New preview of Quake Wars


(Ifurita) #21

Heh, if you actually have to think about it, it’s a problem.


(jeeves) #22

i’m sure the shotgun will be putrid like in all other games so it wont even matter, all will be using the rifle. though in a new screen shot you see a shotgun shoot a slug(i’m hoping thats from the strogg gun shooting at him).


(signofzeta) #23

ET isn’t ET if medic gets to pick a shotgun.

Here is what I think about the # of weapons to pick from

Soldier gets to choose between many weapons as he wants
Medic only gets to choose 1
Engineer gets to choose between 2
Field ops gets to choose between 1 or 2, but weapon must be similar
Covert ops gets to choose between 2 or 3

If I were taking more than 5 seconds to pick, explain how I’m always the engineer where I have to pick between SMG and rifle nade.

I feel like the healing class should be the class that is the least unique when it comes to firepower. As in if one of the classes, except covert ops, doesn’t get that weapon, medics don’t get that weapon. So if medic gets shotgun, field ops gets a shotgun. Same thing with Strogg nailguns and technicians and opressors.


(signofzeta) #24

True but that guy isn’t a medic soo…


(jeeves) #25

why should medic only get 1 weapon choice? i would be against it if the second weapon choice was actually good. but the shotgun isn’t exactly helping them in the firepower department anyways.


(Ifurita) #26

Sorry SignofZeta, your argument just doesn’t convince me … never mind that I have trouble following most of your arguments.

In any case, if you really want something to focus your energies on, focus on the Technician. From what I understand, he’ll be able to give out both ammo and health - so of all 10 class, he’s the one that can really run off by his little rambo-self and deprive his team of both ammo AND health.

(edited: didn’t want Jeeves thinking I was disagreeing with him)


(jeeves) #27

the medic can call in a supply drop.


(signofzeta) #28

To put it bluntly, the medic is the healing class. He gives teammates life, and can possibly give himself life (I don’t know about this yet). The 1 weapon option makes the medic like the other classes when it comes to firepower. Like in Wolf ET and RTCW, their medics only get to use their team’s SMG.

In terms of firepower, medic is like field ops, who in turn is like the engineer, who in turn is like the soldier. Attachments don’t count and covert ops is an exception.

Any class that can enhance teammates or give themselves and advantage in form of lifepacks, ammopacks, shield, are only allowed the common weapon.

Unless the medic can’t pick up his own lifepacks, then I semi want a shotgun, but a crappy one.

Hmm, I don’t see the soldier, engineer, covert ops to be able to do anything that can help other people’s status (life, ammo, stroyent in the case of the strogg team, and also protection from opressor’s shield). Any class that enhances the status of another player, or yourself, like how I call a people class, or alien class if you are strogg, should not be allowed options in what weapons they pick and are only allowed the common weapon.

If you want to use a shotgun, or nailgun, you must pick a class that cannot enhance a player directly, or give protection.


(jeeves) #29

nobody will be using the shotgun most likely anyways. i’m sure its worse than the default gun…i don’t see the problem. now engineers are gonna be awesome with their grenade launcher attachment to their assault rifle.


(signofzeta) #30

BTW, I still think that the guy really never meant it when he said that medics get shotguns because only 2 sites said so, while the others said nothing about it.

But hey, I’m still be able to pick the shotgun right? And that weapon isn’t the common weapon right?

The basic thing is, if you can give yourself life, ammo, protection, then you must play a certain playing style when it comes to 1 on 1 duels, even if that weapon sucks crap. If medics were able to pick shotgun, I hope that the medic shotgun is way crappier than the engineer shotgun, as if medics don’t know how to use one.


(Ifurita) #31

/me beats face against desk


(Gringo) #32

Why does it bother u so much if medics get a choice? I cant really discern thi sfact from ur statements!


(Ifurita) #33

You would think that if you’re that into the medic being the mother figure of the team, he should get a SMG that would be rapid fire but shorter range) to force him to play more support and less front line grunt.

I personally don’t care. I’d rather have more fun. Class support will work itself out in game - teams where all medics run off tend to lose.


(jeeves) #34

engy isn’t going to be using the shotgun when he has a nade launcher under his assault rifle.


(signofzeta) #35

I wished that the nade launcher be under the shotgun (I actually don’t want that), but if the nade launcher was under the assault rifle, then doesn’t it mean that the shotgun be powerful?

If it was the case with shotgun being not used, then I can compare that to RTCW’s sten.

I liked wolf ET’s weapon layout the best because there is no reason to pick one weapon over the other. As in there are no useless weapons.

I’m not only applying to medics, but also field ops (to a lesser degree). They both can enhance self. Any class that enhances self, means that they should only be allowed one weapon option.

Building turrets and fixing things does not really affect how much life or ammo or protection you have.

Same thing with destroying objectives, and infiltrating, and killing lots of enemies.

If medic gets a shotgun when game comes out, then the shotgun should be so crappy that no one is going to use it ever. Like how lieuts are a class that can enhance self (ammo), but sten is crappy. Engineer’s shotgun should be one that some people would use.

By the way, for opressors, is the shield like the energy shield in quake 2? Where is absorbs some damage and some damage goes through, or does it completely absorb the damage, or is it like some large barrier that other strogg can hide behind? Because the shield thing is a thing that benefits self as well as others. Therefore he gets one weapon option (lacerator) which he already does. Also is the shield deployed, or stuck to self? If deployed, then he isn’t a class that can enhance self, my pattern will have failed, and opressor is allowed weapon options.


(San_Pedro) #36

I hope shotgun is mid range and works well as weapon to take out the smaller vehicles. I don’t think choice in weapons for the medic isn’t detriment to the gameplay, it’s just different than ET in a way that will actually open new ways to play medic (and not just be a rambo).


(signofzeta) #37

Well to SD devs, for wolf ET, what is the reason behind giving medic one weapon option, then here, in ETQW, poof, he gets a second weapon option. Also what is the reason to not give medic a shotgun before, then suddenly give him a shotgun? Why not apply it to field ops too? Field ops should be able to have options too. As far as I heard, field ops is only allowed to carry the common weapon.

If the ETQW medic still only has one option afterall, then :oops:

I’m pretty sure there is a reason why wolf ET medics only get the common smg.

For medics and shotguns, why give it to them now? as opposed to from the start? I don’t think balancing issues are the problem to give medic a shotgun and technician a nailgun. In Wolf ET, why wasn’t the normal rifle without any attachments given to the medic in ETmain at release? Why give medics another gameplay option while before they only had one. Is there a reason for this? Did someone say, I’m bored of the medic because I have only one way to play that class, but I also don’t easily get killed, can medic have another weapon to choose from? when he was in the SD offices?

If you have anything that affects self, or others, (ammo, health, protection), then you are only allowed one weapon choice and therefore playing style. That is how I put it.

If medic does get options, then the medpack should be something so that he throws it, someone tries to walk on it, and nothing happens. Because the medpacks aren’t doing anything to the other players but to be eye candy. But medpacks without healing properties isn’t a medpack is it now.

IMO, the reason why medics and field ops in wolf ET only had a choice of only one weapon was that because it is a trade-off for being able to give self ammo and heal self.

Any class that can be selfish (not frag count, but hoarding health, ammo, keeping shield for self), whether you don’t play the class selfishly or not, are only allowed one weapon option.

Hey, I’ve seen some field ops in wolf ET give themselves ammo when some other guy is requesting it and then he comes and shrugs his shoulders.


(SCDS_reyalP) #38

ET and ET:QW are different games. This might go some way to explaining the fact that they are not identical.


(jeeves) #39

thats why they only get the normal assault rifle and the useless unless in short range shotgun. because they can heal themselves. they can either go assault rifle and be good far/close range, or they can go shotgun and only be able to do anything close range. all of the other classes can do more offensively. like the engy nade launcher, the coverts sniper rifle/scoped assault rifle, soldier mg, the field ops artillary. again, i don’t see the problem(sept that the main assault rifle is prolly a good weapon and that will still overpower the medic).


(signofzeta) #40

still, why doesn’t the field ops get to use shotgun while firing artillery? The way I see a medic is that he is a healer, not a killer. Hence he is only allowed one way of killing.

Also why in the alpha, SD decided to have one weapon option for medic, but suddenly give them a second one now?