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Discussion: Game Forum Archives / Enemy Territory: Quake Wars - not impressed - Originally Posted by Zoopy_T You have to out-think them due to the terrible gun mechanics.
  1. #31


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    Re: not impressed

    Quote Originally Posted by Zoopy_T View Post
    You have to out-think them due to the terrible gun mechanics.
    I love the gun mechanics. What do you think is wrong with them?


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  3. #32

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    Re: not impressed

    Quote Originally Posted by sc1ence View Post
    I love the gun mechanics. What do you think is wrong with them?
    Circle strafing unscoped is the only way battles are done. If you use your scope at anything that is close you move to slow and will die. Hit detection is also bad.

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  5. #33


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    Re: not impressed

    So far my tests with hit detection in the retail game show it is very accurate. Surprisingly so. GDF can scope much faster than Strogg - but strogg have other advantages that counter that. in close firefights, scoping in makes less sense, But i battle at a distance enough that I find I use my scope fairly often as GDF. I crouch fire more than circle strafe - even in close battles. The deviation while circle strafing seems too much for my taste, but perhaps that will change.

    I have never been one to like circle strafing in quake engine games anyway. It is overated as an effective strategy.


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  7. #34

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    Re: not impressed

    Do a majority of maps have that jetpack booster thing (Icuras or something). I hate that thing so much... if more then 30% of the maps have them, then I don't think I can handle the game.

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  9. #35

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    Re: not impressed

    A lot of the maps do have it. Why do you hate it so much?
    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.

    Add me to Xfire

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  11. #36


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    Re: not impressed

    What I like about the map design for ETQW is that if often starts out as a wide open battlefield, but then gets focused down to indoor or confined environments.

    The icarus can be leveled with a single rocket from an soldier or vehcile. Everthing in this game is a rock paper scissors kind of deal. I love the fact that both sides seem balanced, but asyemetrically so.


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  13. #37

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    Re: not impressed

    The jetpack is annoying, it's almost impossible to hit with anything but the rocket launcher. Then after spending all your ammo trying to take it down the guy jumps off and has full health. Or like on the demo map (Valley?) they hang out above the bridge head and drop glowing balls of death on you.

    How is the game asymmetrical? Both sides are the exact same in almost every way.

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  15. #38


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    Re: not impressed

    Major Asymmetries:

    Strogg benefits over GDF:
    Use of Icarus
    Make GDF into spawn points.
    Do not have to reload weapon

    Strog penalties relative to GDF:
    Scope takes a long time (almost a second) to focus in compared to GDF scope (instant)
    Reviving fallen Strog takes a long time (2 seconds?) where reviving GDF is instant.
    Weapons overheat.


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  17. #39

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    Re: not impressed

    Not to shift the topic a bit...but Prior to the Demo I was really not looking forward to another bunny hopping Quakefest (or BF2 fest...for that matter).. but after playing ARMA exclusively for many months the Demo was a breath of fresh air... a Fun pickup... It kinda reminded me of tribes in a few ways... and I like the fact that the skill set you choose really does have an impact on the team...
    I just may buy the full version here soon...
    |TG|ARMA Pathfinder
    ..now where did I put my keys?

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  19. #40


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    Re: not impressed

    The Icarus is really really annoying, and it's hard to hit it with lock-on weapons because it's always on the move and is so small. However, it is very fragile, so the best weapons to use are high-ROF, either small-arms or vehicle-mounted. Also, the AVT locks-on to it because it is a vehicle, and the Icarus has to run away fast if it wants to live. One missile and it's toast, and it seems people forget it has decoys. Basically, it's an annoyance, but you can counter it, usually by blasting it whenever you see it. Also, distance is key, especially with the Rocket Launcher and Sniper Rifle, as you have an easier time keeping it lined up. And remember, you can kill the gravpack or the guy, and it matters where you shoot. Try to blow the pack, especially when he's airborne, because with a single sniper round, he's hurt bad, so blast him with a couple ARs.
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  21. #41

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    Re: not impressed

    Quote Originally Posted by sc1ence View Post
    Major Asymmetries:

    Strogg benefits over GDF:
    Use of Icarus
    Make GDF into spawn points.
    Do not have to reload weapon
    Add stroyup and stroydown to that list.

    For those who dont know, stroyup and stroydown let the Strogg divert ammo to health and vice versa. There is a small cost in the conversion, so try to avoid going back and forth too much.

    I think by default they are bound to '+' and '-'

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  23. #42

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    Re: not impressed

    Also the Strogg get health and ammo from a single source/class.

    People really need to learn to create and use the spawn host, it can make a huge difference.
    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.

    Add me to Xfire

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  25. #43

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    Re: not impressed

    Hi there!

    At first I had my doubts about the game, but right now I'm pretty happy that I did buy it.
    I have not played the demo or the beta so I cant say much about that.

    The gameplay is very straightforward, you can only get one major objective at a time but it still leaves a lot of room for flanking and infiltrating, taking out enemy deployables and such. I love the way that certain classes need to call in turrets, radars or artillery.
    When I first started online gaming it was with Unreal Tournament, This game plays like it but with a lot more team oriented play.

    It might be a shame that there is no voip system, but that might come later. We still have TS.

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