etqw, clanwar config?
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26 Jul 2007, 15:00
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Journals
Im just interested in what other people think how the game should be played.
I have also talked with BF players and they told me that BF had less vehicles than ETQW!
I have only played SEWER so far.
So here is my suggestion, i'm trying to make compromises for all the players that are coming from lots of different games.
it's just a first thought of me, im not sure how this would work at all because it has not been tested yet!
now discuss ;)
I have also talked with BF players and they told me that BF had less vehicles than ETQW!
I have only played SEWER so far.
So here is my suggestion, i'm trying to make compromises for all the players that are coming from lots of different games.
it's just a first thought of me, im not sure how this would work at all because it has not been tested yet!
now discuss ;)
cheater?
He suggested to remove tank/cyclops instead of trojan/desecrator.
Cuz if the Tank or the Cyclops kill the enemies strong vehicle then it is very hard to stop them with your infantry only!
I would prefer it too, but its not that balanced anymore for BF guys.
all you need is an airstrike and 2 grenades/1 rocket battery to fire on it.
ahaha OWNED XD
removing the tank/cyclop and keeping the trojan/dececrator would be a smart move so i toss my vote on that. that way it would still be an infantry based gamed, but still have some of those heavier weapons. as it is now battles pretty much can be won or lost due to who's got the best tanker ^_* well, perhaps not just that.. but it sure feels like the tanker is _the_ most important player of any team as of today, which.. is in some ways not balanced.
and i'm also guessing u just forgot to put the tormentor (or any flying device such as the gdf chopper) on "not allowed/removed"? :>
note: i tk'd nVc on the screen, woohaa! <3
but im trying to find some real compromises which everyone can except!
this is not what i would like the game to be played most!
but if even bf players want mostly infantry only... why dont we just remove all of them?
cuz i dont think et oder quake players want vehicles
edit: TRANSPORT ONLY FTW
TURRETS suck too imho, i mean how retarded is it to have a machine shooting for u
while u can stand behind it and keep repairing lolz
and the turrent is not even destroyed by 1 airstrikes :/
i'd love to see most of 'em vehicles taken out. heavy vehicles most often tends to spoil the fun in the end, with baseraping and what not. i've done my part there and even doing it to others ain't fun ^_* and it sure ruins a game if you're a spectator. i don't mind the deployables though, since that adds something that's rarely seen in a game, and a APT isn't really that hard to destroy, as long as there aren't 4 or 'em ofcourse :) so just some limits on that and we're all good (2 or max 3 engys/constructors per team f.e. would be an easy sollution). 1 or 2 fops/team, 2 or 3 medics/technicians, 2 or 3 soldiers/aggressors (1 rl max though), 2 cov ops (1 scoped sniper).. bla bla.
it's good to limit things, as long as it doesn't ruin the game (as in, if you limit things too much, you won't see much variation in tacs..).. hmm.. yeah. smth like that :s
u need to limit weapons/vehicles/turrents etc.
http://www.petitiononline.com/RTCW2/petition.html
Splashdamage ruined ET. With ETpro it was playable but still missed the Rtcw feeling.
It is not that hard to make a public and a competition setting. Even better would be to make everything customizable. Let the competition players give complete freedom on how to make the game. Not just limiting weapons but also make it possible to alter speeds of vehicles, rate of fire etc. It's not that hard and it would be very beneficial for competition. Splashdamage can't make a competitive game. Why don't they give us the option to change their public oriented game so it becomes one? ETpro was a step in the right direction and Splashdamage should have learned from it. They didn't. I'd say never to let them touch another game or it must be the Sims.
however. yes, i certainly agree that the game will need some kinda "etqwpro"-mod and i suppose it's only a question of time before mods like that starts to pop up once retail hit the shelves. question is, who's gonna make the first mod that will actually be accepted by the competitive audience and what will it look like :>
- 1 Tank / 1 Cyclops, increase spawntimes so it is rewarding to kill them
- limit on APT and AVT, +1 Anti Arty max, don't care about radar
- 1 Artillery/Rocket Art etc etc..., only do when vehicle spawntimes will be changed or when there is limit on vehicles
- 1 RL, well most people atm play with one RL
- to early to say for airstrikes, but having to dodge 5 airstrikes at the same time is not the way to go
transport only:
- armadillo / husky
- hog / icarus
- BubleBee
I would love to see:
*No tanks (inc. cyclops)
*Max 2 deploy's per team (then you have to choose between two turrets or anti-arty+turret)
*No radar deploy (don’t see the point of radars in cw, lowers the skill level a lot)
*No attack helis
*One RL per team
*Lower respawn time on the rest of the vehicles (not fun being stuck in spawn without a huskey:( - maybe instant spawn)
*Remove XP
*Add some XP awards (Grenade L++)
*Make forward spawns not recappable (Will give attackers a much needed edge on some maps)
*Add 5-10 spawn time seconds to the deffending team on unbalanced maps
*Some kind off restrictions on airstrikes (2 or something per team)
The most important thing for me is that we are able to remove the spam from the game, atm the gameplay - especially when playing with tanks, turrets and air is spam-spam-spam :/
otherwise i agree with pretty much everything, except that the forward spawn is still a nice thing. that's another tactical thing, 'cuz if u send one guy u sacrifice one on your main defence. but well. can see your point. but i prefer it the way it is.
other then that. as said, i agree with ya :)
- remove radar, i agree. although people might say that it keeps people away from "camping"... its still not nice when u cannot start any new tactics while attacking, cuz the strogg always know where u are coming from, so they will already be waiting for u
radar is more like a toy for public players
Yeah that was a better way to put it :) Should have said "award system" rather than "xp system"
get rid of the "outside view" on tank and cyclops
XP = on... awards = off... GL availiable to their classes from start
make AVT and APT manually controllable to shoot cyclops and tank at a further distance etc
only ideas i can think of