Some impressions on ET after a time of absense


(TAngelo) #1

Alright, so I started playing some ET again about two weeks ago after having been away since november or so. I’d been meaning to jot down some impressions on things that’ve changed or not changed, and here they are. I must say it was surprising how quickly everything felt familiar again; I’d taken some breaks here and there before, after which the game tended to feel ‘new’ again when I started again. That wasn’t really the case now. Maybe it’s because one of the reasons why I’d said ET farewell somewhere before the holidays was because it was becoming a bit ofa drudge. It felt like I’d seen most every scenario fold out before, and generally matches tended to have the same result every time - such as the allies getting the tank to the Fuel Dump and then getting stuck for the rest of the match, or the axis not getting the tug on Railgun moved because only two or three people are actually escorting it. Maybe that’s why everything seemed familiar again quite fast. Maybe I’d played the game to death, and I’d seen it all before a couple too many times.

At any rate, I must say it’s fun revisiting the game, and it does seem like a few things have changed where it concerns how the game’s played. In other areas however, it almost looks like time stood still. Fuel Dump for instance, probably still my favorite map in ET, remains an Allied deathtrap. It’s kinda sad how this great, wide open map always tends to play out the exact same way. Allies just never seem to win anymore, I think mainly because most every possible allied tactic is well-known by now to the axis players and an eye is kept on the base from the very beginning to ensure no-one slips through unnoticed. I think the fact that the allies have to travel some distance to get to the FD while the axis spawn right inside it might also have something to do with the fact that the Dump is so easy to defend and so hard to get into. I believe giving the allies the option to spawn inside the hangar after the CP’s built there might even things out a little, somehow, for various reasons.

One map that’s changed a lot on the other hand is Gold Rush imo. I remember when I uninstalled ET and called it a day, the allied team would almost never get the tank to move into the courtyard; oftentimes it’d remain unrepaired for an exceedingly long time, and if it was stolen and escorted it seemed it’d often get stuck at the first barrier. Those days seem to be over now; usually the tank’s stolen very quickly, and I’m happy to see the days of allied engineers buggering off to go fight pointless battles over the truck (not tank) barriers are long gone as well. Overall I see much less XP whoring now in ET, which is definitely a good thing. Something else I notice about Gold Rush is that the allies more than often seem to win this map. I was actually astonished the first time I saw them make off with the gold, thinking it must have been a fluke, but I soon realized allied tactics have improved vastly here during the time I was away.

As for the other maps, Radar, Railgun, Battery and Oasis, I think Oasis in the end is probably the most well-balanced map, along with Radar. As far as I can see no one team seems to win/lose there most of the time. I think both maps are generally quite tense, with mostly good matches all around.
Railgun on the other hand still seems to suffer from the fact that most of the axis will dive straight into the tunnels or head for the depot yard, leaving only a handful of players to move the tug. Often frustrating, not in the least because you’d expect things to have changed there over time. In any case it does seem to me like more people than before concentrate on the tug now; often in the past it was just me and one or two other players and that was it.
Battery then, finally, is still kind of a strange animal - sometimes the allies will be kept outside indefinitely and won’t stand a chance at all, and oftentimes the base is totally overrun and allies will manage to plant and end the match in minutes. The latter scenario is probably the one I’ve seen most now; allied tactics appear to have improved here too, which I can only think positive.

Sorry for the somewhat long post; I’d be interested to know how others feel the game’s changed over the past year, though. There’s more to be said but I’d like to see if anyone’s interested in discussing first.


(schmeisser) #2

Your observations are pretty accurate, I think. Most of the maps are pretty defense-weighted, which I suppose is a bit more “realistic”. As for the games following a fairly predictable sequence, you are right. For me, that makes the individual firefights, the small victories, more fun than the actual team win, which is getting to be rare indeed for Allies on Fueldump (also my favorite map). I switch to Axis when I get tired of losing. You didn’t mention any of the new maps. Supply Depot seems pretty popular right now, and Stalingrad is a pretty cool map. I really liked Transmitter B and Northpole, but nobody seems to be playing them. There is a real Darwinian map selection process out there. Look at the server lists, Fueldump seems to be the most consistently full. Tells you something, eh?


(puubert) #3

You should check out some of the new ETPro 3.0.1 servers. The back door on Battery is now destoyable (?) destructible (?) you can blow the fuck out of it. And on Fuel Dump Allies can spawn at their CP. I haven’t had a chance to see it in action yet, but I think it’s got the seal of approval from the community.

Well Fuel Dump is an awesome map. It’s a real challenge for Allies, and pulling it off is a real coup. An Allies offense that knows what it’s doing can win against all but the toughest defense. That’s the thing for me. Not enough people analyse the map for the right strategy, and while it’s improving, not enough people play as a team.


(Sick Boy) #4

The way I see it nowadays (on pubs), when teams are balanced:

battery: favours allies, even without the backdoor destructable. Only on servers with no artillery limit axis stand a chance.
oasis: balanced @ 7vs7, favours allies when less and axis when more players
radar: favours allies at all times
goldrush: I agree with you, this map has balanced out over time, basicly because of allied spawnraping techniques :slight_smile:
railgun: balanced, though it’s seldom a tight match. Either axis wil win pretty easy or they get spawnraped the whole time
fueldump:nice map for 5vs5, anything higher and axis should win. With spawn at cp the map is more balanced.

I wouldn’t say team tactics have improved a lot over time, but player’s skill and knowledge are better generally and people do less stupid stuff :slight_smile:


(DG) #5

I wouldn’t say team tactics have improved a lot over time, but player’s skill and knowledge are better generally and people do less stupid stuff

I’d say its that players seem more team & objective orientated. They dont gewnerally have better tactics as such, but theyre sticking with the team more and going for the objectives rather than pissing about.

some of the map balance has shifted from server settings aswell, e.g. battery isnt nearly so much allied man mash as a lot of servers seem to have reduced the amount of support fire (esp. with etpro where they can set it so players cant suicide for a fully recharged bar).


(TAngelo) #6

I’ve been meaning to ask about ETpro - what exactly is it? I’ve seen people mentioning it lots of times but I don’t know what it is or what it does. Is it a patch you’ve to download, or…? Sounds kind of interesting, especially the dynamitable back door on Battery.

I’ve to agree, there does seem to be better teamplay out there, for the most part. Especially on Allied side. On the other hand, where it concerns the Axis, I sometimes get the feeling things have gotten worse there. Maybe it was just the server I used to play on back then, but I remember Axis was generally a tight team that stuck together (with the exception of Rail Gun maybe), whereas now it often feels a bit scattered.

I’ve had some bad experiences with Gold Rush at least; in the past it seemed most people always headed straight for the bank when it was blasted, among them at least one or two MGers. I played a lot of games where that effectively kept the allies out for a good 20 minutes until the clock ran out. Now hardly anyone comes to the bank anymore. And that while allies (contrary to how it used to be) have become very dangerous here now that XP whoring at the truck barriers is something they don’t tend to do anymore. Kind of a reverse evolution.


(meLonF) #7

If you are getting tired of the same old results when playing ET on public servers, then i would recommend trying out some stopwatch servers which are running Clanbase competition settings.

Stopwatch is so much more interesting because both teams get a chance to attack and the winner is the team that attacks quicker. The new clanbase comp settings make the game (and some of the maps) much more offensively biased, so that the attacking team will normally complete the objective - so it ends up coming down to which attacking team can complete the objective the quickest :slight_smile:

much more exciting

The clanbase competition settings make a few big changes:

  • Changes to Battery / Fuel dump make the maps more offensively biased
  • skill levels capped (being less spam)
  • reduction in mines
  • reduced map times

it is a completely different experience to normal campaign / pub play :slight_smile:


(eRRoLfLyNN) #8

@ Manny

I think you have just hit a good run of servers/games, because the amount of stupidity/xpwhoring/coward-axis-raping-allied-hell/unbalanced teams etc I have seen in the past week or so of playing has been worse than I have ever seen it.

Yesterday, and I played ALL day yesterday, I think I played one map where the teams were balanced. It amazed me all day how new players would connect and jump straight on the Axis team because their XP was sky high.

  • PLease shuffle
  • Shut up noob

That is the worst, most annoying thing, players joining for an easy ride and then calling the allies noobs and saying stuff like, “Sheez I’m bored” etc - so why don’t you play allies for a while and actually have to play the fucking game for once.

/rant over

*goes to ponder a new thread entitled “Cowardly raping Axis wankers - Discuss”


(bubba g) #9

Well said Errol. Is it just me, or do the kids who always boast always play axis? I often notice they are the ones doing the least for their team as well…


(fattakin) #10

I have found that the ETpro 3 changes to fuel dump make it a fair bit harder for axis. Once the Allied Command Post is built and people realise they can spawn there, its a steady stream of Allies coming doen the back hill past the tanka nd the Axis have to dig deeper to defend. Its practically impossible to blow the command post as well, even if 3 or so axis go up as by the time the dyna is plated they have respawned and the command post is full of Allies. Was definately fun tho.
Havent played Battery yet to comment on blowable back door.


(BondyBoy007) #11

You could take a covert-op to the comm post with you, no need for dyna then :wink:

Battery with the back blowable can either make it a fairer map (ie if 3 axis spawn out back and setup a defence there to begin with) or if no-one on axis realises the door can be blown then it is a push over for allies - but in both instances it is a lot easier for allies to win than the vanilla version


(ETfonhome) #12

http://bani.anime.net/etpro/


([H_C]Ando) #13

It seems to me that the CP spawn in Fuel Depot should be a flag that can be captured after a certain point, say after the Tank has blown the main Axis gate. That way the Axis can still reclaim it and push the Allies back.


(_IRON_MAN_) #14

It never ceases to amaze me how the game has been out for a year, and yet the same tactical mistakes are made by so many players.

Take Battery for example. Too many allies players spawn as Medics and CovOps at the start of that map, and those who do often fight for the bunker when they should be in the back trying to get in the door. The need at the bunker at the start for allies is Engineers, Fiield Ops, and perhaps Soldiers. Taking the bunker is a battle of sheer attrition, and you need all the fire power you can get. Meds and CovOps are not needed at the bunker, but in the back at the start. Once the bunker is taken, everything changes. Hails of grenades over the hill by numerous Engineers and Field Ops while the ramp is bing built would be much smarter than being a Medic or CovOps at the bunker.

Similar mistakes are made on all the maps. Another mistake is that players seldom use the Fire Team concept. Mostly, everyone goes where they want to, when if on a team of 25 or more players, players would group-up to form a Fire Team of 4 or more players all moving together and shooting together to accomplish something would be very difficult to stop. Imagine that you and 1 other mater run upon a fire team of 5 players moving tightly together on way to the guns to set dyno on Oasis. You would get mowed down almost without them breaking their stride, and they could have 3 or 4 men providing cover for the Engineer/s while he sts dyno. Naturally, a well placed round from a Panzerfaust could change all of that, but that’s the case with any situation. Imagine also a fire team of 5 or 6 running directly for the Old City flag in Oasis. That would be far more effective than everyone running around individually as is most often the case.

A great Fire Team of 5 would be:
2 Engineers
1 Field Ops
2 Medics (or 1 Medic and 1 Soldier)

I still see too many players backtracking across the map and wasting precious time when they should pick a route and move quickly. CovOps class is still greatly misused. Instead of sneaking to blow up things, or staying in the enemy area keeping distance and killing the enemy as they run to fight, too many CovOps run around fighting like soldiers hoping that the class will help them stay alive or get easy kills, wasting thier player class and not benefiting the team. Similar abuses of player classes are seen for all of the classes.

I have noticed a great and increasing number of players in the last 3 months using the “instant prone” cheater hack than ever before, which is really not very effective at all, since jumping, constantly firing at them, and closing in on them when you see them drop instantly usually, for me anyway, results in a dead “instant prone” sissy.

The panzerfaust is often not used where and when needed. In Oasis it can be used very effectivley to quell Axis MG’s that go prone in the spawn area and guard the arch next to the spawn. In Gold Rush, it can be used to keep the number of allies running down the road to the bridge to a lower number, or to keep the axis numbers coming from the truck area lower, but it is not used as much as it should be in these cases.

I have seen an improvement however, in the importance players seem to be placing on heading straight to the objective instead of running around, fighting in areas that are of little importance at the time.

Just a few observations.


(CM..Punk) #15

I have noticed a great and increasing number of players in the last 3 months using the “instant prone” cheater hack than ever before

Those damn bastads using the prone key, kick them! Kick and ban them all!

The panzerfaust is often not used where and when needed. In Oasis it can be used very effectivley to quell Axis MG’s that go prone in the spawn area and guard the arch next to the spawn.

Hmm, the problem is that it’s very easy to kill somebody with a mobile mg before they can fire the panzer shot. They’ll press the trigger and hear the noise, but be dead before anything is fired. I used to do that mg thing all the time, panzers are nothing to worry about unless you don’t see the person about to fire it. They’re too slow. The solution to those mg’s is the engies rifle grenade, it’s the only thing fast enough. A cov-ops stabbing them in the back gets rid of them too. Rifle grenades are the easiest solution though.


(_IRON_MAN_) #16

Hmmm. Well, on Oasis last night I killed an MGer at that very spot with a Panzer repeatedly. He got tired of being killed there and left, so the panzer was effective. It stopped the MG. Go figure. If you aren’t able to do this at that range, I suggest that you start firing the panzer just as you approach the corner. That way the magneto is spinning-up and when you just round the corner you have aim on him already. It doesn’t give the MGer time to aim and fire before the rocket is on a sure path to kill him.

Because the MG fires so quickly and gives the attacker very little time to make good aim on him, the panzer, when used as I stated, is more effective than a grenage rifle shot, because with so little time to kill the MGer, you need the greater explosive power of the panzer.

But keep practicing CM…Punk. Don’t give up hope.


(BlackDeath) #17

It depends on how skilled you are with charge behind cover, move out right before missile fires, and dive back behind cover.

However, in most circumstances, rifle nades > panzer


(CM..Punk) #18

Well, on Oasis last night I killed an MGer at that very spot with a Panzer repeatedly. He got tired of being killed there and left, so the panzer was effective. It stopped the MG. Go figure. If you aren’t able to do this at that range, I suggest that you start firing the panzer just as you approach the corner. That way the magneto is spinning-up and when you just round the corner you have aim on him already. It doesn’t give the MGer time to aim and fire before the rocket is on a sure path to kill him.

I play axis, so I’d be the guy the MG. That guy probably had a lower ping than you, or just wasn’t very experienced. On the server I play I usually have one of the lowest pings, and the Allies tend to be pretty dumb, so getting taken out with a Panzer never happens. Happens all the time with those damn rifle grenades though, they’re too vulnerable to them which is one of the reasons I leave the MG to other ppl now.

But anyway, have a go with rifle grenades, at least then you’re an engineer and on Oasis can try to plant, now the pesky MG is out of the way. With the panzer you’re stuck with a heavy noob weapon even if you do kill the MG.

But keep practicing CM…Punk. Don’t give up hope.

lmfao, what the hell?


(BlackDeath) #19

Oh yea, I see this ALL the time, prolly ever other server I go on, this player getting kicked for “prone cheat”, that player getting kicked by “prone cheat”. I guess they could just be hitting the prone button quickly, or double tapping forward, but hey, that would mean there was a logical solution… :rolleyes:

I know a great server that doesnt have cheaters, its called locked box

/connect 64.237.34.82:27960 Bring your helmet along, you’ll need it…


(_IRON_MAN_) #20

CM…Punk,

“That guy probably had a lower ping than you, or just wasn’t very experienced.” you say?

Uh huh. Kiddo, I understand that your immaturity compulsively causes you to try to put down someone who says they have done anything, but it just reveals yout true character to say that just because I killed someone they must have had a lower ping (lower???) or were inexperienced, which makes no sence anyway, since a lower ping is a benefit. If you want to be argumentative for the sake of satisfying your adolescent mindset, at least make some sence. I suppose this is why almost all of your posts, like those of your sisssy little firends, always come behind mine only, and not in other places on this forum. I like an audience young man, but the intelligent kind, at least. If you must follow me around, have something more post-worthy to say, other than insults and blathering that bespeaks of your immaturity. You crack me up.

To help you better understand:

The purpose of using the panzer (superior in this situation), is to insure the death of the MGer. It has a straight trajectory and far more power. Sure, you will probably die before the rocket gets him some of the time because the panzer makes you slower, but the goal is to stop an MG that is holding back your team. I don’t give a flipping flack about getting killed. Those who play with great concern for being killed are mediocre at best and usually provide little benfit to their team.

But keep practicing CM…Punk. Don’t give up hope.