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 Post subject: Some Quake Wars Questions Answered
PostPosted: Sat May 12, 2007 5:14 pm 
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I've been following the [link=http://community.enemyterritory.com/forums/index.php?referrerid=408]official quake wars forums [/link]since they have been opened, and have gathered some good Q&A that I thought was worth putting together in to one thread for those who do not have time to keep track.

1.)Has anyone heard if there will be any spawn invunerabilty in this game yet
[blockquote]Yes, newly spawned players are temporarily invulnerable, unless they choose to open fire.

The Strogg team do have energy shields as team doors/walls that will kill any GDF players/vehicles attempting to move through them, but the main change is in how spawning itself occurs. Players actually spawn in mid-air above the battlefield and descend to earth, the GDF slowed by a parachute, the Strogg by an energy shield that acts as an air-brake. You have some control over your horizontal direction and speed of descent, so you can steer towards where you want to land. This means that players are much more dispersed when they spawn, so even when their spawn-invulnerability wears off, they're too far apart to all get caught in the same airstrike/artillery salvo/panzer stonk.

As the objectives and territories change hands, teams gain new spawns. There are also capturable spawn points, which can be recaptured by the enemy (although that doesn't mean the enemy start spawning there instead). By default you'll spawn at the spawn point nearest the front line, but you can select from the available spawns on the command map in the Limbo menu (sometimes your team's heaviest vehicles are only available back at your start base).

I think people are going to really enjoy getting to grips with the Strogg Spawn Hosts - they add some interesting gameplay considerations. Strogg Technicians can create Spawn Hosts from GDF casualties. If a Strogg player goes up a Spawn Host and hits Use, they claim it. Then, when they're killed, they spawn from the Spawn Host, presumably nearer the frontline than the default spawn. GDF Medics can destroy Spawn Hosts with their Defibrillator pads (and should do so, whenever they can).[/blockquote]

2.)how do you recognize an occupied body?
[blockquote]We're still finalising and polishing the art assets but let me put it this way: you're not going to mistake a Spawn Host for just another body. It's not in the Strogg's nature to be subtle.[/blockquote]

3.) Can covert ops deploy radar in the enemy's territory?
[blockquote]No one can deploy anything in enemy territory. However, the GDF Covert Ops has the Third Eye Camera - a combined TV camera, bomb and short-range radar- which he can throw on to any surface, even vehicles. So the GDF Covert Ops actually can get radar coverage in enemy territory (albeit over a small radius), but via only an item, not a deployable.
[/blockquote]

4.) When the frontline shifts what happens to the strogg left behind at the last objective?
[blockquote]They should probably head for the next objective, because a bunch of GDF are about to spawn all around them[/blockquote]

5.) Can strogg retake lost objectives? For example, on valley, the GDF build the bridge and say the strogg destroy the MCP, can they go destroy the bridge to push GDF territory back?
[blockquote]No objectives can be retaken. Some objectives may decay if the attacking team take too long to complete them, but once complete an objective cannot be retaken or destroyed. Capturable spawns can be retaken, and the MCP can be disabled, but once an Objective is complete, it stays complete[/blockquote]

6.) Can the turrets deployed by engineers be manned for direct control by other players
[blockquote]No, none of the deployable turrets can be manned by other players. We tried it for a while, but it was problematic, and no one missed it when we removed the functionality[/blockquote]

7.) What does the commander postition in vehicles does, such as the one in Titan tank?
[blockquote]In the Titan tank, the Driver controls both vehicle movement and the turret/main armament. The other position is a Roof Gunner, controlling the turret-top minigun to suppress local infantry and annoy/distract enemy ground and air vehicles until the Driver can bring the main armament to bear. Generally, if there's anyone you could call a Commander, it's the Driver rather than a Gunner or passenger[/blockquote]

8.)Gathering the little info we can and screenshots, I've came to the conclusion that the lacerator is the lighting-based weapon we can see on [link=http://www.burial-grounds.com/quakewars/e107_plugins/gallery/_imagefiles/050507_3.jpg]this screenshot[/link].
[blockquote]Sorry to disappoint anyone, but there's no lightning gun in ETQW.

The standard Strogg infantry weapon is the Lacerator. Infiltrators can choose between an Accurized Lacerator (with a fixed-zoom scope) or the Rail Gun (three degrees of zoom on the scope). Over the course of a three-map campaign, Strogg Constructors can unlock a Plasma Launcher attachment for their Lacerator as an XP reward, but it's not a persistent award earned by that player in perpetuity - they have to earn it again next campaign.

These are fairly direct (if Stroggy) equivalents of the GDF's weapons: most GDF classes can choose the Assault Rifle; the Covert Ops can choose a Scoped Assault Rifle (with a fixed-zoom scope) or the Sniper Rifle (3 zoom scope), and the Engineer can unlock the Grenade Launcher attachment for their Assault Rifle as an XP reward.

As a side-arm, most Strogg players get the Blaster and the Aggressor class gets the Lightning Pistol. Neither weapon has a silenced version - it's just not the Strogg style.[/blockquote]

9.)So, iv been wondering if there will actually be a nice batch of vehicles for everyone to go around, not like in BF2142/BF2 were you had to scramble to a vehicle or even teamkill
[blockquote]ETQW's infantry/vehicle balance may be different to what you're used to. For one thing, Objectives can only be completed on foot. Also, as mentioned above, ETQW's spawn-to-frontline objective commuting distances are pretty short, so there may not be quite the same pressing need for a vehicle[/blockquote]

9.)Can enemies pick up enemy weapons or drive enemy vehicles?
[blockquote]No, you can't pick up enemy weapons, not even for ammo. That's what GDF Field Ops and Strogg Technicians are for : )

No, you can't drive enemy vehicles. We tried it, and it just wasn't fun.

We're still balancing the weapons, so damage, RoF etc aren't final. This I can reveal: if you get shot, you lose health. More staggering revelations to follow...[/blockquote]

10.)But I heard that Co-Op class and Infiltarator can disguise themselves as their respective eneimes(if this is not true then stop reading here). Then would they be able to pick up weapons caus eit would be dead give-away.
[blockquote]When in disguise you appear to be carrying the appropriate weapon, but if you open fire with it, you'll lose your disguise. Hence the stereotypical CovOps/Infiltrator-in-disguise behaviour of pointing towards the "enemy" but never firing, and moving in apparently casual figures-of-eight until they can get close enough to knife you : )[/blockquote]

11.)Can you change the vehicle view ingame ?!
[blockquote]You can currently instantly toggle between cockpit view, "fender" view and third person chase cam view.[/blockquote]

12.)Are the unlocks global or match by match?
[blockquote]Rank and Medals are persistent (so you do get some some idea of how experienced a player is), but Unlocks reset at the beginning of each campaign (so he doesn't have a SuperDuperGun when you just have a sharp stick).[/blockquote]

13.)I guess this game isn't coming out soon (at the time it should) because of the console versions...
[blockquote]You're completely wrong. The console versions are being handled by different companies and as such have no impact on the PC version.[/blockquote]

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Last edited by dmschaos on Fri Mar 07, 2008 11:36 pm, edited 1 time in total.

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PostPosted: Mon May 14, 2007 10:55 pm 
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14.)What about the persistent and campaign stats/ranks?
[blockquote]Well you know, we've had this philosophy between ID Software and Splash Damage for quite a long time, where we've always strongly believed in the notion of campain-length reward system. So that is to say that for the duration of the campain (which is 3 maps), you achieve unlockables (rewards) for teamplay actions, and at the end of the 3-map campain, they reset and you start the campain again or you start the next campain. This keeps the plane-field really leveled, it shows that the server isn't completely unbalanced by people with overpowered weapons.

But for the persistence system, we want that to reflect your status. And so what we have is a series of tasks that you complete, which result in achievements, and these achievements that you can pursue accross the board for all the different items, tools, weapons, deployables, vehicles, the different character classes that you can do... in the context of coordinating with their team, helping their team achieve the objectives... *takes a breath* ...When you complete a number of these tasks, (and you get the achievement), you receive a millitary rank (a promotion). And what this means is when you jump on a server and for example your name is preceeded by "Commander", people know that that commander rank actually reflects your teamplayer ability. You can't get that rank just by sitting on top of a hill sniping people for 6 months! You have to have played through the different character classes, and demonstrated your ability to complete objectives, to support your teammates, to do revives, to do all the different things that all the character classes do... And that's worked out pretty well![/blockquote]

15.)How will the deployment system work, whats going to prevent player from spamming deployables everywhere?
[blockquote]Only one deployable per player. Change class and your deployable self-destructs.[/blockquote]

16.)And can deployables be destroyed with anti-tank weapons (like in BF2) or do they require only explosive charges to be destroyed?
[blockquote]Anything can damage a deployable, it just takes a lot longer to disable it with a knife or pistol than grenades or artillery.
Deployables don't get destroyed when you're killed, only when you change class (or someone else is unkind and shoots it/blows it up).[/blockquote]

17.)How are the transport helicopters going to operate? Specifically, what has been done to prevent the BF2 "touch-a-tree-and-kill-everyone-on-board" syndrome, (that made flying in a transport aircraft a greater danger then enemy fire)?
[blockquote]The GDF transport 'copter isn't very fast and draws a lot of fire, so it should make use of terrain and building cover, but it's fairly robust and doesn't flip over if it nudges against something. That said, if you crash it, it crashes.[/blockquote]

18.)Is airstrike a deployable or a call-in-attack?
[blockquote]The GDF's Vampire Airstrike and the Strogg Violator Orbital Strike are both called in with an item (a chuckable marker grenade or beacon), not a deployable, so even if you don't have a Fire Support/Bombardment deployable, you can still bring down the Bang from the skies.[/blockquote]

19.)I thought I had seen somewhere that one xp reward for strog medics (pardon me for forgetting the proper name) was that he could alter the ratio in which he filled up the ammo and health of the person he was healing.
[blockquote]That's not quite right, no. The Strogg use a single food/fuel goo called Stroyent as both Health and Ammo. Strogg Technicians distribute Stroyent in the form of Stroyent Cells, which they regenerate in the same way that GDF Medics magically manufacture Med Packs or GDF Field Ops somehow create Ammo Packs. Never mind, they just DO.

Strogg players have their Stroyent in two separate reserve tanks - one for life support, one for hostilities (so they can be killed even if they haven't fired a shot). You can switch Stroyent between their two reserves, so you can sacrifice health for ammo or vice versa. You can't keep doing it, though: it's a deliberately inefficient process so you lose a little Stroyent with each swap, so there's a cost to doing it when you don't have to.

However, Technicians don't configure their Stroyent Cells to fit the needs of their patients as suggested in Fearless' post. You can't brew up some "Low-Health High-Ammo" Stroyent for a sniping Infiltrator or some "High-Health Low-Ammo" Stroyent for a Constructor with a vital objective to build. You just hurl out regulation Stroyent Cells which fill up both Life Support and Hostilities tanks, and your Stroggy teammates can decide for themselves how they want to use it. And no, you can't raise your Health or Ammo count above what it was to start off with, you can just sacrifice the other resource to return it up the start level.[/blockquote]

20.)Will Quake Wars have any sort of weather system?
[blockquote]Short Answer: ETQW's maps do have rain, snow and cloud shadows (where appropriate, and not all at the same time), but it's not entirely dynamic - each map is set at a particular time of day with particular weather, and it doesn't change while you're playing it (apart from the cloud shadows moving).

Long Answer: We did quite a lot of work on Weather and Time Of Day. When you fire up the map editor, it's really easy to change the latitude, longitude, date and time of day, which automatically puts the sun or moon in the correct position in the sky. It's really fun to speed up time and see the sun zoom across the sky and the shadows shorten and lengthen and sweep across the landscape. You can change the precipitation from mist to drizzle to rain to snow. The problem was it adversely affected gameplay, and couldn't be done effectively over a network. As many heads wiser than mine can attest, just because you can do amazing things in the map editor, it doesn't mean the end result works well for players on a server.

Obviously, we're very interested to see what uses the mod and map communities come up with. For the moment, all that functionality is sitting under the hood.[/blockquote]

21.)Will trees and such be destroyable in your surroundings
[blockquote]We looked at having destructible environmental stuff in ETQW but it was a lot of extra networking bother and didn't deliver enough in terms of player immersion. Generally, if a feature doesn't improve gameplay, it's dead weight and it's cut (I regret to say most of my own Most Awesome Ideas have fallen into this category). If it's really cool or pretty, then we hastily class it as "Improving Player Immersion", which counts as Improved Gameplay.

The challenge with ETQW's vegetation was to make it look great and natural, whlie still making it obvious which plants can only hide you and which can actually provide some cover from enemy firepower or stop a vehicle, all at minimal network performance cost. Players and vehicles will be able to run/drive through anything that isn't clearly an obstacle, vegetation included.[/blockquote]

22.) Will the Quake Wars worldbuilder [level editor ] ship with the game?
[blockquote]ETQW's Level Editor (which I presume is what you meant by 'world builder') won't actually ship with the game - it'll be included with the SDK which will be released shortly afterwards. It'll take a little while to polish and package, but it'll include all the source code, tools, artistic media and documentation. Then, go crazy.[/blockquote]

23.)Do aircrafts have shields/countermeasures so we can evade these things?
[blockquote]All drivers/pilots of all vehicles can fire off Decoys (more like a flare than chaff) that distract incoming missiles' guidance. If a player with a Rocket Launcher or an Obliterator or the Trojan's Anti-Air Missile or an Anti-Vehicle Turret locks on to your vehicle, you'll get a Lock On warning, which should give enough time to fire off Decoys and take violent evasive action. You can't fire Decoys faster than things fire at you: Decoys just give you enough time to get the hell out the way. Vehicles are vulnerable, they need to take cover and pick their shots just like everything else.[/blockquote]

24.)are the Decoys unlimited?
[blockquote]Decoys are unlimited but take a while to reload. And they look nice, especially the Strogg ones.[/blockquote]

25.)Any plans for including voice over IP?
[blockquote]Paul Wedgwood: Yeah, VoIP is in already. We have the same kind of 'v' chat we had in Wolfenstein: Enemy Territory, so you can type letters very quickly and it fills out the whole sentence and sends it as a fast message. We've got the traditional team chat and global chat as well. [/blockquote]

26.)Will there be melee combat? (kicking / punching?)
[blockquote]The GDF have a combat knife and the Strogg have spikes for stabbing and slashing, but ETQW has no melee punch or kick.[/blockquote]

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PostPosted: Mon May 14, 2007 11:09 pm 
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27.)Can somebody tell me what the difference between the 3 artillery types on each side are?
[blockquote]The artillery deployables don’t really have different set purposes as such. They’re all effective against all targets, just some are inherently more suited to some targets than others. The confusion about what deployable works against which target may have come from the deployable defence turrets: the Anti-Personnel Turrets don't work at all against vehicles and the Anti-Vehicle Turrets don't work against infantry, but all the artillery deployables hurt all targets. None of the artillery deployables are unlockable, you don't have to earn a certain amount of Field Ops/Oppressor XP before you can unlock the GDF Hammer Launcher or Strogg Dark Matter Cannon for instance, they’re all available right from the start of the first map in a campaign. Neither are they incremental upgrades – no one artillery deployable is “Betterâ€Â

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PostPosted: Tue May 15, 2007 11:53 pm 
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40.) But who is able to claim spawn hosts ? Any teammate ? Probably yes. How about the technician ? Can he claim his own spawnhost ?[blockquote]You have to physically go up to the Spawn Host, have it in your crosshairs and hit "Use" to claim the Spawn Host - you can't just click on an icon in your command map to claim it. Any Strogg player can claim them. Strogg Technicians can indeed claim the Spawn Host they've just created, and should probably do so before another Strog class does, seeing as only he can revive the others.[/blockquote]

41.) How are players going to be kept inside the playing field? will there be a count down death as in (looks around lowers voice) "The other game" or will there be invisible walls?[blockquote]All maps have an OOB (Out-Of-Bounds area) surrounding the playable area. If you move into the OOB, you'll get an audio warning, and take some damage and then be killed.

There aren't any barriers between territories that stop air vehicles, but as you can only do the Objectives in a set order, you can't just fly straight to the end and win the game right after map start. Through a variety of devious means, we also stop you from leapfrogging objectives and camping the next objective while waiting for the previous objective to fall.[/blockquote]

42.) Is there a height ceiling for flying vehicles and how high can you go?[blockquote]There is indeed a height ceiling and it's not vastly high. One thing we didn't want is to split the combat into three different battles (infantry v infantry, ground vehicles v ground vehicles, air vehicles v air vehicles) or just leave players on foot at the mercy of players in ground or air vehicles. So while some weapons have a longer effective range than others, if you're shooting at someone, the chances are they can shoot you back. You can't just float around above the fray, idly lobbing bombs on hapless players below.[/blockquote]

43.) Besides the shotgun he [the GDF Engineer]also carries a normal assault rifle for which he can get an grenade launcher addon as an xp award. Strogg constructor will also get, besides a plasma launcher addon, a repair drone as an xp award.[blockquote]The Strogg Constructor always has the Repair Drone - it's the equivalent of the GDF Engineer's Pliers, you need it to do all sorts of stuff right from the start, so you have it right from the start. However, the basic version is just a tool that sits on your wrist. What you can earn as a XP unlock is the Flying Repair Drone ability - allowing you to lock on to a nearby damaged friendly vehicle or deployable, "fire" the Repair Drone at it and take cover. The Drone will then float off your wrist to repair the damaged thing and return to you. If you move too far away the Repair Drone will hover back to you. If it gets shot or otherwise destroyed, there'll be a short delay while you "grow" another one.

In case this sounds like an unfair advantage, Constructors can't use the Flying Repair Drone to complete Objectives - it won't lock on, you have to use it in normal "dumb" stuck-on-the-end-of-your-wrist mode, requiring you to be standing right up against an objective to complete it i.e. you can't complete Objectives lying down in comfort and safety behind cover.[/blockquote]

44.) About the turrets: How long is their range? and Is it possible to dodge anti-infantry turret fire?[blockquote]The AIT's do have a decent range, but damage starts to fall off after a certain distance, so being shot at long range doesn't do nearly as much damage as when you wander in front of one close up and anyway, the AIT's aren't one shot - one kill. Certainly if you start getting hit and don't take cover, just stand around and let them shoot you, you'll die pretty quickly, but few players make a habit of it.[/blockquote]

45.) How do the mines work, are there two types of mines (one for vehicles and one for infantry) or just one? Is it possible to setup mines in indoor areas (laser-trip mines)?[blockquote]Each team only has one type of mine, but they can be planted in two different ways and are effective against both infantry and vehicles. Well, ground vehicles. They'll only damage air vehicles if they land on them, or you plant the mine on them, in which case, I like your style, well done. Each Engineer/Constructor can plant up to three mines. If you try to plant another you'll be asked if you want the new mine to replace your oldest one.

If you equip a mine, face a wall and hit Fire, you'll plant it in Proximity mode. You arm it and after a short pause, it goes live. The proximity mine will give off an audible beep as it scans for enemy players nearby. If it detects an enemy nearby, there'll be a very short delay before it explodes. The audio beep means that if you walk rather than run, you stand a good chance of hearing the proximity mine before you run into it. The slight delay means that if you're really fast and alert, you may be able to dodge back around the corner or sprint past them before they explode and only take a little damage rather than be gibbed. We did something similar in Wolf:ET, and reckon it should work equally well in ETQW. Of course, you have to bear in mind the possibility that some dastardly Engineer/Constructor has planted their mines in awkward pairs, so that even if you avoid the brunt of the first blast, you'll....well, you get the idea.

However, if you equip a mine and hit Alt-Fire and there's a facing parallel surface nearby (a doorway or the walls of a corridor, or the floor and ceiling of an entrance for instance), you'll plant the mine in laser Tripmine mode. Once you've armed it, it'll shoot a laser beam across to the facing surface. Any enemy crossing the beam will set the mine off. Obviously, the laser beam makes them hard to miss, so you're less likely to get surprise kills with them, but they force enemies to slow down and destroy your mine, giving you notice of their approach.[/blockquote]

46.) Does anyone know anything on how does the mine detection system work (aka how can you spot an enemy mine)?[blockquote]ETQW doesn't have buried/hidden mines that can be Spotted by Covert Ops/Infiltrators. Mines can be planted as proximity mines or laser tripmines in all sorts of awkward places, but they're never invisible, as in Wolf:ET. It's not quite the same thing, but we're experimenting with a "Mines Spotted!" Context Menu option, so you can look at an enemy mine you've found, hit one key to bring up your Context Menu and hit Fire to instantly broadcast an audio warning to your teammates. However, this doesn't make previously invisible mines visible, as in Wolf:ET, because there aren't any invisible mines in ETQW.[/blockquote]

47.) Is it possible to repair a vehicle from the inside? and Can you repair a vehicle while it is taking damage?[blockquote]Yes, you absolutely can repair a vehicle or deployable while it's taking damage but you won't and can't repair a vehicle by just being in it[/blockquote]

48.) Will we be able to swim under water?[blockquote]Yes you can swim, but only on the surface. Most of the vehicles take a lot of damage from the water and blow up pretty quickly, notable exceptions being the GDF's Trojan Amphibious Personnel Carrier (the one with the handy Tormentor-swatting SAM launcher), and Platypus Assault Boat.[/blockquote]

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PostPosted: Wed May 16, 2007 12:38 am 
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hehe, just claiming my space for the next update :)

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PostPosted: Thu May 17, 2007 12:14 am 
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Is this thread helpful to anyone? I'm doing my best to keep it updated every day, so keep an eye on it. ;)

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PostPosted: Fri May 18, 2007 2:38 am 
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Justed updated with 4 new Q&A's.

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PostPosted: Sat Jun 16, 2007 3:53 pm 
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updated again with 11 new Q&A.

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PostPosted: Sun Jun 17, 2007 5:08 am 
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[quote1182053282=dmschaos]
Is this thread helpful to anyone? I'm doing my best to keep it updated every day, so keep an eye on it. ;)
[/quote1182053282]

yes and thank you ! ;)


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PostPosted: Thu Jun 21, 2007 8:39 pm 
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[quote1182454770=BLOTTO]
[quote1182053282=dmschaos]
Is this thread helpful to anyone? I'm doing my best to keep it updated every day, so keep an eye on it. ;)
[/quote1182053282]

yes and thank you ! ;)

[/quote1182454770]

QFT. :)


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PostPosted: Fri Jun 22, 2007 12:30 am 
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Yes, this is extremely helpful imho. =)
Great job, dmschaos.

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PostPosted: Fri Jun 22, 2007 5:52 pm 
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Great job!Write more!


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PostPosted: Wed Jun 27, 2007 4:01 am 
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good stuff much appreciated.

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PostPosted: Fri Aug 24, 2007 7:14 pm 
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Also it helped me a lil ... thanks ...

(BTW it is a good lecture while my ET:QW is downloading)


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PostPosted: Fri Aug 24, 2007 8:34 pm 
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Yes, this has been extremely helpful to me.

Last night I was playing on a server located in Ohio, and I was able to build the bridge, drive the MCP to the objective (and repair it a few times along the way) , deploy it, change assignment from engineer to covert ops, hack the shield generator, change to soldier, and plant and defend the explosives to win the game for the GDF.

During the course of the battle, I was able to make use of quite a few of the weapons and vehicles available in the game, including aircraft, and when I finally had to leave (it was 2 am est) , one of the players asked me to stay - he said that this was the first time that the GDF had won a match that night!

It was a blast!

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