[QUOTE=Nail;468001]game launch, next year
cheapest pack will at least get you access to the development videos and guarantee priority access to closed beta and possible access to closed alpha, your call[/QUOTE]
Well, it was my understanding that those of us who played at PAX would get gauranteed closed beta access when it started. So the only ones of real value to me (basically to begin playing immediately) would be the $120 and up packs. Because, as I understand it, those offer instant access. Is this correct?
[QUOTE=Falcon.PL;468028]Hey!
I believe you are not under the NDA, and yet you have played the game :). This means we can learn something from you as well as you could have learned from us. Let us ask you some questions if you don’t mind:
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How different are the classes you can chose to play as? We heard that any class can fulfill any objective type, but some are better in particular objectives than others, how much better are they?
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In case you had played Wolfenstein Enemy Territory - how much similarity do you find between the two titles?
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Have you noticed lowering damage of weapons as the distance is increasing? If so, how big the difference feels?
Have a good day![/QUOTE]
As far as I know, I’m not under an NDA (I didn’t sign anything) so I’ll share what I saw. Which was admitedly very little. Only got to play 3 matches of Stopwatch.
- The different classes had pretty clearly defined roles. I played a bit as the engineer, soldier (not changing it again), and the medic (please forgive me if I’m using the wrong names). The engineer’s main was a shotgun, which is not my favorite weapon type usually, but she was able to hack/plant C4 quicker than the other classes. What we tried to do as a team was have 1 engineer hacking/planting while the rest provided cover. The other classes could hack/plant as well, but it took a little longer. I was unable to tell if every other class had the same speed or not, though.
The Field Ops class was able to throw down ammo packs for the team as well as use his special ability of calling in an airstrike, which was super helpful for when the point was getting overrun. The medic could throw down health packs and his special ability was a defib, which could pick up downed players to get them right back in the fight without respawning. As far as utility, both the medic and engi were able to dish damage as well as take it; neither felt really hamstrung by their roles. Each class had different health values (the heavy having the most, obviously although he pays for that with slower movement).
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Unfortunately I don’t have enough experience with Wolfenstein: ET to really draw any comparisons. When I get home from work I’ll dl it and edit this post with what I noticed.
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On the assault rifle there seemed to be some spread at range, but I’m not sure about damage drop off. For the shotgun, there was a definite range where it was not effective at all, but it was difficult to tell how much less damage was being delivered.
As I said, these are only observations based off 3 matches during PAX. But as long as I’m not crossing the NDA line, feel free to ask me things and I’ll do what I can do remember.
To the mods, if I am in violation here please let me know and I’ll edit/remove the post.