My feedback on the beta


(Boltman) #1

Quick Version:
Bugs:
-I can’t reload most of the new weapons (mg42, m1 garand for example)
Balance:
-Nerf SMGs accuracy.
-Nerf Allied Tank machinegun
-Nerf Outposts
-Nerf landmines
Wish:
Improve performance to reduce lag.
Replace sounds with new ones. (as good as old RTCW ones)

The long version:

  1. Bugs:
    I can’t reload my mg42 or M1-Garand (the enginners version) (and yes I have ammo to reload) I usually have to waste all the bullets first to reload these weapons.

2.Balance:
I liked the slower rate of fire of the SMGs, they completely ruled RtCW. But still I think they are doing too much damage and are too accurate. A little nerf either in accuracy or damage would fix the problem.

The Allied Tank machinegun does a nice amout of damage, have a great rate of fire and accuracy, and takes too long to overheat. Overall is a damn good machine gun, a bit overpowered I would say. The allied player cannot move to dodge bullets, correct, but he can exit the tank and be instantly out of your aim. This machinegun is superior to the mg42 in every single way, incluiding mobility (what it shouldn’t be, I suppose.)

The outposts an Enginner can build are also overpowered In my opinion. Who needs medics or field ops if you respawn every 20 seconds and can run to an outpost full of ammo? Say, why not make the outposts have a smaller number of ammoboxes and medkits avaiable, and make so a Field Ops or a Medic can fill the cabinets up?

Also the landmines should be limited by number not power bar. I just got out of the game where an axis enginner placed landmines all over the fuel dump. The only way to get new ones should be either by ammopack (1) or dying. Each enginner should start with 3 landmines.


(skybuck) #2

That’s a very interesting idea…

Fields ops could give out ammo to engineers to re-supply them.

The only problem with it is that newbies might not know that they can re-supply their mines by getting ammo…

Because the ammo pack has a bullet on it. So when I first played RTCW I thought it was to re-supply ammo only.

Maybe they should make a new class which has multiple ammo packets :slight_smile:
Hmmm that could be cool…

Like a class which roll is to supply all kinds of stuff :slight_smile:

And if the roll is too simple/easy then it can be made a bit harder by having the class go out of ammo and having to get resupplies at a base.

God, that’s classic !

Logistics :slight_smile:


(Ph0g) #3

Don’t you dare nerf the SMGs, which aren’t as good as they were before btw.


(AtomiQue) #4
  1. Mines ARE limited by number. You have 10 mines on your team.

  2. You cannot reload rifles until the clip is empty, because the real ones were the same.


(HellToupee) #5

Ive been playing the ET beta alot now and i like it,
Bad:
Net code , its ultra laggy it seems
Most new sounds, the smgs sound weak and the voices just arnt as cool as wolfs
Smg fire rate, its just too slow, it kills fast enough but it dosnt feel good, lower to dammage or accuracy and increase fire rate, it should be the best up close weapon but out classed long range right now its very accurate and slow firerate.
Menu, ETs ones good and works but i liked wolfys one better it seemed a lil more orginal and ez to follow.

The good
The new weapons pretty much nothing wrong with them they look and feel great.
The spy this class is soo much fun it causes a bit of strife for the enemy but the smart ones can catch they way you act.
The map, this map is great its a bit hard on the computer but its not a constant fight in the same place it moves through the level.
The ranks its now worth some ones while to do their classes job, can make some blance issues for some but only i nteh shortterm.

Just fixing the voices the net code the smg sounds and tweak the smg a bit(me personally would like it the same fire rate and dammage as RTCW just make it terrible long range) and the mojorty of RTCW die hards would be pleased. The game is going to be free and its going to be big and im going to be playing it.


(Ph0g) #6

lol, making SMGs terrible at long range is the worst idea I have ever heard for this game yet!!

Do you not realize that half the game is long range while the other half is close? You want to make EVERY class except covert ops ineffective at HALF of the game?

None of the soldiers weapons are worth shit at long range, the LTs, medics, and Engis all have SMGs. The engineer can have a rifle but it doesn’t have a scope, they use it for the grenade launcher attachment. The ONLY class that would be effective would be covert ops.

The day they make SMGs ineffective at long range is the day the majority of wolfenstein players all quit.


(ReivaX) #7
  1. Bugs:
    I can’t reload my mg42 or M1-Garand (the enginners version) (and yes I have ammo to reload) I usually have to waste all the bullets first to reload these weapons.
    this is not a bug u cant reload the m1 garand :banghead: or the mg42 and thats how the real guns work and i like authenticity so leave em alone! :angry:

(alexwryt) #8

They should not nerf the tank, it is way powerful but it should be. There would be no point to it if was weaker. The way it is now you have just enough time to mow down 4 or 5 axis before you are nuked to hell by 5 panzers. There would not even be a point to it if a regular SMG could take you it easily, you would only get a chance to take out 1 or 2 guys before you died. Anyway it is Axis job to cover the tank not even allow it to get repaired in the first place, so getting 15 of their guys mowed down by one overpowered gunner is their punishmen. :smiley:


(Boltman) #9

SMGs aren’t supposed to be sniper rifles without scopes, you know. Holding down the fire button SHOULD make smgs accuracy terrible, while firing short bursts would give them a better accuracy.

Oh and between cvops sucks at close range, unless you have a pretty good aim and only do headshots with the sten.


(Boltman) #10

I don’t spend my spare time looking for old weapons info so I’m not a WW2 weapons expert. I didn’t know these weapons couldn’t be reloaded. I have better things to do than researching boring weapons history articles.


(daalig) #11

I don’t spend my spare time looking for old weapons info so I’m not a WW2 weapons expert. I didn’t know these weapons couldn’t be reloaded. I have better things to do than researching boring weapons history articles.[/quote]

Like complaining about a game?


(Weaver24) #12

[quote=“Boltman”]Quick Version:
Bugs:
-I can’t reload most of the new weapons (mg42, m1 garand for example)
quote]

Er, read up on history, this is not a bug, this is intentional because M1 garand in real life must have an emty clip. Once the clip is emtied, it automatically discards the used clip and you can put in a new one, and the portable MG42 … don’t care


(ReivaX) #13

boltman wrote:
I don’t spend my spare time looking for old weapons info so I’m not a WW2 weapons expert. I didn’t know these weapons couldn’t be reloaded. I have better things to do than researching boring weapons history articles.

i dont spend my spare time researching weapons either boltman but anyone with an ounce of common sense would have realised and not sat spouting nerf this nerf that give it chance its only been out 2days :bash:


(HellToupee) #14

then if none of the smgs were useful long range they would get closer hence closer fights, the mg42 us good long range, the panza is good long range, prone soldiers with smgs should be good long range. Also the long range fighting tends to happen in the first part of the level after that theres much RTCW style fighting in the tunnels and axis base.