Shagz
New Member
Point form...
- overall, it's a wicked game & a fantastic addition to the unreal universe
- developers made a great decision: rather than provide the same ol' tired multiplayer gametypes like tdm & ctf & split the player base along gametype lines, they created one new gametype & did it really really well, there by insuring a high standard through a single focus, & a dedicated unified player base (if you're playing unreal 2 xmp, there's only one game type to choose from & everyone else is playing that gt too, unlike ut2k3 where you have players split up across several gametypes & dozens of mods)
- class-based, arguably, promotes more team-work & more strategy. Since each class has its own strengths & weaknesses, no one player can accomplish much on their own, so a speedy ranger will always need a tech to help him hack into a base faster or a gunner to take out defensive sentry guns. Likewise, those two classes will have problems get an artifact (re: 'flag') across open ground unless a ranger is present to either snipe out nme rangers or run the artifact quickly back to base.
- legend also did a smart thing by combining roles served by several traditional classes (re: 'team fortress classes') into a simple to manage 3 class system. To use team fortress lingo, the ranger is your Recon, sniper & medic, the tech is a kind of soldier & ng mix, & the gunner is part minigunner, grenaider & flametrooper w/ the soldier's rocket launcher
- the unreal xmp gametype sort've combines - successfully - several traditional gametypes into one. CTF is present because you have to steal artifacts from the nme base & cap 'em in yours. Domination is seen in the capturing & defending of generators placed through out the map. TDM is obvious & you have Team Fortress in the class system.
- xmp also comes w/ a handy tutorial that steps you through everything
- a lot of people have compared xmp favourably to BF1942, but I can't speak to that as I've never played it.
- I think the closest comparison you can make here is to Tribes; although I never played played Tribes either, that seems to be the general consensus that I've been hearing.
- community support for xmp seems to be building & a community map pack is already under way
- it can't all be good. The game itself is great, but I've already been in 2 games now w/ rampant team killer problems. Fortunately, xmp's scoring system makes it quite obvious who the punks are & I believe the server can be configured to kick repeat offenders automatically
- a personal gripe, why is tking such a problem in some games? I've never understood why anyone would enjoy killing their own teammates on a public server. Why can't they focus their bullets on the real enemy if they want to destroy something? What pleasure do they get from helping the other team win? Never had this problem in Q3F, but I digress...
- I forgot to mention the vehicles; this is my one complaint about xmp & that's the handling & health of the vehicles. These complaints, I admit, come more from hours of halo sessions where we had warthogs that could spin on a dime and are indescrutible, but still, the vehicles in XMP feel like they're armoured with tin foil.
- the only other complaint I could possibly have is that I'm missing a few more useful radio comm binds. The ones that are there are pretty good, but there could be some better ones.
- overall, it's a wicked game & a fantastic addition to the unreal universe
- developers made a great decision: rather than provide the same ol' tired multiplayer gametypes like tdm & ctf & split the player base along gametype lines, they created one new gametype & did it really really well, there by insuring a high standard through a single focus, & a dedicated unified player base (if you're playing unreal 2 xmp, there's only one game type to choose from & everyone else is playing that gt too, unlike ut2k3 where you have players split up across several gametypes & dozens of mods)
- class-based, arguably, promotes more team-work & more strategy. Since each class has its own strengths & weaknesses, no one player can accomplish much on their own, so a speedy ranger will always need a tech to help him hack into a base faster or a gunner to take out defensive sentry guns. Likewise, those two classes will have problems get an artifact (re: 'flag') across open ground unless a ranger is present to either snipe out nme rangers or run the artifact quickly back to base.
- legend also did a smart thing by combining roles served by several traditional classes (re: 'team fortress classes') into a simple to manage 3 class system. To use team fortress lingo, the ranger is your Recon, sniper & medic, the tech is a kind of soldier & ng mix, & the gunner is part minigunner, grenaider & flametrooper w/ the soldier's rocket launcher
- the unreal xmp gametype sort've combines - successfully - several traditional gametypes into one. CTF is present because you have to steal artifacts from the nme base & cap 'em in yours. Domination is seen in the capturing & defending of generators placed through out the map. TDM is obvious & you have Team Fortress in the class system.
- xmp also comes w/ a handy tutorial that steps you through everything
- a lot of people have compared xmp favourably to BF1942, but I can't speak to that as I've never played it.
- I think the closest comparison you can make here is to Tribes; although I never played played Tribes either, that seems to be the general consensus that I've been hearing.
- community support for xmp seems to be building & a community map pack is already under way
- it can't all be good. The game itself is great, but I've already been in 2 games now w/ rampant team killer problems. Fortunately, xmp's scoring system makes it quite obvious who the punks are & I believe the server can be configured to kick repeat offenders automatically
- a personal gripe, why is tking such a problem in some games? I've never understood why anyone would enjoy killing their own teammates on a public server. Why can't they focus their bullets on the real enemy if they want to destroy something? What pleasure do they get from helping the other team win? Never had this problem in Q3F, but I digress...
- I forgot to mention the vehicles; this is my one complaint about xmp & that's the handling & health of the vehicles. These complaints, I admit, come more from hours of halo sessions where we had warthogs that could spin on a dime and are indescrutible, but still, the vehicles in XMP feel like they're armoured with tin foil.
- the only other complaint I could possibly have is that I'm missing a few more useful radio comm binds. The ones that are there are pretty good, but there could be some better ones.