Discussion: Game Forum Archives / Enemy Territory: Quake Wars - Diary of a 'Spontaneous Leader' - I watched all 3 of the vid tutorials here and now i finally get this
Very informative vids there, unique use of shields and such were very interesting. Went through some other stuff by the same author and was just wondering, TG doesn't allow the use of the circle/strafe/whatever you call it jump right? As it seems to be a form of bunny hoping...I think. Because with that not only do you get a dramatic increase in speed, but you can get to places you couldn't normally get to. I've tried it a few times and its harder then it looks...or maybe I just suck :P
Very informative vids there, unique use of shields and such were very interesting. Went through some other stuff by the same author and was just wondering, TG doesn't allow the use of the circle/strafe/whatever you call it jump right? As it seems to be a form of bunny hoping...I think. Because with that not only do you get a dramatic increase in speed, but you can get to places you couldn't normally get to. I've tried it a few times and its harder then it looks...or maybe I just suck :P
Actually this is a good question. I just doubled checked the ET:QW server rules and it doesn't even say anything about bunny hopping. Is it allowed?
We will tolerate it untill it becomes a problem, the strafe jumping seems to be intentionel, a person pulling out his knife cant fight back so they are very easy targets. when they are just bouncing up and down.
We will tolerate it until it becomes a problem, the strafe jumping seems to be intentional, a person pulling out his knife cant fight back so they are very easy targets. When they are just bouncing up and down.
I think our stance goes a bit beyond toleration at this point. Right now, the tradition of Quake engine games is in full effect. To restrict bunnyhopping on our server would be perceived as outlandish by an enormous majority of this game’s players.
The game seems to have plenty of mechanisms to make bunnyhopping a non issue.
The game has a very accurate hitscan model for players under 150 ping. Admins tested it out completely before we established any position on the topic. If a person jumps, their bullet spread maxes out and slowly comes back to normal. To jump IN a firefight is just plain suicide in most cases.
In a 1 on 1 fight with two guys of equal decent skill, the one that jumps and shoots will lose nearly all the time. You can’t hit anything after you jump.
If someone jumps while reloading or trying to move to a new location, you can hit them fine if you track their movements. There is no leading in this game due to it being a hitscan game. All bullet velocity is instantaneous. The antilag system keeps things fair and makes the game very responsive. If you can’t hit someone jumping, it usually is not due to the game.
The preferred method of travel in the game is generally a hopping motion to maximize speed to the objective. When you get to an area where more caution is needed, you can slow down to a crawling speed and draw out the engagement. Different encounters require different movement styles.
If you have to get across a gap quick, you would probably pull out your knife and accelerate by strafe jumping to increase your speed. The faster someone is, the harder it is to hit them and to get a jump on the opposing spawn wave by even a second or two can mean your team achieving its objective.
Despite our position now, We will gladly reconsider our position if tactics seem restricted due to jumping.
In general, our position is that any external restrictions on behavior have to be highly motivated. Reasoned argument will win the day. If you want to see us restrict a commonly accepted game behavior, then we will need to hear a strong reasonable argument in defense of your position. If any kind of discussion about this gets heated, please remain civil and avoid ad hominim attacks. The admin team is here to serve our players, not the other way around. We will listen to reason and set game policy that will reflect the wishes of our community as it fits within the established policies of TacticalGamer.
“Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin
experiment for tonight is
I will form a fireteam at the start of a round, use VOIP to invite people
play a round as the boss ordering fireteam members, 'authoritive' style
end of round disband the fireteam
next round form a new one, invite over VOIP
play a round where its mutual consent in setting duties tasks etc, 'Consensus' style
wash & repeat
Unless you have a fireteam full of experienced ET players I think it will be impossible to keep them all togheter.
An efficient fireteam can only be maintained if everybody spawns togheter and thus /kill at the right time.
I haven't played very much on the TG server, but from what I have seen there the level of skill is just not high enough to find 5 or 6 players and have a efficient fireteam.
I bet most players aren't even aware of their spawntime 99% of the times, nor are they aware of the condition of their fellow fireteam members (dead,alive,injured). So how will they be able to judge when to selfkill and regroup ?
And last but not least TG has rules that state that you can't /kill in a firefight....now that's not really helping to get the game to a non-pub level.
I have huge respect for Silver7's squadleading and teamplay and hope that his experiment will be a succes, but I have my doubts.
And last but not least TG has rules that state that you can't /kill in a firefight....now that's not really helping to get the game to a non-pub level.
So you think its ok to /kill yourself to deny the enemy a kill?
As far as the skill level of the server, we are still working on building up a good amount of regular players. The sill level will get better as we get more regs and they have more time together.
When you can't run, you walk. When you can't walk, you crawl and when you can't do that, you get someone to carry you.
The intent of the /kill is the issue, not that fact that someone does it. You can /kill in combat, just don't do it to deny the other team a kill. In ET people would habitually /kill when near death, not to organize thier fireteam, but to deny the other team the xp for the kill. We assumed we would face a simmilar issue in the ETQW.
We would need to see an established behavior pattern of /kill when near death from a player before we took action.
the way to keep your fireteam together is to hold ground gained during an advance till the next wave comes up to support. In some cases a /kill is the way to do it. in others, it is holding a forward area till your fireteam can regroup for a push.
“Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin
I had the opportunity to play in Silver's FT yesterday which just happened to be one of my first sessions on the TG server after practicing in SP mode. It was excellent and I think we managed to keep our FT of 4 together for the most part. With the relatively fast spawn cycle, it really takes just a bit of extra discipline to organize a rally point in voice.
It is not often that I encounter across myself when researching a topic. I found the following in a recent article on the uses of ethnography in virtual environments:
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