Questions on the game from the Quakecon vid


(Hakuryu) #1

I’m really looking forward to Quake Wars, especially since there is nothing out there other than ET that is really fun imo, but a couple of things from the video has me wondering…

  1. No stamina. Are we in store for another jump fest like BF2 with no stamina to worry about, or is there a mechanic I’m not seeing that limits jumping?

  2. Can we turn off the class icons hovering over teammates heads? It’s easy enough to see what class someone is without them, and they are distracting to me.

  3. One of the quad bike jumps in the video had the bike ‘almost’ tip over, but it recovered from a tip that would have flipped it in the real world. Can you flip vehicles or do they auto-level?

  4. Can the big 3 propellor helicopter that drops deployables be shot down?

  5. Since territory is gained by completing objectives, can you ‘skip’ things like repairing the first bridge and capture the spawn inside in the tunnel? Or do you have to repair the bridge before the tunnel spawn in capturable?

Or could you run ahead as a covert ops and hack the field generator before even building the bridge?

  1. How high can the flyers go? Are they ‘vehicle clipped’ to a certain altitude?

  2. They said the maps are tuned for around 24 players, but they have tested up to 64. Is the 24 player limit a ‘gameplay’ limit to have a balanced match, or a limit based upon normal PC’s being able to render the game?

  3. One flyer flew into the water and then came out further upstream. Is this a valid tactic to ‘hide’ in a flyer, or will they eventually not be able to go under water?

  4. I’m not a big fan of screen effects on zoomed weapons. The lightning gun in UT is a perfect example with all the lines and screen effects hampering your view when zoomed. The machine gun in the video had a zoom with some effects on it… can this be turned off?

  5. The parachutes disappearing into players and dropped equipment reminds me of Mario Brothers for some reason. Is this a mechanic that is still being worked on?


(gerry) #2

I really hope all that strafejumping\bunnyhopping crap isn’t in this game. If not then this is nothing more than quake 4 + vehicles + bigger maps, and lets face it, quake 4 BOMBED online and was pretty much a failure in everyrespect but sp, and even the sp wasn’t worth writing home about.

Keep the bunny hopping strafejumping crap in the deathmatch games, this is more of a team origntated game so hopefully its not in it.


(ExciteBike) #3

Wolf:et never had a problem with jumping. You can’t jump and shoot accurately in et. Even when you didn’t have any stamina you could still jump normally, but not sprint. I doubt it would become a problem like in BF2 with the prone diving or jumping. I never had a problem with the “bunny hopping” in et because it gave you no advantage and made you worse at shooting, but it was just a quicker way to get to places. Good questions though hopefully they get answered.

Does anyone know if there will be a lean in the game? If so will it be like a lean and shoot or like just a lean to look but not shoot around corners. Also will the model be drawn when leaning unlike it is with RTCW and ET?


(B0rsuk) #4

ad. 1
In W:ET your accuracy goes down A LOT if you jump. And no, you can’t go prone when jumping.

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I would be suprised if it wasn’t possible to turn it off.

I hope they won’t keep the strafejumping crap now that you run faster with smaller weapons. But vehicle tricks are mentioned.

I don’t believe you can capture the tunnel before building a bridge. The point of building the bridge is to allow MCP to pass, and to capture the tunnel.


(Salteh) #5

:nag:


(Mars) #6

As was explained in the video, objective are sequential. So you have to complete objective two before you can complete objective one. Capturable spawns are associated with an objective (i.e. it moves your team’s spawn closer to the objective, giving you an advantage), so capturing it before you could complete the relevant objective would make no sense.


(senator) #7

I think what Hakuryu ment was a system similar to the Flag/Commandpost-spawns in ET, which can be captured before the main objective was completed. Like capturing the Depot Yard in Railgun while the tug is still on its way.


(moonShield) #8

ZOMG. Go play BF2.


(Hakuryu) #9

I think I get the gist of what your saying, but to be clear… you mean you have to ‘complete objective one before two’ right?

In the video, a GDF soldier runs below the buildable bridge (while it is broken), and up the other side. He could have gone into the tunnel and captured the spawn point- that’s what looks like could happen anyway, and is in part why I’m asking. It makes sense to me that this would work, but of course I don’t know many specifics.

I’ve seen the Strogg take that spawn, and the GDF take it back, so I assumed it was not part of an ‘main’ objective like senator said, but more like an objective for your team that isn’t part of the ‘main’ objectives. Maybe I’m just thinking too much of ET… are all capturable spawns now a main objective?


(RosOne) #10

Hmm… so in ET:QW you won’t be able to plant the dynamite at the fuel dump before the bridge is build? Nah, can’t be


(SCDS_reyalP) #11

Except for the minor detail that ET:QW is a team/class based shooter with objectives and completely different weapons.


(gerry) #12

Except for the minor detail that ET:QW is a team/class based shooter with objectives and completely different weapons.[/quote]Quake 4 had capture the flag which can be called an objective, the latest patch added some new mode about holding down area which could also be classed as objectives with team play required. As for the weapons, they may not be identical but some of the weapons are meant to be earlier versions of some of the weapons in the other quake games.


(gerry) #13

ZOMG. Go play BF2.

Bf2 has that prone diving crap which is easily as bad as the quake bouncing around the map. I really don;t see why anyone would want strafejumping in quakewars, its a friggin ancient tactic that should have died out along time ago. Just seems the hardcore quake players practically demand it in any quake game. Reason being more than likely if it wasn’t in the games anymore they’d have to figure out different tactics instead of relying on crap from 1998.

My opinion, keep it in the tired old uninspired deathmatch games that some people cling to since theyre afraid of change. As for this game…doesn’t need it.


(RosOne) #14

No, not really… capture the flag, domination or that ball gametype doesn’t really have that much in common with ET.

All those mode make you run around somewhere… without a front line. You pickup a flag, other team picks up your flag and go to your own spawn is completely different. In ET you have to build/destroy/capture/etc stuff. Both teams have different objectives. CTF for example gives both teams the same goal.

…but what do I know anyway

ADDED:

To move faster, to get to places you’d normally not be able to get or would have to take a different route - basically to have an advantage

If you don’t like it - fine, but the majority seems to like it :drink:

Goliath strafejumping will own


(gerry) #15

No, not really… capture the flag, domination or that ball gametype doesn’t really have that much in common with ET.

All those mode make you run around somewhere… without a front line. You pickup a flag, other team picks up your flag and go to your own spawn is completely different. In ET you have to build/destroy/capture/etc stuff. Both teams have different objectives. CTF for example gives both teams the same goal.

…but what do I know anyway[/quote]Key word is teamplay, ctf and that new mode is meant to bring in teamplay, more often than not it doesn’t happen but thats what you get when you rehash crap from a game that was released in 1999.


(RosOne) #16

Teamplay isn’t the same thing as objective based teamplay, right? In ET you not only play in one team… you depend on each other, you need your team. When playing CTF you don’t need anyone.


(gerry) #17

You may not need anyone but having people around to help defend the flag never hurts, as for “depending” on teams in quakewars, bf2 made the same boasts before it came out and it never panned out. It all depends on how people play the game, some servers will have people playing properly whereas others will have people messing around.


(RosOne) #18

Battlefield 2 is not an objective based multiplayer game, BF2’s gameplay mode is domination. Different game. And BF2 could promise anything, if they didn’t deliver it’s their own fault. Wolfenstein: Enemy Territory did deliver and on pretty much any server people play as teams (more or less).

Sorry for my curiosity - you playing Counter Strike / Battlefield?


(gerry) #19

Not playing either cs or bf2, got bored of bf2 long ago due to infantry having the one tactic of prone as much as possible.


(SCDS_reyalP) #20

Which doesn’t do anything to negate the fact that ET:QW is a completely different game from Q4. RTCW/ET objectives are nothing like CTF. Q4 doesn’t have classes. Q4 doesn’t have wave respawn. Q4 doesn’t have revives, constructables or deployables.

ET:QW may take it’s theme from the quake universe, but all reports are that it takes more of the gameplay from RTCW/ET (with maybe a hint of tribes, *tf and bf thrown in).