Had some great rounds with dispatch.0 a little while ago. It's friggen insane being a GDF medic, because you can revive instantly and repeatedly. I was running through a crowd of Strogg zapping my teammates and hoping I could get enough up to kill the Strogg before I died. Strogg may get nice toys, but their medic is at a big disadvantage.
Yeah, both UT and Quake have fast movement, but this is at its core a Quake game. So fast, crazy jumps, unlimited sprint, etc...
The objective based teamplay really started with ET, as did (I believe) the gaining of experience and ranks and such.
Also, you're complaining about bunny hopping? It was annoying in battlefield, but this isn't battlefield. Quake and UT, two of the heaviest of the heavy weight multiplayer fps, were fast paced and encouraged jumping because that was part of the mechanics. It's not built in to skill in the battlefield series, and as such, is annoying, but there's no reason to shun jumping if it's pretty integral to the system.
Not only does it have bunnyhopping, the strogg have jetpacks.
You might have to actually aim upwards a little bit!
I am really baffled at what the fuck people were expecting from this game. It says both Enemy Territory and Quake right in the title. You don't even need to read anything about the game to know that it's probably going to be kinda like ET and kinda like Quake. To me that means it'll have team objectives and be really fast paced and frantic. Apparently to everyone else that means it's a Battlefield clone.O_o
It's just because some review on Gamespy at one point made a comparison to BF, and now everyone thinks it's a BF clone.
The problem with the guns in this seems to be the hitbox detection, not the guns themselves. At least you have fixes to look forward to like Manifest said.
Anyway, yay for the new thread, please to add me to the OP. I have to say that lately I've been a little guilty of not heading to the objectives, but instead placing myself between the objective and the enemy spawn--a sort of interference that, so far, has been rather effective. In my opinion, if I can stop three people from getting to the objective, and also keep tabs on the cyclops, then it's worth it for me to not be inside.
But when the whole team does it; that's when we have trouble.
For you guys in the back, incase you missed it the first time. But seriously, it's one of the Stroggs biggest advantages. Got killed next to the objective? No prob, just spawn right there and frag his ass!
Yeah, when you see a technician making one stick around for a second and make it your own. Also, the ones with ribs sticking up into the air are unclaimed, while the ones with ribs into the ground (in a body or just the ribs in the red remnant) are claimed by someone.
I think they can be blown up but I'm not positive. They are incredibly useful though, and they really keep the Strogg technician busy. However, I saw someone making them over reviving people, which should not happen.
I think they can be blown up but I'm not positive. They are incredibly useful though, and they really keep the Strogg technician busy. However, I saw someone making them over reviving people, which should not happen.
Only GDF medics can blow up the spawnhosts with their defibrillator.
Also, technicians should be making spawnhosts more than trying to revive, since their revives are NOT INSTANT. (GDF Medics can instant revive)
This is where the infiltrator's psi-radar comes in, as the technicians can't see around them while making spawnhosts, they must keep an eye on the minimap for red arrows coming their way.
So how are the vehicles so far? Are they like like UT2004/BF (press 'Use' and you "become" the vehicle, guy disappearing), or is it like Halo (guy jumps into / onto vehicle as an animation, and retains his own hit box)? I assume the first, but Halo was really, really great about the vehicles.
So how are the vehicles so far? Are they like like UT2004/BF (press 'Use' and you "become" the vehicle, guy disappearing), or is it like Halo (guy jumps into / onto vehicle as an animation, and retains his own hit box)? I assume the first, but Halo was really, really great about the vehicles.
Certain vehicles like Husky, which exposes the driver, or the gunner seat of Titan will get you killed by potshots from anyone. Besides those types, you are seated firmly inside the vehicle.
Right now, vehicles feel jerky due to netcode/lag problems and the animation FPS being locked at 30 FPS. (The official community site talks about unlocking FPS to higher than 60, which is the default, but the animation FPS is locked due to server calculations)
Ive been looking at getting this game for a while, and will hopefully be nabbing a copy of the beta when its released to us cheapskates
One question though, from what i've read the medics can give ammo as well as health packs? Can someone explain how this works ... since im coming into this game with a large amount of ET clan experience, medics were already overpowered before, with regenerating health and healing themselves, their only real weakness before was a lack of ammo and this is negated?
I know this game is on a bigger scale than et, so corner camping medics dancing around on a pile of medpacks will hopefully be a less frequent occurance, but can anyone who is in the beta clarify if the medics seem as unbalanced as i am imagining?
Other misc questions, are there hitsounds? and how many hits does it take to kill your average enemy?
Im from the uk so timezones and pings are a bit problematic but would be cool to play with you guys once i eventually get my hands on this
Well to be fair it doesn't matter. Since Strogg can turn health into ammo and ammo into health using the - and + keys. To compensate the Technician has a very slow revive, and cannot call in a box of ammo/health.
The box thing is very useful too, as a sniper or minigun soldier can use it to rape faces and cover objectives very well.
Well to be fair it doesn't matter. Since Strogg can turn health into ammo and ammo into health using the - and + keys. To compensate the Technician has a very slow revive, and cannot call in a box of ammo/health.
The box thing is very useful too, as a sniper or minigun soldier can use it to rape faces and cover objectives very well.
We're moving into stage 4 of the Enemy Territory: QUAKE Wars Public Beta key roll-out today and those keeping track will know that means today's keys will be for anyone with a free FilePlanet account. As before, browse to the FilePlanet URL below to claim your key and start downloading the client.
No, I think they're giving out 30,000 keys per day. Fileplanet won't let you download the client without getting a key, but there are numerous torrents floating around.
Hey, guess what time I go to work today. 1 PM CST. Guess what time they start distributing keys? 1 PM CST.
One time I got held up for nearly an hour when someone rear-ended me on an on-ramp. None of the local cops/state police could figure out who was responsible for the paperwork. Just a minor accident - there was no damage to my car - and yet, there I was, an hour late for work.
Posts
It's just because some review on Gamespy at one point made a comparison to BF, and now everyone thinks it's a BF clone.
I can't wait to get my hands on a key tomorrow.
Have they actually said they're working on it?
"beta"
Specifically. Of course they're "working on it", but have they specifically mentioned that they are focusing on fixing hitbox issues?
Maybe they couldn't afford it?
Anyway, yay for the new thread, please to add me to the OP. I have to say that lately I've been a little guilty of not heading to the objectives, but instead placing myself between the objective and the enemy spawn--a sort of interference that, so far, has been rather effective. In my opinion, if I can stop three people from getting to the objective, and also keep tabs on the cyclops, then it's worth it for me to not be inside.
But when the whole team does it; that's when we have trouble.
Which isn't Free.
http://www.fileplanet.com/promotions/quakewars/static/temp_closed.aspx
Spawnhosts left by the technicians determine the sewer control's defense.
Everyone should read the following website to get more info on the beta:
http://4newbies.planetwolfenstein.gamespy.com/ETQW/
For you guys in the back, incase you missed it the first time. But seriously, it's one of the Stroggs biggest advantages. Got killed next to the objective? No prob, just spawn right there and frag his ass!
I think they can be blown up but I'm not positive. They are incredibly useful though, and they really keep the Strogg technician busy. However, I saw someone making them over reviving people, which should not happen.
Only GDF medics can blow up the spawnhosts with their defibrillator.
Also, technicians should be making spawnhosts more than trying to revive, since their revives are NOT INSTANT. (GDF Medics can instant revive)
This is where the infiltrator's psi-radar comes in, as the technicians can't see around them while making spawnhosts, they must keep an eye on the minimap for red arrows coming their way.
Certain vehicles like Husky, which exposes the driver, or the gunner seat of Titan will get you killed by potshots from anyone. Besides those types, you are seated firmly inside the vehicle.
Right now, vehicles feel jerky due to netcode/lag problems and the animation FPS being locked at 30 FPS. (The official community site talks about unlocking FPS to higher than 60, which is the default, but the animation FPS is locked due to server calculations)
One question though, from what i've read the medics can give ammo as well as health packs? Can someone explain how this works ... since im coming into this game with a large amount of ET clan experience, medics were already overpowered before, with regenerating health and healing themselves, their only real weakness before was a lack of ammo and this is negated?
I know this game is on a bigger scale than et, so corner camping medics dancing around on a pile of medpacks will hopefully be a less frequent occurance, but can anyone who is in the beta clarify if the medics seem as unbalanced as i am imagining?
Other misc questions, are there hitsounds? and how many hits does it take to kill your average enemy?
Im from the uk so timezones and pings are a bit problematic but would be cool to play with you guys once i eventually get my hands on this
Short answer: GDF medics only supply health. Strogg medics supply both but have shittier rezzing capabilities, although they can create frontline spawn points.
This is untrue, they can call in a supply crate that contains both.
The box thing is very useful too, as a sniper or minigun soldier can use it to rape faces and cover objectives very well.
>.>
<.<
Is it wrong to do that as a medic?
Nade nade nade nade zoom tattattattatt nade nade nade zoom...
EDIT: The fact that Strogg fops can't supply ammo is a source of endless frustration for me.
I love ET.
so i just log in and go to that website
all i see is an "ANNOUNCED" tag next to today
I am seriously considering introducing temp bans for people who can't even manage to read the information two posts above them.
Key Distribution Start: 11 AM Pacific / 2 PM Eastern / 1900 British / 2000 Central European
Is it that time yet?
No.
NOT that i need to explain myself... but i was surfing around for info WITH the window open and didnt see your post... is that too much of a stretch?
Can I start downloading the client now and be ready?
Secondly, are there going to be an unlimited amount of keys?
There's a torrent link for the client http://www.mininova.org/tor/756744
One time I got held up for nearly an hour when someone rear-ended me on an on-ramp. None of the local cops/state police could figure out who was responsible for the paperwork. Just a minor accident - there was no damage to my car - and yet, there I was, an hour late for work.