First impression feedback - random thoughts


(RectalTerror) #21

I’d still swear I’ve seen people strafe faster than I can. It would actually be cool if it was possible (fast strafe while holding the run key), but it’s normally not.


(INF3RN0) #22

That’s normal in every game I’ve played, but it’s all the same speed. You can make things appear slower by lowering your FOV though.

But maybe you actually were playing versus faster class loadouts. Some do actually move a bit faster than others.


(Brinkman) #23

I’m hoping they release more alpha keys soon. The servers are never close to being full when i’ve checked throughout the day or night.


(1-800-NOTHING) #24

[QUOTE=Mustang;459404]It’s the frame render time, which makes up some of the input lag but not all of it, there is also mouse delay, cpu processing, buffering, pixel response, etc.

There is no boost, or if there is it’s a bug. Way back in early pre-alpha it did give a speed buff, but not anymore.[/QUOTE]
ah, thx for clarifying that.
why was the boost removed? OP knife/backstab?


random feedback pt 12:

-maps/objectives
some good and some bad here. i guess i’ll start with the bad.

-linearity. some of the maps have large parts where there really only is one route to take, and/or where taking an alternate route is of no real significance, and the only kind of possible gameplay is large pushes with the whole team going in the one possible direction they can go.
these large pushes seem to play out almost as a matter of statistics. so if team A has 57% of the skill then that’s the team that will win.
this gets kind of repetative after a while.

-EV objectives. especially guilty at the above, and the constant, low speed of the EV doesn’t alleviate it, either, since it doesn’t matter what you do as long as someone is keeping the EV moving.
the feeling of linearity is probably also reinforced by the fact that the damn thing runs on autopilot.

-so many places inexplicably blocked off by convenient debris. again, adds to the feeling of linearity - even if “that little office cubicle with a lamp” is of zero tactical advantage (except maybe for hiding), and doesn’t offer an alternative route.

-Barricades. one of the things that made objectives compelling and high-tension in etqw was the fact that the completion of an objective was a done deal.
barricades seem more like capturable spawns in this regard, in that they can be built/destroyed/rebuilt indefinitely (?).
so even if you could blow up a barricade before the EV gets there, the barricade objective doesn’t get permanently crossed off the list.
why would a defending engineer disarm c4 on a barricade when it is actually safer and pretty much just as quick to just rebuild the barricade when it is blown up?
on top of that, the barricades are slow-downs in the middle of a slow-moving and sometimes long-winded escort objective.
i think an alternative version using the same maps as now could be: prebuilt barricades where the soldier has to blow up (once and for all) the “barricade construction box thingie” and in so doing the barricade is deactivated (forever).
the possibility of being able to do so prior to the EV getting there could perhaps open up for a slightly more unpredictable use of the map space, and make the disarm attempt more interesting and high tension.

-spawns/spawn killing: multiple exits, please.
and don’t place one of the teams on the bottom of a well where the other team can attack them from 99 different height-advantage positions, either. please.

-milk jug/carryable objectives.
some of them are fairly hopeless to stop (LB, WC), for various reasons.

the camden milk jug run, otoh, is always a fun one to play; multiple routes that actually matter, length of “carry distance” and amount of milk jugs means defenders have a fair chance of at least slowing down the enemy progress, while sneaky/lucky runs via an unguarded route can pay off.

similarily the very beginning of LB is fun - multiple ways to get to/defend the unrepaired EV, with the possibility to defend/attack the wrong spot. feels more unpredictable and replayable somehow, and seems to actually utilize more of the available map space.

/my 2 cents into the wishing well.


(GENETX) #25

[QUOTE=1-800-NOTHING;459432]ah, thx for clarifying that.
-linearity. some of the maps have large parts where there really only is one route to take, and/or where taking an alternate route is of no real significance, and the only kind of possible gameplay is large pushes with the whole team going in the one possible direction they can go.
[/QUOTE]
I especially agree on this in the last section of White Chapel. The 2 attacking routes are too close to eachother without enough cover.

-Barricades. one of the things that made objectives compelling and high-tension in etqw was the fact that the completion of an objective was a done deal.
barricades seem more like capturable spawns in this regard, in that they can be built/destroyed/rebuilt indefinitely (?).
so even if you could blow up a barricade before the EV gets there, the barricade objective doesn’t get permanently crossed off the list.
why would a defending engineer disarm c4 on a barricade when it is actually safer and pretty much just as quick to just rebuild the barricade when it is blown up?

You never did ET… I totally disagree with you on this one. The EV itself is not great, but these barriers are awesome because they give a lot of dynamics on both attack and defence side. It is all about timing!

  • Build all the barricades in advance, meaning the team has -1 on defending the EV, or just build them in time, in which you may be too late?
  • Disarm the C4 or rebuild the barricade?

Especially this last one is tricky. Obviously you can rebuild it if the EV hasn’t passed yet. But what if the EV has stopped in front of the barrier? When the C4 blows and an attacker is near the EV? In that case the EV will roll and you cannot build the barrier anymore. So in that case disarming the C4 is a better idea. But also that is not true, you could also damage the EV and then make sure to have the barrier up before the attackers repair the EV! But in that case you need resources such as an airstrike…

On the attacking side it is also important to plant the C4 in time, but not too soon so that the defenders can rebuild it again. Furthermore it is important to keep people around the C4 and EV to make sure the EV is escorted as soon as the barrier blows!

So in ET we had the similar map to LB which was Goldrush. I’ve seen it happen often that the 2nd barrier is blown but that the whole team was taken out with an airstrike, including the tank. GIving the axis the chance to rebuild the barrier again. This really led to some intense fights for the barrier. Perhaps the most intense fights since both the Tank/EV and the barrier/C4 objectives need to be done simultaniously!


Meh crossing off objectives… And linearity… In ET it was even better with an enemy uniform a covop could get and then open doors that were only accessible by axis. Really hard to bring a “uni(form)” to the last objective. But hell, the thrill to skip almost all objectives and place a very sneaky attack far behind enemy lines! ET:QW also lacked this… Probably never getting back. But this possible objective skip by clever play was awesome and really pushed teamplay. One bad player in the team that forgot to alarm for a stolen uniform could make the whole team lose easily.


(1-800-NOTHING) #26

well, once the EV is past the barricade that objective is crossed off the list anyways.
idk, maybe it’s the weird map timer, or the lack of a disarm counter, but the tension and thrill of trying to disarm the plant is kind of lacking atm., i feel.
i mean, when planting c4 on barricade i get -impatient- waiting for it to blow up. pretty sure that’s not the appropriate emotional state to be in, no matter how the objective/map progression is set up.

i didn’t mean linearity in terms of the order in which -main objectives- can be completed. i agree that etqw was linear in that sense.
but the maps were fairly open, with multiple routes that mattered (at least the good maps).

edit:
i guess part of the c4 impatience/lack-of-thrill could be due to objectives being set up to avoid “lemming rushes” - so you kind of need full control of a fairly large area in order to either plant or disarm.