Your favourite thing(s) about Extraction.


(Seanza) #1

So everybody’s voicing their opinion on what they don’t like. Let’s talk about the things that you do like!

Let me start the ball rolling:

I love the spectator features which are already available so early in the game. Normally we’re waiting months and months post-release for something like this to be implemented by a developer. Rumour has it that these are going to improve even further!

I really enjoy placing mines with Proxy, love that they’re self-arming because they’re really good for when you peak around the corner and get spotted by an enemy for them to chase you but run into your booby trap :smiley:

I like that the knife is actually decent when doing the quick stab and that if you run at people in an unpredictable manner, you can stab them before they kill you.

So what are your favourite things about Extraction?


(stealth6) #2

Don’t you understand we can’t be positive atm, the next patch isn’t in sight yet. /sarcasm

I like playing the Pugs and having a laugh on teamspeak. (Woo!)


(iwound) #3

proxys voice, “have some of this” wallop. looking forward to this.
gadgets, ghost, molotovs, turrets, stickies etc
player skins- have improved immensely.
the high interest in making maps for this has made me :slight_smile: heart warming. lets do it.
Antis diplomatic skills. he can make an insult sound like flattery. [smiley face]
constant feedback and chatting from a good chunk of devs.
the cones comic.
the vip extras. :wink::wink:

its not just the game its the whole shebang.


(Mustang) #4

Dev Friday, even though 5pm on Friday is a god awful time for me.

Tuesday/Thursday/Sunday after 6pm, Monday/Wednesday/Friday after 8pm or Saturday after 1pm would be better. :wink:


(Kl3ppy) #5

I really like all 3 Fops guns.
The improvements we see over the time
The easy way you can talk with the devs
The easy way you can play vs Devs


(chippy) #6

The fact that the Devs takes the time to answer our questions, explain why they do certain things and also have a good time pewpewing with us on the fridays.

I for one absolutely love the Microsoft Sam style of voice overs just as much as I hate them. It’s going to be emotional when they go away.


(Finko) #7

I like engeners, they well balanced against each other.


(Anti) #8

I have honed this skill over many years :tongue::wink:


(k1ruaa) #9

I like the art style of the game, I like how classes work right now, I like the weapon of the new field ops… seems to have a good accuracy/damage balance.
Edit: and yeah, devs talking with us in the forums is great.


(acutepuppy) #10

The size of the alpha is frustrating for a US West player, but it’s a much better option than too many players. It’s nice to see a list of orange names not only consistently showing up in the “currently browsing”, but actually replying as well. It’s hit and miss, but I feel like my ideas have a good chance to be read.

For an Unreal Engine 3 game, it’s coming together nicely. Other UE3 titles have seen their share of texture streaming optimization problems, networking issues, lighting and character visibility problems, etc… the graphical challenges seem really akin to IdTech 4 problems with animation rates, and network synchronization. I feel like they are tackling the challenges of Unreal Engine 3 much better than they did with Quake Wars and IdTech 4. I think a couple menu ticks solving input options and increasing FPS, is much better than a list of console commands as foreign as “com_unlock_timingmethod 0” used just to get consistent performance.

I love the gunplay, especially because I can play in Euro matches and not even notice. Sometimes I hear a hit-beep when I die when firing, and it doesn’t do damage. It’s slightly frustrating, but not in a way that I feel cheated often, just in a way I wish I could play on a properly populated USWest server. Personally I’m not that great at shooting people compared to most folks who play pugs or closed-alphas in general, but I really excel in tactics and timing (sticky mines are becoming a quick favorite) so I like the way the abilities are heading. It’s much better to start with these things too weak and allow the meta game to develop.

I think the Oppressor’s shield in Quake Wars had a really versatile and long life-span in niche uses. Partly because it’s design just stuck anywhere, quickly, at range. It made the field-op role for Strogg so much fun inside, because you could bounce grenades back, or give mid-range cover for a revive. It’d be really cool to see something a little more high-tech than just a placeable wall in xT. The Milestone video shows how much differently turret play could with feel when you can see effective range and cone of fire, hopefully the other abilities get this thoughtful treatment (med stations, heartbeat sensors). It’s was nice to see the PAX video show a beefed up airstrike.


(Erkin31) #11

The new shotgun which can be reloaded like a old Winchester. I love Winchesters.


(1-800-NOTHING) #12

the way medpacks work.
no spawn shield on self-revive and the limited spawn shield on revives.
the fact that throwing ammo packs is useful.
secondary pistols being somewhat useful as backup/finishing weapons.
CQ MP 1on1 tracking fights. (ugh, deja vu… have i written that before?)
movement and CQ fights using proxy character/weapons.
hipfire recoil on conker primary.
molotovs.
only 1 proxy mine, but self arming.
deagle/revolver.


(Kendle) #13

The biggest thing for me is the simple fact there are multiple classes and weapons and they’re all reasonably viable and useful. The thing I hated most about ET was going on Bio and finding 12 Medics -v- 12 Medics, and when Brink came around everyone was light body + CARB9 despite the other choices available. The overall balance might not be right, but just the fact there are guys with big-ass MG’s, and little SMG’s, and Shotguns, all on the same server at the same time, is a mighty improvement IMO.

Next it would be the art style (SD have always been great at this IMO), the visuals, the audio, all makes XT look more polished and finished even at Alpha stage than Brink ever did.

Finally the gun-play, gone are the putt-putt guns of previous games, the long drawn out gun-fights, the over emphasis on only one skill-set (tracking) to the exclusion of most others (twitch / aim / “thinking”). Again there could be some more balancing done here, but in general the gun-play is very good right now.


(.FROST.) #14

What I like:

-at first, I’m still very, very glad to have been given the oppurtunity to be in this alpha

-I’d say I like the artstyle(yet I’d still vote for more design-work), especially the look of the characters.

-the setting, city-wise(I’m glad it’s not New York. Not because I hate NY, far from it, but because I’ve never played a game that was entirely set in Europe. And NY is just too overused, in any kind of media)

-the setting; story-wise, as far as there is one(Can’t wait for more fleshed out story bits, maybe even some very short cutscenes at the end and the beginning of each map; though I know, some peeps would hate that)

-the extremely thorough options-menu

-the community

-the communication between the devs and the community


(iwound) #15

It’s British theme.


(1-800-NOTHING) #16

voice work for proxy.
character models for proxy, sawbonez, footloose, hardy, bbq.
quick knife gib for all classes.

the concept art/map loading screens.


(Dormamu) #17

My favorite thing i like about Extraction is this Closed Alpha Forum.


(MrFunkyFunk) #18

The windows voice overs.

Hopefuly they’ll make it as a voice pack for release.


(Loffy) #19

Love the sound of that big gun. Ta-ta-ta-ta.


(Violator) #20

The artwork in the levels, lots of nice attention to detail + the lighting/atmos is great now.
Being set in London rather than the usual places (US, middle-east etc.) + having UK voicing for a change (looking forward to this being put in).
BBQ - great fun to play.
And yes, Microsoft Sam - please keep it as an option :).