ESL announce new rules for ET:QW
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8 Oct 2007, 15:59
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News
After the first set of rules sparked a lot of controversy, the ESL has discussed the rules for Enemy Territory Quake Wars with players, admins and teams. More than 100 players contributed and what they have achieved is a simpler and slimmer rule set which should help those who are new to the game. In a nutshell, here are the new rules:
Vehicles
NO Aircrafts Allowed (does not include Icarus).
Maximum 1 Heavy Vehicle per team.
Maximum 1 Medium Vehicle per team.
Heavy Vehicles include: Cyclops, Desecrator and Titan.
Medium Vehicles include: Hog and Trojan APC.
New Heavy Vehicles cannot be used by either team once the final objective is active.
Weapons
Maximum 1 Sniper Rifle/RailGun per team.
Deployables
Maximum 1 of each turret per team (Anti Vehicle Turret / Anti Personel Turret / Artillery Interceptor Turret).
Maximum 1 artillery deployable per team.
NO Radar Allowed (includes the usage of 3rd Eye Camera).
A more detailed explanation as to why these rules were chosen can be found on the ESL page, where you can also discuss those rules.
Opening Cup
You can also sign up for the Opening Cups in 6on6 and 4on4 which have an unlimited number of slots. Details can be found in this news post.
ESL News regarding the rules
Vehicles
NO Aircrafts Allowed (does not include Icarus).
Maximum 1 Heavy Vehicle per team.
Maximum 1 Medium Vehicle per team.
Heavy Vehicles include: Cyclops, Desecrator and Titan.
Medium Vehicles include: Hog and Trojan APC.
New Heavy Vehicles cannot be used by either team once the final objective is active.
Weapons
Maximum 1 Sniper Rifle/RailGun per team.
Deployables
Maximum 1 of each turret per team (Anti Vehicle Turret / Anti Personel Turret / Artillery Interceptor Turret).
Maximum 1 artillery deployable per team.
NO Radar Allowed (includes the usage of 3rd Eye Camera).
A more detailed explanation as to why these rules were chosen can be found on the ESL page, where you can also discuss those rules.
Opening Cup
You can also sign up for the Opening Cups in 6on6 and 4on4 which have an unlimited number of slots. Details can be found in this news post.
ESL News regarding the rules
but turrets and icarus off plz...
maybe just nerf the turrets like 1/2 dmg
bf'lers: "NO ITS GOOD"
lolx rly its teh suck imho yarly
does the pact still exist btw? :D
or the other hog, as long as the team only uses one at a time?
the gdf push out and retake the spawn on area 22
we arnt on the last stage anymore, so the the gdf can get a new tank then?
do you have to? no
qw offers so many tactical possibilities, so eg. one tactic could be:
*keep the cyclops alive at the outside spawn (in safety and without sacrificing a player)
*have a anti-vehicle-turret deployed to stall the tank
*damage to the turret would also give the team an early warning
*use a combination of cyclops and teamwork of the respawning players to bring it down quickly
also consider: if the gdf choose to spawn outside, those guys are also missing inside,
IT'S THEIR TACTICAL CHOICE!
and the strogg have to choose how much they want to risk on attack,
if they want to keep a guy outside all the time, ok, but then they only attack with 5 and the driver might fall asleep
honestly, using that argument, you would also have to disallow the gdf using the forward spawn on salvage in last defence. it also adds a "big random momentum to the stage as the defending team might randomly spawn outside, mess up a strogg push and then go inside again." (just an example)
if area 22 would be treated differntly, as in: loose that rule, but forbid the use of the tank on the last stage of area22,
then i would say ok, on area 22 i could live with it
but as a general rule, no, just because the teams can't evolve their tax to fit the tactical possibilities of the other team
So its kinda inbalanced on all maps used in clan wars and I have played many many cw's both in closed beta and open beta without these rules and it just dosnt work very well. Suddenly one attack is fubard because the deffending team 1/3 times spawns outside using a spam machine you cant take out without brining forward you're tank and halting all efforts to take the objective. For etqw to work in cws and avoiding fullholds times 4 the gameplay needs to be fast, not very spammy and favoring the attacking team. In the betas without rules it was so much fullholds I allmost died of sadness.
and i can already picture this funny situation:
you are a covert behind nme lines, no nades left, standing next to a mortar which is starting to fire
u could save your teammates by disabling it
BUT you're not allowed to use your given tool to disable it!
instead of killing it without stopping, you have to stand there and hack it, being an easy target and you wont disable it in time
and you are taking away some of the covert abilities, thus making the infiltrator a more powerful class then him (which it already is imo)
I'm also happy they stopped claiming them to be community rules as well.
I still think I will stick with CB and QWL though.
I still think we should work with SD to sort out the game for SW instead of pissing off and doing our own thing, they have said many a time on IRC they be willing to work with leagues on this matter but none so far (this was other week, could have changed) have approached SD on the matter. Maybe we could find a way of keeping stuff in but reducing their influence like the fliers and tanks and what not, then maybe we wouldn't need all these restrictions in future.
esl had the chance to set a standard rule set, every other competition would be using 'esl rules'
but as always the esl has to go some off-standard way
the esl rules are the 'other' rules, as always, even though there arnt any other rulesets yet!
ETQW vanilla is not competition ready, I see CB has a ladder with no restrictions, hf there.
- you are not allowed to play ET:QW
nice work.
Im for removing radar now and when SDKs out try to figure out a balance that a) dosnt noob gameplay and boost prefire prenading on defence too much b) do include the radar in a balanced way if people still want it
will lead to a large amount of confusion and disputes. It would seem to be more effective to just disable vehicles completely until there are more flexible controls (either in a game update or a mod).
I'd agree with adacores "play with minimal restrictions until you can see what works"
The game WILL evolve. It may end up settling down to something like this ruleset, but it should get there by eliminating the actual problems rather than jumping to someones preconceived idea of what makes good comp.
What people decided was needed for valley may not be representative of the rest of the game.
When the ability to mod eventually arrives then we should do just that, modify. Ideally you would want to first try modifying the 'SW problems' with the game such as heavy vehicles and fliers to make them less dominating but still keep them in use, same goes for deployables across the board, after all the game was built with them in mind. If it quickly becomes apparent this alone isn't enough then you would try various restrictions which with a mod can actually be enforced, only as a last resort after exhausting all other possibilities should you actually remove elements of the game. Also all this may be possible with just the SW map scripts and additional CVARS that's been talked about that apparently SD are working on, btw has it officially been confirmed about these SW map scripts?
Until then we should do what adacore has said (imo) "play with minimal restrictions until you can see what works"