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#31 |
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There are flares for the vehicles, check your control options for the key(same for the squad).
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#32 |
![]() Join Date: Nov 2006
Location: colombia (south america)
Posts: 620
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about the squads, u can join with other teammates for especific missions, ahh i forgot, u can call airstrikes, with smoke or designators.
if pr gets moded on this, it would be brilliant ( plus the sdk of the id software/splash damage is excellent.) the balance thing is all about of teamwork, i use ironsights, rl tactics and such things, and i end up on the higher scores because of that (playing as gdf, those icarus are disballancing everything so i go on the hard way), players are to bf2vanilla or old veterans of etw/q3. but when u end with tactical partners, the fun is x2. missions are an excellent thing, more realistic and motivating for us. u can go with a squad for destroy a artillery outpost, going behind enemy lines, while other squads are making a distraction, building a bridge for a command center, or scouting this command center. its auto asignated by the server, but i thing that moddig this, u can use a player genereted commander for assign those tasks. even playing 16 vs 16, u think that theres a lot more of people. |
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El_Vikingo said: I only like 100% colombian. Leo said:colombian goodness
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Last edited by noir-colombia-; 09-13-2007 at 12:11 AM..
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#33 | ||
![]() Join Date: Nov 2006
Posts: 12
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now with those answered onto this: My Epic Description of +3 Eye-bleeding To sum it up: Assault mode of UT2/UT2004 + the sandbox approach and vehicle combat of BF2 + the (very basic) Quake storyline = Quake Wars Quake Wars is definitely a unique game. Take BF2 strip the classes down to 5 each being very unique and with far more stuff to use and keep you playing. Loadouts vary but generally you have melee weapon, sidearm, main weapon, nades, and then between 1-4 gadgets. Gadgets range from health/ammo packs, to deployment tools (i.e. binocs) or personal teleporters. ammo counts are fairly low (though can be improved by upgrades). Vehicles are fairly basic on the human side; tank, APC (mobile AA), hummer, gunship, air transport, boat, and Mobile Command Post(?) while the Strogg have a hummer equiv (with ramming ability), hover tank (can switch to siege mode immobile/more armor or damage can't remember) gunship, Icarus (limited flight jet pack with bomb launcher) and the Cyclops (giant walker same ability as tank plus can stomp on inf under it). Most vehicles have a speed boost of some sort though going by the ingame speedometer it only give about 5-15 extra mph (assuming a flat travel path) except the gunships. Gunships are equivalent on each side. Rockets (can be dumb-fired or locked-on if you hold the center of the reticle over the target) for driver and a turreted MG for the gunner. fairly slow moving, the boost is wayyy too fast to a point where its seemingly uncontrollable. AA is quite powerful and quite accurate (going near a turret is basically death) and reloads far faster than your flares. In any mode you can earn XP for various things like killing, repair, hacking, deploying, (bonus XP for completing a mission etc. which unlock upgrades in one of 4 areas: -Class centric upgrades (new weapons, better this better that you know the drill) -Light weapons (basically upgrades for your sidearm/grenades) -Battle Sense (health, sprint bonuses, etc) -Vehicles (can't remember In campaign you play three maps strung together (your upgrades carry over thru the 3 map set). Objective mode and Stopwatch modes exist each taking place on a single map. Stopwatch tasks one team 1 to attack and team 2 to defend. Teams then switch roles and team 2 wins if they beat teams 1's time. I'm unsure if upgrades stay as long as you stay on the server or if each new campaign/one-off map resets them. Unfortunately only the Valley map is available. However the user guide lists them all and they all look quite interesting (of particular note is a split map that takes place on two sides of a Slipgate [basically a Stoggified Stargate that goes between two places on earth rather than dialing 1-800-NOTHER-PLANET] half in a desert and half in Antarctica). Maps require the use of all classes to win (with regards to objectives) and are designed so that each class can has more to do than just killing tangos and doin the main objectives. Being as this is a quake game realism basically gets bumped to the sideline. SAW type MGs are run and gun weapons (with the Strogg's being particularly deadly), massive grenade throwing ranges, tank shots arc badly, etc. Gameplay is moderately arcadey, very fast paced, with a lot of bunny hopping. Can bog down in certain areas when turret numbers get heavy (though thats what the SSM launcher and air strike flare are for Lack of VOIP is disturbing esp since this is touted as a team based game. Initial keymapping is awkward with crouch on c, prone at x, (seemingly neither z nor ctrl do anything?!??!). The whole missile decoy thing at 1 when in a vehicle is a pain; G to enter is a pain (though e is a no-go as its lean right). Quake Wars caps lock menu equivalent is mapped to l for some god awful reason. When wounded you can wait for a medic to heal you -rare unless a bot has the class and is around, though they'll shoot at nearby enemies first (even if its a tank Be that as it may there is a lot to like. Prone movement disables your weapon, leaning, very unique classes, Objective system keeps the game interesting and helps to both focus and expand the gameplay. Fireteams (i.e. squads) share the bonus XP from a mission and vehicle HUDS are built into the physical dash of some vehicles. Graphics are great, nice particle effects, smooth and interesting animations; though human vehicle textures (esp. the APC and Tank) are somewhat bland except for panel lines and some mechanical greebles (esp when you look at the Strogg vehicles). All in All a solid game that if you enjoy it will suck you in and probably not let you go. I played for 4 hours, hour off for lunch, and then 3 more today and would have kept going but I had to go to work. 8.75/10 (whats even more awesome is i can copy-n-paste this on the other forums i visit and all it needs is less military centric dialog) | ||
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Last edited by j5mello; 09-13-2007 at 12:36 AM..
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#34 |
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PR Contributor
![]() Join Date: Aug 2006
Posts: 4,894
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I played for a little bit, its pretty good except for the fact that the strogg just fly around in there bunny's and the GDF runs around on the ground trying to avoid the stroybombs. The objective system is cool though, how you have to repair said bridge or you can go off and do secondary objectives. If I bought this game it would probably be for the mods, which I hope will be plentiful.
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#35 |
![]() Join Date: Feb 2007
Posts: 395
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Now heres the real question, what exactly does the "advanced flight" tick box do? I cant notice any difference at all. Although I did leave it on...because it makes me feel better inside.
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#36 |
![]() Join Date: Mar 2007
Location: SPARTAAAA!!!11!
Posts: 424
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You can form fireteams (squads) by pressing NUMPAD ENTER, but they're not really useful.
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#37 |
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IIRC VoIP is in the works, and currently a pretty high priority.
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#38 |
![]() Join Date: Nov 2006
Location: colombia (south america)
Posts: 620
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i dont get it, splash damage is setting voip on quake wars?
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El_Vikingo said: I only like 100% colombian. Leo said:colombian goodness
![]() please visit: industrial music inside. www.myspace.com/manonthelivingroad |
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#39 | |
![]() Join Date: Aug 2007
Location: Wyken, Coventry, West Midlands, Mercia, England, United Kingdom.
Posts: 333
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Full graphics are not exactly amazing. The deployables are good, the way they are sent is good (although the multipul rotor vehicle that drops them is ugly). All in all I think it is not exactly a step forward in gaming, just another alien shooter with no depth and with standard graphics by todays standards it is hard to see a reason to want it. | |
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#40 | ||
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