After playing it a bit more I can safely say that the 'upgrades' system when used in campaign (accumulating upgrades and XP over multiple rounds) creates a 'combat' scenario where the good get better and the weak get relatively weaker. This wouldn't be a problem apart from if you're a late-joiner it can really stack the odds against you if you have a Strogg Technician with the following easy-to-attain upgrades: - Stroyent cells capacity increased from 4 to 6 (7?) from a full energy bar (these cells replenish health and ammo (INCLUDING grenades) - Improved stroyent cells (they give you more health/ammo than the starting level ones) - Health Bonus (yeah, he can heal himself more frequently and he has more health) - Speed bonus (remember this game has a basic bunnyhopping feature)
So, let me just clarify. A faster, self-reviving, self-healing, self-resupplying mobile medic and ammo distributor with an extra health bonus. Hello?
Then remember the Technician also creates spawn hosts from corpses. Not from dying GDF soldiers but from any person who died whose body hasn't disappeared yet. Anyone on the Strogg team can then use this as a spot to respawn at on half health. If you manage to get a pair or trio of good Strogg Techies together you can go a whole round without ever having to respawn at the default spawn point. This means instant reinforcements which the GDF have absolutely NO counter for, apart from their medic being the ONLY person (to my knowledge) who can destroy these spawn hosts. Again, I can only say: "Hellooooo?"
I tried perma-medic vs perma-technician to see which one teched up quicker. Now, part of this has to do with the Technician playing a defensive role for the entire map because of its design, but a lot comes down to the fact he obtains experience from more sources:
GDF Medic XP Sources - Medpacks picked up by fellow teammates [default 4 per energy bar] - Revived teammates [no energy required, instant] - Possibly from supply crate usage (for ammo or health) [full energy bar required, delayed, cannot be dropped indoors]
Strogg Technician XP Sources - Stroyent cells picked up by fellow teammates (for ammo or health) [default 4 per energy bar] - Revived teammates [no energy required, 2 seconds] - Teammates respawned from spawn hosts you create [no energy required, 2 seconds to create, REALLY useful]
In the end after 3 rounds as attacking GDF Medic I picked up 2 Medic upgrades.
As a defending Strogg Technician I picked up 4 upgrades in 1 out of the 3 rounds (2 Technician upgrades)
<!--quoteo(post=1637115:date=Jul 3 2007, 02:29 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jul 3 2007, 02:29 AM) [snapback]1637115[/snapback]</div><div class='quotemain'><!--quotec--> After playing it a bit more I can safely say that the 'upgrades' system when used in campaign (accumulating upgrades and XP over multiple rounds) creates a 'combat' scenario where the good get better and the weak get relatively weaker. This wouldn't be a problem apart from if you're a late-joiner it can really stack the odds against you if you have a Strogg Technician with the following easy-to-attain upgrades: - Stroyent cells capacity increased from 4 to 6 (7?) from a full energy bar (these cells replenish health and ammo (INCLUDING grenades) - Improved stroyent cells (they give you more health/ammo than the starting level ones) - Health Bonus (yeah, he can heal himself more frequently and he has more health) - Speed bonus (remember this game has a basic bunnyhopping feature)
So, let me just clarify. A faster, self-reviving, self-healing, self-resupplying mobile medic and ammo distributor with an extra health bonus. Hello? Then remember the Technician also creates spawn hosts from corpses. Not from dying GDF soldiers but from any person who died whose body hasn't disappeared yet. Anyone on the Strogg team can then use this as a spot to respawn at on half health. If you manage to get a pair or trio of good Strogg Techies together you can go a whole round without ever having to respawn at the default spawn point. This means instant reinforcements which the GDF have absolutely NO counter for, apart from their medic being the ONLY person (to my knowledge) who can destroy these spawn hosts. Again, I can only say: "Hellooooo?" <!--QuoteEnd--></div><!--QuoteEEnd--> The speed, imp stroyent and increased capacity are easy to get. The rest aren't. I'd also like to point out that while you're spraying stroyent all over the place, you're vulnerable. And last but not least, GDF Medics can destroy spawn hosts.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
edited July 2007
yah, basically techs are probably the best class in the game currently.
I expect to see nerfs to them (let them only spawn one spawn host at a time?)
Seriously, I stick to my guns that GDF are seriously underpowered in comparison to the Strogg.
BTW, stroyent cells stick around for a good amount of time. My tactic tends to consist of spewing them when ever there is a lul in the action (just killed a wave or what ever), and having that as my back up for the next wave.
All strogg classes can exchange ammo for health and health for ammo by pressing the + and - keys? Note that this doesn't work well for the obliterater. You can change obliterator rounds to health, but you can't change health into more obliterator rounds.
All Covertops classes can disguise. Simply walk up to a freshly killed corpse and hold use. This takes a while until you get the quick disguise upgrade, and then it is much faster. As the disguise, you will only have two weapons, a (non-functional) assault rifle of the correct side which can't fire, and your knife. Your name will appear as the person you disguised as. If you backstab someone with your knife/spikes while disguised, and no one sees you then you get an instant kill and keep your disguise. If you attack someone while someone else is looking, or you choose the correct option from the radial menu, you can remove your disguise at will.
If any armored unit is hit by an EMP grenade, it is disabled for 30 seconds. If any deployable (except for a supply crate) is hacked, it is disabled for 60 seconds. You can't hack tanks, and EMP grenades don't do much against deployables.
The covertops third eye camera (for the GDF side) has a short range radar, and persists after death. This is handy for defending objectives, since you will see exactly when an enemy is standing on it and can detonate it from any range. It can also be used as a grenade of sorts, though you'll have to be a pretty good throw unless the enemy is severly distracted. It does stick to tanks, however.
If you stick a plastic or plasma charge on a tank and manage to arm it, then it will instagib the tank. This again takes some serious balls to pull off, in addition to a distracted tank.
Turrets only shoot in the direction they are facing. if you want your turret to be effective face it in the direction enemies will be coming from. This is vital with AV turrets which have tremendous range but are easy to flank if not placed well.
The strogg medic can steal health and ammo from a living enemy using his stoyent tool. This is rather difficult though. The spike boost upgrade greatly improves the speed of this.
In a similar fashion, if a GDF medic manages to zap an unsuspecting strogg with his paddles, that's an instant kill.
Spawn hosts can not be "killed" by shooting at them. The only way to get rid of a spawn host is to have the GDF medic zap it with their paddles. This will instantly destroy it. Of course, if a person had claimed that host they will know something is up.
If any covertops tries to disguise using a knocked out player waiting for a medic, they are killed instantly. This is an efficient way of cleaning up bodies so they can't be raised. Similarly, if a strogg medic starts to turn an unconscious marine into a spawn host, he is killed instantly.
That you can decoy turret missiles and launcher missiles from any vehicle by pressing 1 to launch a flare. With improved flares you can fire them faster and they can dupe artillery.
The strogg engineer's remote repair drone can do anything he can do manually, including build objectives. Thankfully, there are no strogg building objectives yet.
The cyclops can crouch, just like other things with legs. However, you will be able to shoot faster while crouching, though this means your mobility is limited.
rambo ninja medics of DOOM are a serious problem in Wolf:ET, too. The only solution I found was a server mod that prevented the medic from healing from his own medpacks. This of course doesn't help when 2 medics work together... But hey, they're working TOGETHER.
<!--quoteo(post=1637186:date=Jul 3 2007, 09:58 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Jul 3 2007, 09:58 AM) [snapback]1637186[/snapback]</div><div class='quotemain'><!--quotec--> learn to aim <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Great list redford. I had no idea that spawn hosts could be destroyed with the defrib. <!--QuoteEnd--></div><!--QuoteEEnd-->Like Puzl says, learn to aim. It's REALLY deceptive, though. I pretty much have to 'lag-aim' even though I get a 5-25 ping on UK servers. And you're only hitting them if the crosshair turns RED. You have to hit them with the EXACT middle of the crosshair. I'd REALLY advise not using the default crosshair, it's misleading and dumb. Try the one with the smaller circle and a dot, works much better for me. Also headshots do FAR more damage than body shots. You can kill someone in 3-4 headshots with the assault rifle or lacerator once you learn how to (lag)aim.
Also that's a good list, I didn't know about the flares from ALL vehicles or what improved spikes do or about the covert ops hacking vehicles. Now I can Titan ###### even harder as Engy.
<!--quoteo(post=1637116:date=Jul 3 2007, 02:34 AM:name=Aldaris)--><div class='quotetop'>QUOTE(Aldaris @ Jul 3 2007, 02:34 AM) [snapback]1637116[/snapback]</div><div class='quotemain'><!--quotec--> The speed, imp stroyent and increased capacity are easy to get. The rest aren't. I'd also like to point out that while you're spraying stroyent all over the place, you're vulnerable. And last but not least, GDF Medics can destroy spawn hosts.<!--QuoteEnd--></div><!--QuoteEEnd-->The problem with this particular class is that the upgrades create a snowball effect where you simply get better and better. Having enhanced stroyent cells AND more of them means if you're good and you have another Tech on your team (most servers have 3-5 per team because they are the best class by far), getting those other Techs is a breeze. And healing yourself up with stroyent really isn't that hard, just go behind some cover, look down and 2 seconds later you're back at full health and ammo and grenades. Simple. And if you get killed during this? You'll respawn at a spawn host.
The other thing about this class is that it rewards selfish players. Selfish players will want to stay alive and get the most XP to be the best. This class has a way to keep them at the front line for the duration of the round. On the other hand it also teaches these selfish players to create as many spawn hosts as possible so they get more XP and level up quicker.
Here are my tips for playing Strogg Technician:
- Bind a button to item 6 (Stroyent Cells). - Press the 'use' button on teammates to revive them (quicker than manually selecting the syringe) - Again, press the 'use' on enemy corpses to create spawn hosts, then press it again quickly afterwards to claim it for yourself. - Make sure you can change your spawn host to one in a safer location if you have the opportunity - If you have time and enough stroyent, throw a couple of packs down over the spawn host so whoever respawns there will immediately go from 50% to 100% health - Spawn hosts behind the front line are the most important as they're unlikely to incur fire on respawn and medics will have a harder time getting to them to destroy them - Spawn hosts indoors are also effective as any respawners will never get instakilled by artillery fire - Use a stroyent whenever you incur any injury no matter how small, it will also take your ammo back to full so you never get caught reloading - You can help when assaulting static defences by throwing grenades. Prime them to explode on impact, then throw down some more stroyent and you'll have full grenades again to repeat the process - Always check your map for teammates who need reviving. Prioritise in the following way: Heal closest team members first. If there are multiple casualties ALWAYS heal the Technicians before other teammates. - When dead check your map to see if any other Technicians are on their way, if they are wait for them to arrive (you'll have a quicker reinforcement time and they'll get XP from reviving you) - As soon as you are revived retreat to cover (indoors if possible) and heal yourself back up to 100% before attending to other casualties or attacking enemies - Learn to bunnyhop (basically hitting jump as you land and changing direction - much easier to time than NS), this will help you get out of trouble. - Stay in the objective zone at all times, don't venture any further than the front entrance. You will level up in <i>Battlesense</i> more quickly this way, and the first upgrade in this category is a speed boost which is really effective for all classes, but particularly the Technician. - If you're not healing use primed grenades continually to keep Medics away from their downed teammates, but don't be too eager to engage the enemy unless you have the aim to justify it. - Be on the lookout for GDF Supply Crates. Destroy them from distance once located. - Finally, your priority is ALWAYS staying alive. If that means running away and leaving an enemy soldier on one bar of health, so be it, you can always return seconds later with full health, he doesn't have that luxury. It may seem odd and selfish but it's in the interests of your teammates to have the Technician on call at all times, NOT to have their Technicians respawning from the main base.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited July 2007
I wan't really impressed by quake wars, yes it was a beta, but they didnt seem to have the basics right. The "feel or handling" of the game was just wrong as well as the general mechanics, it felt like a mod. Also for some reason everything looks like its carved from stone or concrete if you get too close. The teamplay will never work on public servers because there is no VoiP or Mic support. The automatic commander/objectives means that everyone is really just playing a single player game, and sure cooperation is needed but it never happens. I can see it working for clan matches but meh. despite all of the bugs in the battlefield series, they were much more fun. EDIT: oh and there is way too much screen clutter - with now way to shrink the text size.
And i agree with everything with Scythe said - its terrible.
I'm most looking forward to the improvements in physics and lag compensation. Having a second map to play will make it much more enjoyable to play for long sessions. After about 90 minutes I get a little bored of just playing sewer all the time.
Hell yeah! Valley I thinik is the one with the mission objectives demo video on YouTube. It looks pretty awesome! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--quoteo(post=1637164:date=Jul 3 2007, 06:43 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Jul 3 2007, 06:43 AM) [snapback]1637164[/snapback]</div><div class='quotemain'><!--quotec--> Just in case you thought that the recent patch removed the gun stutter or made anything more hittable in close range combat: Nope.
--Scythe-- <!--QuoteEnd--></div><!--QuoteEEnd--> Still my two biggest issues with it. The 'game' at large is awesome, but the actual FPS player vs player at infantry level is just painful. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
They did mention they have addressed the aiming, how well it's been addressed is another thing.
RAOW GUYS! CHECK OUT THESE REERY GOOD VIDEO 'TURORIALS' FOR THE NEW REVEL IF YOUR RONERY! <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
This is gonna be sweet <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
edited August 2007
Beta 2 is out today, with 25k new keys. #etqwbeta ops expect it within the next hour or so <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
bah why can't they just have a normal beta app page like other games. I have no clue how to get in. oh well. btw, awesome taste in music, puzl. every time your sig updates I see more artists and songs that I also love. ladytron, boards of canada, aphex twin, lamb... it's like reading my own playlist.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1641907:date=Aug 3 2007, 12:14 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Aug 3 2007, 12:14 PM) [snapback]1641907[/snapback]</div><div class='quotemain'><!--quotec--> bah why can't they just have a normal beta app page like other games. I have no clue how to get in. oh well. btw, awesome taste in music, puzl. every time your sig updates I see more artists and songs that I also love. ladytron, boards of canada, aphex twin, lamb... it's like reading my own playlist. <!--QuoteEnd--></div><!--QuoteEEnd--> on the fileplanet main page there is a link that say 'join the beta'
click that.
I don't know if keys are limited to subscribers atm or not.
Good grief... ~45min wait on the UK server, says FP. Now that the timer reached zero, it pops back to 46 minutes! <i>Whiskey Tango Foxtrot?</i> <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> I'll just try my luck with a random tracker kthx.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
well, I poped on, shortly after I did, puzl did as well! It TOLD ME!
and it gave me the choice to invite him to my server or go join his!
unfortunatly I was on a ful lserver and so was he so I ignored it.
Played around a little bit.
the new map is nice and decently large.
I honestly didn't feel many differences from B1 to B2.
I tried out the sniper rifle, it still sucks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I dunno about the sniper rifle, but the railgun is awesome. I just spend about an hour playing. It's super fun, although I'm not so good at using any of the vehicles so far and the whole "nobody plays as a team" thing is as furstarting as it is in Battlefield 2 and other team games. It looks really beautiful on my new computer, though, and it's nice to get 100 XP or whatever from repairing the MCp and being the only one who cares about the objective. I played as GDF (or whatever they're called) 3 times and my team never even got close to destroying the contaminator, so I switched to Strogg and they steamrolled us with 10 minutes to spare. I don't understand D:
Comments
Fileplanet says that "This patch includes bots, punkbuster and more!"
- Stroyent cells capacity increased from 4 to 6 (7?) from a full energy bar (these cells replenish health and ammo (INCLUDING grenades)
- Improved stroyent cells (they give you more health/ammo than the starting level ones)
- Health Bonus (yeah, he can heal himself more frequently and he has more health)
- Speed bonus (remember this game has a basic bunnyhopping feature)
So, let me just clarify. A faster, self-reviving, self-healing, self-resupplying mobile medic and ammo distributor with an extra health bonus. Hello?
Then remember the Technician also creates spawn hosts from corpses. Not from dying GDF soldiers but from any person who died whose body hasn't disappeared yet. Anyone on the Strogg team can then use this as a spot to respawn at on half health. If you manage to get a pair or trio of good Strogg Techies together you can go a whole round without ever having to respawn at the default spawn point. This means instant reinforcements which the GDF have absolutely NO counter for, apart from their medic being the ONLY person (to my knowledge) who can destroy these spawn hosts. Again, I can only say: "Hellooooo?"
I tried perma-medic vs perma-technician to see which one teched up quicker. Now, part of this has to do with the Technician playing a defensive role for the entire map because of its design, but a lot comes down to the fact he obtains experience from more sources:
GDF Medic XP Sources
- Medpacks picked up by fellow teammates [default 4 per energy bar]
- Revived teammates [no energy required, instant]
- Possibly from supply crate usage (for ammo or health) [full energy bar required, delayed, cannot be dropped indoors]
Strogg Technician XP Sources
- Stroyent cells picked up by fellow teammates (for ammo or health) [default 4 per energy bar]
- Revived teammates [no energy required, 2 seconds]
- Teammates respawned from spawn hosts you create [no energy required, 2 seconds to create, REALLY useful]
In the end after 3 rounds as attacking GDF Medic I picked up 2 Medic upgrades.
As a defending Strogg Technician I picked up 4 upgrades in 1 out of the 3 rounds (2 Technician upgrades)
After playing it a bit more I can safely say that the 'upgrades' system when used in campaign (accumulating upgrades and XP over multiple rounds) creates a 'combat' scenario where the good get better and the weak get relatively weaker. This wouldn't be a problem apart from if you're a late-joiner it can really stack the odds against you if you have a Strogg Technician with the following easy-to-attain upgrades:
- Stroyent cells capacity increased from 4 to 6 (7?) from a full energy bar (these cells replenish health and ammo (INCLUDING grenades)
- Improved stroyent cells (they give you more health/ammo than the starting level ones)
- Health Bonus (yeah, he can heal himself more frequently and he has more health)
- Speed bonus (remember this game has a basic bunnyhopping feature)
So, let me just clarify. A faster, self-reviving, self-healing, self-resupplying mobile medic and ammo distributor with an extra health bonus. Hello?
Then remember the Technician also creates spawn hosts from corpses. Not from dying GDF soldiers but from any person who died whose body hasn't disappeared yet. Anyone on the Strogg team can then use this as a spot to respawn at on half health. If you manage to get a pair or trio of good Strogg Techies together you can go a whole round without ever having to respawn at the default spawn point. This means instant reinforcements which the GDF have absolutely NO counter for, apart from their medic being the ONLY person (to my knowledge) who can destroy these spawn hosts. Again, I can only say: "Hellooooo?"
<!--QuoteEnd--></div><!--QuoteEEnd-->
The speed, imp stroyent and increased capacity are easy to get. The rest aren't. I'd also like to point out that while you're spraying stroyent all over the place, you're vulnerable. And last but not least, GDF Medics can destroy spawn hosts.
I expect to see nerfs to them (let them only spawn one spawn host at a time?)
Seriously, I stick to my guns that GDF are seriously underpowered in comparison to the Strogg.
BTW, stroyent cells stick around for a good amount of time. My tactic tends to consist of spewing them when ever there is a lul in the action (just killed a wave or what ever), and having that as my back up for the next wave.
Did you know:
All strogg classes can exchange ammo for health and health for ammo by pressing the + and - keys? Note that this doesn't work well for the obliterater. You can change obliterator rounds to health, but you can't change health into more obliterator rounds.
All Covertops classes can disguise. Simply walk up to a freshly killed corpse and hold use. This takes a while until you get the quick disguise upgrade, and then it is much faster. As the disguise, you will only have two weapons, a (non-functional) assault rifle of the correct side which can't fire, and your knife. Your name will appear as the person you disguised as. If you backstab someone with your knife/spikes while disguised, and no one sees you then you get an instant kill and keep your disguise. If you attack someone while someone else is looking, or you choose the correct option from the radial menu, you can remove your disguise at will.
If any armored unit is hit by an EMP grenade, it is disabled for 30 seconds. If any deployable (except for a supply crate) is hacked, it is disabled for 60 seconds. You can't hack tanks, and EMP grenades don't do much against deployables.
The covertops third eye camera (for the GDF side) has a short range radar, and persists after death. This is handy for defending objectives, since you will see exactly when an enemy is standing on it and can detonate it from any range. It can also be used as a grenade of sorts, though you'll have to be a pretty good throw unless the enemy is severly distracted. It does stick to tanks, however.
If you stick a plastic or plasma charge on a tank and manage to arm it, then it will instagib the tank. This again takes some serious balls to pull off, in addition to a distracted tank.
Turrets only shoot in the direction they are facing. if you want your turret to be effective face it in the direction enemies will be coming from. This is vital with AV turrets which have tremendous range but are easy to flank if not placed well.
The strogg medic can steal health and ammo from a living enemy using his stoyent tool. This is rather difficult though. The spike boost upgrade greatly improves the speed of this.
In a similar fashion, if a GDF medic manages to zap an unsuspecting strogg with his paddles, that's an instant kill.
Spawn hosts can not be "killed" by shooting at them. The only way to get rid of a spawn host is to have the GDF medic zap it with their paddles. This will instantly destroy it. Of course, if a person had claimed that host they will know something is up.
If any covertops tries to disguise using a knocked out player waiting for a medic, they are killed instantly. This is an efficient way of cleaning up bodies so they can't be raised. Similarly, if a strogg medic starts to turn an unconscious marine into a spawn host, he is killed instantly.
That you can decoy turret missiles and launcher missiles from any vehicle by pressing 1 to launch a flare. With improved flares you can fire them faster and they can dupe artillery.
The strogg engineer's remote repair drone can do anything he can do manually, including build objectives. Thankfully, there are no strogg building objectives yet.
The cyclops can crouch, just like other things with legs. However, you will be able to shoot faster while crouching, though this means your mobility is limited.
Can't wait to have a new PC so I can play.
--Scythe--
Great list redford. I had no idea that spawn hosts could be destroyed with the defrib.
learn to aim <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Great list redford. I had no idea that spawn hosts could be destroyed with the defrib.
<!--QuoteEnd--></div><!--QuoteEEnd-->Like Puzl says, learn to aim. It's REALLY deceptive, though. I pretty much have to 'lag-aim' even though I get a 5-25 ping on UK servers. And you're only hitting them if the crosshair turns RED. You have to hit them with the EXACT middle of the crosshair. I'd REALLY advise not using the default crosshair, it's misleading and dumb. Try the one with the smaller circle and a dot, works much better for me. Also headshots do FAR more damage than body shots. You can kill someone in 3-4 headshots with the assault rifle or lacerator once you learn how to (lag)aim.
Also that's a good list, I didn't know about the flares from ALL vehicles or what improved spikes do or about the covert ops hacking vehicles. Now I can Titan ###### even harder as Engy.
<!--quoteo(post=1637116:date=Jul 3 2007, 02:34 AM:name=Aldaris)--><div class='quotetop'>QUOTE(Aldaris @ Jul 3 2007, 02:34 AM) [snapback]1637116[/snapback]</div><div class='quotemain'><!--quotec-->
The speed, imp stroyent and increased capacity are easy to get. The rest aren't. I'd also like to point out that while you're spraying stroyent all over the place, you're vulnerable. And last but not least, GDF Medics can destroy spawn hosts.<!--QuoteEnd--></div><!--QuoteEEnd-->The problem with this particular class is that the upgrades create a snowball effect where you simply get better and better. Having enhanced stroyent cells AND more of them means if you're good and you have another Tech on your team (most servers have 3-5 per team because they are the best class by far), getting those other Techs is a breeze. And healing yourself up with stroyent really isn't that hard, just go behind some cover, look down and 2 seconds later you're back at full health and ammo and grenades. Simple. And if you get killed during this? You'll respawn at a spawn host.
The other thing about this class is that it rewards selfish players. Selfish players will want to stay alive and get the most XP to be the best. This class has a way to keep them at the front line for the duration of the round. On the other hand it also teaches these selfish players to create as many spawn hosts as possible so they get more XP and level up quicker.
Here are my tips for playing Strogg Technician:
- Bind a button to item 6 (Stroyent Cells).
- Press the 'use' button on teammates to revive them (quicker than manually selecting the syringe)
- Again, press the 'use' on enemy corpses to create spawn hosts, then press it again quickly afterwards to claim it for yourself.
- Make sure you can change your spawn host to one in a safer location if you have the opportunity
- If you have time and enough stroyent, throw a couple of packs down over the spawn host so whoever respawns there will immediately go from 50% to 100% health
- Spawn hosts behind the front line are the most important as they're unlikely to incur fire on respawn and medics will have a harder time getting to them to destroy them
- Spawn hosts indoors are also effective as any respawners will never get instakilled by artillery fire
- Use a stroyent whenever you incur any injury no matter how small, it will also take your ammo back to full so you never get caught reloading
- You can help when assaulting static defences by throwing grenades. Prime them to explode on impact, then throw down some more stroyent and you'll have full grenades again to repeat the process
- Always check your map for teammates who need reviving. Prioritise in the following way: Heal closest team members first. If there are multiple casualties ALWAYS heal the Technicians before other teammates.
- When dead check your map to see if any other Technicians are on their way, if they are wait for them to arrive (you'll have a quicker reinforcement time and they'll get XP from reviving you)
- As soon as you are revived retreat to cover (indoors if possible) and heal yourself back up to 100% before attending to other casualties or attacking enemies
- Learn to bunnyhop (basically hitting jump as you land and changing direction - much easier to time than NS), this will help you get out of trouble.
- Stay in the objective zone at all times, don't venture any further than the front entrance. You will level up in <i>Battlesense</i> more quickly this way, and the first upgrade in this category is a speed boost which is really effective for all classes, but particularly the Technician.
- If you're not healing use primed grenades continually to keep Medics away from their downed teammates, but don't be too eager to engage the enemy unless you have the aim to justify it.
- Be on the lookout for GDF Supply Crates. Destroy them from distance once located.
- Finally, your priority is ALWAYS staying alive. If that means running away and leaving an enemy soldier on one bar of health, so be it, you can always return seconds later with full health, he doesn't have that luxury. It may seem odd and selfish but it's in the interests of your teammates to have the Technician on call at all times, NOT to have their Technicians respawning from the main base.
The "feel or handling" of the game was just wrong as well as the general mechanics, it felt like a mod.
Also for some reason everything looks like its carved from stone or concrete if you get too close.
The teamplay will never work on public servers because there is no VoiP or Mic support.
The automatic commander/objectives means that everyone is really just playing a single player game, and sure cooperation is needed but it never happens.
I can see it working for clan matches but meh.
despite all of the bugs in the battlefield series, they were much more fun.
EDIT: oh and there is way too much screen clutter - with now way to shrink the text size.
And i agree with everything with Scythe said - its terrible.
<a href="http://community.enemyterritory.com/index.php?q=node/90" target="_blank">http://community.enemyterritory.com/index.php?q=node/90</a>
I'm most looking forward to the improvements in physics and lag compensation. Having a second map to play will make it much more enjoyable to play for long sessions. After about 90 minutes I get a little bored of just playing sewer all the time.
also with my new computer I should be able to actually run this at some respectable levels.
I really am just looking forward to a new map.
However it would have been better if the put strogg on the offensive and GDF on defensive.
oh well.
I too got kinda bored with Sewer so I haven't played QW in a while.
Just in case you thought that the recent patch removed the gun stutter or made anything more hittable in close range combat: Nope.
--Scythe--
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Still my two biggest issues with it. The 'game' at large is awesome, but the actual FPS player vs player at infantry level is just painful. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
- Shockwave
RAOW GUYS! CHECK OUT THESE REERY GOOD VIDEO 'TURORIALS' FOR THE NEW REVEL IF YOUR RONERY! <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
<a href="http://www.youtube.com/watch?v=5a6e0mk7VEw" target="_blank">"Valley" GDF tut</a>
<a href="http://www.youtube.com/watch?v=Zc1uJ5F0dVc" target="_blank">"Valley" Strogg tut</a>
This is gonna be sweet <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
bah why can't they just have a normal beta app page like other games. I have no clue how to get in. oh well. btw, awesome taste in music, puzl. every time your sig updates I see more artists and songs that I also love. ladytron, boards of canada, aphex twin, lamb... it's like reading my own playlist.
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on the fileplanet main page there is a link that say 'join the beta'
click that.
I don't know if keys are limited to subscribers atm or not.
and it gave me the choice to invite him to my server or go join his!
unfortunatly I was on a ful lserver and so was he so I ignored it.
Played around a little bit.
the new map is nice and decently large.
I honestly didn't feel many differences from B1 to B2.
I tried out the sniper rifle, it still sucks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />