Various questions about ET (please read)


(Cerebrate) #1

I’ve got a few questions about ET and I’d appreciate any useful input you can provide me with.

  1. What is the Command Post’s radius? Can, for example, the CP at the first Axis spawn point on Fuel Dump reach down to the side bridge, or does it affect the whole map?

  2. How come I can’t start at the main base on Fuel Dump as an Axis engineer (for defence purposes)? When I choose class and flag while in warm-up mode, I just start at the regular point afterwards.

  3. The ability to record games is nice, but the path string at the bottom obscures the chat text. Can I somehow make it smaller or perhaps just showing the kilobytes instead?

  4. About year ago, I used to play UT a lot, and consider buying UT04 when it comes out, but I’m having second thoughts about it. It took quite a while to get used to the physics in ET (I never played RTCW MP), and I’m afraid that playing another online FPS might spoil my form in ET. So, the question here is; do any of you play both ET and another online FPS, with different physics, without having any problems with it? I consider myself a decent ET player, and really don’t want to waste time (and money) on another game just to ruin the skills I’ve been honing for some time now. I guess this works out differently for various people, but I just want to hear what the general opinion is.

Thanks for reading.


(damocles) #2
  1. I beleive they affect the whole map, but only one has any effect, so if two are built then you get the same result.

  2. It’s a bug - spawn locations chosen in warmup reset to defaults at round start - bloody annoying isn’t it.

  3. dunno, never tried.

  4. don’t really suffer that problem. I usually find that if I go and play other games and copme back to one, that I pickup the old skills within a few rounds. To try and answer this is pointless as only you really know the answer.


(Sick Boy) #3
  1. the whole map

  2. It’s not a bug, it’s a feature. If it was a bug, it would have been long fixed as it is here since the beginning of RTCW. Your first spawn is fixed.

  3. Yes this is very annoying, this one’s very high on my personal fix-wishlist.

  4. Try playing with the same mouse sensitivity in different games, it helps.


(west|) #4
  1. Yes, I also play Planetside (an MMOFPS), and a quake 3 mod called urban terror. If I play at least 1 game of each per day, its fine :slight_smile:

(X4er0) #5
  1. i play quake3 rocketarena and osp, Tron 2.0, RTCW MP and ET all on same mouse sense and quake is a lot faster than ET, but i own ET bigtime thnx 2 my rail aim from quake and jumps i make, i see lots of people only move left right on ET when you battle them, i move a lot quicker and circle around most players (i only use sprint in battle never 2 run quicker 2 objective)

(blaz) #6

it is a bug. rtcw never had the ability to “select” spawns per sé. in rtcw, you had to use a script to change your spawn. in et, you have the choice of either the limbo menu or a script. there’s a big difference.

there are plenty of other bugs that splash damage has not fixed since the final release of et. however, tournament mods are fixing them. here’s some of the list of fixes in ET_TourneyMod:

  • Ammo/Health packs do not bounce back when intended to give to another player
  • Prone hitboxes are lowered
  • Gib hitboxes are lowered to the same level as RTCW’s
  • Akimbo kills give XP
  • Akimbo stats are logged
  • Akimbos are properly selected after they are earned
  • Indoor airstrikes are fixed
  • SMGs are properly selected as the one-handed weapon after they are earned
  • Spawnpoint selection works properly on initial spawn
  • Player movements while frozen after a revive are ignored

as you can see, it’s been fixed in this mod.

when you get a game for free, you can’t expect too much support for it.


(Kendle) #7

it is a bug. rtcw never had the ability to “select” spawns per sé. in rtcw, you had to use a script to change your spawn. in et, you have the choice of either the limbo menu or a script. there’s a big difference.
[/quote]
Eh? Which RTCW would you be refering to then? The one I play you can select Axis / Allied / Auto from the Limbo menu.


(blaz) #8

sigh, i seem to have forgotten about the little box in the rtcw limbo menu.

nonetheless, in et, the whole idea of selecting spawns has changed. i think anyone would agree with that. there’s not just axis, allied, and autoselection anymore. hell, even autoselection in et doesn’t always work. ex. on battery, after west bunker has been captured, allies still spawn on the beach.

for someone to say selecting your initial spawn not working is a feature, is a joke. even rtcw has bugs that id software/activision has never fixed. likewise, et has bugs that have not been fixed, and they will probably never be fixed. support for this game is pretty much non-existant. the only thing splash damage has fixed since et’s release was the win32 server issues.


(Kendle) #9

Bug, feature, whatever. In ET and RTCW your first spawn is ALWAYS default. Thereafter you can select where you spawn (assuming you’ve got a choice, i.e. you’ve captured a forward spawn point, etc.). In ET and in RTCW you can do this via Limbo menu or script.

The ONLY spawn that’s broken in ET is the bunker on Battery.

As for support being pretty much non-existant, I’d expect it to be ABSOLUTELY non-existant, seeing as the game is FREE.


(damocles) #10

The ONLY spawn that’s broken in ET is the bunker on Battery.

Here’s a little game to play - try and start a new round on Battery and choose the right side of the beach to spawn from for your first spawning. That my friend is a bug.


(Kendle) #11

No it isn’t. Most maps have a couple of default spawns (like Fueldump where you can spawn (as Allies) in the tunnel entrance or the 1st hut). After your initial spawn you can select (on Battery as Allies) West Beach or East Beach and you’ll spawn at whichever you’ve chosen. It’s only the very 1st spawn that you have no control over (just as it was in RTCW).

The reason Battery is truely broken however, is because even if Allies have captured the Flag they still spawn on the Beach.


(A2K) #12

you can select respawning point on LIMBO menu, clicking a flag in the map. you’re welcome.


(Cerebrate) #13

Thanks for the answers, but I need some more.

  1. I used to have automatic stats-logging, but after I reinstalled the game, I cannot find the option for this. Where is it?

  2. How come only the Engineer can have rifle grenades? Wouldn’t it be better if the “light weapon soldier” got this? The class (soldier with a Mp or Thompson) is pretty useless anyway - unless you consider it a good rookie class.


(Cerebrate) #14

bump

I’m sure that some of you can answer me.


(pgh) #15
  1. How come only the Engineer can have rifle grenades? Wouldn’t it be better if the “light weapon soldier” got this? The class (soldier with a Mp or Thompson) is pretty useless anyway - unless you consider it a good rookie class.

Confused… There is no ‘light weapons’ Soldier. The soldier is a heavy weapons class with being able to use Thomson/MP40… and its deffo not a Rookie class, all be it it is easy to run about fragging things say with a Panzer but mastering say Tunnel Flamethrowering without setting yourself on Fire is difficult…[/quote]


(Wraith2k3) #16
  1. Options > Game > Miscelanious > Auto Action

  2. Because thats what the engineer has. Only someone from Splash Damage could give you a better answer.


(Cerebrate) #17

[/quote]

When I said “light weapon soldier”, I was merely referring to a soldier with a SMG. Almost all the other classes has this weapon, and then counts as a light weapon. There has been some debate for what the purpose of a SMG-wielding soldier is, and some people like to think of it as an apt rookie class. I don’t know who used the rifle grenades in WW2, but seem to recall it from Band of Brothers, the tv series. That’s all.


(Cerebrate) #18

Thanks. You have no idea how long I’ve been looking. :banghead:


(Cerebrate) #19
  1. I hear people say “incoming” a lot in ET, and I shout it myself sometimes too, but I just have to clarify something here. It’s a warning you cry out when bombs (artillery, airstrike or mortar) come raining in, right? I see (or believe) that many think it means, “hey, the enemies are close and about to attack”. Either they have misunderstood, they use it for different things, or I got it wrong myself (gasp). On the other hand, I suppose an attack is an attack.

  2. I’ve got a couple of binds for sentences telling/asking team mates to do so-and-so (say_team), but they only appear as lower-case on the screen. How do I make it look the same as in the .cfg file, with caps where needed?

  3. Another thing I have to clarify: Does the stanima bar increase slower when red (low), or am I just imagining things? Same goes for the power bar.


(Pamper) #20

In real life, you’d hear this when something bad is coming through the air. It’s grammatically correct to use it for bad things coming by other ways, but that’s not a military tradition.

However, the RTCW/ET vsays don’t have anything good for “Here they come!”, “We’re under attack!”, “Perimeter breached!”. So “Incoming” is the best you can say to warn of approaching troops. For arty, airstrike, or dynamite I’ll say “FIre in the hole”. To be accurate, that should only be used if you’ve put a bomb in an enclosed space, but in this game its used to warn of any large upcoming explosion.

The vsays are missing a other standardi combat explanations that would be useful. “Watch your step” (because I have lev4 battlesense and you don’t), “Wait up” (because an engineer with pliers shouldn’t be the first Axis to run at the dynamite), and “Stand clear” (because anyone who gets between my MG42 and the enemy will be perforated)