Enemy Territory: Quake Wars - Insights, Analysis, Intelligence

Teamwork

The question always comes up speculating about teamwork in ETQW vs in the BF series. My only experience with the BF franchise is BF2 and a little bit of BF 1942/Desert Combat. I'll also try to avoid any BF bashing because it's simply non-productive. People say that BF has a lot of stat padders, but so do the rest of the games. When it gets down to it, I think that if you find the right server, the team work in a BF server will be as good as any other game. That being said, here's how I think the teamwork requirements will be different in ETQW vs. BF2, and presumably 2142.

  1. While the BF series certainly requires teamwork, the requirement to cap a flag is to get anyone into a flag's proximity. Don't know if this has changed in BF2142, but I remember from BF2 capturing the flag while sitting in my M1A1, blasting respawns (mostly infantry) trying to take it back.
  2. Once a flag is taken, you certainly need teamwork to defend it, but if recaptured, you can always take it back ... at some later time, though your tickets tick down.
  3. The focus in ETQW is getting the right person to the objective (Soldier to plant, Covert to hack, Engy to construct, etc). Also, the person doing the objective needs to focus on the arming/hacking/building, so will need team mates to cover them.
  4. I believe most of the press has indicated that objectives need to be completed on foot (e.g., an engineer can fight his way to a construction site in his tank, but has to get out and build something), so will need team work to cover him while the completes the objective.
  5. Currently, objectives are not reversible. Teams cannot give up a "flag" to strengthen defense at the others, so this puts a premium on getting the D right at each phase. Once explosive charges are placed, the defending team has 40 seconds to defuse it. You can't wait and bide your time, waiting for a better opportunity to retake a flag .. it's now or never. On Construction and Hack objectives, if you can hold off opposing Coverts/Engineers, for 60 seconds, any progress made towards mission completion will decay. Conversely, if a Covert snuck in and got the objective 75% hacked, the attacker needs to get there ASAP to ensure progress isn't lost.
  6. Again, if W:ET is any indication, I imagine that good communications and coordination will be critical as each objective falls for the D to fall back smartly and the O to reorganize team mix to push against the next objective. Poor team work on the part of the D would let the attackers roll over them.
  7. Vehicles are not all powerful. If you're in a vehicle you need support to take out the enemy you can't see, AVTs, rocket soldiers, etc, so that you can support them.
  8. The requirement for team work (notice i used the term requirement - because it doesn't imply there will be, but BF can't guarantee that either) - is further developed through the rock-paper-scissors dynamic. Got anti-people turrets blocking the way, get an field ops to call arty or get a tanker into the mix. Got arty raining down on you? Get an engy to put up an anti-arty turret. Anti arty turret blocking your way, get a soldier to hit with with a rocket or a covert ops to hack it. Got enemy soldiers rampaging through your lines, get an engy to put up an anti-personnel turret ... blah blah blah. A team has to stay on top of it's class inventory and the situation on the ground, which should change game to game and phase by phase.