It won't auto-update the whole Beta 2 client. Visit the link posted on the QW community announcement page (that takes you to the file on FilePlanet) and wait in line for 30-45 mins, then wait to download it! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> If I were you I'd wait until you're about to hit the sack then run it overnight (with probably less traffic on the download servers).
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--quoteo(post=1641967:date=Aug 3 2007, 05:58 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Aug 3 2007, 05:58 PM) [snapback]1641967[/snapback]</div><div class='quotemain'><!--quotec--> It won't auto-update the whole Beta 2 client. Visit the link posted on the QW community announcement page (that takes you to the file on FilePlanet) and wait in line for 30-45 mins, then wait to download it! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> If I were you I'd wait until you're about to hit the sack then run it overnight (with probably less traffic on the download servers). <!--QuoteEnd--></div><!--QuoteEEnd-->
Why include an auto-updater if it doesent...uh...<i>update</i> your game for you? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Guess i'll leave it on overnight. Any torrents up, yet?
I'm loving the Infiltrator. Nothing awesomer than running around, stabbing people in the back, then being uncovered and quickly teleporting back to the teleport spot you placed upon spawning <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Also, chasing a medic around with the flight drone and blowing up whoever he revives <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1642002:date=Aug 4 2007, 06:34 AM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Aug 4 2007, 06:34 AM) [snapback]1642002[/snapback]</div><div class='quotemain'><!--quotec--> Why include an auto-updater if it doesent...uh...<i>update</i> your game for you? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->It did autoupdate the 1 patch that was in Beta 1 - but Beta 2 has just got so many drastic changes that there's little to no point in letting it just update
On another note: this version has so much better performance, it runs about the same, if perhaps not a bit better, in Beta 2 at high settings and 1100x800 (can't precisely remember that reso, as I very rarely use it) as it did in Beta 1 on medium settings and 800x600.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
The game is desync'ing itself from its effects. Shooting your rifle feels random and with delay. A game that could have been SO good, and the next open area, air ground sea thing for me - like the battlefield series, swings and misses this terribly. Lower the run/sprint speed and cut the bunnyjumping out, and it is nearing something good.
<!--quoteo(post=1642051:date=Aug 4 2007, 01:18 PM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ Aug 4 2007, 01:18 PM) [snapback]1642051[/snapback]</div><div class='quotemain'><!--quotec--> The game is desync'ing itself from its effects. Shooting your rifle feels random and with delay. A game that could have been SO good, and the next open area, air ground sea thing for me - like the battlefield series, swings and misses this terribly. Lower the run/sprint speed and cut the bunnyjumping out, and it is nearing something good. <!--QuoteEnd--></div><!--QuoteEEnd-->Are you complaining about the speed because you want realism? If so you'll have to wait until a better Battlefield (or clone) comes out. This isn't supposed to be realistic like Battlefield, it's supposed to be deathmatchy like Quake.
I know what you mean about the weapon fire delay, though. You get used to it but initially it feels like cack. The aioming isn't random, though, it's just the crosshair gives the (false) impression you need to aim in the general direction. The realism of it is you need to hit dead centre and headshots are rewarded waaay more generously than body hits.
I dunno what all this "my gun doesn't work" stuff is about but it all feels fine to me. I'm hitting people from far, far away with the Lacerator/Assault Rifle, and don't even get me started on the Railgun. That thing is a beast. Then again, I'm only playing on low ping servers, so that might be it.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
No, I don't want another Battlefield clone, jesus ###### christ, have to use every chances we get to flame anyone who mentions battlefield?
I don't want realism, it is aliens from stroggos, I just think that the bunnyhopping deathmatchy feel does not suit the game. It is objective based, and the developers threw all these good tools to be used for planning and carrying out the mission, but it ends as the other quake games (which is fine for THOSE games, small arenas n stuff) but it just results in a spammed screen with tons of information you don't need. Also, the vehicles (ranting I know) are with their uses, but why do you need a jeep? Chances are that whereever you are on the map, you can get from A to B faster by foot, and a lot safer - with all the anti-vehicle turret spam, granades, tanks, goliath, artillery, orbital strikes SPAMMING constantly on the 1 or 2 chokepoints.
That is my grib with this game. And before you start stating the obvious and find clever ways to quote lines of my rant and counter it, let me say; I know the game is not realism, in THAT way. I know it is quake. I know its not battlefield. Wow that sounded alot angrier than I thought when I wrote it - no hate from me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Oh and the "my gun does not work" thing. Some people complain that the rifles in the game, doesn't have that "NOW-I-press the trigger, and there comes a bullet hitting what is infront of me (if you can hit it)" Stuttering guns and the stuff. If you have not experienced it, I guess it can be hard to follow.
I had some fun playing it, but I was let down by the new beta. I expected it to safe the game. 'Cause I really wanted to love the game.
Why would you ever want a jeep? Well, it has a gigantic, super accurate, infinite ammo machinegun on top, and it basically can't be hurt except by anti-vehicle weapons. It's faster than running and you can squish people on the way.
Let me get this straight, though. You <i>don't</i> want a Battlefield clone, but you <i>also</i> don't want people bunnyhopping and strafing around. I don't get it. What else can you have? Either it's Battlefield: Quake, with aliens instead of the Chinese (and no strafing/jumping), or it's Enemy Territory, which is an always has been Quake + teamplay + vehicles + big maps. There's really no room for anything else, unless you go ultra-realistic like Armed Assault.
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
Unless the BF model has changed in 2142 ( which I have not played ) then the differences between battlefield and quakewars is a lot more than just player movement. If this game dumbed down the player movement to make it more realistic it would still be a very significant alternative to the BF series.
SD have added some cvars for serverops to enable control of player movement, offering a range from very realistic through to very quakelike, with the defaults somewhere in the middle. I think ranked servers will not be allowed to change these variables though. It'll be interesting to see what the competitive scene settles on in the long run. I think that having choice is great, but in a culture of ranked servers it might become defunct.
Anyway, getting back to the original point I was trying to make. The movement in QW represents a serious reduction in what would be called 'quake player movement'. I think it is a good compromise. Bunnhopping isn't *that* effective.
Most of the frustrations people had with beta1 was due to issues in player physics and lag compensation that made it difficult to shoot someone jumping at close quarters. When two players were jumping around each other, the winner was almost decided by the throw of a dice. They claim to have addressed this in beta2. Things feel better, but my connection has been acting up these last couple of days so I'm not in a position to really comment on it. The overall feedback on it seems to be very positive though. The feel of the Icarus is seriously improved. It doesn't seem to have those strange issues when low on fuel and it feels like it has more momentum when turning etc.
just had a fun game where we were having some difficulty with the hack objective and got it really late.
I was hanging out the treatment plant via the sewers but down one level.. the missile killed me.
So I hop in the air transport and set down right next to the treatment plant and run in after a teammate.
Two guys were in there, my teammate went down and I managed to kill the two enemies.
I'm fumbling with the explosive charge and finally get it set just when the second guy bleeds out. I'm the only one here now.
One enemy comes in and though I take him down to near 0 health, I die. Nothing left to do but watch with less than 30 seconds left on the map.
other teammates try to get in to defend but all die.
Luckily the only enemies that got in there were 2 aggressors and a tech.
Just AFTER the level timer hits zero, the bomb explodes. The announcer stutters as he switches from a strogg to GDF win. It doesn't get any closer than that.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
Now that the engine isn't writhing in pain...
Huh. Not a bad game.
I guess my biggest problem is that its basically doing "Quake with Classes/Vehicles, and a lot slower"- so the guns are all nearly perfectly accurate, there is no real problem with spray 'n praying, and all the weapons pack a nice punch- but all the same, the movement speed is so slow(as to make Vehicles worth getting on) that it loses the fun of the Quake games while simultaneously holding you to the rules of a Battlefield game(and thusly limits).
Its fun, but I'd rather play Battlefield 2, to be completely honest.
I wish it'd be more like RTCW:ET, where a level lasts a good hour or so- the fact that so many of these go in under 5 minutes isn't fun. And also, why have an XP system if you don't explain it anywhere? Or a ranking system? And whats the point of a fire team if they all have the same mission objectives?
<!--quoteo(post=1642173:date=Aug 5 2007, 08:13 AM:name=Quaunaut)--><div class='quotetop'>QUOTE(Quaunaut @ Aug 5 2007, 08:13 AM) [snapback]1642173[/snapback]</div><div class='quotemain'><!--quotec-->I wish it'd be more like RTCW:ET, where a level lasts a good hour or so- the fact that so many of these go in under 5 minutes isn't fun. And also, why have an XP system if you don't explain it anywhere? Or a ranking system? And whats the point of a fire team if they all have the same mission objectives?<!--QuoteEnd--></div><!--QuoteEEnd--> 1) levels usually last longer than 5 minutes - if it only lasts 5 minutes one team is getting steamrolled so badly, if they do even a medicro job of defending it'll be a 10 minute game, or easily more. 2) Well, they're moreso designing it for a competitive play, not worrying too much about the story and whatnot, so.. An if they do give an explanation it'll just be like 1-2 sentences written in some 'lonely corner' of some text, or it would be openly against the already laid out story - so the best move on their part is to really not mention it I think ;P (and in case you, or someone else go, WHUT ABOUT LOLREALISM!? - then, I say, it's not a realistic game, not does it try to be, as said it wants to be a fast and objective based FPS). 3) About the fireteams.. then.... uhm... so you can easily see the location of a few troops, essentially making a squad. I think you can even see the stats of your fireteam mates - like HP and whatnot, also I think you can chat within your fireteam.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1642180:date=Aug 5 2007, 12:51 AM:name=Dirty_Harry_Potter)--><div class='quotetop'>QUOTE(Dirty_Harry_Potter @ Aug 5 2007, 12:51 AM) [snapback]1642180[/snapback]</div><div class='quotemain'><!--quotec--> 2) Well, they're moreso designing it for a competitive play, not worrying too much about the story and whatnot, so.. An if they do give an explanation it'll just be like 1-2 sentences written in some 'lonely corner' of some text, or it would be openly against the already laid out story - so the best move on their part is to really not mention it I think ;P (and in case you, or someone else go, WHUT ABOUT LOLREALISM!? - then, I say, it's not a realistic game, not does it try to be, as said it wants to be a fast and objective based FPS). <!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know what you're talking about. What do experience points have to do with realism? Or with a story? I just want to know what the effin' point is in getting experience points, and how they work.
Just click on the "rewards" tab (next to the "choose your weapon" tab in the limbo menu) to see your experience points, what rewards you've unlocked, what rewards are next, and how close you are to them. The game explains this when you unlock something, and it continues to explain it on every subsequent unlock, forever and ever.
<!--quoteo(post=1642205:date=Aug 5 2007, 06:55 PM:name=Quaunaut)--><div class='quotetop'>QUOTE(Quaunaut @ Aug 5 2007, 06:55 PM) [snapback]1642205[/snapback]</div><div class='quotemain'><!--quotec--> I don't know what you're talking about. What do experience points have to do with realism? Or with a story? I just want to know what the effin' point is in getting experience points, and how they work. <!--QuoteEnd--></div><!--QuoteEEnd-->Because I figured you'd be smart enough to check the menu about them ;P I guess I was wrong, I shall never overestimate your intelligence again (oooeh buuurn <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />, <3). The names of the rewards is for most part self-explanatory..
What's the point of ranks? Not unlocks that you get during a game, but the ranks that show to the left of your name on the scoreboard. I got private first class last night and I haven't noticed any difference.
Beta 2 is much improved. There's still a lot of slowdown for me when in CQ combat. Makes it a bit difficult to engage in my favourite past-time of disguising myself as an enemy player and stabbin' stabbin' stabbin' my way to the top of the scoreboard. No problems with railgunning people trying to build the bridge though. It's like shooting fish in a barrel, they don't ever shoot back, except one time when one of them got in a tank and blew me up. That hurt.
<!--quoteo(post=1642274:date=Aug 5 2007, 03:33 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Aug 5 2007, 03:33 PM) [snapback]1642274[/snapback]</div><div class='quotemain'><!--quotec--> Have they fixed the frame-rate cap or do you still have to hack it via console or whatever? <!--QuoteEnd--></div><!--QuoteEEnd-->
I dunno, but it certainly seemed to be running at much more than 30 FPS when I was playing.
Scythe, I think the point of ranks is for bragging. I'm not sure though.
I played a few games now. everyone is comparing it to battlefield, and I can't help but join in. It feels like a less polished Battlefield 2 - which is understandable since it's a beta... but it feels like even when it's polished, I'll prefer Battlefield... BF2 isn't as 'busy' - it's not as convoluted. looks like there's some cool ideas in QW, but it's just too complicated for the average gamer and that's going to turn people off (probably me included). Of course more complicated games are also harder to balance, which is something else I'm sure they have to contend with.
let's see - so far I've played a soldier type with an anti-vehicle weapon. that was pretty straightforward, if a little boring. killed a lot of vehicles but it didn't seem too satisfying. I also tried the alien artillery class and set up a dark matter cannon. took ages to build, then ages to warm up, and ages to target, and ages for the shot to reach my target, and once it did... I blew up 2 teammates (one of whom TK-punished me) and no enemies.
all the game did was make me want to play BF2 =p flying a heli around in that game, spamming missiles at hapless ground targets, or leading a squad on foot to a flag... that's a good time, IMO.
If Quake Wars is too complicated for you, then uh... well, good luck with wherever life takes you, and make sure to look both ways before stepping in to the street.
The dark matter cannon takes forever to fire because it's the most powerful building there is, I believe. Try building an anti-vehicle turret or the crappier artillery. Those are way more accessable. And if you didn't have fun as an AT soldier in ET:QW, I dunno why it would be more fun in BF2.
<!--quoteo(post=1642285:date=Aug 6 2007, 01:22 AM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Aug 6 2007, 01:22 AM) [snapback]1642285[/snapback]</div><div class='quotemain'><!--quotec-->let's see - so far I've played a soldier type with an anti-vehicle weapon. that was pretty straightforward, if a little boring.<!--QuoteEnd--></div><!--QuoteEEnd-->There's plenty for this class to do if you make full use of his whole arsenal:
<b>Machine Pistol</b> Use against enemy infantry. Also keep this out when running/bhopping as the Rocket Launcher slows you down.
<b>Rocket Launcher</b> Use this against vehicles and structures, although it's far more effective against vehicles/aircraft. Great for Tormentors (1 shot and some Machine Pistol), Hogs (1 shot) and Desecrators (2 shots). Not so good against Cyclops. Packs enough punch to get a building down to 'DISABLED', but not worth maintaining fire until you destroy it as the rocket trail will give your position away. If you want to earn experience quickly, camp outside a spawn point on a cliffside and repeatedly destroy spawning vehicles. It may sound a bit lame but you'll be playing an effective role in keeping the Strogg underpowered. Lastly it can sometimes be worthwhile to sit in the side seat of the bumblebee with your rocket launcher out instead of the minigunner seat, as you'll be more effective against enemy aircraft.
<b>HE Charge</b> A lot of people think this is just for destroying objectives and blowing open additional routes when in reality it has a whole lot more to offer. To make best use of this you'll want to take the long route round the back of the enemy base so you can sew some mayhem undetected. Get anywhere near a key structure and you can hit the 'use' button to bring this up automatically and plant a charge. Then you just need to arm it and about 20-30 seconds later the building will be completely obliterated! Especially useful for Anti-Vehicle Turrets, Radar and Artillery. It's also worth planting one on an unmanned Cyclops if you see one. You can also try to run <i>underneath</i> a moving Cyclops and plant one on one of the legs if you're gutsy enough. This is at least as cool as a scene out of Star Wars.
<b>Grenades</b> Pretty standard. Best to prime them and release them to explode in people's faces! Unlike the HE charge these don't regenerate, not even if you pick up ammo packs (in Beta 1 these did replenish grenades).
Disco, Artillery is more meant to take out defensive positions, especially the dark matter cannon and Hammer, which are effectively nukes. You'd find it much more useful when you're on the attacking team, especially for clearing out areas around objectives. As for the TKing aspect of artillery.. Those guys were just jerks. They get a warning message (sound and text) along with a circle on their mini map informing them of the artilleries radius. Airstrikes and the Violator are of course a different matter.. however even then I've yet to get a TK report for using them... Well, so long as I actually fire in the general direction of the enemy.
but yeah, if you are going to be doing artillery on defensive (its always a good idea to have 1 person doing it) use the Anti-personal or Anti-Armor variants, they fire and recharge faster. Alternatively, just stick to the violator/airstrikes
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
edited August 2007
The Rocket Launcher loadout is very useful, especially now on Valley where vehicles make such a huge difference. When GDF I like to take shelter somewhere and cover the flank for any snipers trying to gain position in an icarus, or an icarus coming in from the flank to take out GDF structures. You can really contribute to the conflict with this. At one point last night I had this really selfless medic just hang out with me keeping me in the field while we kept all of the strogg vehicles down.
As for the HE charge. Put it onto a quad bike and time it so it explodes 10 seconds after you jump off. You can roll that badboy right into a strogg artillery. You can also put the specops radar on your quad and zoom around the strogg area giving fieldops plenty of targets to hit.
People are still learning valley, and the attackers are starting to catch onto how to progress through each of the chokepoints. Just like with Sewer, it took a while for the GDF to have a decent chance to make progress, but I think we're going to see a lot more GDF victories over the coming days.
Those of you who have signed up since beta2, add 'puzl' as a friend and I'll add you to BobTheSkulk clan.
Oh and on the release date: <a href="http://community.enemyterritory.com/" target="_blank">http://community.enemyterritory.com/</a> <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> This is the moment you have been waiting for: id Software CEO Todd Hollenshead just announced the official release date for the PC version of Enemy Territory: QUAKE Wars during the id press conference at QuakeCon! Without further ado, here's the scoop: ETQW is slated to ship in North America on October 2, 2007, while Europeans will get their hands on it the Friday before (September 28). Mark your calendars, gentlemen! <!--QuoteEnd--></div><!--QuoteEEnd-->
Loving the beta so far, a big improvement over beta1. Good map, plenty of action. Im mostly Engineer, and putting up the anti infantry at the right places gives good opportunity for nice whoring.
Comments
Or do i have to Download beta2 manually? I know i can use my beta1 key, but that would be a pain in the ass...
It won't auto-update the whole Beta 2 client. Visit the link posted on the QW community announcement page (that takes you to the file on FilePlanet) and wait in line for 30-45 mins, then wait to download it! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> If I were you I'd wait until you're about to hit the sack then run it overnight (with probably less traffic on the download servers).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Why include an auto-updater if it doesent...uh...<i>update</i> your game for you? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Guess i'll leave it on overnight. Any torrents up, yet?
Also, chasing a medic around with the flight drone and blowing up whoever he revives <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Why include an auto-updater if it doesent...uh...<i>update</i> your game for you? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->It did autoupdate the 1 patch that was in Beta 1 - but Beta 2 has just got so many drastic changes that there's little to no point in letting it just update
On another note: this version has so much better performance, it runs about the same, if perhaps not a bit better, in Beta 2 at high settings and 1100x800 (can't precisely remember that reso, as I very rarely use it) as it did in Beta 1 on medium settings and 800x600.
The game is desync'ing itself from its effects. Shooting your rifle feels random and with delay. A game that could have been SO good, and the next open area, air ground sea thing for me - like the battlefield series, swings and misses this terribly. Lower the run/sprint speed and cut the bunnyjumping out, and it is nearing something good.
<!--QuoteEnd--></div><!--QuoteEEnd-->Are you complaining about the speed because you want realism? If so you'll have to wait until a better Battlefield (or clone) comes out. This isn't supposed to be realistic like Battlefield, it's supposed to be deathmatchy like Quake.
I know what you mean about the weapon fire delay, though. You get used to it but initially it feels like cack. The aioming isn't random, though, it's just the crosshair gives the (false) impression you need to aim in the general direction. The realism of it is you need to hit dead centre and headshots are rewarded waaay more generously than body hits.
I don't want realism, it is aliens from stroggos, I just think that the bunnyhopping deathmatchy feel does not suit the game. It is objective based, and the developers threw all these good tools to be used for planning and carrying out the mission, but it ends as the other quake games (which is fine for THOSE games, small arenas n stuff) but it just results in a spammed screen with tons of information you don't need. Also, the vehicles (ranting I know) are with their uses, but why do you need a jeep? Chances are that whereever you are on the map, you can get from A to B faster by foot, and a lot safer - with all the anti-vehicle turret spam, granades, tanks, goliath, artillery, orbital strikes SPAMMING constantly on the 1 or 2 chokepoints.
That is my grib with this game. And before you start stating the obvious and find clever ways to quote lines of my rant and counter it, let me say; I know the game is not realism, in THAT way. I know it is quake. I know its not battlefield.
Wow that sounded alot angrier than I thought when I wrote it - no hate from me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Oh and the "my gun does not work" thing. Some people complain that the rifles in the game, doesn't have that "NOW-I-press the trigger, and there comes a bullet hitting what is infront of me (if you can hit it)" Stuttering guns and the stuff. If you have not experienced it, I guess it can be hard to follow.
I had some fun playing it, but I was let down by the new beta. I expected it to safe the game. 'Cause I really wanted to love the game.
Let me get this straight, though. You <i>don't</i> want a Battlefield clone, but you <i>also</i> don't want people bunnyhopping and strafing around. I don't get it. What else can you have? Either it's Battlefield: Quake, with aliens instead of the Chinese (and no strafing/jumping), or it's Enemy Territory, which is an always has been Quake + teamplay + vehicles + big maps. There's really no room for anything else, unless you go ultra-realistic like Armed Assault.
SD have added some cvars for serverops to enable control of player movement, offering a range from very realistic through to very quakelike, with the defaults somewhere in the middle. I think ranked servers will not be allowed to change these variables though. It'll be interesting to see what the competitive scene settles on in the long run. I think that having choice is great, but in a culture of ranked servers it might become defunct.
Anyway, getting back to the original point I was trying to make. The movement in QW represents a serious reduction in what would be called 'quake player movement'. I think it is a good compromise. Bunnhopping isn't *that* effective.
Most of the frustrations people had with beta1 was due to issues in player physics and lag compensation that made it difficult to shoot someone jumping at close quarters. When two players were jumping around each other, the winner was almost decided by the throw of a dice. They claim to have addressed this in beta2. Things feel better, but my connection has been acting up these last couple of days so I'm not in a position to really comment on it. The overall feedback on it seems to be very positive though. The feel of the Icarus is seriously improved. It doesn't seem to have those strange issues when low on fuel and it feels like it has more momentum when turning etc.
I was hanging out the treatment plant via the sewers but down one level.. the missile killed me.
So I hop in the air transport and set down right next to the treatment plant and run in after a teammate.
Two guys were in there, my teammate went down and I managed to kill the two enemies.
I'm fumbling with the explosive charge and finally get it set just when the second guy bleeds out. I'm the only one here now.
One enemy comes in and though I take him down to near 0 health, I die. Nothing left to do but watch with less than 30 seconds left on the map.
other teammates try to get in to defend but all die.
Luckily the only enemies that got in there were 2 aggressors and a tech.
Just AFTER the level timer hits zero, the bomb explodes. The announcer stutters as he switches from a strogg to GDF win. It doesn't get any closer than that.
Huh. Not a bad game.
I guess my biggest problem is that its basically doing "Quake with Classes/Vehicles, and a lot slower"- so the guns are all nearly perfectly accurate, there is no real problem with spray 'n praying, and all the weapons pack a nice punch- but all the same, the movement speed is so slow(as to make Vehicles worth getting on) that it loses the fun of the Quake games while simultaneously holding you to the rules of a Battlefield game(and thusly limits).
Its fun, but I'd rather play Battlefield 2, to be completely honest.
I wish it'd be more like RTCW:ET, where a level lasts a good hour or so- the fact that so many of these go in under 5 minutes isn't fun. And also, why have an XP system if you don't explain it anywhere? Or a ranking system? And whats the point of a fire team if they all have the same mission objectives?
Beta beta beta bet beta goozfraba...
1) levels usually last longer than 5 minutes - if it only lasts 5 minutes one team is getting steamrolled so badly, if they do even a medicro job of defending it'll be a 10 minute game, or easily more.
2) Well, they're moreso designing it for a competitive play, not worrying too much about the story and whatnot, so.. An if they do give an explanation it'll just be like 1-2 sentences written in some 'lonely corner' of some text, or it would be openly against the already laid out story - so the best move on their part is to really not mention it I think ;P (and in case you, or someone else go, WHUT ABOUT LOLREALISM!? - then, I say, it's not a realistic game, not does it try to be, as said it wants to be a fast and objective based FPS).
3) About the fireteams.. then.... uhm... so you can easily see the location of a few troops, essentially making a squad. I think you can even see the stats of your fireteam mates - like HP and whatnot, also I think you can chat within your fireteam.
2) Well, they're moreso designing it for a competitive play, not worrying too much about the story and whatnot, so.. An if they do give an explanation it'll just be like 1-2 sentences written in some 'lonely corner' of some text, or it would be openly against the already laid out story - so the best move on their part is to really not mention it I think ;P (and in case you, or someone else go, WHUT ABOUT LOLREALISM!? - then, I say, it's not a realistic game, not does it try to be, as said it wants to be a fast and objective based FPS).
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I don't know what you're talking about. What do experience points have to do with realism? Or with a story? I just want to know what the effin' point is in getting experience points, and how they work.
I don't know what you're talking about. What do experience points have to do with realism? Or with a story? I just want to know what the effin' point is in getting experience points, and how they work.
<!--QuoteEnd--></div><!--QuoteEEnd-->Because I figured you'd be smart enough to check the menu about them ;P I guess I was wrong, I shall never overestimate your intelligence again (oooeh buuurn <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />, <3). The names of the rewards is for most part self-explanatory..
Beta 2 is much improved. There's still a lot of slowdown for me when in CQ combat. Makes it a bit difficult to engage in my favourite past-time of disguising myself as an enemy player and stabbin' stabbin' stabbin' my way to the top of the scoreboard. No problems with railgunning people trying to build the bridge though. It's like shooting fish in a barrel, they don't ever shoot back, except one time when one of them got in a tank and blew me up. That hurt.
--Scythe--
Have they fixed the frame-rate cap or do you still have to hack it via console or whatever?
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I dunno, but it certainly seemed to be running at much more than 30 FPS when I was playing.
Scythe, I think the point of ranks is for bragging. I'm not sure though.
let's see - so far I've played a soldier type with an anti-vehicle weapon. that was pretty straightforward, if a little boring. killed a lot of vehicles but it didn't seem too satisfying. I also tried the alien artillery class and set up a dark matter cannon. took ages to build, then ages to warm up, and ages to target, and ages for the shot to reach my target, and once it did... I blew up 2 teammates (one of whom TK-punished me) and no enemies.
all the game did was make me want to play BF2 =p flying a heli around in that game, spamming missiles at hapless ground targets, or leading a squad on foot to a flag... that's a good time, IMO.
The dark matter cannon takes forever to fire because it's the most powerful building there is, I believe. Try building an anti-vehicle turret or the crappier artillery. Those are way more accessable. And if you didn't have fun as an AT soldier in ET:QW, I dunno why it would be more fun in BF2.
<b>Machine Pistol</b>
Use against enemy infantry. Also keep this out when running/bhopping as the Rocket Launcher slows you down.
<b>Rocket Launcher</b>
Use this against vehicles and structures, although it's far more effective against vehicles/aircraft. Great for Tormentors (1 shot and some Machine Pistol), Hogs (1 shot) and Desecrators (2 shots). Not so good against Cyclops. Packs enough punch to get a building down to 'DISABLED', but not worth maintaining fire until you destroy it as the rocket trail will give your position away. If you want to earn experience quickly, camp outside a spawn point on a cliffside and repeatedly destroy spawning vehicles. It may sound a bit lame but you'll be playing an effective role in keeping the Strogg underpowered. Lastly it can sometimes be worthwhile to sit in the side seat of the bumblebee with your rocket launcher out instead of the minigunner seat, as you'll be more effective against enemy aircraft.
<b>HE Charge</b>
A lot of people think this is just for destroying objectives and blowing open additional routes when in reality it has a whole lot more to offer. To make best use of this you'll want to take the long route round the back of the enemy base so you can sew some mayhem undetected. Get anywhere near a key structure and you can hit the 'use' button to bring this up automatically and plant a charge. Then you just need to arm it and about 20-30 seconds later the building will be completely obliterated! Especially useful for Anti-Vehicle Turrets, Radar and Artillery. It's also worth planting one on an unmanned Cyclops if you see one. You can also try to run <i>underneath</i> a moving Cyclops and plant one on one of the legs if you're gutsy enough. This is at least as cool as a scene out of Star Wars.
<b>Grenades</b>
Pretty standard. Best to prime them and release them to explode in people's faces! Unlike the HE charge these don't regenerate, not even if you pick up ammo packs (in Beta 1 these did replenish grenades).
As for the TKing aspect of artillery.. Those guys were just jerks. They get a warning message (sound and text) along with a circle on their mini map informing them of the artilleries radius. Airstrikes and the Violator are of course a different matter.. however even then I've yet to get a TK report for using them... Well, so long as I actually fire in the general direction of the enemy.
but yeah, if you are going to be doing artillery on defensive (its always a good idea to have 1 person doing it) use the Anti-personal or Anti-Armor variants, they fire and recharge faster. Alternatively, just stick to the violator/airstrikes
As for the HE charge. Put it onto a quad bike and time it so it explodes 10 seconds after you jump off. You can roll that badboy right into a strogg artillery. You can also put the specops radar on your quad and zoom around the strogg area giving fieldops plenty of targets to hit.
People are still learning valley, and the attackers are starting to catch onto how to progress through each of the chokepoints. Just like with Sewer, it took a while for the GDF to have a decent chance to make progress, but I think we're going to see a lot more GDF victories over the coming days.
Those of you who have signed up since beta2, add 'puzl' as a friend and I'll add you to BobTheSkulk clan.
Oh and on the release date: <a href="http://community.enemyterritory.com/" target="_blank">http://community.enemyterritory.com/</a>
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This is the moment you have been waiting for: id Software CEO Todd Hollenshead just announced the official release date for the PC version of Enemy Territory: QUAKE Wars during the id press conference at QuakeCon! Without further ado, here's the scoop: ETQW is slated to ship in North America on October 2, 2007, while Europeans will get their hands on it the Friday before (September 28). Mark your calendars, gentlemen!
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Im mostly Engineer, and putting up the anti infantry at the right places gives good opportunity for nice whoring.