Quake Wars: Enemy Territory Public Beta Soon

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Comments

  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    edited June 2007
    if i'm going to buy it i'd like to see the pace slowed (can't see this happening when the game is as complete as it is); something done about stances (crouch/prone only makes a significant difference to the sniper and support gun); and something done about infinite sprint + jump (perhaps turn it into Gear of War's roadie run where you can't change direction or shoot whilst sprinting).

    sniping- as with most large-scale shooting games- is a bit poo, too. the only time you can rack up a decent amount of frags is when you're spawn camping wave after wave of enemies. for every enemy you normally frag who is stupid enough not to sprint and jump like a loon after taking the first shot; you could have had like 5 fights in CCQ with a different primary gun.

    after looking at the QW forums it looks like the sluggish aim thing isn't due to low fps, it's something to do with the game. that's a must-fix, imo.
  • TestamentTestament Join Date: 2002-11-02 Member: 4037Members
    If people are complaining that it's too fast, it means that they got part of the Quake franchise part right, at least. That's the bit I was most afraid of.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    way to schnell. Playing it is like going through the same job interview that guy from the show human giant did.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2007
    Aaaaand it looks like I missed out on the public free Beta Key when I went out last night and came home the next morning hungover. Talk about adding insult to injury.

    I can't seem to find a download from the link so I'm guessing they've run out of keys. Please someone confirm that I'm mistaken.

    P.S. Anyone else spot this?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Hi, I'm Neil Postlethwaite, Splash Damage's Managing Director and one of the Producers on Enemy Territory: QUAKE Wars. I'd like to talk to you today about the in-game advertising we have in ETQW.

    For the last four years, we've put all of our effort into making Enemy Territory: QUAKE Wars. So, we're not planning to ship this game and walk away. We want to keep supporting ETQW in as many ways as possible. We'll be maintaining the persistent stats servers and the community site, and continuing to support ETQW with updates and improvements.

    To help cover this level of on-going support without passing the costs on to the gamer, ETQW will feature appropriate advertisements in select locations of our levels. The ads aren't intrusive and you won't have to interact with them; they'll just be part of the normal environment. In fact, there are some places it's quite odd not to have an advertisement - the sides of container trucks, for example. Great care is being taken to ensure that all our ads are appropriate for the game world and we have absolute approval rights in this area. If it's not appropriate or it's distracting, it won't go in.

    The company providing the ad system does not and will not store any personal information or data that otherwise can be used to identify you. All they track is if and how long you look at the advertisements.

    For those of you participating in the upcoming beta, you will get a chance to see them for yourself very soon. And of course we will be releasing a demo prior to the retail launch of the game so everyone can check them out first.

    Choosing to place ads in Enemy Territory was not a decision we made lightly. However, in doing so we hope to be able to provide a higher level of on-going support to the Enemy Territory: QUAKE Wars community than would have been possible otherwise.<!--QuoteEnd--></div><!--QuoteEEnd-->Are there any ads in the beta or are they cleverly leaving them out until we're all hooked?

    Also I'm wondering how they can claim the advertising is appropriate when the game takes place in 2060. Whatever they come up with it'd better be good. Yes I wouldn't pay for a game with in-game advertising if it wasn't good. Not because I think it would appreciably detract from the experience, but because it sums up the amount of effort the developer is willing to make to integrate it suitably. I'm not giving any money to a game developer who has turned his back on his artistry in order to embrace the greenback. I'll make my decision as the consumer whether to pay the developer or procure the game by other means (something I don't do at all but would be willing to make an exception for a gluttenous, soulless husk of an artist).
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I haven't noticed any adds though I'm playing on low settings and I'm usually too busy getting shot at to look around.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1635611:date=Jun 24 2007, 12:19 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jun 24 2007, 12:19 PM) [snapback]1635611[/snapback]</div><div class='quotemain'><!--quotec-->
    Also I'm wondering how they can claim the advertising is appropriate when the game takes place in 2060.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    And we all know all those products from 1954 aren't around anymore or at least aren't advertised.

    Except some of them are.

    So anything you see advertised ingame could easily be thought of as surviving as a product 53 years from now.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2007
    <!--quoteo(post=1635627:date=Jun 24 2007, 09:59 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jun 24 2007, 09:59 PM) [snapback]1635627[/snapback]</div><div class='quotemain'><!--quotec-->
    And we all know all those products from 1954 aren't around anymore or at least aren't advertised.

    Except some of them are.

    So anything you see advertised ingame could easily be thought of as surviving as a product 53 years from now.
    <!--QuoteEnd--></div><!--QuoteEEnd-->And, Tycho, what product manufactured in 1954 is still advertised using the same limited print production, is still in the same style of packaging, is advertised using people in 1950's clothes, uses the same trendy 50s slang? That's why I said it's going to have to be done well. If they just stick to corporate logos and don't try to advertise today's products for a 2050 universe, then I'll be happy.

    "10MB/s Broadband from FastNet, now in your area!" - Yerrite <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--quoteo(post=1633999:date=Jun 17 2007, 05:55 AM:name=Testament)--><div class='quotetop'>QUOTE(Testament @ Jun 17 2007, 05:55 AM) [snapback]1633999[/snapback]</div><div class='quotemain'><!--quotec-->
    Wasn't ET more of a straight-up action game? Where this is more of a Battlefield 2-esque game. Either way, hardly Quake from what I've seen. Why even use the name if it's not going to emulate the source material at all? Woulda been fine with a different name.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Try C&C: renegade <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1635644:date=Jun 24 2007, 03:43 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jun 24 2007, 03:43 PM) [snapback]1635644[/snapback]</div><div class='quotemain'><!--quotec-->
    And, Tycho, what product manufactured in 1954 is still advertised using the same limited print production, is still in the same style of packaging, is advertised using people in 1950's clothes, uses the same trendy 50s slang? That's why I said it's going to have to be done well. If they just stick to corporate logos and don't try to advertise today's products for a 2050 universe, then I'll be happy.

    "10MB/s Broadband from FastNet, now in your area!" - Yerrite <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Coca-Cola?
  • AldarisAldaris Join Date: 2002-03-25 Member: 351Members, Constellation
    <!--quoteo(post=1635567:date=Jun 24 2007, 04:11 PM:name=Testament)--><div class='quotetop'>QUOTE(Testament @ Jun 24 2007, 04:11 PM) [snapback]1635567[/snapback]</div><div class='quotemain'><!--quotec-->
    If people are complaining that it's too fast, it means that they got part of the Quake franchise part right, at least. That's the bit I was most afraid of.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Now, I don't know what classes as fast, but this game isn't designed to be quake fast, and I don't think it is tbh.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1635546:date=Jun 24 2007, 04:35 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Jun 24 2007, 04:35 AM) [snapback]1635546[/snapback]</div><div class='quotemain'><!--quotec-->
    seta com_showFPS 1

    There is an fps cap, but it can be unlocked.
    I can't load the page now, but there's a sticky at <a href="http://community.enemyterritory.com/forums/" target="_blank">http://community.enemyterritory.com/forums/</a> that explains how to do it.

    config commands from quake4 seem to work.

    I haven't enjoyed an online shooter this much in about 3-4 years.

    I don't understand how the objectives can be any clearer. The voicover shouts at you "defend the emp generator" repeatedly, and there's a very prominent waypoint icon both on the map and on the hud. If they did anymore, sure you'd get benefit from it the very first 2-3 times you play a map, but it would become an annoyance fairly quickly.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh, the ways to make objectives clearer:
    Use different icons. 2 of the icons are the SAME THING on the map. Why? I can't figure out which one is my objective if its the same icon and they have no text aiding it.

    Make the map screen clearer in general. Its covered in crap. Things I don't need.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--quoteo(post=1635654:date=Jun 24 2007, 07:21 PM:name=Aldaris)--><div class='quotetop'>QUOTE(Aldaris @ Jun 24 2007, 07:21 PM) [snapback]1635654[/snapback]</div><div class='quotemain'><!--quotec-->
    Now, I don't know what classes as fast, but this game isn't designed to be quake fast, and I don't think it is tbh.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    The game does feel a bit fast to me though I also just need to improve and stop getting tked by air strikes. /me eyes Aldaris
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2007
    <!--quoteo(post=1635650:date=Jun 25 2007, 12:10 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jun 25 2007, 12:10 AM) [snapback]1635650[/snapback]</div><div class='quotemain'><!--quotec-->
    Coca-Cola?<!--QuoteEnd--></div><!--QuoteEEnd-->See, I knew you'd say that. That's why I said 'brand' advertising would be acceptable and not 'product' advertising. Coca Cola was not first made in tins, the bottle shape has altered over the years as has the logo. Coca Cola didn't start with a Diet or a low Caffeine version and also has hundreds of subtle flavour differences depending on where you drink it in the world (if you've been to the Coca Cola factory in Atlanta you'll have tasted some of the horrible concoctions foreigners might call 'Coke').

    Also it's funny you refer to it as Coca-Cola. It's now much more commonly known as Coke, at least that's what the current TV ads refer to it as in the UK. So, my point is you can fair enough advertise a brand by its logo, but if you're gonna be advertising a specific and existing product of today in a world 50 years in the future, you'd better have put more effort into it than to advertise the current Coke can or Dell Computer. See Minority Report for (imo) the way futuristic games should be treating in-game advertising.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    I think I shall write a guide based on KFDM's pain!


    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->How to use artillery and deployables<!--sizec--></span><!--/sizec-->


    As a "squad leader" type class, your power is in your very, very big guns. The massive explosions at your fingertips can kill whole groups of enemies or destroy enemy armor with little hope of escape, but only if you know how to use it. This guide will show you how.


    <b>Know your tools</b>

    As a SL type class, your most important gear is on 5, 6 and 7. While the two sides have many slight differences, their most important equipment is identical. Your weapon 5 is your deploy tool. You may use this to request your deployable, which allows you to call powerful and potent artillery strikes. There are three types, and you may only have one built at the same time. After you have one built, it is under your command, and you are free to use it or not. Your weapon 6 has your marker grenade. It allows you to pull giant destruction from the sky on a whim and has advantages and disadvantages over artillery. Weapon seven is your target marker. It allows you to aim your artillery after it is built, and has a modest zoom that can be used as a binoculars.

    <b>Marker strikes</b>

    Marker strikes are quick. They are also short range. They do not need an artillery to be built using your deploy tool, and are thusly easier for newbies to understand. In addition, there may be sitations where you can't (or don't want to) deploy equipment, and therefore must rely on your marker strike to get things done. You must get somewhat close to use your marker strike. It has a longer range then you may expect, however. If you are within the danger zone of the strike when you throw it, you will be told to clear the area before the strike happens. If the marker lands under something, the strike will also be canceled, so make sure it is tossed into the open. the most important advantage marker strikes have is that anti-artillery turrets will NOT stop marker strikes!

    The Human marker strike is the Vampire. It should be very familiar to those who played wolfMP and WolfET. It only does moderate damage, but it is rapid and instant damage. Infantry will probably be dead before they figure out what just happened, but most armor will simply be annoyed, and most deployables will be just a short repair away from operation again.

    The Stogg marker strike is the Violator, otherwise known as the Ion Cannon Strike of DOOM. It is a slow, searching laser, starting from where you tossed the marker. If you've played generals you should see this as familiar. Most armor and deployables will be destroyed by the beam, but infantry will outrun it unless you dropped the marker directly onto their faces.


    <b>Artillery strikes</b>

    Each side has it's own artillery strikes, but their are similar and are generally separated by type. Type one, on the left, is anti-infantry and area denial. Type two is anti-armor, and type three on the right is your giant explosion of doom, killing almost everything in the radius instantly. To pick which one you are going to use, simply build the one you'd like using your tool. In order to build, you must be in your territory, marked in green on the map. Look around until you find some green squares on the ground, and then click to set the position, then click again to set the rotation. After about 30 seconds, your new artillery will drop into place. Don't stand under it!

    After your artillery is delivered, simply pull out tool number seven, and point at the ground where you want explosions to happen until the circle fills. A giant red cross hair will mark the point for your teammates where they will be free to run into the area and then die and blame it on you. The range of this laser, though not infinite, is still MUCH longer then your thrown marker.

    Type One artillery is your spammiest one. It is not very accurate, and will strike all around the cross hair you placed. It doesn't do massive damage to armor (though repeated strikes will kill even heavy tanks), each one of your ten shots can kill any nearby infantry instantly. This is great for blasting at forward spawns.

    Type two is your anti-armor artillery. This can be tasked to a single target instead of spamming the ground. To do this, simply point at an enemy armor or deployable and wait for the green hexagon. The projectiles will seek and destroy until the target is dead or manages to flee into the proximity of a sky cleaner. Turrets and radar, of course, will not stand much of a chance. The main difference between the strogg weapon and the marine one is that the marine weapon shoots faster (and thusly kills faster) but has a very low attack angle. If an enemy flees behind a wall or building, he will can elude the rockets if they were not placed on the high ground.

    Type three is essentially a doomsday device. A single massive warhead is fired, which slowly arcs through the air until it reaches it's target. A massive explosion results. This will instantly kill or severely injure anything in that radius. The only thing that may survive is a cyclops. Note that when you task your type three weapon, everyone gets a warning (either hammer or dark matter cannon launched) which means they will be able to predict where it might fall by looking up and then getting the hell out of there will result.


    Finally, you will only be able to call any fire support if your energy is full. Your marker and deployable have their own energy levels. Sometimes you may have the energy for a marker strike, but your turret is still reloading. Pick your weapon of choice with care!
  • AldarisAldaris Join Date: 2002-03-25 Member: 351Members, Constellation
    All well and good Redford, but can you write a guide for KFDM that basically explains the fact that running towards a artillary maker he started no where near is a bad career choice?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--quoteo(post=1635669:date=Jun 24 2007, 08:13 PM:name=Aldaris)--><div class='quotetop'>QUOTE(Aldaris @ Jun 24 2007, 08:13 PM) [snapback]1635669[/snapback]</div><div class='quotemain'><!--quotec-->
    All well and good Redford, but can you write a guide for KFDM that basically explains the fact that running towards a artillary maker he started no where near is a bad career choice?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    /me huggles Aldaris
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    Just a few screenies i took to show how cool the character models look.


    <img src="http://www.hellbilly.net/etqw/01.jpg" border="0" alt="IPB Image" />

    <img src="http://www.hellbilly.net/etqw/02.jpg" border="0" alt="IPB Image" />

    <img src="http://www.hellbilly.net/etqw/03.jpg" border="0" alt="IPB Image" />
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    My models look like barely textured blobs.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    edited June 2007
    same here but im fairly certain that me and hellbilly have the same pc :/

    AND I STILL CAN'T FIGURE OUT HOW TO UNLOCK MY FPS.

    tried all those cg_ commands but nothing happens. cant even get cg_showFPS to work
  • Dirty_Harry_PotterDirty_Harry_Potter Join Date: 2002-11-21 Member: 9500Members
    <!--quoteo(post=1635656:date=Jun 25 2007, 01:27 AM:name=Quaunaut)--><div class='quotetop'>QUOTE(Quaunaut @ Jun 25 2007, 01:27 AM) [snapback]1635656[/snapback]</div><div class='quotemain'><!--quotec-->
    Oh, the ways to make objectives clearer:
    Use different icons. 2 of the icons are the SAME THING on the map. Why? I can't figure out which one is my objective if its the same icon and they have no text aiding it.

    Make the map screen clearer in general. Its covered in crap. Things I don't need.<!--QuoteEnd--></div><!--QuoteEEnd-->is it the part where you have to blow up the sewer grate, because if so, then, that's because either works ;P. each objective has the icon corrosponding to what class can solve them.

    And what's wrong with the map o.O? it shows locations of allies, vehicles, spawn locations, which team owns what territory, what exactly would you remove o.O? Besides, the map is reaaally easy to navigate, so I can't see what you need to map for in the first place, unless you want an overview - in which case you need all of the above info...
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Thanks Redford, I havn't been palying enough of the recon class to really be used to it yet.

    I have to say I am with DHP.

    The map is horribyl easy to understand. The minimap/hud sprites are all rather good also. TBH I actualy thought that the general gameplay of ET:QW was the easiest I have ever seen.

    The more specifics of hpw each class works is a tad bit more complicated.


    My gripes/comments/questions:

    1) Why is it that Strogg always have 1 less player when I join? (I am not complaining, I actualy preffer Strogg).

    2) Do humans have a Spawn host equivelent? (or is the balance that the AED is an insta revive?)

    3) Can non Technicians use Spawn Hosts? Can humans disable spawn hosts?

    4) Spawn Hosts farken ROCK. The ability to keep forward preasure is ubelievable. The best one I had yet was respawning litteraly face to face with a human and just unloading with my nail gun <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    5) Why does no one build the Anti Artillary towers? Most of the tiems humans manage to build the EMP it is after having nuked the living daylights outta the EMP area.


    ummm, yah.
  • Dirty_Harry_PotterDirty_Harry_Potter Join Date: 2002-11-21 Member: 9500Members
    edited June 2007
    2) humans does not have spawn hosts, but I've noticed a skill for the medic called "Self-revive" or something of the sort... it's the last one though iirc :X

    3) yes non techs can use the spawn host, only the technician can create them of course. just go an claim said spawn host - the rods sticking out will lie down to show this, only 1 player can claim a spawn host. GDF medics can kill a spawn host with the defibs.

    4) and yes, spawn hosts rock, this is probably one of my favourite things with the technician, I expect its effectiveness to fall drastically when the general 'population' find out how to disable them. Anyway, them, and how the strogg cells also gives you ammo is the reasons I prefer the technician over the medic - sure the medic can get ammo dropped down, but that's not instantly, and that's only outside.

    5) yeah :X, but anyway, like all teamplay oriented games, then, pubs are usually not quite up to par :X especially here in the beta as many are probably just going "LULZ BF, MUST KILL D0Dz AND GET VEHICALS!" in their heads


    One silly detail I love is how the field ops can take on a "strogg uniform".. seriously, how the hell do you disguise yourself as strogg D: I don't mind it gameplaywise or anything, just a funny thought ;P

    Edit: on the note of stealing uniforms, at some LANs I've had where we played ET, I've been Covert Ops, I'd go around steal their uniforms, hide in a group of enemies, then, at some point when they're in a gunfight, mow them all down, then, take one of the now-dead squad's uniforms, rinse, repeat. It even got so bad they began to chronically shoot eachother (even sometimes just killing outright) to test if it was me in disguise XD

    Good fun <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    mkay, I am glad to know that it was just my team mates suckign and never using Spawn Hosts (even after explaining how they work).

    Seriously, I generaly have like 6 spawn hosts sitting around when we defend the EMP. I am glad to know that medics can disable Spawn hosts, and their defib is a much better combat rez then the tech's. But I still preffer techs, spawn hosts, stroylent, and the nailgun is so much better then the shotgun <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Btw, if any one hasn't cought on, don't forget + and - (by default) will swap HP for Ammo (for strogg).


    As for the cov't ops:
    I remember in Wolf:ET being able to one shot people when I was disguised (something I loved doing).

    Also, wasn't there some way of telling some one was disguised? like when you got close their name wasn't displayed or something?
  • Dirty_Harry_PotterDirty_Harry_Potter Join Date: 2002-11-21 Member: 9500Members
    oh it displayed a name, the name of the bloke you took the uniform from.. so typically people would like, LULZ I'M DEAD, SHOOT ME ON SIGHT, or something..

    I don't think you could shoot at all in ET in an enemy uniform without losing said uniform, you could however use explosive charges (though, it might have been different in later versions, I only played the later/latest ones..
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited June 2007
    yah, I just did some delving.

    Upclose, the name tag does NOT show for Wolf:ET, not sure if it is true for ET:QW yet (havn't seen any one actualy using the ability yet).

    Btw, this is how I would rack up kills in Wolf:ET. Aparently most poeple didn't know that the cov't ops was vulnerable at close range and would thus just charge right up to you in an attempt to knife you. About 5 paces away the name tag will disapaer <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Ah, right.

    Last level of the cov't ops skill gives you the assassinate ability (insta kill with backstab)
  • OmegamanOmegaman Join Date: 2004-01-11 Member: 25239Members
    I believe (and I could be pretty wrong) that in Wolf:ET firing or being fired upon would make you lose your disguise. However, the exception to the rule is backstabbing. If you pull out your knife and stab them in the back, it's an instakill + keeping uniform.

    But I could be mixing ET up with Team Fortress Classic. =P Now THERE was a fun game for spies. My faovirte was diguising myself as the enemy spy class. They NEVER expect that. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    <!--quoteo(post=1635371:date=Jun 23 2007, 04:05 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Jun 23 2007, 04:05 AM) [snapback]1635371[/snapback]</div><div class='quotemain'><!--quotec-->
    After playing this game for a while, my impressions are as follows:

    It's a bad game.

    Terrible.

    The interface is clumsy, the weapons are gutless, the gameplay mechanics are cheap. It's Wolfenstein: ET all over again with a different setting, there's even a panzerfaust that takes a second to charge up before it fires, making whining sound as it does so. The mouse cursor is laggy and sloppy in the menus. The vehicles are poorly simulated. They remind me more of the jeeps in cs_jeepathon3k more than anything. Map goals are accomplished by spits and spurts as an engineer manages to get a few percent of the EMP tower built before he gets shot.

    Firing a weapon is not a satisfying experience. It seems that they don't even shoot at a regular rate. There seems to be random pauses and irregularities in the rate of fire. Hitting something seems to be a matter of luck. Dodging back and forth jumping like a maniac seems to be the norm in combat. <!--QuoteEnd--></div><!--QuoteEEnd-->

    It's almost as if you and I played completely different games. o.O

    I found the interface to be refreshingly useful. Had no problem w/ mouse lag or any other sort of lag while using it, except for a second or two at the very beginning of a map on a full + laggy server. Likewise I found the gameplay mechanics to be awesome, and a nice change from the typical "hold this flag until the enemy takes it" crap of battlefield. I always liked the objective stuff in RTCW. I thought the vehicles were the best part, and are among the best I've seen in a game. The humvee in particular is all kinds of awesome, with the actual usable hud/gauges on the dashboard. Really adds to the immersion. Had no problem w/ weapons either...

    The game does seem very sensitive to lag, so maybe that has something to do w/ your problems with it? I wish I had more advice to offer...
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I get the same symptoms whether I've got a ping of 40 or 400. I tried uncapping my framerate and changing the timing mode about, that didn't help matters , if indeed it had any effect at all.

    I did, however, have a bit of fun sniping with the railgun as a strogg infiltrator. I was sniping away merrily getting zillions of kills when I was killed by an enemy covert ops. Shortly after I spawned I saw a friendly infiltrator with the name "~-/AUS/- Scythe" running around. A quick headshot solved that problem right away. The flying drone reminds me of the drones from neocron. Quite cool.

    --Scythe--
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    "Hi, I'm Scythe! I'm not a human in disguise or anything! Strogg Strogg Strogg!"

    "Uhm, *I'm* Scythe."

    "Oh shi-.."

    *railgun*


    You'd think the game would assign infiltrators a different name when someone with the same name looks at them.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I've played this quite a lot over the past day or so (around 6 hours+), and it's actually quite good.

    For reference, my specs are not the greatest:
    Windows XP (Home Ed.)
    AMD Athlon 64 3800+
    1024MB Corsair paired RAM (2 x 512MB)
    Radeon x1900 256MB (by Sapphire)

    + I personally like the pace. I wouldn't say it's a very fast game, but the action kicking off all around you makes it seem a lot faster than it is.

    + The vehicles rock, it's just a tad annoying getting someone to gun for you. I much prefer it to BF as you're not 100% certain of crashing if a noob gets in the driver's seat before you do. Every single vehicle is unique and fun to drive/gun. The Icarus 'jetpack' is great, the "Goliath" (can't remember it's name but it's basically a Goliath) feels awesome and the Hog is deceptively powerful. For the GDF the Titan tank is possibly overpowered (turret moves a bit too quickly so you can snapshot-instakill people), but great all the same. The APC is pr0n with a gunner inside and the quadbikes are zippy enough to add to the fun (especially fun when you drive them into the sewer section!).

    + The structures you can deploy are quite fun. It's also much more fun that every class has his own structure he can (and should) deploy, whether offensive/defensive/supportive.

    + The awards list at the end of the map is a nice touch as is the upgrades system. Same goes for the friends list and the clan support. In fact the whole interface is really polished imo.

    + The netcode is excellent. No lag, no stutter, barely a hiccup. Only time I experience any lag is very occasionally at the beginning of rounds and once on a server that was clearly just lagging out.

    + The beta map is also great. If you go into spec mode and move forwards and backwards away from buildings you'll see how well optimised it is, with half of the detail fading and then disappearing when you move a certain distance away from it. This is part of why it runs so well for me even on 1 gig of RAM. The design is very good, it looks like both teams are getting to the map objectives at the same time. It's good that the last objective is indoors to give the defenders the advantage (or at least protect them from vehicle spawncamping). Because of the way it's designed you're always surrounded by action, watching in spec mode is almost as fun as playing the game, so top marks to the level designers for that.

    -/+ Overall team balance is very difficult to tell when barely anyone knows what they're doing. Same goes for the map balance. It does look like the classes are distinct enough and important enough to make it a good team game.

    -/+ I like the GDF guns, and after I got used to the lacerator I started to like it, but the nailgun is still really hard to get on target. I might try fiddling with my crosshair but atm the crosshair is huge and misleading, with only the very centre getting you a clean hit. I can aim fine with the shotgun on NS and get snapshot kills, but with the nailgun/shotgun it seems much harder for some reason and I think the crosshair might be to blame.

    - I don't think the Spawn Host claiming is at all intuitive. Unclaimed spawnhosts should flash or something to Strogg teammates, or maybe have a red light when unclaimed and a green when claimed. They should have a tooltip for that on the loading screen at the minimum because I've only ever respawned from a spawnhost by accident and nobody else seems to know how to respawn.

    - Teammates in limbo should not be displayed using the same icon as your live teammates. It's so misleading. When you see 6 green triangles all by the hacking device your natural reaction is to assume they're defending it (green being a colour denoting 'positive' values or 'action'), not that they're all lying there spazzing out on the floor while the terminal's being hacked. Teammates in limbo should be displayed with an empty green triangle (as they're 'half alive') to distinguish them from live ones.

    - Perhaps the map should auto zoom in when you move indoors, just to make things clearer.

    That pretty much covers my initial impressions. I wasn't put off at all by the pace or the super-dumbed down vehicle movement/operation. It's a good way of levelling the playing field imo.
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