Stating your opinion as a fact. We’re a little arrogant, aren’t we ?
Is ETQW really about teamwork?
you will never come that far alone in a war, and thats where you can expect real teamplay… :lol:
All I’m saying is I hope QW puts less accent on individual player skill thus forcing him to rely on his team even more
You have to admit that, for a team fps, ET puts a lot of emphasis on individual skills
You mean, for a team game W:ET puts too much emphasis on rambo medics. Every other class can be easily taken down. But if I face lots of medics, I can even outdamage them (deal quite a bit more damage than I receive) and I still die more than I kill. Spawncamping and ramboing isn’t possible without medics.
and so did rtcw and so will quakewars :)[/quote]
Actualy, no, it won’t. I think that, at least as far as rambo medics go, there will be no problem with QW. Lots of things can counter them, like vehicles, turrets and dont forget about large maps and the lack of bunnyhoping. Still, we will have to wait for the game to know for shure.
As to the past… I only played RTCW demo, but I think rambo medics were less powerful in that game. And by much.
No ammo cabinets. No ammo reward for xp. This means medics probably had harder time finding ammo. Also I’m not sure about ability to pick up weapons - was it there in RTCW ?
Anyway, weapons were more accurate in RTCW and had faster rate of fire, so it was harder to run away from fire and heal.
Handgrenades flied faster, at least in beta/early demo, not sure about full. Again, this means that some weapons were deadlier and even less time to heal.
yeah I always said to enhance teamwork in BF2 make it so only the winning team scores its points, losing team gets nada. Might have some better teamwork then.
if your looking for teamplay/teamwork join a clan and participate in clan wars…
dont look for teamwork on a public server… thats just stupid.
Speaking of enhancements… make it so that you don’t get xp for enemies killed in spawn. Why should the game encourage you to do that ?
Flying medics - that was Quake 3 Fortress. Speaking of Q3F, spawn camping was amazingly fun in there, because there was no spawn delay and anyone could spawn instantly. Spawns were essentially deathzones for the opposite team. But it was very cool if you managed to build level3 sentrygun in a spawn. (2 chainguns + rocket launcher)
No matter how much a game supports and rewards team activities, when it comes to pubs there will ALWAYS be people that will see it as a DM game. Always. Just get used to it, if you are playing in a pub expect to see a lot of lone wolves.
come on, there’s even weapons that discourage you to be around your teammates, as i said i’ve always used the flamethrower and no one ever complained, and when they did it was because i was accidentally killing my own peepz, what i would do normally was pick a path and clear it, or storm the spawnflag and steal it, now you COULD call what i did then ‘ramboing’ but i dont think anyone will do that because the coined term refers to the ability the medic has to regenerate. personally i think the nastiest ability is the adrenaline since it made them essentialy inmune to my flames
What I don’t like is this. In goldrush, near second tank barrier, I cleared the path with my flamer. These guys don’t even try to plant, until axis regenerates their defense of the second tank barrier.
Basically, I don’t like it when I try to do something for the team, and it goes to waste. Another reason I play engy because whatever you do, nothing can go to waste, except when teammates step on your own mines.
well teamwork doesnt work if a person in the chain is doing something else than he/she is supposed to do.
