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#1 (permalink) |
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Join Date: Apr 2007
Location: Boston, MA
Posts: 239
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Beta Guide and Impressions
After a few days experimenting with the beta, I've developed a solid feel for the game. The following is intended for both the curious and the experienced, as an introduction and a deep analysis.
MECHANICS The game has a unique feel to it, familiar to veterans of the original Enemy Territory, but a bit foreign to traditional deathmatch gamers and tactical FPS players alike. ETQW is fast, very fast. Character movement speeds are a bit slower than most deathmatch titles, but about as fast as sprinting in games such as BF and DoD. Players may sprint for additional speed, which disables weapons, but unlike other titles, simply clicking the mouse while sprinting is enough to instantly break sprint and open fire. Releasing the trigger will return the user to the sprint. There is no stamina bar in the game. Players are free to sprint and jump as they please, which encourages bunny hopping. Fortunately, jumping heights in this game are rather low, and the weapons are generally designed to deal with fast characters and space bar pumping fools. Yes, beyond the characters, things are fast. Vehicles, weapons, and even the pace from objective to objective. Weapons are fairly accurate, especially when fired in short bursts. Weapon damage is somewhere between a deathmatch game and a tactical shooter. While it takes a decent amount of bullets to down someone, don't expect to charge at an assault rifle and live for more than 3 seconds. For veterans of the BF franchise, the health/damage ratio is somewhat similar, depending on the weapon. Vehicles tend to dominate, but are far more vulnerable than in other titles. Any kind of weapons fire will damage a vehicle. While an MG might take a while to down a tank, it can be done. There are also a variety of means through which to take out pesky enemy armor. Walker giving you trouble? Field Ops can call in some missiles, Soldiers can use rocket launchers on it, and Engineers can bring it an anti-vehicle turret. In terms of objectives, the game follows the ET formula. One team is assigned to defense, the other offense. At the start of the round, the defending team spawns forward of their main base, and the attacking team spawns at their main base. Each base is populated with vehicles, allowing both teams to rush out to the first objective, or push in with the heavy armor. The attacking team can capture a forward spawn point closer to the objective, which can help troop placement, but the defenders can sneak in and recapture the spawn rather quickly. Generally, the objectives require certain classes to complete certain actions. Some require Engineers/Constructors to build something, others require Soldiers/Aggressors to set explosives, while others may call upon the Covert Ops/Infiltrator to hack a system. Based on the status of the objective, territory is assigned to each team. Territory is only significant for deployables, but they are extremely important. Turrets, missile batteries, radar, and cannons can be places only within friendly territory. Good deployable placement is key to holding a forward spawn or protecting an objective from an assault. Deployables are rather large, so there is never an issue of 5 anti-personnel turrets sitting around a corner mowing down infantry. You'll only encounter 1-2 at a time, which can be disposed of in a variety of ways. However, they are quite powerful, especially the relentless anti-vehicle turrets. Once an objective is completed, the territory shifts, the attacking team acquires a new spawn, and the defending team is pushed back to their main base. The final objectives, however, do not involve pushing into the defenders' spawn. Like the first set of objectives, teams must race to defend or assault a given point of interest. The game ends when the timer runs out (defense wins) or when the final objective is completed (offense wins). Teams will always have vehicles available at their bases, which respawn rather quickly. The home base for each team is walled and heavily defended. An anti-artillery turret also keeps the opposition from calling in strikes at these bases. The forward spawns and objective-based spawns are open to artillery strikes, which works out well, since suppressing foes as they push towards the objective will prevent them from getting spawns even closer to positions (such as interior ones) where deployables will have little or no effect. RACE/CLASSES Most team-based shooters involve two nearly-identical teams. While there is some differentiation, be it through uniforms, vehicle mechanics, or weapon skins, the teams play similarly. Fans of Natural Selection will not hesitate to preach on the variety of play available when the two opposing factions are different in gameplay and appearance. ETQW offers significant differentiation between the classes of each race. Additionally, unlike the classes in the BF series, there are no principle roles. Soldiers can do more than blow things up, Engineers aren't there to play with vehicles alone, Snipers don't simple snipe and sneak around. Each class can contribute something to the team at any point during the match. While titles like Battlefield 2142 encourage most players to play the hybrid medic/assault, stacking up Medics/Technicians in ETQW will work out poorly. Soldier/Aggressor The GDI and Strogg assault class, the Soldier and Aggressor, respectively, emphasizes big guns and frontline tactics over utility. Soldiers have the widest selection of weapons, and can therefore play very differently depending on loadout. The races work out more similarly for this class than any other, with both sides carrying a primary weapon, sidearm, explosive charge, arming device, and grenades. GDF players can choose from the orthodox assault rifle, anti-infantry GPMG, close range shotgun, or anti-vehicle/deployable rocket launcher. The GPMG functions like the typical LMG, although it is a bit more accurate than most of its kind. The rocket launcher, while a poor choice when facing infantry, dominates vehicles and deployables. It can lock on to such units, and fire salvo after salvo with devastating results. Heavy armor typically requires 4 rounds to eliminate. The HE charge is a timer-based explosive designed to demolish objectives, booby-trap vehicles, and destroy enemy deployables. Soldiers and Aggressors are the foundation of any solid assault. On the Strogg side, the Hyperblaster is a monster of a weapon. Enemy infantry won't stand a chance in CQC, making it a great choice for either mowing down foes when holding up on defense or popping enemies while on the move. As with all Strogg weapons, weapons may overheat, but never need to be reloaded. GDF weapons are generally magazine-based and require reloads. Medic/Technician The GDF support class, the medic, is somewhat standard. Weapons, grenades, defibs to revive, and health packs. Like in ET, the health packs are single-use, thrown items, which are tossed on the ground for friendlies to recover for instant health. Revived players return with half of their health, not all of it. Medics are also equipped with smoke grenades to call in a supply crate. Supply crates rapidly dispense health and ammunition to nearby teammates. I must stress the value of these crates. Because players generally spawn with partial ammunition, they're helpful at any high-traffic location, and they heal players faster than any single medic. Medics are a great asset, especially for their quick revives. Technicians are quite different. They can dispense "Stroylent" tubes, which contain health and ammunition. Because they can resupply and health teammates on the fly, they are extremely useful in any situation. They may also turn fallen foes into Spawn Hosts, which enable nearby Strogg to respawn at an enemy corpse. Strogg do not have an instant revive, and thus, Technicians must make sure the area is clear before attempting to restore their comrades from near-death. Field Ops/Oppressor My favorite class. These guys call in the big guns to punish distant enemies, or summon bombing runs to clear our a nearby sector. The GDF Field Ops is equipped with the standard weapons loadout (assault rifle or shotgun, pistol, grenades), with some additional tools to sentence foes to death from above. The binoculars are used to spot an area to play a gun fixture. The Field Ops may call in a standard artillery battery, an anti-vehicle missile battery, or a devastating Hammer tactical missile unit. Once called, a transport helicopter will approach and drop off the goods. Once the deployable is set (only one may be used per player at a time), the Field Ops can use his targeting tool to spot a distant location for a barrage. The anti-vehicle missile battery can lock on to vehicles and deployables for a quick kill, while other targets are generally spotted using a green laser, which must paint the target for several seconds before it is locked. The traditional artillery fires several rounds in a large area, killing nearby infantry (one hit in the kill zone will kill troops). The Hammer fires a massive missile, which slowly approaches the enemy and obliterates anything in the target zone. However, everyone on the server receives a warning message when the Hammer is launched, and it is fully visible in the sky as it lumbers towards its destination. Each battery has a recharge time, with the traditional artillery refreshing the fastest, while the Hammer takes roughly twice as long (I'll update with the precise timings, but generally 1-2 minutes). Field Ops players are also equipped with the airstike smoke grenade. This item shares its refresh time with the artillery, but functions differently. A player may toss the grenade at an enemy location in order to call in air support. Seconds later, a jet will zoom in and drop a line of explosives along the assigned path, killing anything nearby. Airstrikes utilize a linear strike pattern, which is visible on the ground to all friendly players. The bombs will drop along the line, but to my knowledge, the direction tends to be perpendicular to that of the grenade toss. Finally, the Field Ops may also deploy consumable ammunication crates in order to resupply himself and his teammates. The Strogg Oppressor can call in similar deployables. However, instead of a smoke grenade, he is equipped with the Violator Beacon. Thrown like the smoke grenade, it calls in a giant red beam from space which attacks along a line, like the GDF's airstrike. However, the Violator is slow and easily avoided. As it rips across its assigned path, enemies can run and take cover. It is great for taking out vehicles and deployables, but infantry will often escape. Instead of ammunition packs, the Oppressor carries tactical shields. These large, red, forward-facing energy shields absorb all fire. Although players rarely use them in the beta, they have tremendous potential. They cover a large area, and can easily block entire corridors, forcing enemies to push into them instead of firing from a distance. Engineer/Constructor Yes, they can repair vehicles and deployables. They carry the typical weapons loadout (for the Strogg, that includes the Lacerator, Blaster, and grenades), a repair tool, binoculars, and mines. Both factions can call in three types of turrets: anti-infantry, anti-vehicle, and anti-artillery. Anti-artillery turrets will zap any Field Ops/Oppressor strikes in the area, but will not defend against GDF Vampire airstrikes and Strogg Violator orbital strikes. The Anti-vehicle turrets are absolutely devastating. Anything in medium range will be blown to pieces in seconds. The mines will destroy vehicles and infantry, but are best placed in tight, interior spaces. They may be set in proximity mode, or as laser trip mines. After each mine is place, it must be armed with the repair tool, and only 3 mines may be placed per player at a given time. Good turret and mine placement can make this class a great boon to either team. One mine will generally not kill enemy infantry. In order to protect a capturable spawn or objective, hide two proximity mines near the object of interest. Covert Ops/Infiltrator Every game seems to have a sniper class. However, most players in ETQW seem to forego sniping when playing these classes, and for good reason. Players may choose from the Sniper Rifle (GDF), Railgun (Strogg--like the sniper rifle but seems easier to aim for headshots and the like, but leaves a trail that makes Infiltrators easier to spot than their GDF cousins), or scoped Assault Rifle/Lacerator. Players may also call in deployable radar stations, which spot all enemy units in a rather generous area. For good, sneaky fun, these characters can steal the uniforms from fallen enemies and disguise themselves in order to sneak behind enemy lines. Once there, they may backstab players for an instant kill, which will not reveal them. However, attempting to fire any weapon will cause the player to drop his disguise. GDF Covert Ops may use the Third-Eye camera. It functions like C4, but with a camera. This remote-controlled explosive allows players to carefully watch their bombs until the enemy is close enough for a kill. The Strogg, however, have the Flyer Drone. This flying menace is fun for its user, but incredibly frustrating for the opposition. Capable for travelling at sprint speeds over long distances, this little flying bomb can sneak around corners and over buildings, stalking its prey. Once within a few feet, it can be detonated for an easy kill. The fatal range is very small, but in tight quarters, it can be quite easy to punish enemies who gather into a corner to recover. It makes rather distinct buzzing noise, and can be shot down, but in most cases, players will fail to notice before your flying friend pumps them full of shrapnel. Good times. VEHICLES The GDF's loadout is the typical human fare, with ATVs, Humvees, Tanks, and APCs. Most GDF vehicles lack firepower, but the Titan tank will make quick work of anything in firing range. The GDF vehicles are fast--perhaps a bit too fast--and accelerate at unusually high rates. However, they are quite fun, and are extremely important for transporting troops to objectives at lightning speeds, or blowing up the enemy from afar. The Strogg have a rather unusual choice of vehicles. The unit present in greatest supply is the small Icarus. This portable jetpack allows Strogg infantry to fly and bounce around, making them difficult targets. It also enables Strogg players to reach nearly any position, and at great speed. However, the Icarus only contains "Stroybombs," little red explosives with a tiny damage radius. These bombs may be used to kill enemies, but are often more effective at diversion and annoyance tactics. The Strogg light armor, the Hog, is fast and has little firepower. It compensates for armor and firepower by functioning as a battering ram. Yes, Hog is intended to ram other vehicles. When travelling at top speed, the front of the Hog glows bright red. Nearly anything in its path will be demolished. Ramming with other small vehicles is not recommended, as it is generally suicidal. The Strogg also have a tank of their own, the Desecrator. While agile, this tank cannot face the GDF's Titan head-on, as it lacks the rate of fire, firepower, and armor of humanity's metal monster. For heavy armor, the Strogg may use the massive Cyclops walker. Unlike traditional bipedal weapons in science fiction, this lumbering beast does not have a diverse weapons loadout. A single-person vehicle, the Cyclops utilizes its powerful Plasma Cannon batteries to pummel anything in sight. While the rate of fire is a bit slow for gunning down large numbers of infantry, a skilled pilot will kill anything in his path. The Strogg have the only aircraft in the beta, the Tormentor. This insect-like gunship hovers around with powerful Plasma missiles. A gunner may also man the anti-infantry Hyperblaster on its underbelly. All heavy vehicles come equipped with decoys as a missile countermeasure. They may be spammed by pilots, but in order to function properly, the timing must be precise. Vehicles do not last long on the open battlefield, especially when drivers are overly aggressive. Conservative pilots will experience much greater success. Charging into enemy territory will result in a quick death to a turret. ETQW and Tactical Gamer I enjoy this game, despite its deathmatch elements. It's fast, fun, and offers diversity in gameplay which few team-based shooters rival. Although most players are lone wolfing in the beta, the game will heavily favor groups that work together and approach objectives tactically. I hope to see a TG server for this game, as it has incredible potential for our style of play. With proper policing, it should be a popular and exciting destination for teamplay-oriented gamers in the ETQW community.
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"It’s not like I was pounding 40’s with my 'homies' on the stoop." -Pfeil2281 |
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#4 (permalink) |
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Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,713
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Re: Beta Guide and Impressions
Good stuff, nice write up. I've been confused on some of the play mechanics but this clears some things up.
I think the demo will give us the real impression of the final game. Betas are never a good judege of the final game. Look at 2142 all kinds of nasty things were said during the beta but look how it's turned out!
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#5 (permalink) |
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Join Date: Aug 2005
Posts: 515
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Re: Beta Guide and Impressions
Holy crep, I played around with that flying bug thing. It is touchy, and good lord the thing does not pull up really. But it is fun, not really sure if it will be un balanced or not. From what I can tell solider rockets are the main enemy of this thing, the stationary anti vehicle turret is pretty easy to dodge and take out. How ever soldier rockets are pretty easy to get out of if you keep moving and use your flares. I really take most of my damage from running into stuff lol. However if there is a soldier on you it pretty much keeps you occupied flying around.
The weapons on the thing are not that powerful either, and aiming them let alone getting a lock on seems to be an art form. Might have to end up playing with the sensitivity a bit, that or maybe hooking up my joystick, dunno if there is suppose for that though? |
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#7 (permalink) |
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Join Date: Feb 2007
Age: 36
Posts: 4,211
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Re: Beta Guide and Impressions
I have finally got some time playing the demo. As a long time vet of wolf:ET I am really excited that the game seems so similar to the objective based gameplay that I loved in ET. RTCW and ET were soul stealers for me. The one thing that I hated about ET was that it was difficult to find a server where people were focused on the objective. I am sure TG can run a tight ship with the realease of ETQW. It seems they kept everything I loved about ET and added some very cool features and fixed some bugs.
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