Is ETQW really about teamwork?


(murka) #41

ofc it is :evil:


(Ifurita) #42

Boo fricken hoo! That’s the nature of pubs. As some others said, if you’re looking for or feel like you’re ready for a deeper game, I’d suggest looking for a clan. There are all flavors of clans from hard core comp to laid back, casual approach to comp. I think it would be a good investment of your time to check some of them out.


(mazdaplz) #43

i have to agree with fart, if your effort goes to waste, you didnt time it right. unless all your team is slacking of course, which sometimes does happen, just switch teams and watch them lose, then rub it in it makes them try harder


(space) #44

If you want to see good ET check out GGL TV (at www.ggl.com) or clanbase TV (at www.clanbase.com)

Here is one of the most recent posted matches…

http://link.brightcove.com/services/link/bcpid422556527/bclid769625259/bctid769432853


(mazdaplz) #45

im watching it, teamwork is nice but i saw a lot of artifacts in the video, the guy cut it to go to windows also, and the thing froze a few secs. on top of that the guy making the comments doesnt even know what hes talking about


(Strogg) #46

Well, on my server team damage will be TURNED OFF!! :stroggbanana: It wont be an issue on my server. You wont have to worrie about killing your teammates by accident.


(fart666) #47

but isn’t that where the fun start’s… :smiley:


(B0rsuk) #48

Bullshit. If you find a good server, you can be very surprised. For example, on server I played yesterday, we had 3+ engies but only farther depot defence was ever built. Enemies attacked in waves, each consisting of engies, covops and medics, proportions about even so you could even argue there were too many non-medics. Dynamite was defused several times, and there were always some dedicated defenders. Even so, it was very hard to defend against them, even if you killed 2 engies with 1 handgrenade, it was simply not enough.
If a teammate stepped on a mine, more often than not you’d see an engy rushing to disarm. And people killed by not-so-friendly mines not only didn’t complain but usually said ‘Sorry!’

It looks like Strogg will have very strong rambo punisher in the form of Technician. If he chooses the stroggification kit, lone wolfing suddenly becomes a baaaad idea.


(fart666) #49

Bullshit. If you find a good server, you can be very surprised. For example, on server I played yesterday, we had 3+ engies but only farther depot defence was ever built. Enemies attacked in waves, each consisting of engies, covops and medics, proportions about even so you could even argue there were too many non-medics. Dynamite was defused several times, and there were always some dedicated defenders. Even so, it was very hard to defend against them, even if you killed 2 engies with 1 handgrenade, it was simply not enough.
If a teammate stepped on a mine, more often than not you’d see an engy rushing to disarm. And people killed by not-so-friendly mines not only didn’t complain but usually said ‘Sorry!’

It looks like Strogg will have very strong rambo punisher in the form of Technician. If he chooses the stroggification kit, lone wolfing suddenly becomes a baaaad idea.[/quote]

didn’t he say expect…? maybe read the next time befor posting

Bullshit.


(B0rsuk) #50

It wasn’t a response just to that guy. You can expect teamwork on good servers. Some of people here vilify pubs too much. I was in clans for a very short time and I remember how it looks like in a clan match (basically nothing happens by accident).

I think it will be much better in ET:QW . Not so much because of better interface, but because the game will cost money. People who are only interested in K/D will either play W:ET for free, or buy something else like Ut3. And I believe that medics won’t be so dominating as they’re now. And I hope engineer/vehicle regeneration isn’t too fast, or better - nonexistant.

Medics are the key to ramboing and spawncamping, too. If medics are more balanced, people will have to stay with team. Primary reason of medic ownage will be gone - you won’t be able to pick up enemy weapons.
But I’m a bit worried about Technicians. Unless I’m missing something, they’ll be getting ammo and health in one package. No better class for a rambo…?


(SCDS_reyalP) #51

You can encourage teamwork in a game, but you can’t force it. Games that try too hard end up being no fun to play, because on most public servers, only a few people will really be working together.

Better to have a game that rewards teamwork, rather than trying to absolutely require it. RTCW and ET do this rather well. You can have a lot of fun on a disorganized pub ramboing or working together with a couple of other people, but a truely organized team will do far better.


(B0rsuk) #52

I think there’s always room for improvement as far as encouragement and xp go. Often with no side effects.

For example I would make it so you don’t gain xp for enemies killed in spawn areas. Why should the game reward you for dropping airstrike on enemy spawn ? Where’s the challenge in that ? I heard SD already took care of this because spawns are more or less protected in ET:QW.
It’s the most annoying when someone gets xp for killing AFKers. Very, very pointless thing to do and the essence of stat whoring.

Speaking of AFKers, I think there should be some protections against them. The game should kick anyone idle for 2 minutes to observer to free the slot and make the teams more balanced. Not only they create false impression of balance, but also hinder teammates by blocking spawns etc.
Ideally, people idle for 2+ minutes shouldn’t spawn at all.

No complaints should be possible for landmines. It’s very hard to deliberately teamkill with landmines.

I wouldn’t mind if airstrike/artillery markers were visible even through walls (but for teammates only !). Seems like ET:QW already does this for objectives, so why not weapons notorious for teamkilling ? Artillery IS visible on W:ET map, by the way.


(madness) #53

I can see it just now: Idiots planting mines in front of their teams spawn…


(B0rsuk) #54

[quote=“madness”]

I can see it just now: Idiots planting mines in front of their teams spawn…[/quote]

  1. There’s safety (invulnerability) for several seconds after you spawn. Just run over the mine.
  2. Landmines get used up pretty soon, so a teamkiller would have to be there right from the start of the match.
  3. Spawns often have concrete floor so it’s hard to plant mines there.
  4. You can usually jump above it, or use alternate routes.
  5. If everything else fails, you can often push the idiot onto his own mine. I do this to engies planting in very stupid places. And only after talking to them first. It’s two birds with one stone - you get rid of a harmful team member and his mines.

Even on servers with complaints disabled, I very rarely see someone attempting teamkilling with landmines.


(NoControl) #55

Imo team damage needs to be ON, otherwise it will make the game TOO EASY to play, and lower the risks, which for atleast me make the game more fun.

Imagine team damage turned off in ET, you could spam artilery, mortar, support, panzer and other crap into objectives/spawnflags/ect, preventing enemy to get there alive while your teammates would be safe. I want my games to be challenging and risky, not walk in a park.


(B0rsuk) #56

Imo team damage needs to be ON, otherwise it will make the game TOO EASY to play, and lower the risks, which for atleast me make the game more fun.

Imagine team damage turned off in ET, you could spam artilery, mortar, support, panzer and other crap into objectives/spawnflags/ect, preventing enemy to get there alive while your teammates would be safe. I want my games to be challenging and risky, not walk in a park.[/quote]

Not only that, but it would also allow for some very cheap tactics. A field op throws airstrike past walls on Fuel Dump and everyone runs inside.

The most common way of handling disguised enemies would be shooting all teammates, just in case.

Teammates running over your mines wasting them in the process. If they can’t get hurt, why should they care about your mines ?

How about teammates blocking way for your vehicle etc ?


(Wils) #57

Team damage on is the default (and correct) way to play ETQW. That’s the setting that the game has been balanced with. You can turn it off, but I wouldn’t recommend doing so on a server that isn’t actively adminned, because you’ll need some house rules to stop the wave of spam that will ensue (as it does in any game of this nature).

Conversely, mines are team-specific, and won’t trigger if a teammate stands on them.


(BondyBoy007) #58

Well, on my server team damage will be TURNED OFF!! :stroggbanana: It wont be an issue on my server. You wont have to worrie about killing your teammates by accident.[/quote]

Team damage off IMO does not encourage teamplay. If I ever have the misfortune to join a server with team damage off I leave as soon as I realise.


(B0rsuk) #59

That’s interesting. I can certainly see the point of FF off for strogg mines. According to squirrels, strogg mines stick to walls so they could be very hard to notice even for teammates.
Still, this could be dealt with by making mines visible thru walls (for teammates).
But GDF landmines - I mean, they’re marked for teammates, and quite easy to avoid unless you never watch your feet.

I’m not sure I really like it.

EDIT:
Wait a second. My teammates can’t trigger mines. But can I trigger my own mines ? Hmm.


(Gringo) #60

The problem I also find is when u go from team damage off server to one with it on, it can cuz all sorts of problems and I kill enough of my own team as it is without such complications!

P.s. like that idea about the mines, very nice!