Savage Servers


(evilsock) #1

heh - well I finally had what I’d call a ‘good session’ on ET last night - got onto this server 212.42.1.3:27965 it’s a Savage one and tbh for the very first time I played on a server where everyone kew their jobs and there were no problems with people not knowing the maps :slight_smile:

Default net settings worked (for once) and I had very little lag to worry about when the numbers got down to 8v8 (which is about as many ppl as you can usefully play against on a modem) - I really didn’t need to fucktard the settings at all.:slight_smile:

It’s good to see that finally ET is getting to the stage where one or two of the publics are really good fun to play on - it’s been like that on RtCW for years now :open_mouth:

When I died I didn’t need to whine for a medic (or tapout) - that’s a first.
Ammo was available at all times
Covert did their job very well (Beach)
Engineers worked together - non of this two plants shit - one drops the dyno, both of them prime it - excellent.

The whole thing was just superb really - the first time I’ve come away from playing thinking ‘shit that was excellent’ - so I take take back some of what I said about ET not quite being ready for primetime.

BTW - If like shooters, have you played Jeff Minters execellent game ‘GridRunner ++’? Get the shareware version -It’ll improve your battle sense :slight_smile: http://www.llamasoft.co.uk/ (no this is not a spam).


(Graballa) #2

I like a bit of dual-planting. It takes longer for an enemy engineer to defuse two dynamites than just one, which could just be enough time to destroy the objective, especially if they get the one that was planted marginally after the first one.

(Ignoring the main point of your post)

I think player development is just part of the natural development of a game. I’ve just started playing in a clan, and last night, we got our first victory in a while, when it all comes together in a clan match, that’s an even better feeling than any public server I’ve ever played on.


(Kendle) #3

If you’ve got 2 Engys the way to do it is, Engy 1 drops his stick and both arm it, then Engy 2 drops his stick and both arm it. That way an armed stick goes down as quickly as possible.

It’s taken for granted in RTCW that a 2nd Engy arriving at the scene will help the 1st arm his stick before planting his own. It’s considered bad manners not to. But in ET the 1st Engy will often acccuse the 2nd of stealing his XP! :banghead:

So I can appreciate what evilsock is saying. ET is a beautiful game when it all comes together but can be as frustrating as hell when it doesn’t.


(evilsock) #4

Well maybe - you have to judge the moment - is it better to use 2 engys to plant one stick and get cover to defend your objective or is it better to dual plant? We dual-planted on one of the Oasis guns last night but the Axis engy defused both, the time ran out and our side lost so it’s ‘horses for courses’ really.

*edit

As far as the clan thing goes I’ll take your word for it :slight_smile: - I’m 33 and haven’t the connection needed to be in a clan, but I play often enough to give most ppl a run for their money (which is a surprise for them as I’m 56k :O) - I guess I would be good enough to be clanned if I had BB but it doesn’t matter so much for RtCW as the servers I play on have clanned or ex-clanned ppl anyways - there’s no fun in playing against n00bs all the time, they do stupid things :expressionless:


(Steuernol) #5

Sometimes it doesn’t matter how many dynos are planted, once while on fueldump, the allies made a great strike to the dump and got like 3 or 4 engys to the dump, and planted 6 sticks of dynamite, needless to say our 2 engineers got real lucky in that they defused them all in the right order, and we went on to successfully defend the map.

(damn that’s all one sentence, oops!)


(Majin) #6

Weird, I would switch RTCW and ET in those situations.


(puubert) #7

I reckon the double plant is the way to go. If the opposing engy gets there in time, he’ll be able to disarm as many as you’ve planted, but when you’ve got more than 1 down, he has to decide (fucking quickly I might add) which one to defuse first. Pick the right one, you come off looking like gold, but fuck it up and you’re all over the walls.

If you’re going to double plant, I think you should put the second dynamite in front of the first, or out in the open more. ie First plant on top of the AT gun, second on the ground. or First plant on top of Fuel Dump, second inbetween the tanks. Chances are you’ll attract the engy to the more open dyno.


(Vink) #8

Best way to do it is both engineers throw down tnt, one arms both & other covers him :chef:


(Graballa) #9

See I figured the xp would go to the player that the dynamite came from. Ho hum.

But yes, one plant, then both engineers arming, then a second plant, again both arming, would be the best way to go. I can’t imagine any situation in which one stick would be preferable to two.

Unless perhaps one engineer took up a position away from the objective quickly, in order to catch out incoming axis, and in order to do this in time, they wouldn’t be able to plant their dynamite. Can’t imagine that being the case too often.

Or perhaps they’d hide, kill any engineers whilst they’re defusing, and if they do defuse, they could just plant their dynamite easily. Now I’m just going into too many variables.


(Raffle) #10

Well, I know that no matter who arms the dynamite, the engy who threw it gets the xp. As for planting strategies, if I’m the only engy at a gun on oasis (and I’m at least 3-star), my favorite tactic is to plant a dyno on the boxes or on the light, and then plant one on the top of the gun. I do this mainly because I’m usually able to hold off any incoming forces with help of my teammates for a good 15-20 seconds, and if Axis kills us and they go to start defusing, the first dyno I planted goes off and kills anyone in the room. If I’m there with another engie, I’ve always gone for dual plants because if you can arm them at the same time, it doesn’t give the Axis engy much time to defuse both. And if either of the engies are 3-star or better, then that person can usually get 2 planted on the gun before having to defend the dynos.


(Kendle) #11

Weird, I would switch RTCW and ET in those situations.[/quote]
Actually, to be fair to both games, I think it’s the type of server you play on rather than the game that makes the difference.

RTCW Shrub servers are probably no better than your average ET public. I’m basing my observations on RTCW OSP servers (the only kind I play on), which nowadays are made up almost exclusively of Clan players. You try planting a 2nd stick without helping the 1st Engy arm his on popular RTCW OSP servers, and you’ll probably get a load of abuse in team chat for your trouble. In ET I’ve often been abused (called an XP whore for example) for helping another Engy arm his own stick. I’ve even been TK’ed for doing so, on more than one occassion! :angry:

However, getting back on topic, as evilsock has noticed, the quality of player is improving in ET now, or so I’ve noticed as well. Maybe I notice it more as I tend to stick to ETPro servers running Stopwatch. These type of servers mainly attract Clan players and / or true team players. I know that’s a bit of a generalisation, so please flame away, but in my experience the 32+ 6-map Campaign server and the 16-slot ETPro / StopWatch server are 2 very different animals, and the type of game you get on each are very different.

I’ve been playing mostly on my Clan’s server, which is 14 public slots, ETPro, Stopwatch. Being able to TK/revive without worrying about whether I’ll get a complaint, being able to help an Engy arm his plant without getting abused for it, not having to worry about getting a complaint if someone walks into my line of fire and gets TK’ed. Meds who don’t run past you when you need a revive, Field-Ops who make sure their team is ammo’ed up. Covert-Ops who do more than just (attempt) to Snipe from a safe distance or just steal uniforms.

ET is truly a beautiful game when it all comes together, and I’m finding that it does all come together a lot more often nowadays than it used to. Whether you need to stick to the right kind of server though for that to happen, or whether it’s just how the game is evolving, I don’t know, but it’s a very welcome development IMO.


(evilsock) #12

Graballa - it’s just a throwback to RtCW days - on Beach Invasion it was/is common to have Allies start with two engineers who would go off to the breach and plant dynamite - one plant, two engineers (speed is of the essence here)- Lt’s would cover the plant guarding against any would-be Axis hero’s wanting to disarm it - bear in mind that a good tactic for this map is as soon as the map starts to immediately sprint to the breach - if the Axis get there before you then you lose the element of surprise and will almost certainly get bogged down with constant airstrikes (insta-gib), forward bunker roof antics and Axis rambo’s perched ontop of the breach wall shooting the crap out of you. Axis will lob airstrikes on their side of the breach wall so you can’t see it and are insta-gibbed before you get chance to plant properly - two engineers, one plant - then off to the Forward Bunker Door to do much the same thing - I guess the equivalent in ET is the old city wall on Oasis except Axis have easy access to you dynamite through that damned door (wish they hadn’t left one there).

Kendle - in RtCW it was a given that your first priority (aside from general tactics / objective) was to play your class properly - often this meant not going for kills and backing up your teammates so you actually win the map - regardless of your personal final score. I didn’t see how those tactics added up properly in ET (as aluded to in your post 3* classes get things done faster and so XP has to be part of your tactical plan with with ET - how can this work properly on pubs? I think it’s just beginning to :slight_smile:


(Graballa) #13

Ah, I guess if there are multiple objectives to deal with, then you are better off going from one to the other, to get dyno down as soon as possible.

Never played RTCW myself, but have played the converted Beach. When I played on it, some person who didn’t know the map grabbed the documents and ran all the way back down the beach with them to the spawn, haha.


(BondyBoy007) #14

LOL thats what I did when I first played that map all those years ago on RTCW, the ppl on the server must have been a little miffed to say the least


(evilsock) #15

:eek3:

Can you still do the trick jumps though?


(Graballa) #16

LOL thats what I did when I first played that map all those years ago on RTCW, the ppl on the server must have been a little miffed to say the least[/quote]

The thing is, some axis medic ran down the beach, whilst at the time an allied who knew what he was doing on the map, ran as well and tk’ed the person with the docuemnts to get them himself. Then the axis medic strolled along, killed the tk’er and retrieved the documents, oh what fun!

Oh, and dunno about the trick jumps, mate. Only played on it the once, and was too busy trying to figure out where the hell I was going. Come to think of it, I should be concentrating on exploring TC Base as that’s the map we’re playing on next week. Eep.


(evilsock) #17

There is a trickjump Axis can do from the breach-side upper bunker - sprint off the edge and ‘hug’ the cliff wall - aim for the far left of the breach where the wall meets the cliff and time your jump with the added acceleration so you ‘clip’ the top of the wall - you can get extra ‘lift’ and can land within spitting distance of the sea without gibbing yourself in the attempt :open_mouth: - watch those Allies reach for the kick_vote (he’s cheating!!!)

:slight_smile:


(GlUeYeS1) #18

or have 1 engie planting on south or north and 2or 3 of us are stacking from outside…you can stack both guns in less then 2 minutes depending if your t8s know what there doing