Enemy Territory Quake Wars Beta

markt435

Supreme [H]ardness
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Aug 9, 2004
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you actually think I'm sour? sorry to disappoint you but i wasn't. May I not express my displeasure with the beta?

sure you can. doesn't mean i'm going to agree with your assessment: "I think I'd rather have my toe slowly crushed by an anvil than play this," which i've expressed already. i made a sarcastic response to which you gave me a sort of negative/sarcastic response which has also been the case for the last few posts. and since you said this conversation sucks maybe its time to get back on topic? i suppose if you wanna take it further we can go to PM's, otherwise its back-on-topic time....

does anyone notice anything different visually? i don't see shit really. i was hoping they'd fix those popups that come on to the screen after you complete objectives since they say nothing at all.
 

Wally

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I love how markt's trying to save face by playing the "let's get back on topic" card even though the whole cause of the digression was his pontification. Well-played, son.
 

Justintoxicated

[H]F Junkie
Joined
Apr 10, 2002
Messages
14,498
I need to get the update, maybe they will have a 1080p option now since I know nothing about how to hack the config files to get the game to look decent.
 

WhyYouLoveMe

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does anyone notice anything different visually? i don't see shit really. i was hoping they'd fix those popups that come on to the screen after you complete objectives since they say nothing at all.

No I did not. I also thought the audio was unchanged. Server browser still messed up. In-game update worked.
 

markt435

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I love how markt's trying to save face by playing the "let's get back on topic" card even though the whole cause of the digression was his pontification. Well-played, son.

:rolleyes: ...

i'm also still getting that bug for the server browser. even with servers that say 19/24 players, showing up as Server is Currently Full after a refresh
 

markt435

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looks like we have our first aimbot....

e5697b6b7cmq0.png


another forum member passed this along to me. its been reported already.
 

Frosteh

2[H]4U
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Nov 30, 2004
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Not surprising at all, the sad truth is most aim bot coders are really smart people and give developers a run around, once any code is available they're finding flaws to exploit. They have a head start here, the engine is going to be heavily based around ID's Doom3 engine and so all previous aimbot code just needs to be tweaked.
 

saan44

Gawd
Joined
Dec 13, 2005
Messages
673
I played for about two hours last night and I have to say that the update cleared up my biggest complaint: aiming with small arms is MUCH less frustrating now. My rounds actually go where I aim now. There's still some spread which is to be expected, but I could pick people off at range now which I never could've done before.

The server bug issue is still there which is annoying since it was tough for my buddy and I to join the same game last night. Hopefully they'll get that nailed down, but a couple of retries and he got in just fine so it wasn't a huge deal. The vehicles still seem pretty awkward to me. I think I'm still used to the responsiveness of BF2 vehicles.

I was also glad to see that people are making much more use of the various class abilities. Shields and trip mines were going up everywhere and my spawn hosts were being grabbed left and right. Me and about 4 or 5 other guys held out in the control room for like 12 minutes last night with a number of REALLY close calls. I don't think we would've been able to pull that off without liberal use of spawn hosts.

It'll be nice to get a look at other maps. Being limited to three rounds on sewer just doesn't allow for that much replayability.
 

Stereophile

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Dec 4, 2003
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My crystal ball says it will be out before Quakecon. Or at least launch there. So expect a demo around the end of July/early August.
 

eeyrjmr

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Apr 23, 2002
Messages
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My crystal ball says it will be out before Quakecon. Or at least launch there. So expect a demo around the end of July/early August.

it *Might* be.
There was a Q/A session with SD recently (over at the totalquakewars forums) and one question was abt how many dev's will be at quakecon. The reply was:

fusen asked: how many SD employees will be going to quakecon along with the locki man?
Locki-SD answers: That depends on whether we're done or not, but right now Badman and I will definitely be there.

ie seems they are pushing for it, but may miss it



http://www.totalquakewars.com/forums/showthread.php?t=1875
 

DoomRulz

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Apr 17, 2006
Messages
512
I have the beta, and I've only played one game. It was meh...I guess either the server was laggy, or my graphic settings are too high, which is unlikely considering I'm running at 1280x1024 on an 8800GTS 640 MB.

I'll give it another spin sometime this week.
 

spaceman

[H]F Junkie
Joined
Jan 7, 2005
Messages
14,875
It is still laggy as all get out. I am forcing myself to play it just to learn the game but am not enjoying the lag or sound at all. Last night, everyone in the server would freeze up for 2-3 seconds every 45 secs or so. Really annoying lol. The game has potential but is NOT fun to play for me atm.
 

Stereophile

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I read on the official forum there will be a second beta test. The next one will include the "Valley" map ! :D
 

veterator

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More I play Quake Wars, less Im liking it. Sewer is just too skewed for one side or the other depending on which stage you're at. If it's attacking EMP, it's skewed toward Strogg with two of each vehicle and buildings, lots of build sites etc. Plus the easy at which they can ruin your day on the hilltop.

When you get past EMP, it's skewed in favor of GDF because you can essentially cut the Strogg off from the sewer completely if you get some vehicles up there to camp their spawn and keep an eye on the dam wall entrance while merrily killing the stream crossers. Not to mention if they aren't cut off it's fast as hell to revive so it's like sending 3-4x the number of people at the strogg with a couple medics doing their job.

Noticing a lot of people who are "too good", IE every time they fire their sniper/railgun someone dies of a headshot. I had a guy kill me across the map when I was behind a wall with my head just barely peaking out as I was running behind it. Or guy that goes by the name of hollywood. Give him a shotgun or assault rifle and he can kill 4 strogg without reloading. It was so fast of a death I think maybe the third and fourth guys to die to him might have hit him once before dieing.

Then not to mention the strogg flier, while it's a PITA to fly. The strockets it fires can go across the map in a pretty straight line. So they can take out all sorts of fixed targets from waaaay off. AVTs won't even shoot back at them while they die to it. Gotta hope for some rockets to land on it, but then you gotta be super close so they dont have time to decoy. Or get a lock on it with a rocket artillery (hard if the guy moves at all when he's way out...and if he's TOO far you can't lock).

Guy by the name of [CLR]CableFire (I think that's spelled right) whores around in it a lot. He claims it's too weak to sniper rounds, says 8 rounds can kill a flier. So you'll typically have the majority of your team as snipers trying to take out the flier since it kills from so far away rocket guys can't nuke it out of the sky.

Not to mention there being two locations where GDF tanks can camp the strogg main base (fire directly into it) and the base turrets won't fire back at the tank. So you can sit there and camp the strogg into non-existence with a little guess work and well placed shots. This is the point where the flier should dominate...taking out campers. But you can't get to the damn thing with tanks destroying you as you spawn.

Don't like the map, but there's a lot of really stupid designs to it to make it a little less fair for one side or the other. Like......you'd THINK Strogg would have a lot of defensible positions inside the sewers.....but there's where the majority of the weakness lies. And you'd THINK the outside objective (emp tower) would be the weakest, but it's almost the easiest defense point for Strogg.

Once you get inside sewers. There's essentially 2 shielded doors you can use as an entrance. Two across the stream which loop into the same tunnel. And one on the side wall from where you spawn, but it takes forever to run around that way. So if you cross the stream you're tank bait, or you're running the long way to get inside. Meanwhile the GDF have two doors near where they spawn 1 high, 1 low. One on the other side of the building. Two near the shielded Strogg entrances. Then once inside they got sewer access, second floor access, two side to exit from sewer. Primary door entrance. Ladder to a overflow hatch. Then once through the grates. Two doors to the controls, a backdoor maintenance hatch...and it narrows down to a tightly confined control room with two doors.....where one grenade will hurt if not kill most things in the room. The sewer system basically works against any defense strogg could muster when it should be the stronghold.

Hope the second map sucks less.
 

Stereophile

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Hope the second map sucks less.

It's getting boring, but I think the map is well balanced. I guess we're getting "Valley" to try next. How many matches have you played?

The teams both seem to win about equally in my games. If the Strogg are camped with vehicles near the EMP, the GDF will need arty and air strikes. There are plenty of good defensive positions within the sewers. The control room is hard enough to breach as it is. Get 3-4 strogg technicians feeding some aggressors and it's very difficult to penetrate.
 

markt435

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has anyone tried to block an airstrike yet by going prone on the beacon/smoke? i've noticed no one seems to try and block them like they do in ET so i've never seen it work...guess i'm gonna have to try next time i play.
 

johnnq

[H]ard|Gawd
Joined
Dec 31, 2005
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when was this beta giveaway???? i bet it was that ONE day i felt like having a life and went outside for the day...
 

veterator

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It's getting boring, but I think the map is well balanced. I guess we're getting "Valley" to try next. How many matches have you played?

The teams both seem to win about equally in my games. If the Strogg are camped with vehicles near the EMP, the GDF will need arty and air strikes. There are plenty of good defensive positions within the sewers. The control room is hard enough to breach as it is. Get 3-4 strogg technicians feeding some aggressors and it's very difficult to penetrate.

Hell not a clue how many rounds, 50+? Had a few days of punkbuster issues, and the servers been lagging like crazy ever since patch.

Im sticking with my opinion of the map favoring one side or the other at different stages. If you have two pretty balanced teams (IE everyone has a clue of what they are doing and is working toward the goal), I believe it becomes apparent.

EMP can have 1-2 engineers to build it, with a lot of soldiers/arty etc to take out camped out vehicles and what not. Or they can go with a team full of engineers and a couple medics to just zerg the emp. The zerg method tends to work the best as the strogg kill their own as much as they do GDF when they use vehicles/explosives to protect EMP.

Sewers, it's hard to penetrate when the strogg team is inside, but if you kill a few and the tanks sitting outside keep them hurt, dead..or otherwise occupied...even just 3-4 guys it maks a huge difference. I know everyone screams go to the objectives, but part of the objective is stopping the strogg from killing you. So if you got some guys outside working them down, they are helping more than most people realize. My point is, if it's a sewer stronghold.....why isn't their stronghold connected to the sewers without 4-5 good camps looking down into their base?
 

ManCannon

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I disagree wholeheartedly, I don't find the map unbalanced at all, and I've got about 25 hours under my belt.
 

markt435

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Hell not a clue how many rounds, 50+? Had a few days of punkbuster issues, and the servers been lagging like crazy ever since patch.

Im sticking with my opinion of the map favoring one side or the other at different stages. If you have two pretty balanced teams (IE everyone has a clue of what they are doing and is working toward the goal), I believe it becomes apparent.

EMP can have 1-2 engineers to build it, with a lot of soldiers/arty etc to take out camped out vehicles and what not. Or they can go with a team full of engineers and a couple medics to just zerg the emp. The zerg method tends to work the best as the strogg kill their own as much as they do GDF when they use vehicles/explosives to protect EMP.

Sewers, it's hard to penetrate when the strogg team is inside, but if you kill a few and the tanks sitting outside keep them hurt, dead..or otherwise occupied...even just 3-4 guys it maks a huge difference. I know everyone screams go to the objectives, but part of the objective is stopping the strogg from killing you. So if you got some guys outside working them down, they are helping more than most people realize. My point is, if it's a sewer stronghold.....why isn't their stronghold connected to the sewers without 4-5 good camps looking down into their base?

it doesn't become an issue if the strogg team has enough technicians. they can make spawn hosts out of the dead GDF bodies and ppl can spawn right inside the sewer. if they don't use that to their advantage then enough GDF can cut them off in front of their spawn and win. good turret placement can keep that from happening though. if that can happen, it leads to my next point....

there is a way to stop the GDF from getting into the sewer completely. they only have 2 points of entry to get to the sewer gates...one entry leads to the catwalk and the tunnels underneath, the other leads directly to the first gate room. if the strogg can control those two entry ways, the GDF can't get in. there is a 3rd route but that requires you to go in front of their spawn so i think thats best left to covert ops who can disguise themselves. i've done it before...gotten a few backstab kills as well. :)

so really, depending on the makeup of the team, advantage can go to either side in the sewers.
 
Joined
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Just got my gfx yesterday and played this a little. (only like 7 real players and one bot) If I enable pb it crashes to desktop without any error. Just fired up q3 to play some ctf for old times sake and pb is kicking me for missing packets.... =(

I think I need to open some ports in my firewall for the new punkbuster windows service, but not sure which ones it needs.
 

veterator

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Just got my gfx yesterday and played this a little. (only like 7 real players and one bot) If I enable pb it crashes to desktop without any error. Just fired up q3 to play some ctf for old times sake and pb is kicking me for missing packets.... =(

I think I need to open some ports in my firewall for the new punkbuster windows service, but not sure which ones it needs.

Check out portforward.com that's a good website for getting port numbers for apps/games.

And......you need pbsetup to get QW to work, because it wants the 1.304 client and only installs the 1.302.

Can get pbsetup by googling and looking for a link to evenbalance.com in the results.


Mine crashes after some play time, so think it has a memory leak. But it lags like all get out on servers ever since PB was enabled across the board. Weird little hitching lag, like every time it runs the PB check freeze up a bit.
 

FadedSpark

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Apr 21, 2005
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7,560
I disagree wholeheartedly, I don't find the map unbalanced at all, and I've got about 25 hours under my belt.

the map is unbalanced in stages IMO :p but overall, it works out. At the beginning, its incredibly hard for the UDF or whatever to build the Psi Disruptor, but it doesnt take long if they pull it off

Second stage, it is very easy to get in to the sewers i find :S And by that point, there is usually a tank spawn camping the second Strogg spawn... :rolleyes:

Third stage is even. close quarters combat, so if you know how to aim, shotgun/nailgun FTW!
 

I'm the Dude man

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Keys are already gone. They were randomly handed out to both paying and free subscribing members a couple of weeks ago.

That's weird, I logged into Fileplanet with my old id and I'm now in line for the beta and the patch without paying a dime. Wonder if it will work? In unrelated news, I just got my missing d3d file error message solved and was able to try out the BF2142 demo after all this time. I'm kinda indifferent to it a bit so I'm hoping this beta works.
 

WhyYouLoveMe

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That's weird, I logged into Fileplanet with my old id and I'm now in line for the beta and the patch without paying a dime. Wonder if it will work? In unrelated news, I just got my missing d3d file error message solved and was able to try out the BF2142 demo after all this time. I'm kinda indifferent to it a bit so I'm hoping this beta works.

Yer gonna need a key...
 

veterator

[H]ard|Gawd
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That's weird, I logged into Fileplanet with my old id and I'm now in line for the beta and the patch without paying a dime. Wonder if it will work? In unrelated news, I just got my missing d3d file error message solved and was able to try out the BF2142 demo after all this time. I'm kinda indifferent to it a bit so I'm hoping this beta works.

Need a key to make an account for QW beta. Which are gone.

They'll let you DL the client, but you can't play without the key so....wouldn't bother.


And.....BF2142 demo really sucks compared to the full game. Which I believe is on sale for 20 bucks or so now. Demo has zero unlocks, and unlocks are where that game gets good. Demo was very un-fun...wouldn't have bought full version if I had not been in the beta and had some of the unlocks to know what a difference they make.
 
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