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(Rex) #61

:d:d:d:d…

cool the smilies don’t work


(k0k0nat) #62

:-----DDDDDD fuugggg


(Protekt1) #63

I googled ET magic


(BomBaKlaK) #64

The last update didn’t have any magic …


(RasteRayzeR) #65

Awesome :smiley:


(Sickboogie) #66

…+1 :’(


(DarkangelUK) #67

I want royalties from any revenue generated by that quote


(aowblacky) #68

that quote wasn’t the only reason, lol
and that spongebob-pic is awesome haha

im not stuck in the past, i am open for new games. and specially for PC-only. cause i cant see this slow games wich were developed for consoles and moved to pc! (i think xt feels like a console-game on pc, slow movement etc)
and the fact that extraction is developed for pc only made me though that extraction will become an awesome “old school fps” (wich was a quote as well ^^)

nvm… i dont belive that the game will change that heavy that i would say i like it or even recomend it to my buddys. this turrets, this “new super cool features” (that shield thing…) … it just reminds me on brink. (i can’t say if this is a good or a bad thing)


(Ashog) #69

Lol even Brink was better because it at least had nades. This game is utterly boring without them.


(RasteRayzeR) #70

[QUOTE=aowblacky;480090]that quote wasn’t the only reason, lol
and that spongebob-pic is awesome haha

im not stuck in the past, i am open for new games. and specially for PC-only. cause i cant see this slow games wich were developed for consoles and moved to pc! (i think xt feels like a console-game on pc, slow movement etc)
and the fact that extraction is developed for pc only made me though that extraction will become an awesome “old school fps” (wich was a quote as well ^^)

nvm… i dont belive that the game will change that heavy that i would say i like it or even recomend it to my buddys. this turrets, this “new super cool features” (that shield thing…) … it just reminds me on brink. (i can’t say if this is a good or a bad thing)[/QUOTE]

Unless they really find a way to focus the action and make it messier and more massive, I doubt XT will be a great title. It’s a good game right now, it’s PC only which I like, but the action is pretty limited in my opinion. Maybe this could be done ?

  • give two landmines to proxy (ohhh yeah)

  • give one grenade per class and make it fun :
    - medic : ever seen the kolto grenades in star wars ? Grenades that heal when they explode on team mates.
    - engineer : small grenade, just enough to start your mines with a delay and boost a bit the damage.
    - soldier : already has grenades
    - recon : a grenade that inflicts damage and temporarily jams the communications / radar (would be cool to get jitter and jamming on in-game voice)
    - field op : not really necessary when you see the damage output he already has.

  • shorter respawn times for both teams (but keep the proportions).

  • less bounciness on nader’s grenade launcher.

  • no reload impairments (just takes longer to reload if you run, no alteration of running speed).

  • clearer front lines in the maps : I don’t like to get surrounded each time … but leave room for back-doors and bold attempts.

  • shorter delay on airstrikes.

  • longer distance to walk for carriable objectives.

  • more shortcuts involving trick jumping.

  • bigger explosion effects (flames, the biiiiiiiiiiiiiip in your ears, etc.)

  • add audio impairments.

  • running speed depending on the class (recon should be way faster).

  • more side objectives with more impact on the main objective to reduce the “linear” feel of the maps.

Just some ideas … some I already said in other posts, but it never hurts to put them back I guess. Plus Ashog will love the part on grenades I’m sure of it :smiley:

EDIT : I’m not sure about how SD intends to experiment in the future, but from what I’ve learned when I worked in the 3D business : sometimes you have to put all the sliders to maximum values against what you might think would do good and see what it does. A bit random but hey, many great ideas were born like that.


(Glottis-3D) #71

Some of rayzer’s ideas are a must! And some of them are easy to make. Different nades for all(exept those who have a nade-analog) respawn times lower. Skill-oriented sideways


(attack) #72

[QUOTE=RasteRayzeR;480129]

  • shorter respawn times for both teams (but keep the proportions).
    -[/QUOTE]
    respawns are ok.lower respawns would even more feel like deathmatch on certain maps

(INF3RN0) #73

I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!

Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.


(shaftz0r) #74

[QUOTE=INF3RN0;480137]I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!

Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.[/QUOTE]

seriously though. all of that. maybe fops without strikes can have a counter airstrike shield or some sort of ammo drain


(RasteRayzeR) #75

I’ve been pushing these ideas for quite a lot time, never really got a feedback on it from SD. Maybe they could confirm they have seen these ?

The different nades for all are the best way to keep grenade in XT. I hope they will consider it, because it’s a win for us (we get grenades back), and for them (more character-oriented abilities).

The rest is just some ideas on how to get a more challenging and fast-paced action with more stuff blowing everywhere.

That’s the art of gameplay designing, but in most map there are spots that could really get funnier if it gets a bit of the intensity of team death match. I’m not saying we should cut 5 seconds off each respawn time, but we should get something faster in a general way.

[QUOTE=INF3RN0;480137]I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!

Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.[/QUOTE]

I really like the proposition you make here about the medic grenades : prevent health regen on enemies, increase it on allies in the blast radius. A clean and efficient way to give a clear advantage and remain in the back (anti-rambo, more focused on revives, strategic use). It seems that these “class specific nades” could indeed be a great addition to the game.

EDIT : should we make a thread in the general section of the forum about these class specific nades ?


(Smooth) #76

The class specific grenades are a good idea and deserve their own thread but please think of them as character specific grenades.

For example, we don’t want all healing characters to all have the same tools/weapons since that takes away from the uniqueness of the characters and removes some of the weight behind choosing who to play.


(RasteRayzeR) #77

[QUOTE=Smooth;480153]The class specific grenades are a good idea and deserve their own thread but please think of them as character specific grenades.

For example, we don’t want all healing characters to all have the same tools/weapons since that takes away from the uniqueness of the characters and removes some of the weight behind choosing who to play.[/QUOTE]

OK, thanks for the support ! I’ll create that new threads so we can all start to brainstorm on it.


(Glottis-3D) #78

Char-oriented nades thread is a good idea. We should try to combine all the good ideas of nades.


(RasteRayzeR) #79

I’ve created the thread : http://forums.warchest.com/showthread.php/38326-Character-oriented-grenades