i’d like to see spawn-miss prevention like eg when you press ctrl then you can keep on watching while you wait for a revive, but if you aren’t revived until the counter reaches 0 you automatically tap out like you would have pressed the space bar and you respawn.
ET:QW Wishlist
An option to automatically toggle command map instead of view from teammate’s eyes (while waiting for spawn).
I would even go as far as to make it the default option. Perhaps because I’m too sick of conquering Radar Command Post alone, only to find I’m the only one who spawns there.
More info about spawns/command map
in Wolf:ET you only see numbers next to spawn icons. It would be very useful if I could see tiny class icons and numbers next to them. It would prevent from 3 engineers going one way and 10 medics another way. You could easily see if a group has enough engineers, field ops and whatnot.
To make a blanket statement that any behavior the developers didn’t intend is OK because either side can do it is just ridiculous.
For example, there are various places on the stock ET maps where a player can become invisible and invulnerable, but still shoot people. Is this “skill” or an exploit ? IMO it’s pretty clear it is an exploit. Where the line falls between unintended feature and exploit is a matter of judgement. There will always be people who disagree exactly where the line should be drawn. To me, these things should be judged individually, based on how they affect game balance and play.
Railgun water tank + etpro + clip brush + trigger_hurt = punished exploiter!
I agree, map bugs that confer a ridiculous advantage (like complete invulnerability) are pure abuse. Thank God for etpro map scripting.
–Mortis
[quote]SniperSteve wrote:
WRONG!!!
But its a legal tactic to do something different that wasn’t intended but doesnt give your team a huge advantage. Remember, when your on that side, you can do it too. That is, if your skilled enough.
To make a blanket statement that any behavior the developers didn’t intend is OK because either side can do it is just ridiculous.
For example, there are various places on the stock ET maps where a player can become invisible and invulnerable, but still shoot people. Is this “skill” or an exploit ? IMO it’s pretty clear it is an exploit. Where the line falls between unintended feature and exploit is a matter of judgement. There will always be people who disagree exactly where the line should be drawn. To me, these things should be judged individually, based on how they affect game balance and play.
[/quote]
Read next time plz.
invisible and invulnerable = huge advantage.
Please copy the Sniper rifle from RTCW (NOT ET!!!) for 1 headshot kills, 2 body shots and a complete waste of time using it at close range. Don’t forget the figure 8 pattern the scope moved with
I think that NaturalPoint’s TrackIr should have support in this game.
If you don’t already know what this is, check out this webpage and read my following explanation. http://www.naturalpoint.com/trackir
TrackIr is well known in the area of Flight Sim and Racing sim games. It’s an Infrared camera that you set up on your desk or monitor, you put on a hat (and the Vector clip if you have that as well) and the Infrared tracks the reflective surfaces on the hat/vector.
From the way you move your head it tracks the movement and it imitates your movement in the in-game cockpit view.
I noticed in one of the render screenshots for a vehicle that will be in ET:QW that it is a completely 3d cockpit. If you were to use NaturalPoint’s TrackIr system, you could have players (who have TrackIr and Vector) move and look around inside of that 3d cockpit smiply by moving their head.
By the way without VectorPro and JUST the TrackIr and Hat you are limited to the rotating axis of X and Y, but with Vector and TrackIr you have the movement and rotation of XYZ and you can roll your head in the cockpit (when it comes to games that support it, or other wise, have a completely 3d cockpit).
If you’re skeptical of how this system works, check out this video. http://media.naturalpoint.com/video/games/LockOn-BlackShark-6DOF-Demo.wmv
That video was recorded while someone was using the Vector Pro AND TrackIr camera.
If you want to see what it’s like for the user, check out this video (though no Vector is being used).
http://media.naturalpoint.com/video/games/np-lomac1_web.wmv
If you guys at Splash damage were to pick this up, you guys would be the FIRST development team to use TrackIr in works with a FPS game (though what I’m suggesting is only inside a vehicle cockpit).
I play Flight sims often, and I also play BF2. And what really irritates me is that BF2 doesn’t support TrackIr for when I’m in the aircraft. I’ll be flying around in the jet and I try moving my head around to look and find an enemy only to become mad at myself because I forgot that I’m in BF2 rather than in a Flight sim with my TrackIr.
I think this would be something that people would really find an interest in and would get more people looking at ET:QW.
I’m going to see about making a seperate thread on this, to make sure everyone reads it :).
OMG What is wrong with people and assuming you have to turn your head all the way just to see behind you.
It’s more sensitive, as in if you turn your head a little bit Trackir will move it a little bit FARTHER than you turned your head in real life.
Look at this screenshot of the options editor in TrackIr… And make sure and READ what it says:
The head in the left is how far my head is moved in real life, the head on the right is how far Trackir will move my in-game perspective.
Get it?
lol… yeah it’s a bit of a flawed system… you turn your head right but look straight… just like ‘RL’ … lol
i liek teh one where you’re in a giant steel ball and you can runn around…
kekeke
lol… yeah it’s a bit of a flawed system… you turn your head right but look straight… just like ‘RL’ … lol
i liek teh one where you’re in a giant steel ball and you can runn around…
kekeke[/quote]… I hope everyone understands that you don’t have to turn so much… Or was that supposed to be as funny as it was when I first read it KAGE?? (In other words I laughed a lot.)
Flying skill stat
I don’t know if this has been sugested before, but a stat to show how long a pilot flew without trashing his airborne vehicle might be a nice info for those stepping into this pilot’s airplane/helli. This stat would give no rewards, nor should it be a requirement. It’s just to show you got some skills so that other players can trust that you wont crash into the next tree on liftoff.
As soon as you would crash your vehicle, this stat would decrease. The stat would then go up for, let’s say, every minute you’re still in the air.
Just a rough idea, since I didn’t see it posted when I searched for it.
Previews mention a “driver” skill, or similar. That’s probably enough, I don’t see why each weapon/vehicle should get its own skill.
!!! IMPORTANT !!!
One of best ways to increase level of teamplay and team awareness is to… implement deathmatch/team deathmatch gametypes !!! This is because all rambos pr0s 1337s and so on will go to deathmatch servers. So people who remain on campaign servers should be more team-friendly. It’s twisted, but it would work. Think about deathmatch servers like junkyards/dumping ground. They exist so that other places can be clean.
If my clan switches to ET:QW, I’m sure we would run an objective campaign.
See, at least two servers run objective mode… And probably others will folow.
All thumbs up for those deadmatch modes!
Was thinkin of this this evening whilst playing ET and it occoured to me how all the characters are the same as such. Its merely a cosmetic issue but it’d be cool if you could customise your character a bit. Nothin major, just maybe your clan’s logo on the sleeve of the uniform or your name on your helmet.