every person I talked to has stated they didnt like ET because of the (XP)leveling system and the weapon nerfing… not because it made their brain hurt from being too tactical
Yep, the XP system is the biggest single factor in putting off RTCW players, as it’s a great big steaming pile of dog turd that has no place in a multi-player game (and I’ve ALWAYS argued as such since ET Test). BUT…it has hardly any impact in Clan wars as XP is severely limited, so whereas it most certainly was a good excuse for hardcore RTCW’ers to give ET a miss, it isn’t anymore.
The weapon nerfing was done for a reason, and IMO takes out 2 elements of RTCW that these so-called “L337” aimers really miss. Spray-and-pray and wall-leaning. Neither is as effective when the weapons don’t pump out the bullets as fast.
My Clan, like a lot of ex-RTCW clans started playing ET with RTCW tactics, in that we didn’t really know what to do with noob-sticks / mines / mortars, etc. As we played more, and played against Clans that hadn’t come from a RTCW background we learned the value of these additional weapons. They add an entirely new tactical dimension to the game, which, once again, I don’t think is fully appreciated by RTCW players who’ve only got limited experience of ET.
edit: You edited your post Demoman.
Ammo racks enable teams to run with less Field-Ops and therefore more of something else. RTCW teams are usually Meds / Ltns plus an Engy if something needs blowing up. ET teams are more diverse leading to more tactical Class selections.
Also, in ET, Medics don’t get the same ammo ration as RTCW Meds until they get to Level1. A Level0 Med in ET is weaker than a RTCW Med, and with CB XP tweaks Meds don’t get beyond where RTCW Meds start.
Furthermore, I appreciate anyone’s fondness for RTCW, I have loads, but it’s difficult to argue that a game with bigger maps, more objectives, more things to do, more opportunity to make mistakes, more weapons, more Classes, etc., is less tactical than one that doesn’t.