Morning Discussion
Rejected Chatty Title: 'Sup, Frags
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QW:ET isn't a big deal to me anymore :(
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I had fun last night for the 3 or 4 rounds I played. However, endless skirmishes on Valley is getting old. I want to see some new maps.
Also, team imbalance makes the game not fun. I've been sticking to the GDF side of things, and it seems like the Strogg mobilize REAL quick compared to the GDF. Those little flying Strogg units are bouncing over the mountain and hammering the engineers trying to build the bridge in a matter of seconds.
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Indeed. It seems to be effective in those first few minutes, you have to have multiple engineers. A few need to pop out some AA quickly to counter the little jetpack dudes, while the other builds the bridge. Plus, you need meds and soldiers to provide ground fire. It's fun, but can get frustrating when the Strogg get the upperhand early and just pound the fuck out of you.
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Yeah last night was actually the first night I rebalanced the teams based on XP; it seemed like we had some first time players on the GDF side and if you don't get the bridge built rather quickly it gives the strogg a huge advantage to setting up their defenses, here are the big things about Valley that can lead to frustration for the GDF:
1) Too many Engies (just set up on anti arty and on anty vehicle at the beginning)
2) Too many snipers (just need one for radar and two to infiltrate/hack, they should work together to get the hack done very quickly)
3) Not enough medics (the health bonus alone for the GDF is enough to justify having two to three meds)
4) Soldiers not packing rocket launcher (want to keep the strogg vehicles out of your hair? )
5) Field ops not laying down appropriate arty (hammer is great for knocking out the defenses set up in the hack stage of valley, get up in the hills and give your team a go when hammer is coming in)-
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dude - play some field ops. The XP you get from dropping ammo is good. But the airstrike is a kickass way to neutralise those god damned annoying deployables and vehicles that are always bunched up in the entrace of the base you have to drive the MCP to.
From my little playtime - it seems the airstrike is a bit more effective than the deployable strikes, just because you don't have to rely on some engineer repairing your disabled deployable all of the time.-
Airstrike is also unaffected by Anti-Arty Turrets, so it's necessary if defense has bothered to put those up.
One of the Soldier's rockets will disable a turret as well, and CovOps can hack them if you can get your CovOps teammates to get down off the mountain and interrupt their special forces roleplay long enough to help out the team.-
Are you sure you can dispatch deployables that quickly as a soldier?
From what I can recall with my time playing - they take a fair few rockets to disable, and then you have to hope that a field op has dropped ammo, because once you're out, you're basically useless unless you /respawn, and by then the deployables have usually been repaired :(
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Whats funny to do when the strogg are completely focused at guarding the front entrance to the base is to take a hard left out of the tunnel with the MCP and go down the little hill and in from the side. if you get an engie or two to follow you, the 30 second timer on an off course MCP is more than enough to get there. All the Vehicle turrets will be facing the wrong way, aslong as no one shoots them they wont bother turning to you, and if youve got engies to keep up, normal infantry wont be able to stop it. But the scenario for it rarely seems to come up :P
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Before the stats wipe in beta, GDF had won about 55% of all the matches, and they actually made the Shield Generator easier in the Demo.
The demo's been out a couple of days, and all the new people suck at it. Give them another week to learn what they're supposed to be doing and people will be complaining that it's too easy for GDF.
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The objectives in Valley do sort of do that, although you can have multiple objectives. Build the Bridge -> Drive the MPC -> Hack the thing -> blow the thing up ..
And the you've got other stuff like blow the sewer grate, destroy the rail howitzer, etc. This allows for some splitting of the forces, but I haven't really seen that with any regularity on Valley. It's mostly how you describe, where the skirmishes and fights move around to different points based on GDF's push.
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I really, really want to like it. But it's yet to grab me.
It's got a pedigree that I totally respect. It's an id engine, especially updated by Carmack himself. It's made by the guys who made the insanely brilliant ET (which I logged many, many, many hours on).
I'm just not really feeling that sort of - tingly sense of 'fun' - when I play it.
I'm persisting - because I think if they put this much time into it - I might just not be getting it, yet.
But I don't know - maybe I'm just not that into FPS games where there's so much vehicle/construction play.
It could also just be the map. -
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I think you're all nuts. I have been having a blast playing the demo. I think most people are turned off by it because it has a learning curve. I have played the first ET a lot, so I know whats its all about. If you take advantage of all the stuff the classes offer, I think you'll find it more fun. I think having skill in this game isn't about fast wits or being able to pull of headshots, its more about using the right classes for the right jobs and working with teammates.
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If you played a lot of ET - then you'll know how well fast wits and headshots complemented effective class use, and teamplay :(
You can still do kickass headshots etc in QW:ET - no question - but it seems that 75% of what you're attacking is a vehicle or a deployable, so all you really have is vehicles, or class abilities (which vary in effectiveness).-
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I totally get hot and wet when some guy is firing at me, and I shoot at his head, and he dies.
As the comparison to the BF games is entirely reasonable - the difference in feel of both movement and aiming in QW:ET vs. the BF games is chalk and cheese. It feels almost naughty to be in such a large open environment, with vehicles and all of the crazyness, but still have the game respect the fact you can aim the mouse. Props to them for keeping that.
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At first I didn't enjoy it because I didn't really understand the game and so I approached it more a like a traditional FPS which got old extremely fast. However once I got a handle on the game and started playing it the way it's meant to be I had a lot of fun, and the game opened up to reveal a wonderful degree of depth and strategy that I think may set the high watermark for objective based, online fps.
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Gamers on any type of budget would have to stretch to say its worthy of it's $50 pricetag.
It feels like a total conversion to BF
There aren't any Quake universe vibes from the environment
ET:Wolfenstein was free - granted this has more content, so charge $20, maybe $30.
I enjoy playing it, but there are better games coming out this fall. ET:QW doesn't differentiate itself enough graphics or gameplay-wise from past games to warrant a $50 purchase, IMHO.-
ET: wolfenstein was worth 50 dollars, i have no idea why the project was psuedo canned. I have no problem giving splash damage my money, they're talented folk that really care about their products.
Sure this is supposed to be a "prequel" to quake 2 and it doesn't really feel like something from the same series. But I personally didn't care for the quake 2 theme so that doesnt bother me.
I don't understand what the big draw is to battlefield games. I have played bf1942 and bf2 and didnt like either of them. It astonishes me that EA can keep pumping out buggy BF games and still get them to sell. Meanwhile splash damage took their time with a similarly themed game which ended up coming out after the onslaught of BF games and people say it's just another BF type game.
Sorry if im being on opinonated bitch, but it irks me to think that this really great game isn't going to get the attention it derserves.
I'll gotta go change my underpants now.