Enemy Territory: Quake Wars: Class Profile We go in-depth with the characters and classes of Quake Wars. by Mark Bozon August 4, 2006 - With as many options and abilities found on the battlefield, we see it fitting to break down the initial advantages and disadvantages of the combating teams as they stand right now for the E3/QuakeCon version of Enemy Territory: Quake Wars. As with any game in pre-release condition, it's important to note that these specifications and class details are subject to change. Although we've heard first hand from Activisiton and id Software that they more than likely will change, we'll still take this chance to detail for you all exactly what we experienced on the front lines here at QuakeCon 2006.
In addition to the abilities found below, each character class can also be leveled up individually through online matches, allowing for new weapons, stronger abilities and faster building times. A great example of this is the Strogg technician, which will later acquire the ability to have a constant healing aura that slowly revitalizes damaged allies. These abilities were not included in the current build, though we can't wait to get our hands on them when the time comes.
Soldier Alliance: Global Defense Force, Earth Weapons: Assault Rifle, Rocket Launcher, GPMG, Shotgun Equipment:HE Charge (Explosives) Description: The solider unit is the basic ground force for the human GDF resistance. Using a combination of basic ground attacks, soldiers are an integral part of a successful team. Assault Rifles are great for one-on-one duels, while the Rocket Launcher contains the ability to lock-on to enemy vehicles, making the soldier a definite threat against a sloppy ground attack. The HE Charge explosives are used for detonating enemy buildings, and act as the primary soldier objective. No other ally can use HE Charges, so a strong base of soldiers is a must.
Medic Alliance: Global Defense Force, Earth Weapons: Assault Rifle Equipment: Defibrillator, Health Pack Description: When teammates go down, there's no quick way back into battle. Unless, however, there's a medic around. Using a defibrillator for recovering downed allies, medics can assure that a team stays together and lethal no matter how much opposition there may be. Resurrection is near-instantaneous, and is a definite must-have class on the field. The health pack item can be thrown on the ground for indirect support, and medics can even use the packs on themselves. Say what you will about the importance of any other class, but there's no denying the influence medics can have during a serious online match.
Engineer Alliance: Global Defense Force, Earth Weapons: Shotgun, Assault Rifle (w/Grenade Launcher) Equipment: Deploy Tool: Anti-personnel/Anti-vehicle/Anti-Missile Turrets, Mines Description: On the home front, engineers have the ability to work as builders for the main base, deploying defense turrets for ground, vehicle, and missiles. In addition to the building tools, engineers are often used to infiltrate and sabotage enemy buildings and vehicles. The ability to place mines is also key to strong home defenses. Successful engineers will spend their time securing spawn points by deploying turrets and defaulting to close-range combat with either their shotgun or modified assault rifle/grenade launcher.
Field Ops Alliance: Global Defense Force, Earth Weapons: Assault Rifle Equipment: Deploy Tool: Artillery, Rocket Artillery, Hammer Artillery Description: As the offensive compliment to the engineer, field ops will be used to build attacking turrets from any human-secured point. Using the three levels of artillery (basic, rocket, and hammer) the field ops is an integral part of the offensive ground-game. Once turrets are build, field ops are well-suited for vehicle use until up close, in which case they can work as aids for the soldiers or covering units for medics.
Covert Ops Alliance: Global Defense Force, Earth Weapons: Sniper Rifle, Silenced Machine-Pistol, Scoped Assault Rifle Equipment: Third-eye Camera Bomb, Deploy Tool: Radar Station Description: As a hybrid of sniper, soldier, and builder, covert ops can be used to build stations for spawn-point surveillance, as well as in-direct battle using the sniper rifle and scoped assault rifle. At the same time, a perfectly outfitted covert ops soldier can work in tandem up close with soldiers, field ops, and medics if an all-out offensive press is needed. Grabbing the silenced machine-pistol as their primary weapon, covert ops can then participate in building infiltration. Third-eye cameras work great for on-the-fly surveillance and can even be used as a bomb when discovered.
Aggressor Alliance: Alien, Unknown Weapons: Lacerator, Obliterator, Hyper Blaster, NailGun Equipment: Plasma Charge Description: As the Strogg counter-balance to the human soldier, the aggressor is great for up-close and dirty fighting, making use of the stronger ground-vs-ground fighting of the Strogg race. The lacerator, Strogg compliment to the assault rifle, is a favored weapon across the board, as it combines accuracy, speed, and a huge magazine. It's lethal. Plasma charges work just like the human HE Charge, making the Strogg aggressor a necessity for infiltration missions. These guys are full-offense, and feared on the field.
Technician Alliance: Alien, Unknown Weapons: Lacerator Equipment: Strogent Tool, Strogent Cells, Energy Shield Description: The necessity for constant offense is again shown with the Strogg technician, alien version of the medic class. Rather than reviving downed allies, the Strogg instead will live and die based on their firepower. The strogent tool can be used to infect any downed enemy fighter, making them an instant one-time spawn point for any Strogg unit. What this means is that Strogg offense is accumulative, as the more they kill, the closer they spawn. The addition of strogent cells (used for both Strogg health and ammo) makes the technician on of the best support specialists in the world, offering ammunition, health, and spawn points in the heat of battle. Technicians should be a first priority when entering a battle… they'll keep the fight from ending.
Constructor Alliance: Alien, Unknown Weapons: Lacerator, NailGun Equipment: Deploy Tool: Anti-Personnel/Anti-Vehicle/Anti-Missile, Gravity Mine Description: Acting as the anti-engineer, Strogg constructors are used in literally the same way, deploying defensive turrets for their spawn points. Taking defense one step further, however, constructors will do well to make great use of the gravity mines, which fill two different functions. For starters, a gravity mine placed on the ground (or in any open space) will act as a proximity mine that detonates when enemy units get within range. As a second use, gravity mines can also be used in any enclosed area as laser trip-wires, detonating only when the green line is crossed. Effective players will use multiple gravity mines together to create nearly impassable areas. Did we mention the mines only triggered by humans? Team-specific doorways are a beautiful thing…
Oppressor Alliance: Alien, Unknown Weapons: Lacerator Equipment: Deploy Tool: Rail Howitzer, Plasma Mortar (w/Vehicle Lock-on), SSG, Violator Air strike Marker Description: The Strogg oppressor does for offense what the constructor adds to the defense. Using the preferred lacerator weapon, opressors can deploy awesome offensive action from the safety of their base. As with all Strogg forces, however, the focus is always on the attack. Oppressors are no different, using the dreaded violator air strike marker, a hand-held grenade with amazing damage. When tossed, the marker does't detonate though. Instead, it calls a huge laser blast (like a technical tornado) that spreads insane amounts of damage in a direct line. This ability alone makes the oppressor an essential unit to have in the heat of battle, especially when huge, slow-moving vehicles are involved.
Infiltrator Alliance: Alien, Unknown Weapons: RailGun, Accurised Lacerator (w/Scope) Equipment: Deploy Tool: Psi-Radar, Flyer Drone, Teleporter Description: As the final exclamation point to the Strogg offense, the infiltrator acts as a far more aggressive field-sniper than the human counter-part, using the dreaded (and classic) railgun to deliver instant sniper shots from across the map. If sniping isn't your style, the accurised lacerator can be used is a much faster stealth weapon. As if that wasn't enough, the infiltrator also has the ability to use flyer drones, which can be deployed and controlled as flying bombs. When quick movement is essential, the teleporter can be used similar to the UT 2004 translocator device. They may not have the up-close threat of the human covert ops, but the Strogg infiltrators are amazingly powerful from mid to long range.
Note: Due to asset restraints the character art depicted may not directly correspond with class types.
When there are so many other better games out there based on the unreal engine (as XIII was) why bother with it? I played the PS2 version and if I remember correctly it only had 6 players! Nobody ever played it online, the bots were "iffy", gameplay limited to 6 players, and while the graphics looked interesting (cell-shaded) it still seemed behind the times.
In such a crowded FPS market with classics like Counter-Strike, Unreal Championship 1 & 2, Starwars Battlefront, and others out there, is it really that hard to see why XIII was over looked? It didn't offer anything new to the table except it's style of graphics.
Comparing PS2 ports to XBOX is like comparing a bicycle to a motorcycle. The Xbox version was much better. Also, Counter-strike on xbox was panned by most gaming sites for being lacklustre and not at all worth the coin. Since you enjoy it, it shows different strokes. Unreal Championship 1 was horrid. I didn't personally like the battlefront ones (I only recommended them due to popular taste).
It's almost a FPS.. you play Glitch, similar to the little robot (#5) from short circuit. You get weapons n crap and you are going up against some big evil mfgring or somesuch. Anyways, glitch can take over bad guys as well as battling out himself.
Awesome game; I played the demo but could never find the game used at the right price.
Amped® 2 Crimson Skies®: High Road to Revenge™ Dead or Alive® 3 Fable®: The Lost Chapters™ Forza Motorsport™ Fuzion Frenzy® Grabbed by the Ghoulies™ Grand Theft Auto: San Andreas™ Grand Theft Auto: The Trilogy Grand Theft Auto: Vice City Halo® Halo® 2 Jade Empire™3 LEGO® Star Wars® Metal Arms™: Glitch in the System Ninja Gaiden® Black Quantum Redshift® RalliSport Challenge Spider-Man™ Star Wars Battlefront™ Star Wars Battlefront™ II Star Wars®: Knights of the Old Republic™ Star Wars® Knights of the Old Republic® II: The Sith Lords™ The Incredible Hulk™: Ultimate Destruction Tom Clancy's Ghost Recon Series Tom Clancy's Rainbow Six® 3 Series Tom Clancy's Splinter Cell® Series Tony Hawk's Pro Skater™ 4 XIII
Despite low reviews, Grabbed and XIII are fun.
Games missing from the list that I would recommend watching for :
Project Gotham 1 & 2 Panzer Dragoon Orta Phantom Dust GUNVALKRIE Crimson Sea MechAssault MechAssault2
I did that once (and found a basket with a generic teddy bear head too), but I can't find the bin anymore I pulled the Servbot head out of. I found the ones I can throw and put on other zombies, but not the wearable one.
When you first start, go to the bookstore (immediate left) and then follow the left wall (after getting books) to the toystore with the heads. The rack behind the heads (its a display table that you can walk around) allows you to change clothes. thats where you get the servbot head.
rang in at 49/50; the only one I got wrong was the best selling PS1 game. I coulda SWORE FFVII beat out GT. I think they should check their facts... heh.
The only one I guessed at were the CS Source vs. CS CZ (I've only played the former briefly; the latter has never interested me) and the Q3 vs UT mod. The thing that tipped me off was the ammo count in the bottom right.. I'd remember that font anywhere
Spoiler for Hiden:
Tetris has the line , box, T, 2 "L's" and 2 "Z's" (seven). I counted in my head for that one.
Yeah. I'm not a conspiracy nut, but I'd like to be notified if I commented in a thread that was deleted, and why it was deleted.
Otherwise it's shady. I did comment on that thread and now I'm questioning the actions of the moderators and the content of the thread that was enough to DELETE and not just lock it. I mean, what could be that bad that we couldn't see messages?
... maybe George dubya's administration had something to do with it.