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.[/quote]
didn’t russia start out on the nazi’s side?
BTW just to point with what deoman said
1:developers to recongize there are 2 type of players that play these games the pubber and the competer
developers don’t relise this because its wrong, there are serious players who play in competitions and with comp clans, and people who play for fun on pubs or with fun clans, smart people will relise that comp players are hell to make stuff for
2: the ability to turn off the xp system if having one
or the ability to not have one at all
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.
so basicly, awar the whole team or people helping near-by rather than 1 player, sounds good
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
get rid of them, just have points! it makes much less trouble when idiots fight for XP amongst each other rather than help the team
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
damn right
i think the power from a panzer should be more so it can damage tanks easier but keep the same radius
6: rifle nades that do not stick to players 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
get rif od rifle nades, they are just a mix of mortar and panzer in a stick
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
thus removing all hope the defence has of winning
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
could just give a time when people can be revived, if time runs out they die, however, if they get rivided in time, they come back with the health they had 5 seconds b4 they died
9: faster smgs with different attributes ( ie pros and cons) for both and the ability to choose to spawn with them.
SMG’s are fine
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.
nice, but without covering the HUD with loads of gay text