Aiming in ET:QW

i wrote something about it on the etqw forums
http://community.enemyterritory.com/forums/showthread.php?t=6232

what do u guys think about it?



could u plx post everyone like "AGREE" on the etqw forums, so they see people actually care, THX
Comments
36
no thx

ok since its pumu and i like him..

IT OWNZ well done meight. everyone should read it. it helps alot even the oldskool et:qw player can learn from it.
can i has ur config plz ?
ETQW SUCKS :(
roger that, corporal
don't reduce bullet dmg...
Headshots did too less dmg in ET like this better aim gets rewarded.
But spread has to be reduced idd, and with higher bullet dmg lower rate of fire is ok.
but we are not playing a slow game like cod/cs where u can kill with 1hs
we are playing an action-based game which is meant to be much faster
in et/quake the fights last for some seconds normally i think
Parent
hmhm it's a valid point, but there's something to be said for both... :p
Tbh it's just a trial and error method (maybe that's the point of em changing this stuff around in this beta, to see how it would affect the gameplay.) And well i'm all in favor of fast gameplay (i hate the slowness of cs) but i'm also in favor of rewarding good aim (i love the aim involved in cs :D, even though the spread in it is rather huge...)
It's about weighing pro's and cons but i guess faster gameplay suits ET:QW better ;P
Parent
from the soud of it its a totely diffrent game than et are there any movies mede jet
the whole shooting process in etqw sux :<
learn to burst fire
the aiming needs to be fixed @ wolfplayer
Parent
Very general, I can't imagine it will be taken seriously. Despite that, I agree about spread. I don't honestly mind about the bullets dmg difference, nor the rate of fire. Both seem fine.
need bling bling sound
1) remove vehicles except transport
2) New inf only maps
3) strogg gun imo needs tottally redoing and fixing (spread is crazy and rof is too slow compared to gdf gun)
4) railgun needs to be weaker or harder to aim someway, just dominating most open maps
5) Limit needed on avt's (esp on valley)
6) what pumu said

apart from that its really good :P
- 1 tank/1 cyclops
- transport only: husky/armadillo - icarus/hog
- removed: ALL helicopters + desecrator + trojan apc
- max. 1 turret + 1 radar

and some smaller class restrictions (also for weapons, airstrike etc)
Parent
+ increase spread on rocketlauncher so it can be used on inf
- reduce the rate of fire on obliterator


Apart from some small points its really fun.
Parent
panzerfaust is actually OK i think, could be changed yea why not, but atm it really requires some skill to kill with it!
Parent
takes like 10 shots with rocket launcher to destroy cyclops which is wrong imo.

Would like to see it upped in dmg given and spread.
Parent
etqw sucks till now >:
reduce spread, add decent antilag, nothing else for shooting is needed.

makes the game more infantry based.
tbh most fights i haz on etqw w/ light weapons are long range so damage is k,

then i get run over by teamate :(
i agree on the spread point but splash damage will make his pub game anyway
promode needed (dream on!)
Newb.

The game actually requires more skill than ET and you want it changed. Boo.

Spread control takes skill. A game needing more skill is a better game. Removing that favors newbs. I don't like that. Only spread while jumping needs to be increased. The rest is good.
that's the reason why quake games that are the most skilled have spread on railgun mg shaft etc
totally agree with you

tactical shooter anyone?
Parent
do u want to say that aiming is good like that atm?
it needs to be changed in at least one of the 3 points i mentioned
duels are over too fast

anyways, i dont know how the game would be played on a good server, atm it just feels unsmooth (not like quake3 engine games)


n/c on the stupid "rtcw>et" sentence...
Parent
Headshots should make the duel go over fast. That is skill. Not everyone can headshot. Add spread control to that and you have a skilled game. Those who can't control their spread or not shoot proper headshots will loose. This increases the skill level.
Parent
open your eyes: spread = random != skill

that's non sense

spread control is just tactical (BF/CS) and rewards campers/defenders -- you can't kill a backraper because of a mouse spread addition when you turn your mouse for example

not my vision of a skilled game: if you really want a "control" factor, instead of spread which is random, make the weapons overheat which is predictable - same effects, without the lotto factor ;-)

etqw game designing sucks in my opinion for competitive gaming
Parent
Camping is never rewarded in a game with the speed of ETQW. So your statement is ridiculous.

And yes: Spread control is skill.
Parent
I feel etqw slow (large open maps, gain speed on ~2 jumps only, no srpint strafe, no sprint when firing)

spread control = 50% skill 50% lotto (with the cone of fire) so yes there is skill, but there is also lotto :-)
overheat control = 100% skill (with a supposed 100% accurate weapon)
Parent
And how does spread control work with the shotgun? This weapon doesn't even have a fixed spread pattern (like f.e. in cpma).

Spread control doesn't stop a higher skilled player getting killed by a lesser skilled one by pure luck.

Btw, there's one weapon which doesn't even shot where the crosshair is. Is that intended?
Parent
u mean the sniper?
Parent
yes, gdf scoped assault rifle or whatever it's called (the fg-42 clone).
Parent
How about using weapons that are non-hitscan? Wouldn't slow down the game, takes more skill than trying to control a random event and is hard to use at long distances (isn't that the #1 reason for spread?).
Parent
so fucking true
and i guess it will avoid aimbot to be effective (prediction)?
Parent
Maybe a bit on larger distances.
Parent
I thought we were talking about skill?
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