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S2
06-20-2007, 11:07 AM
Hi, I posted this on another forum but will share it here. The main purpose was to give my ET playing friends an idea of how the game feels, though I think there's enough information here to elevate it to a proper 'beta feedback' post. Hopefully you'll find it useful (and that includes you devs).

Not that it matters much but I've been playing ET (and a whole host of other online shooters) for a long time. What does matter to me is the success of this game, to the point where I shelled out to FP for the privilege.

Throughout my preview I've included a range of screenshots. Just click the link to open them up. Everything was taken on high in widescreen mode, mostly with 2xAA enabled. To start things off here are a few random shots:

http://i45.photobucket.com/albums/f87/Copis/shot00002.jpg - Medic supply drop
http://i45.photobucket.com/albums/f87/Copis/shot00003.jpg - Firing the rocket launcher
http://i45.photobucket.com/albums/f87/Copis/shot00003-1.jpg - Firing the Railgun (neat effect)
http://i45.photobucket.com/albums/f87/Copis/shot00012.jpg - Strogg shield in action
http://i45.photobucket.com/albums/f87/Copis/shot00016.jpg - The :oppressor: laser

Graphics + Performance
The game in it's current state looks really nice on high settings which hopefully the screenshots prove. Most impressive from a technical standpoint would be the draw distance. But on a smaller scale there are a lot of special effects and little details to the graphics that you pick up on after a while. Guns steam and spark, bullets ping against metal or kick up plumes of dust and water as they hit home (not to the extent of FEAR of course). I also like how vehicles dengenerate, catch fire and smoke then eventually blow up, parts flying in all directions. Most of the textures have a gritty, detailed look to them with scratches and chipped paint etc. Since there are no ultra shiny surfaces here the dreaded plastic look of Doom 3 doesn't feature. Neither does the overuse of hard edged black shadows. The lighting appears more subtle, in fact outdoors reminds me more of Stalker or HL2 rather than Q4 and Prey.

If I had a couple of complaints it would be that the indoor sections - from bunkers, generic tunnels to factory rooms etc are rather plain in comparison to outdoors. Though if you imagine a futuristic sewage plant, you're bound to have plain concrete walls somewhere on the list. Secondly I'm concerned explosions in general don't leave blast marks where they hit. I was watching a tank firing away and though the explosions look great and feel powerful, sadly it wasn't littering the level with great big black splodges.

Performance wise I'm not sure if it's worth going into much detail. Everyone will have a different story to tell since every PC is different. Personally on my reasonably 'high end' machine (6600 dual core, 8800GTS, 2GB RAM) I seem to suffer from some occasional slowdown while indoors. This strikes me as strange considering most of the detail and action takes place outside. Due to this fact I'm putting this slight hiccup down to unoptimised beta code, probably something to do with the shadows indoors.

Sound
Hmm now this is a mixed bag. Some sounds are great, some... aren't. With my Logitech Z-2300s everything seems to have a crisp, sharp THUD to it which makes the sound effects quite unique, though in my opinion there isn't enough power there. Prinicipal offenders being the artillery explosions, the shotgun (think Doom 3 but weaker), the machinegun and the hyperblaster. One thing I love in games is distant battle noises, sadly I didn't notice many muted, echoing explosions like you might hear in HL2.

The game retains its slightly less than serious edge with the voice chat. If you liked the stuff in ET there's much more here. A new favourite of mine is "Grrr!" replacing the classic "Wunderbar!". The voices themselves are good enough. Somehow the Strogg sound comical and threatening at the same time... I don't know how. The GDF could do with yelling "Grenaaade!" more dramatically.

Interface
A big improvement over ET. Everything is cleaner and well presented, which is a good job since there's more information to display. The crosshair can be customised to an almost pointless degree. A new addition is a circular band that surrounds your aiming reticle and fills up as you perform certain actions, for example when you hack objectives or cook a grenade the band will grow.

The voice menu can be accessed with the middle mouse button by default. You then use the mouse wheel to scroll through the options, left click brings up a sub-menu from which you select your choice. There is the option to do all of this via keyboard shortcuts or a new BF2 like command rose or whatever they call it.

http://i45.photobucket.com/albums/f87/Copis/shot00041.jpg - The voice comms menu.

The map, fireteams, class selection etc etc... all great apart from one slight annoyance - when the round starts you're asked if you want to "create a fire team - yes or no", the problem is you don't know if anyone else has already created Alpha and often you create Beta unintentionally, requiring a few more button presses leaving and rejoining teams.

Not sure where else to put this so here goes - the victory / loss screen as it stands feels like a non-event. Wether the GDF win or lose we're greeted by a fairly bland shot of the sewer... being a regular sewer. I'd expected to visually witness the effects of our play, with the water being flushed out etc.

Weapons
The worst part of the game as it stands is the fact it's too hard, nigh on impossible to tell if you've hit something. There are hit sounds and the crosshair blinks slightly but both are drowned out by everything else and it's very hard to notice. To top it off there is no blood. Not a drop. Blood doesn't just look cool, it gives you vital feedback and it makes you feel as if you're making a devistating impact when you fire. Every close up fight I've encountered has been a strangely tame experience, simply because it feels as if you aren't hitting the enemy. There is no satisfaction in killing, no primal pleasure watching grenades blow up bodies. It's playground soldiers.

So due to this it's very hard to describe how the weapons feel, since what defines a weapon is the effect it has on things. At a rough guess they feel more realistic than ET. But perhaps that's because the distance you engage people is often closer to what you might expect from BF games. I can tell you the shotgun is a bit too weak, reyling on extremely short ranges to inflict any major damage. The rocket launchers are more realistic, with the dipping trajectory, locking on etc. The soldiers new heavy machinegun is nice enough. No longer the cumberome MG from ET, this can be fired reliably while crouched. The sniper rifles (in my experience the Railgun) are much improved. Their increase in power is balanced by the reduced visibility the scope provides.

http://i45.photobucket.com/albums/f87/Copis/shot00060.jpg - A screenshot I took having found a great position to prone and snipe the attacking GDF, until I was sniped in return!

There are of course more ways to kill the enemy than just the guns. Best of all is the flyer drone the Strogg CO carries. Once thrown you can fly it around right into a GDF face. To me it's a bit overpowered, as there seems to be no time limit dictating how long you can keep it out. Furthermore the enemy doesn't tend to look for tiny flying machines lurking in the shadows. The ET satchel charge with wings, a free kill.

Mines. How many times have I been killed by a mine? Not enough. A staple of ET has been relegated to the sidelines for the time being. There are new trip mines that hide around key corners waiting for suckers. But the old flower that demanded picking doesn't dictate the play anymore. I don't know if this is a terrain enforced limitation or just a shift in playing style. Strogg sometimes plant a mine thing right on the construction objective which can get tiresome.

Deployables seem to work well (when used well heh), a nice addition in my mind then. The anti-infantry turret in particular being a constant challenge to overcome. Defenders tend to chuck it down near an objective making the attacker's job all the more difficult.

S2
06-20-2007, 11:08 AM
Part 2.

Vehicles
At this stage the vehicles are poor. The response is slightly off and the movement seems jerky. I can see this being improved upon come release since a lot of people have commented on it. A major problem I had in the Strogg vehicles is never really knowing which direction they were facing. From inside you only have a faint green arrow telling you which way is 'forward' so as you spin the turret around, fighting the little soldiers and causing havoc you end up crashing into walls and generally looking like an idiot. There is NO crosshair in 3rd person view, so if you want to aim, it's lovely 1st person view for you.

More important is how the vehicles impact on gameplay. I hate saying it as an ET 'vet' but they're a significant presence on the field. As an engineer I was able to dominate a game as a terrible tank driver, every time it suffered some damage I was able to hop out and repair it very quickly. At one point a walker was firing at the tank constantly but I just hid behind it, repairing like crazy and actually keeping up with the damage sustained.

http://i45.photobucket.com/albums/f87/Copis/shot00051.jpg - Here is a screenshot of the walker unit, every time it comes romping down the road to park itself at the red dot. It’s becoming a regular tactic.

The GDF who spawn on the hill where I took the picture have to deal with it... somehow. On top of that they suffer rocket attacks from the air and artillery bombardment.

http://i45.photobucket.com/albums/f87/Copis/shot00052.jpg - Death from above.

At one point the Strogg mini-nuke dark matter rocket thing killed about 7 people at this location much to the delight of the Strogg team, the bastards. I've started calling it 'spamburger hill', all the chaos isn't really a bad thing mind you.

The standard weapons (shotgun, machinegun etc) don't harm vehicles as much as I feel they should. I gritted my teeth together and charged a Hog with my shotgun once. But firing a few rounds at point blank range hardly left a scratch. My hopes all but snuffed out I was run over soon after, a broken man (a weak spot vulnerable to bullets would be fantastic).

At the moment a lot of the gameplay is a cat and mouse experience, simply avoiding all these machines of death... of which the Strogg seem to have the most on this level. Take my experience as a poor GDF engineer. For the whole map I fought my way to the objective - something I needed to construct. As soon as you start building the whole bloody server is alerted. Seconds later, as if by cue Strogg appear and hurl explosive death in my face from their helicopter, walker, turrets, grenades, flying bomb dropping jetpacks... You get the feeling that the objective is safe to leave unguarded, because if someone does get by then you'll be warned anyway. For match winning objectives I can understand the alert (just as in ET), but for mid-map construction objectives I'm not so sure. So much for stealth eh?

http://i45.photobucket.com/albums/f87/Copis/shot00042.jpg - Uh oh he's building, get the explosive death ready!

I'm now going to contradict myself slightly by describing a later play session. I can now say the GDF rocket launcher soldier is my favourite class. There are so many turrets and vehicles that need blowing up, so it's quite a busy job and very satisfying. You get a lot of rockets when you spawn so ammo isn't a problem like in ET. I set about protecting that hill area at first, then I kept vehicles and turrets off the objective, helping our engineers build it in safety. After the Strogg shield is down you all run inside to where a soldier is needed to blow up a sewer grate. Even those walkers fear soldiers since we have the advantage of cover and mobility, in the end it wasn't hard to drive every vehicle on the map back (by making them paranoid). Every team needs a rocket soldier.

Closing randomness
At the moment while defending there isn't the same 'dug in' mentality you felt in ET (on Fueldump or the end of Battery for example). Defending and attacking in this game feels like more of a free for all, with a select few either lucky enough, or smart enough left to push for the objectives. Since the maps are larger teamplay feels difficult, but once everyone starts to develop a role and learn the map things will improve since the possibility is there.

http://i45.photobucket.com/albums/f87/Copis/shot00039.jpg - Strogg FO continue to have a use indoors! :dance: Their energy shield features heavily when defending doorways. Expect use of this tactic to become standard.

http://i45.photobucket.com/albums/f87/Copis/shot00048.jpg - A final shot of me hacking the objective to win a game. It takes a long time actually. No simple planting then hiding, this time you are the dynamite so you need some cover. Damn that dreaded teamwork theme again.

fungry
06-20-2007, 11:14 AM
oh wow. nice feedback man. a job well done. at the same time, it also reflects what many other users have said, well, mainly the negatives :). but knowing the positives are a plus!

Anti
06-20-2007, 11:17 AM
Mines. How many times have I been killed by a mine? Not enough. A staple of ET has been relegated to the sidelines for the time being. There are new trip mines that hide around key corners waiting for suckers. But the old flower that demanded picking doesn't dictate the play anymore. I don't know if this is a terrain enforced limitation or just a shift in playing style. Strogg sometimes plant a mine thing right on the construction objective which can get tiresome.


Nice report but I just wanted to pick up a point on this. Right now mine use isn't that effective as people are still learning tools and routes through the level, I'm pretty sure once people get to grips with the game you'll see much more effective use of mines :dance:

S2
06-20-2007, 11:29 AM
Nice report but I just wanted to pick up a point on this. Right now mine use isn't that effective as people are still learning tools and routes through the level, I'm pretty sure once people get to grips with the game you'll see much more effective use of mines :dance:
Yeah as terrible as the thought of attacking becoming even more explosive death laden is... I do agree. The Strogg don't have much time to prepare a mine field around the objective anyway, once you've deployed your turret it's time to wade in.

VaGaZ
06-20-2007, 11:31 AM
best user review i've read so far, great job.

MoP
06-20-2007, 11:42 AM
Nice review, a lot of points well made. I know a lot of the things you've mentioned are things we've all noticed too, and are in the process of being fixed (or already have been!).
Also Anti's right, I think we'll be seeing a lot more tactical and organised play when people get used to the map, various routes, and best approaches to each objective and class type. At the moment I'd expect a lot of people just to be trying everything out to see what it does, as opposed to focussing on the objectives or the specific class roles which are needed to support each objective push.

Demonic
06-20-2007, 11:42 AM
Brilliant (p)review.

Hats off to you for writing this, and as people have said, it pretty much echoes my view of the game so far, which is nice to know :)

snd
06-20-2007, 12:15 PM
Well done. First thought "ohnoez, yet another random whine" but turned out to be a good read.

zwolf
06-20-2007, 12:24 PM
1 of the best threads imo:)

murka10
06-20-2007, 12:26 PM
thanks, gave me a detail overview of some things, i wish i could see if it plays on my x700 even if minimum is x800.

2phew
06-20-2007, 01:59 PM
yup i thank u fo that s2
u immersed me dude
very observant preview

YurSem
06-20-2007, 02:12 PM
well done..

me666
06-20-2007, 02:13 PM
it's like masturbating in front of a whore...great!

Szakalot
06-20-2007, 02:16 PM
nice 'article'

S2
06-20-2007, 02:18 PM
it's like masturbating in front of a whore...great!
That's the effect I was trying to pull off. Thanks.

Edit - Hmm earlier today I made the point of trying out the Strogg Constructor class (engineer in other words) to test the mines he has. You carry 3 of these little buggers to begin with and unlike the traditional mines from ET these can be stuck to almost every surface. Once stuck in a sneaky position you arm it with your all purpose hand tool, after a couple of seconds it's done and ready, where it will wait, beeping away like Prox mines from Q3 Team Arena (assuming anyone but me played it).

I was able to get a few good kills by planting them around corners and near objectives. Once indoors they make a great deterant, slowing down or distracting the enemy who need to use grenades to clear them out. A mistake I made was planting some near our defensive position - the GDF then threw a grenade at us which set off all the prox mines killing a ton of my team mates.

Xerogen
06-20-2007, 02:19 PM
hello S2! I enjoyed air striking you earlier! :p. No screenies off that? :D

Good post mate, well summed up! :)

Araes
06-20-2007, 02:29 PM
Great write up on the beta, S2. Thanks. :)

S2
06-20-2007, 02:34 PM
hello S2! I enjoyed air striking you earlier! :p. No screenies off that? :D

Good post mate, well summed up! :)
:mad: Glad someone enjoyed it. I'll be getting revenge tonight mind you.

I guess if anything it shows Field Ops have the ability to take out vehicles quite easily. It is a challenge avoiding taking embarassing pictures...

GalaxyPickle
06-20-2007, 02:39 PM
Thank you S2 for the first seemingly objective assessment of the Beta. great read.

Zenix
06-20-2007, 02:48 PM
The worst part of the game as it stands is the fact it's too hard, nigh on impossible to tell if you've hit something. There are hit sounds and the crosshair blinks slightly but both are drowned out by everything else and it's very hard to notice. To top it off there is no blood. Not a drop. Blood doesn't just look cool, it gives you vital feedback and it makes you feel as if you're making a devistating impact when you fire. Every close up fight I've encountered has been a strangely tame experience, simply because it feels as if you aren't hitting the enemy. There is no satisfaction in killing, no primal pleasure watching grenades blow up bodies. It's playground soldiers.

Listen to this man SD!

Ifurita
06-20-2007, 02:50 PM
Agree with GalaxyPickle. Well thought out and organized, objective assessment, warts and all.

I have high hopes that some of the more major issues, like the hit prediction are already being worked on.

me666
06-20-2007, 02:56 PM
so you get the same feeling from shooting in the sky as on your opponent? cool!

Dark Matter
06-20-2007, 03:13 PM
I'm sitting in my chair quivering...If I don't get in the beta, SD better release the demo quick.

gurgle
06-20-2007, 03:34 PM
what res are you playing at?

its disappointing hearing all of the issues with the game, such as vehicles not working well at all.

AViciousTeabag
06-20-2007, 03:52 PM
great post! I agree with you on everything. If I could only figure out what the heck I am doing, I'll enjoy this game :confused:

ArcticWolf
06-20-2007, 04:20 PM
Thanks. Not in the Beta and I won't get in, being Saff Effrican. I'll have to tide myself over on your review and scrolling really quickly through the screencaps :)

I too am a bit sad about the vehicles. A lot of the stuff does seem to be learning curve based though. Routes through the map, mine placement etc. Maybe with practice you gain better understanding of the vehicles? I thought there was some 'N00b' mode for them?

mortis
06-20-2007, 04:27 PM
best user review i've read so far, great job.

A big F1 for a thorough and excellent review!

S2
06-20-2007, 05:55 PM
what res are you playing at?

its disappointing hearing all of the issues with the game, such as vehicles not working well at all.
1680 x 1050. But I've been getting headaches, so switched off widescreen. I need to find a setting that feels comfortable.

I've recently turned off 'novice' mode on the vehicles and am starting to warm to them. I can drive the hover tank around reasonably well now, so I fear GDF rockets more than trees and obstacles. The plasma cannons the Strogg vehicles fire don't seem to be as powerful as the GDF tank. The splash damage is fairly low (lower than you might expect) so for a 1 hit kill careful aiming is needed.

Really enjoying the Oppressor at the momment. There's a great satisfaction in seeing the effects of your actions, and no class has a more explosive loadout than him (ugly bastard mind). Pretty much everything you do looks 'cool' though. A nice trick I learnt is to deploy my shield and hide behind it while targeting my artillery strikes. That way I don't get delayed by gunfire and... early death. I've found even the slightest bit of mouse movement resets the targeting counter though (the same applies to arming mines). Since I have a sensitive G5 mouse it can get slighly fustrating.

The Dark Matter gun is insane. :dance:

Here are some pictures from my Oppressor session.
http://i45.photobucket.com/albums/f87/Copis/shot00067.jpg - DM gun is fired, the server is quite correctly warned.
http://i45.photobucket.com/albums/f87/Copis/shot00068.jpg - DM explosion. Tks an unfortunate and regular occurance. Still, it looks good.
http://i45.photobucket.com/albums/f87/Copis/shot00070.jpg - The violator
http://i45.photobucket.com/albums/f87/Copis/shot00073.jpg - Again, blowing up people in warm up.

woicer
06-20-2007, 06:01 PM
Sounds nice :)

Flesh
06-20-2007, 06:45 PM
Wow. Lemme just say: thanks for taking the time to write all of this. And the review is great! Explained thoroughly without getting lost in details. Hey, I bet writing it wasn't that hard knowing that almost no one here got the chance to play the beta yet :D

Keep it up please! Perhaps a description of how you play the Cov ops class while disguised as the enemy?

gurgle
06-20-2007, 06:56 PM
http://i45.photobucket.com/albums/f87/Copis/shot00070.jpg

this HUD looks incredibly annoying. is there any way to modify this?

kmfdm
06-20-2007, 07:19 PM
Very nice review.


Weapons
The worst part of the game as it stands is the fact it's too hard, nigh on impossible to tell if you've hit something. There are hit sounds and the crosshair blinks slightly but both are drowned out by everything else and it's very hard to notice. To top it off there is no blood. Not a drop. Blood doesn't just look cool, it gives you vital feedback and it makes you feel as if you're making a devistating impact when you fire. Every close up fight I've encountered has been a strangely tame experience, simply because it feels as if you aren't hitting the enemy. There is no satisfaction in killing, no primal pleasure watching grenades blow up bodies. It's playground soldiers.

So due to this it's very hard to describe how the weapons feel, since what defines a weapon is the effect it has on things.

I totally agree. I've always been a way better shooter with the MP40 because of how it sounds. The thompson just feels clunky and inaccurate (I know it's slightly less accurate, but it feels a lot more than it is). The way a weapon feels, from how it sounds to how its bullets look on impact and the way it recoils, is something a lot of games get so wrong. From BF2 to Planetside to System Shock.

MoP
06-20-2007, 07:24 PM
I can drive the hover tank around reasonably well now, so I fear GDF rockets more than trees and obstacles.

In case you weren't aware, using the Lean keys in the Desecrator hover tank (default "Q" and "E", I think) will strafe it left and right - quite an advantage against a GDF Titan tank in a firefight, if used cleverly :)

AKA Sneaky
06-20-2007, 07:26 PM
First thing i noticed (from the video, i'm not in the beta yet) which bugs me out is the :

- The weapon sounds.

-the crosshair doesn't seem too good either (it should be like W:ET/RTCW, with the crosshair growing bigger with spread, that was an awesome feature.. Which should be used again).

-Players look like gliding over the surface (their legs don't seem to follow the movement much). Or someone computer is really crap.


Either way it's only a beta (strained) and i'm sure the demo and final version will be ALOT better.

b0rsuk
06-20-2007, 07:27 PM
In case you weren't aware, using the Lean keys in the Desecrator hover tank (default "Q" and "E", I think) will strafe it left and right - quite an advantage against a GDF Titan tank in a firefight, if used cleverly :)

Why not have the tank strafing on default strafe keys ? :confused: What does the tank do if you press any strafe key ? I assume you rotate the view/turret with your mouse.

S2
06-20-2007, 07:28 PM
I totally agree. I've always been a way better shooter with the MP40 because of how it sounds. The thompson just feels clunky and inaccurate (I know it's slightly less accurate, but it feels a lot more than it is). The way a weapon feels, from how it sounds to how its bullets look on impact and the way it recoils, is something a lot of games get so wrong. From BF2 to Planetside to System Shock.
I always felt the same way about the MP40 too. It sounded sharp and lethal, if you can understand.

The HUD looks crowded during the warmup as there's generally more going on. Apart from the text being a bit too big I find it perfect.

S2
06-20-2007, 07:31 PM
In case you weren't aware, using the Lean keys in the Desecrator hover tank (default "Q" and "E", I think) will strafe it left and right - quite an advantage against a GDF Titan tank in a firefight, if used cleverly :)
Ahhhh I did not know that, now the GDF are going to hate you for telling me. I discovered earlier it can 'crouch' too, though I can only guess as to what it changes... accuracy? reload speed? armour?

Why not have the tank strafing on default strafe keys ? :confused: What does the tank do if you press any strafe key ? I assume you rotate the view/turret with your mouse.
Default strafe keys (WASD) turn the tank's body left and right. The mouse controls the turret. This way you can fire in one direction while driving in another.

Dwaggy
06-20-2007, 07:35 PM
Ahhhh I did not know that, now the GDF are going to hate you for telling me. I discovered earlier it can 'crouch' too, though I can only guess as to what it changes... accuracy? reload speed? armour?

The rate of fire.

The cyclops can also crouch :)

madness
06-20-2007, 07:37 PM
The HUD looks crowded during the warmup as there's generally more going on. Apart from the text being a bit too big I find it perfect.

I sure liked the old HUD better.

The current one seems just annoying..

Ender-Wiggin.DA.
06-20-2007, 07:39 PM
Great thread! I'm learning a lot from reading it!

Nail
06-20-2007, 07:40 PM
crouch ups armour
The Desecrator is also able to cut power to its repulsors and hunker down into Siege Mode [C Key Default], which increases its defense at the expense of mobility.

Tully
06-20-2007, 07:46 PM
Ahhhh I did not know that, now the GDF are going to hate you for telling me. I discovered earlier it can 'crouch' too, though I can only guess as to what it changes... accuracy? reload speed? armour?


Default strafe keys (WASD) turn the tank's body left and right. The mouse controls the turret. This way you can fire in one direction while driving in another.

It's always been default strafe keys for me I think. *makes mental note to try later to make sure*

Ashen-Shugar
06-20-2007, 07:58 PM
only place to put anti-vehicle deployable is next to the bridge and one spot next to the "power-plant". Once the walkers know to stay away from those areas, like the OP mentioned by his red dot, they have a free ride.

Is nice watching your deployable you built come to life and start blasting walkers and jet packs that come in is range though :)