Nice to hear those ET hit sounds
Enemy Territory: Quake Wars Beta
That sounds very promising.dzjepp wrote:It's funny how some battlefield type people already complain that the game is too fast for them (on the official forums). Wah wah wah
These people have never preformed a circle strafe in their life, much less strafe and shoot at the same time. They never played W:ET before, and somehow they think ET:QW will be a realistic tactical shooter
It doesn't feel like bf2 at all. If you played wolf ET, then you know exactly how it plays. There actually is a bit of strafe jumping, but it feels really clunky. My machine isn't that great, so low fps is raping me.
I didn't like it all that much at first. It seemed confusing as hell. They bragged about intuitive tutorial bullshit that makes it easy for new players, but I didn't see anything like that. Theres one audio cue like USE ENGINEERS TO BLOW SHIT UP, then a bunch of little symbols fly around the screen for a second.
The more I play, the more fun it is. My favorite class is probably the technician. their medpacks fill up ammo and health, so you're pretty much good to go. you can also set up a spawn point on dead gdf doods, so when you or your teammates die, they can revive on those points if they activated it before hand. Pretty fucking sweet when the enemy kills you, then tries to achieve an objective, then WHAM, you spawn right near him for an easy kill. The drawback is that it takes a few seconds to revive, where the gdf medic does it instantly. I usually ran out of ammo so fucking fast, that I have to switch to a strictly support role. That is until I just found out at the end of my last game that medics can air drop crates which replenish ammo and health.
I didn't like it all that much at first. It seemed confusing as hell. They bragged about intuitive tutorial bullshit that makes it easy for new players, but I didn't see anything like that. Theres one audio cue like USE ENGINEERS TO BLOW SHIT UP, then a bunch of little symbols fly around the screen for a second.
The more I play, the more fun it is. My favorite class is probably the technician. their medpacks fill up ammo and health, so you're pretty much good to go. you can also set up a spawn point on dead gdf doods, so when you or your teammates die, they can revive on those points if they activated it before hand. Pretty fucking sweet when the enemy kills you, then tries to achieve an objective, then WHAM, you spawn right near him for an easy kill. The drawback is that it takes a few seconds to revive, where the gdf medic does it instantly. I usually ran out of ammo so fucking fast, that I have to switch to a strictly support role. That is until I just found out at the end of my last game that medics can air drop crates which replenish ammo and health.
am wondering if it looks any good tbh?
I fired up q4 the other day and was pretty taken with how fucking ugly it actually is when I compared it to most of the stuff I enjoy on 360 ...
does it look any good (I know movies etc are up - but all are off screen or grainy) - just wanted a little feedback from first hand play
I fired up q4 the other day and was pretty taken with how fucking ugly it actually is when I compared it to most of the stuff I enjoy on 360 ...
does it look any good (I know movies etc are up - but all are off screen or grainy) - just wanted a little feedback from first hand play
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Don Carlos
- Posts: 17511
- Joined: Thu Jan 01, 1970 12:00 am
If I said "boom.. headshot!" That'd probably give you a good ideaobsidian wrote:Aren't there supposed to be objective notifications that pop up on your screen? SplashDamage said they really improved on that, making objectives easy to recognize and understand.
Or are people really that dense?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Just to expand... Objectives are well marked with 'floating' signs that give you the exact whereabouts and distance to/from them as well as whether they have been completed or not (grey = done), so yep we are talking 'headshot' players here that aren't interested in any sort of team play, it's probably a given that public servers are going to be full of people sniping.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
One good thing with BF2 was the achievements/medals you could get, especially the one for stabbing people - it was ideal for going on a n00b pub server and stabbing as many snipers as you could. If you tried to hang around popualar sniping spots you could get 10-12 knife kills every round on certain maps. Encouragements like that are great.
I think it's safe to say that the XP system in QW will reward greatly that kind of thing. hehGrudge wrote:One good thing with BF2 was the achievements/medals you could get, especially the one for stabbing people - it was ideal for going on a n00b pub server and stabbing as many snipers as you could. If you tried to hang around popualar sniping spots you could get 10-12 knife kills every round on certain maps. Encouragements like that are great.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
- Mat Linnett
- Posts: 2483
- Joined: Wed Apr 12, 2000 7:00 am
- Location: The Grizzly Grotto
Not bad, but a little chaotic at the moment.
Pros:
Very pretty; my rig'll run it with everything on high at 1920x1200, and smooth. Very impressed with how well optimised the engine is. Riddla & Foo will probably disagree, but it looks as good, if not better then most everything else on the market at the moment, at least in my eyes.
The two sides are VERY different, and seemingly well balanced too. I was expecting the sides to essentially be identical, but the little differences make them feel unique.
They managed to get water working in the D3 engine finally
Icarus jump packs are the dog's danglies.
Cons:
All other vehicles are piss poor with shit control implementation. Dunno why they bothered with them really.
Sounds are completely borked as pointed out by various others.
Weapons don't have enough heft. These are the wimpiest-feeling id weapons ever.
No audible timer for nades. Yes, the animated crosshair helps, but I miss those audio cues.
Adding vehicles means that the moron spawn-rush from Battlefield is now in an id game.
Crappy experience system is still in place. This has no place in a competetive FPS.
Covert Ops is still a shit class. It's not needed. Just let yer soldier class have a sniper weapon as a weapon choice and relegate this idiotic Fortress throwback class to the junk pile.
It's probably going to be a full price id game, and multiplayer only just ain't worth it. If they were selling it at £20, that'd be worth it, but £40 for a multiplayer-only title ain't happening.
I'm still pretty set on not buying this thanks to the in-game advertising, and I think it's a damn shame that Splash Damage have stolen the credit for a game that Nerve made great.
But it's turned out pretty good, I'll give it that.
It's just not RtCW 2.
Now that'll be a sure fire winner if they use the same gameplay from the original RtCW.
Edit: Oh, and if you're going to implement vehicles, at least make sure all vehicles can be driven by both sides.
And there's no weapon-stealing in this either. That was one of my favourite strategies in RtCW / Wolf ET. Kill an enemy, then swap your gun for his. Because the MP40 and the Thompson had such unique sounds, it meant you could start firing at the enemy from behind and they wouldn't immediately register that it was an enemy shooting them.
Pros:
Very pretty; my rig'll run it with everything on high at 1920x1200, and smooth. Very impressed with how well optimised the engine is. Riddla & Foo will probably disagree, but it looks as good, if not better then most everything else on the market at the moment, at least in my eyes.
The two sides are VERY different, and seemingly well balanced too. I was expecting the sides to essentially be identical, but the little differences make them feel unique.
They managed to get water working in the D3 engine finally
Icarus jump packs are the dog's danglies.
Cons:
All other vehicles are piss poor with shit control implementation. Dunno why they bothered with them really.
Sounds are completely borked as pointed out by various others.
Weapons don't have enough heft. These are the wimpiest-feeling id weapons ever.
No audible timer for nades. Yes, the animated crosshair helps, but I miss those audio cues.
Adding vehicles means that the moron spawn-rush from Battlefield is now in an id game.
Crappy experience system is still in place. This has no place in a competetive FPS.
Covert Ops is still a shit class. It's not needed. Just let yer soldier class have a sniper weapon as a weapon choice and relegate this idiotic Fortress throwback class to the junk pile.
It's probably going to be a full price id game, and multiplayer only just ain't worth it. If they were selling it at £20, that'd be worth it, but £40 for a multiplayer-only title ain't happening.
I'm still pretty set on not buying this thanks to the in-game advertising, and I think it's a damn shame that Splash Damage have stolen the credit for a game that Nerve made great.
But it's turned out pretty good, I'll give it that.
It's just not RtCW 2.
Now that'll be a sure fire winner if they use the same gameplay from the original RtCW.
Edit: Oh, and if you're going to implement vehicles, at least make sure all vehicles can be driven by both sides.
And there's no weapon-stealing in this either. That was one of my favourite strategies in RtCW / Wolf ET. Kill an enemy, then swap your gun for his. Because the MP40 and the Thompson had such unique sounds, it meant you could start firing at the enemy from behind and they wouldn't immediately register that it was an enemy shooting them.