suggestions for RTCW2


(carnage) #41

so to focus the conversation i will post up the idea so far for rtcw

the xp system seems to be unpopular
but ppl still dont want the extra weapons e.g. acimbo colts

surgetions of getting rid of the mortar as it doesnt fit the rtcw gamestyle

makeing the maps smaller and shorter like the original rtcw

give soldiers the sniper rifel

remove the cov ops

madics are thought of as being to tough with there extended health and recharging helth does makle them very tough, i know this was inted so they could revive lots of teamates and make the game more enjoyable but many players now play as medics and rarely anyone, they just use the health and recharging to heal themselves and the xp system alows them to start with loads of ammo

iornsight would make the game more cammper focused and i rely dont want to see that, 2 many games are becoming boaring as ppl just sit and w8 for others to walk into there trap, this realy brings the gamplay to a halt when all the players are going realy slowly

however some can argue that the game isnt camper friendly enough, the axis need something to defend there objectives with, the mobile mg was a great idea for this but needed more advanteges to encourage more ppl to use it

the panzer is a noobs weapons and although its efective its anoying when your being shot at cos you dont stand a chance

and thank bsmith1051 for saying his ideas are for eliminating cheak kills that is shurley what we all must want other than noobs who get there kicks from unskilled lucky kills

a favourite of mine pick up helmets, wont make that mutch deifernce but you know little things make it more interesting

all weapons can be picked up but now spawned with, this wold alwoy sad individuals to spawn then drop gin and /kill but if they want to waster there money buying the game then doing that feel free, i think it would encourage players to move around and use the batelfield better

and now some more surgestion i have thought of

make weapons even less acurate while moving, this would make camping slighly easier but colse quater camping supper great, dont get me wrong i hate campper but this kind of camping would be more like taking cover in the batelfield father than wating for someone to walk past, it would stop ppl just charging up and killing ppl in well though out defecive positions, it would make the combat longer and more drawnout and that is the best bit of wolf, dont realy like the 2 smg players runing in stupid circle around each other, i would prefer to see players hinding behind cover and having a good shootout, this slight slow in gameplay would alow mutch more templay too as a pplayer came under fire and took cover his team would catch up and aid him, this would be great for clans as they could realy work as a team asulting a well defended position where perhaps two ambers stay under cover and give supresing fire and the other move from cover to cover to the enemy, this would also increase the use of greandes as is a player found one in his foxhole he would be forced to leve it and open himself to enemy fire

i know this sounds like a masive change to the game but realy its a masive change to the player, just by slightly decreasing the acuracy while moving would give the strategic player the advantage and the running noob the thrashing they deserve

another advantage the mapper is given mutch more plawer as thew map will have to be used mutch more now for finding cover so a very similalr area could be changed dramaticaly just by the placement of a few boxes providing cover, place them axis side and you have a great defencive position place them allied side and a good position to launch and asult from

i know it sound drastic and now ime not even shure ide like it but i wouldnt mind seeing some kind of test so if anyone could mod guns to be less acurate while moving especialy jumping then i can make a simple map to test this theory on and i am jery interestind in testing this so anyone who can help plz message me or post or something


(Salteh) #42

Hi!
I wold reply bud youre poast is abit ard too reed. :o

I think ET is more sexy than RTCW btw… so don’t turn RTCW2 into RTCW2 :stuck_out_tongue:


(Depth_Charge) #43

True Combat: Elite Thread


(DarkangelUK) #44

ET plays ok, but RTCW feels better… more solid. Try and mix and match both.


(funkPig) #45

I happen to like the xp system and I don’t think it is expanded enough. Turn ET2 in to a mmorpg! It should take years to become a general!


(carnage) #46

cool idea, rather than have the xp that gives advanteges to thoes who join half way through a campain the long term wolf players will be rewarded, however i would still like the panzer upgrades to be taken away cos if a player can come on a server and own with a panzer,

it would be good as it would encourage ppl to stick with 1 account so servers can see if they are tk’s

and if it did take like a year to become a general then you would be able to see whitch players were realy good and whitch were noobs

only thing i can see going wrong with it would be poeple writing mods that give ppl liek 1000000xp per kill so they could get the highest rank stright away

oh yeah and cos u get different xp for different classes it would encourage good players to not always play as medic if they wanted to get the highest ranks


(Foonr) #47

Buh, just set class levels massively high on a shrub server, and everyone would thank you for taking all the annoying kids/xpwhores off etpro servers :moo: .


(carnage) #48

i had i good idea, how about a key that used a nade cos when you are in a good battle you dont have time to get out ur nade then coom and throw, if you could press and hold a key that auto switced and started cooking a nade would be great


(Depth_Charge) #49

that is called a script my friend


(]UBC[ McNite) #50

Yepp carnage, that was already possible in RtCW… u only got to do yourself a nice script for that and bind it to a key of your liking.


(BlackDeath) #51

How bout an LOLer cannon or a ROFL bomb?


(kat) #52

Interesting points of view.

Careful there bongoboy, you don’t want to be giving people the wrong impression that you might be watching these topics for a reason… cough


(bsmith1051) #53

Salteh, BlackDeath: LOL


If we could get serious again… I just played ET for an hour and I remembered another one of my peevs.

  • prevent walls/corners from ‘trapping’ you! GOD I hate this. I think it’s related to server responsiveness, too, because I don’t think I notice it on lightly-loaded (e.g. 5x5) servers.

The situation I’m referring to is when you’re running along a wall and you get ‘stuck’ to it by an outcropping or corner. You’ll be moving forward and then mysteriously stick in-place. The outcropping you’re caught on is usually out of your line of sight now, i.e., your shoulder is ‘jammed’ into it. If you turn away from the wall, you still can’t move forward. If you turn away from the wall and try to back-up, the game acts like you’ve squeezed yourself into the tiny corner formed by the wall and the outcroping. The only way to break free is to figure-out where you’re “stuck” and move perpendicular to that. Obviously, the Q3A engine is being a little too box-shape oriented.

Another situation this is a problem is when the team spawns and everyone tries to get out through the door at the same time. In real life, we’d just squish each other on the way out. In RTCW/ET, we’re like square blocks trying to fit through a round hole or something.


(DarkangelUK) #54

PLEASEEEE include online co-op mode! So many games would be great with it but dont have it. Doom 3 and Half Life 2 would be sweet with co-op mode. And the fact they dont have them in the PC versions, put port them to console and include co-op bamboozles me!! RTCW for XBrick had co-op :confused:


(Fusen) #55

I agree, finished hl2 and want to play it again but it will be crappy just playing it again… thats where co-op mode comes in ;D


(]UBC[ McNite) #56

I have to review my opinion about the XP… i think that a massive lot of the popularity of ET comes from the XP and the possibility of XPwhoring… when you look at the serverrankings at www.splatterladder.com almost all of the top50 servers have xp-safe or 10map campaign or suchlike.
So it would be stoopid to remove the XP, and, hey if ppl like it, why destroy it. I just think that the tools for limiting XP or awards should be part of the game and not be delivered with some mod like etpro that fucks up a lot (see command map icons) and has releases every half an hour so you need at least 15 different version of it in your game to properly play on a set of servers

You’ll be moving forward and then mysteriously stick in-place.

Hardly ever experienced that on one of the stock maps. In case u r talking custommaps here, it can happen when the mapper didnt clip edges or walls which is important. It is also the reason why a player can stand on the outside rim of walls on oasis. When there are 2 brushes on top of each other and the upper one is no completely vertical there will be something a player can stand on. A mapper can either merge the 2 brushes to avoid that or use a clip.


(Oxygen - o2) #57

RTCW2 has to be like RTCW, not a great deal of realism, otherwise its just MoH :banghead: and im sure every fun loving RTCW player would rather be shot in the head than play RTCW with MoH gameplay or CS.

RTCW2 should have:

Better weapons, ffs im tired of playing an allie with a nazi Mg42 or panzerfaust

Something British and Canadian, USA didn’t win the war by itself :disgust:

Better GFX, but not the kind that just blends stuff, because it usually has shite detail

Better Storyline, RTCW was a bit off and not reall dramatic and didnt get the effect you want!


(Demolama) #58

ok now from a point of view from a competion vet from both RTCW and ET as well as a pubber since the first playable demo of RTCW multi

1:developers to recongize there are 2 type of players that play these games the pubber and the competer

2: the ability to turn off the xp system if having one

3: if adding an xp system … add one that helps out the team/ fireteam not just one single player… sure there have to be some individual skills earned ie light weapons but everything else really needs to be team specific… this means you need to run at least 1 of each class in order to gain a skill for the team… promoting team play is what seperates the wolfenstein games from the quake and other fps.

4: lower the xp system to 2 or 3 ranks ( 4 seemed to be too much for some classes and 4 wasnt enough for others) this is of course based off of ET’s skill tree which Im sure RTCW2 will change with the new weapons/ classes

5: panzerfaust that takes full bar… period… it is a multi-person killer not a shoot at anything that moves that ET has created with lvl 1 heavy weapons. 400 radius 400 damage full bar always

6: rifle nades that do not stick to players :stuck_out_tongue: and arent played as primary weapon… et has turned the riflenade into the primary weapon rather than a secondary weapon it was intended to be… too many people spawn and load a nade and blindly shoot. precision weapon like that of the panzer… not shoot at anything that moves

7: the ability of the server to turn off non-player needed weapons ie landmines, tripmines, etc … anything that doesnt require the player to aim and shoot but instead place and run away

8: rtcw style sniperrifle: rtcw’s rifle was meant to be a med stopper. while it was powerful it wasnt so powerful that it stop the push of the offense. in et with the xp system and the weak sniper rifle a chain of full revive (lvl 3 medic) medics can not be stopped unless panzered or attacked by a group as big… I’ll take a 160 damage for headshot 80 for body with longer next shot over a 35 damage 60 headshot fire when you can aim sniperrifle that ET has… especially for gibbing

9: faster smgs with different attributes ( ie pros and cons) for both and the ability to choose to spawn with them.

10: bigger gib_heath etmain has -75 rtcw had -175… etpro and rtcwmod both reverted back to rtcw gib_health

11: location names, dropweapon dont know why these 2 things were removed in favor of coordinates and activate

12: dont know if D3 multi has done it in the next patch but removal of centerview

13: objective flags or some other type of indicator on the hud. players dont have time to look at the command map and try and figure out who controls the flag. This also is a problem because of the buffering of sound for objective info. when the flag goes back and forth for 5 seconds you dont know who controls the flag… and objective flag as I proved on the hud gives you immediate knowledge.


picture of RTCWmod with objective flags and command +showobjective to list what each flag means

14: mixture of defense heavy maps and offense heavy maps. ET has all defense maps except for perhaps radar. This leads to a lot of problems for competions.

15: medics need their extra health in order to revive players under a fire fight. limiting their ammo would curb the mentality that they are a super class with the ability to self-heal, pack themselves, have a health advantage over other classes and have the same amount of ammo. the class itself is fine… its the amount of ammo they recieve is the problem that causes the rambo mentality… they are a reviving and keeping alive other teammates class not a offensive super weapon. of course the ET’s slow ROF on the smgs also give the medics more time to run away and pack up which makes defense harder as well. Something there wasnt a lot of time to do in RTCW

16: wolf kick!!

17: if keeping the artillery call by using binos make the distance for them bigger because they stop short on some maps

18: pk4 auto download from the server and www redirect are a must

19:

dont lose cov ops uniform when they shoot, instead have it where if you hold you croshairs over a player and then hold activate it brings a bar up and checks if its a uniform, if a cov ops is found let him keep his uniform and make his name apear as “SPY” in red and have an icon over his head, its just realy frustrating how easy it is to lose your uniform, you can actuly lose it to player who isnt even watching, players should mark enemy cov ops for better teamplay, one player marks and the others kill him.

now and fresh ideas not from ET/ RTCW :clap:

20: of course new/ more weapons

21: perhaps the ability to have a map with 4 teams ie germany, england, italy, USA. This way they can have the same objectives to complete but be from a different team with different spawning weapons and perhaps different spawning areas of the map

22: more constructibles: maybe the ability to carry a " kit " with you so that you can create a mg42 anywhere you want to place it… the ability to construct it and destruct it to move to another area

23: 1 or 2 side/ neutral vehicles not a whole fleet like bf1942. the game shouldnt be about who controls the vehicles but 1 vs 1 shooting.

24: ability to move objects in a room to create your own unique defense. So that tactics wont get stale by using the same ideas


(ouroboro) #59

understandable, but where does it end? there were more than just US, UK, and CA on the allies side (USSR, etc), and there were more than just Germany on the axis side (Japan, Italy, etc).

there were in fact some 25-30 nations involved, all taking substantial casualties.

i have no problem with a game using 2 nations to represent the two sides. adding more just complicates things. besides, nations weren’t often mixed together all hodge-podge anyway. they tended to cooperate but seperately (the various beaches at Normandy being divided between US, UK & CA, for example - it wasn’t a huge messy mix, else it would have probably failed due to confusion).

perhaps there could be different nations depending on location. that would be pretty cool. i always liked the idea of a pacific campaign with Japanese on axis. maps in that theatre would logically use Japanese vs Americans, for example, while there could be a Russian team for locations where they fought the Germans.

but just being able to choose your nation when you join a server, regardless of map location - no, i’m against that idea.

realism is cool, but only to a degree (in this type of game). yes, we want basic realism (allies vs axis, thomsons and garands vs mp40’s and mausers), we don’t want martians with rayguns to land and join the allies to defeat Hitler before he uses a secret Tesla ray to throw the moon off it’s orbit. but we also don’t want realism to the extent that a single well-placed bullet actually shreds your internal organs and leaves a sucking chest wound and you die within minutes of being given a mercy shot of morphine and crying out to your mother to save you. it’s more fun if bullets are essentially annoyances that you can foil by throwing a stream of magic shoeboxes in front of yourself and running 40 miles per hour, and the schrapnel of your own grenade has a predictable radius outside which all bits of red hot, razor sharp metal are stopped cold as if surrounded by a force field…

so ya, new weps like the mp44 and BAR, bazooka for allies, etc. that’s fine and dandy, but let’s not go overboard and add driveable vehicles and comical alien foes who giggle and shoot you with pink shards of light like in Halo


(]UBC[ McNite) #60

for gods sake no vehicles… they are already annoying in ET. At least don’t make them freely drivable… if there have to be some, ET-style should be max.

Better Storyline, RTCW was a bit off and not reall dramatic and didnt get the effect you want!

Did you ever get beyond the first level of the SP? And i hopefully take it as granted taht you don’t want something like CoD or MOHAA? Its right that the zombie-levels were a bit long, but that s all about it.

@ #22 from Demonman: you can easily script and map that already in ET. But this might get a bit confusing for the gameplay imo.

Btw riflenade is a precision weapon ask the ppl I pick at long distance :smiley: if you are annoyed by all the newbs using it… well if u r better n them y not kill them? A good player can deal with almost every opponent, and there s always a counter-weapon.