QuakeCon 2006 FTW!


(TX_RED_ANT) #1

Just wanted to take the time to thank the guys from SD who made Qcon a total blast this year. Having a chance to play QW was ultimate and I cried a little each night as the Demo area shutdown. To all the gang who worked the area big props for all the assistance and tips during gameplay, you made it a truly wonderful experience. And for you guys in the back playing along side of us, nasty frags! Really looking forward to testing and the amazing future this game will have.

|TX| Red Ant
:drink:


(figvam) #2

Can you enlighten us on a few subjects?

  1. Can you completely destroy a ground vehicle (aircraft you obviously can)? Logically you can’t destroy the MCP, maybe it’s the same for the other ground vehicles?

  2. If you can destroy a vehicle, how do you get a vehicle reinforcement? I remember reading in some preview that it’s done via the menu system, but I’d like to know some details: can any class request a vehicle drop? and in any area, or just in the base? is there a limit on the number of vehicles of given type? or is there a global limit for all types?

  3. It’s still unclear what’s there with the Strogg ability to create a spawn point from a GDF corpse. Does it allow only one player to respawn? Do players have to select it in the map, or does it happen automatically? Can you destroy it somehow?

Looking for the answers…


(Ciabs) #3

the most important thing in my opinion is to know wheter they finally cut the strogg’s ability to revive fallen teammates that was seen at E3…

I do want asymmetrical gameplay, but alas, the one seen back in LA wasn’t asymmetrical…


(RosOne) #4

The ability to revive fallen teammates? Why would they remove that?


(BrightSoul) #5

because they can already stroggify a GDF player to create a one-time respawn point. This is more versatile than just reviving a teammate who might be low on health and ammo.


(RosOne) #6

[quote=“BrightSoul”]

because they can already stroggify a GDF player to create a one-time respawn point. This is more versatile than just reviving a teammate who might be low on health and ammo.[/quote]

Well, I don’t think it’s that straight forward. Imagine playing ET against 2 medics, one falls gets revived by the 2nd one, 2nd falls 1st one revives and so on. That is a very effective way for the medics.

If you could setup a spawn in one of the medics after he died it’d probably take from 1-30 seconds for him to spawn. Not that much of an advantage. I don’t think it’ll be that easy to use spawn hosts. It doesn’t have a 5-seconds-kiddy-spawn like some other games :wink:


(madness) #7

yea…QW has forward spawn, when they capture new areas, strogg’s MediTek can setup forward spawnpoints by stroggifying GDF players…
But both have revive ability, that’s how I see it.


(TX_RED_ANT) #8

There is disable and destroy. Unfortunately I could not tell you all the nuances of which craft can/cant. As you gain experience/and territory, ie objectives, more unlockable items/vehicles become available. As for delivery, most of the times actual vehicles only dropped in spawn areas. But different classes can call different weapons/constructables for air delivery. Not sure about limits. Spawn point from Stroggified GDF, didnt see this one.


(JamieL) #9

I read somewhere that the GDF tanks can be made into seige mode, ala starcraft. When it’s in seige mode, there’s no mobility, but firepower is higher. Did you see tanks do this or is this true?


(TX_RED_ANT) #10

Did not see this.


(Wils) #11

The Strogg Desecrator goes into Siege mode - the GDF Titan tank is fairly conventional (normal engine, tracked propulsion, etc).


(Teh_Sux0r) #12

I had a blast at Quakecon! It was fun talking and hanging out with you guys!


(photeknix) #13

same! and thanks for answering all my development questions, no matter how minuscule they were. :slight_smile:

oh, and an early congrats on ETQW getting many 2007 Game of the Year awards… there is no doubt!


(madness) #14

Multiplayer of the Year award for sure :stuck_out_tongue:


(TX_RED_ANT) #15

I know it will bring back a lot of guys that got sucked into the void of MMORPG’s!! LOL Gonna no doubt be one of the best games anyone has seen yet!


(DeathMaker) #16

Just registered (that guy above was the responsible party so blame him) and look forward to the release of this game! Wish I had been at QuakeCon this year, but Red Ant said I made his room smell bad last year and didn’t invite me back :slight_smile: As some of you were in attendance, can you tell us more about gameplay? From the excerpts I’ve seen, and interviews, it all sounds great, but I’d prefer hearing the opinions of those there. Gameplay like ET, or more like BF2? The vehicles concern me, totally ruined my BF2 experience, and I’ve uninstalled that crap. Are the hitboxes correct? Weapons balanced? Are they available across all classes or are weapons class specific? Anything you can share would be nice :slight_smile:


(kamikazee) #17

Welcome to the forums!

Gathered inteligence reports that it feels to play like W:ET. No objective tests are done yet on innocent gamers, so we’ll need to wait for exact results.

The game uses hitboxes for head, torso, legs, arms, etc. I guess the devs have seen the threads on hitbox errors last time, so they have probably “learned their lesson”.

If SD said they have delayed the game for balancing, I guess the weapons are not final yet.
And they are class and team specific, as can be read in interviews. The extra ones are only temporarly unlockable. (They only last one campaign)


(TX_RED_ANT) #18

Yes the smell and noise alone were enough to scare a small regiment of elite ground troops. As for gameplay, I felt at home with controls and menu systems. The fire rate and leading so to say on the weapons was great. I did’t feel like I was being pwnd by any particular weapon. Then again we played only one map. The vehicles were amamzing to use, and the hit boxes seemed very accurate to me.