yet:
Enemy Territory: Quake Wars Preview


(Rhoades) #163

“But would the pre-hype actually live up to my, and other, hardcore gamers’ expectations? I can honestly say, without hesitation, yes. Yes, it does”

sounds like a winner.


(TX_RED_ANT) #164

Was able to play this weekend at Qcon. It was truly a great experience. Very impressed with gameplay and controls, all around a blast.


(Rhoades) #165

Did you play teh strogg?


(TX_RED_ANT) #166

Yes, played Strogg twice and GDF 4 times.


(SniperSteve) #167

tell us more.


(DG) #168

REVIEW OR BAN.

:moo:


(phray) #169

here is my own review of the qcon06 et:qw demo…

i only got to play twice, once as gdf and once as strogg. the matches were only 20 min, so i didn’t have time to mess with everything.

as a long time ETer what i liked the most about the demo is that it FELT like ET. but it had that ‘new toy’ allure that just got me a giddy like a school girl. there was lots of action all the time, and it never felt like it had just broken down into team deathmatch like so many CTF matches. there was always some objective in the center of all the fighting. it was HOT.

i mostly played as engineer because I’m very objective oriented and i love sacrificing myself for the team. the engineer was fun, and i liked the ‘hit f to switch to pliers’ icon that pops up when you’re near a constructable. oh, and that shotgun is brutal up close! :rocker2:

i spent a good amount of time familiarizing myself with the deployable turrets. and i can see how those will be lots of fun. each player gets one turret at a time, but if you wish to drop a different one, it will notify you that your old one will be destroyed. you can only drop these in areas that your team controls, so they can’t be used for spawn killing. they’re meant to be defensive weapons. as a strogg i had placed an anti personel turret down in the ravine as close to the construction point for the bridge as i could get and it worked beautifully untill they got the bridge constructed, meaning we no longer controlled that area. so the turret was automatically destroyed when the bridge was completed. this is actually nice for me because that turret wouldn’t have been too effective there any more, and i’m now free to drop an anti-vehicle turret on the other side of the bridge.

i did switch to soldier and i really enjoyed the rocket launcher. it’s not so powerful that it takes down all vehicles with one hit, but it is definately more powerful than the bf2 rl so it takes the focus off the vehicles somewhat. the lock on feature was great for those nasty hornets.

with no stamina bar running across the map seemed to be much nicer than in the BF series. but honestly, the only time i really just ran across the map was when i started messing around towards the end of the match. 20 minutes is really not enough time to do everything i wanted to do.

the icarus suit is fun to play with and did bring back fond memories of tribes, but you don’t get to shoot your weapons in the icarus. your only means of offense is ‘stroylent bombs’ which is on a very short cool down timer, and it will take some getting used to. but skiing worked almost exactly the same as it did in tribes, and was fun to mess with, even though i suck at it.

another thing i noticed was that there was room for 16 people to play, yet there were always 24 players in the server. then i noticed that there were 8 screens above and to the left of the players. so i figured that there were 4 players on each team that were from splash damage in the server to keep the game flowing. the more i think about this, the more i’m glad they did it. i’m thinking the game would have broken down to everyone just playing with the new features if there wasn’t so much action going on at the front lines all the time to keep us from getting destracted. that was a good call on someones part!

all in all it was probably the most enjoyable 40 minutes i’ve ever spent playing a video game. :notworthy:

any questions?


(Rhoades) #170

So the shotgun is pretty much a monster? I’m happy.


(phray) #171

well, as you’d expect it’s killer close up. but at medium range it looses a lot of power but is still decent. and long range it’s basically worthless.

so the moral of the story is don’t try to snipe w/ it…


(jimb0) #172

I always cringe at reading an introduction like “I’ve been playing [list=1] for a long time and…” because usually it’s because the poster is going into a long rant to say how much the <new game> sucks because it’s not [list=1], and how such and such features are “broken” and must be “fixed”, and “omg I can’t believe the developers are so stupid” and stuff like that.

thankfully, yours is not like that, so thanks for the impressions, phray.


(GlobalWar) #173

Very nice impression and i agree with jimb0 about the long time ET player thing :slight_smile:


(TX_RED_ANT) #174

Yes there were SD guys in the back playing along with us. One of them took a tank all the way up the back of the Protective shield GDF have to hack and totally camped the Strogg, was hilarious. I spent most of my time feeling the controls and trying out the strafe jumps. It was nice as I am also long time RTCW/ET player and the controls felt great. I played Field Ops quite a bit trying to deploy guns for airstrikes, and such. The scroll menus were awesome and easy to use. I had a full 8 squad of my boys from old ET days and tried to rush the map as GDF. It was a blast. Loading 5 of us in the transport Helicopter and taking off was amazing. Alas the pilot had no idea how to fly and we crashed upside down. XP was racking up from kills and constructing. All the new gadgets and vehicles really change ideas on strats and reinforcement timers really make medics a necessity. I am so in withdrawl its not even funny.


(phray) #175

i haven’t been able to play any other game since qcon. all i want to play is QW!


(kamikazee) #176

Uh oh. No news on preordering a place in rehab?
Sounds like I will need one.


(iwound) #177

http://www.gametrailers.com/player.php?r=1&type=wmv&id=12294 Wedgwood interview - quakecon gt tv.

http://www.gametrailers.com/player.php?type=wmv&id=12310 Carmack

http://uk.pc.ign.com/articles/723/723487p1.html - preview

http://uk.pc.ign.com/articles/723/723647p1.html - Class Profile


(BrightSoul) #178

From this interview

Finger: Campaigns last three maps on any given server, and you gain XP over the campaign. What does the XP do for you?

Paul: Well, there’s two sides to this, really. We have the campaign-length experience points, and we have the persistent stats as well. So to talk about the difference between these two, the persistent stats reflect your status to other players but are not gameplay affecting - except for instilling fear in the enemy when they see you coming towards them because they know you’re good and you’ve got a high rank. And we have a number of solutions where this rank is not just based on the length of time you’ve been playing or the number of things you’ve shot out of the sky, but how effectively you’ve played continuously .

It’s nice to have persistent stats and see them get better as your game skills improve.
On the other side, don’t you think that obsessed people will start self-killing infight even more? I mean, it’s happening now in W:ET and this game doesn’t even have persistent -official- stats. IMHO people who selfkill are pretty annoying and they should be penalized when they do so.

Also, what does “how effectively you’ve played continuously” mean? I’m the kind of player/engineer that dives into the action to construct stuff as soon as possible. As a consequence, I’m more exposed to enemy fire and I often end up with negative stats but with a couple of objectives completed. Should I review my play style in order to get good persistent stats or am I still considered an effective player, as long as I complete objectives?


(Nail) #179

self kill is a valid tactic and with etpro it counts as a death, I love self killers, they save me bullets :lol:


(Fab) #180

Thats a very positive way to look at it.