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THE QUAKE WARS TACTICAL ASSAULT

ES SENTIALS
What makes QWTA stand out !om the crowd

TAW|Susefreak (CPL)
EU Battalion
Warheads BFE X
July 2009

Suse!eak’s QWTA Guide The art of warfare.net 1


TABLE OF CONTENTS
"A good plan executed now, is better than a perfect plan executed next week."  -- Patton 

PURPOSE QWTA MOD


WEAPONRY & VEHICLES

CVAR COMMANDS
SPECTATOR SETTINGS

ACKNOWLEDGEMENTS

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P U R P O SE QWTA MOD
What makes the QWTA mod stand out from ETQW:Pro or just the regular Base-ETQW?
One of QWTA's founding ideals is realism. Weapons hit harder, kill faster, and require a more
deliberate aim to actually hit people. Players run like normal humans, without strafejumping
across maps like racecars. Armoured vehicles are impervious to mere rifle fire. You bleed when
shot, and your vision fades to black as you die. Mines and APTs don't warn you with neon text
that you're about to die, and radar can't pick infantry out of ground clutter(Although, the 3rd
Eye Camera and MCP include Infrared scanners which will find infantry.). The Player also does
not get a warning when artillery is fired, so they need to pay attention to where they wander
off to. Covert Ops’ and Infiltrators are relentless; their backstabs make sure you will be run-
ning around on the ethernal hunting grounds.

Another big goal for the QWTA mod is make ETQW fit in more in the Quake Universe. Basi-
cally it presents some features from Quake 2 & 4 in the game-play.

QWTA also fixes various bugs, that Splash Damage did not squash in their last and finally
patch. “The Volcano-exploit” has been patched and also the 3rd Eye Camera-bug has been
squashed. This bug in Base-ETQW does not give a correct radar-image when stuck on a mo-
ving vehicle.

QWTA is compatible with Base-ETQW, this means that you can adjust QWTA to
whatever setting you like. From Hardcore QWTA to plain Base-ETQW with only
realistic damage.

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1 : W EAP O NRY & VEHICLE S
As mentioned before, QWTA brings some unique fea-
tures to the ETQW game. Some vehicles has been added,
whilst others have been upgraded or downgraded.

§1.1: The Dark Matter Cannon

The Dark Matter Cannon(DMC) in Base-ETQW does


not really live up to it’s name. Players who have played
Quake 4 might remember the gun that was able to shoot
a sphere which sucked anything in it’s path with it until it
imploded. In QWTA the DMC now can shoot this sphe-
re and will suck in everything in it’s path.

For actual game-play footage, please click the following


link: Dark Matter Gun in Action

§1.2: The Hammer Launcher

The Hammer Launcher is the heaviest fire support wea-


pon deployed and directed by the Field Ops class, capable
of destroying any enemy class, vehicle or deployable in its
blast area. After launching a Hammer it takes about 13
seconds to reach its target. It has a health of 3ooo hit
points and becomes disabled after a 1000 hitpoints. It
shoots its projectile high in the air and will be visible to
all players on the field. Deployed at a main base, it can
cover the whole mission area. Its full potential is best uti-
lised in choke points or heavily guarded area's with a high
concentration of . A prime example of one of these places
is Sewer on the first objective. All enemy firepower is ar-
ranged around one single area. One precisely timed and
placed hammer can clear the hostile deployables, vehicles
and infantry. If launched an obligatory ‘Hammer Time’
needs to be sung through VOIP, especially when it takes
out a wave of adversaries!

The QWTA addition for the GDF Hammer artillery is to behave more like a tactical nuclear
device than a conventional warhead. At present, this simply means a short-lived EMP effect
slightly larger than the actual blast.what is deployed and where you think the best place is to
unleash your wrath upon your adversaries.

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§1.3: The Hyperblaster

The Hyerblaster has been upgraded in QWTA. The rate of fire (RoF) a decreased a bit while
tracers have been added. Another helpfull feature that has been added, is the ability to lock-on
to a target. When the player uses secondary fire, it can lock-on its target similair to the Rocket-
launcher. Another addition to make up for the slower RoF, is that the projectiles fired from the
Hyperblaster include a small area effect explosion upon impact, making the Hyperblaster in
QWTA a nasty contender for lethality. Vehicle-mounted Hyperblasters also enjoy these chan-
ges.

§1.4: Nailgun/Shotgun
One of the main complaints about this weapon is that it was dumbed down in Base-ETQW. In
QWTA this setting can be set to whatever you like. Shotguns have a basic behaviour that fol-
lows the BaseETQW 1.2 behaviour model(Slower ROF, more damage, more pellets, tighter
spread.), or the BaseETQW 1.5 behaviour model(Higher ROF, less damage, fewer pellets, more
spread.). Enable for BaseETQW 1.2 behaviour, disable for BaseETQW 1.5 behaviour.
These settings can be altered to create a mixture of these settings.

§1.5: Vehicle drops


Rather than the Base-ETQW, Players need to earn their vehicles rather than getting them
when they start the game. They earn their vehicles through a system called Force Escalation
(FE). This is actually the avarage of XP per team. Let’s give an example. When your team exists
out of five players, with these XP’s: 22, 34, 12, 9 and 80, that adds up to 157XP. The avarage is
31.4 XP per player. This last number is your FE points.
The more FE you get, you can unlock better vehicles. These vehicles can be called in from an
ingame menu. The vehicle you have requested will be airdropped to your location wher you
made the request from.
The table below shows the amounts of FE required.

FE POINTS VEHICLE FE POINTS VEHICLE


10 Husky 40 Desecrator
15 Platypus 50 Bumblebee
15 Icarus 60 Cyclops
20 Armadillo 60 Titan
30 Hog 80 Tormentor
40 Trojan 90 Anansi
120 Jupiter

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§1.6: Jupiter tank
The pride and joy of the Quake 2 arsenal returns, lovingly recreated as a prototype vehicle we-
apon, mounted upon the Jupiter Assault Tank. The complex mechanics of the BFG10k are fully
recreated in QWTA, as follows: Upon firing, there is a short delay while the weapon charges
up. Once the Jupiter fires its BFG shot, a massive glowing green ball rumbles through the air,
spearing nearby enemies with brilliant green laser beams as it travels. Upon impact, the BFG
Ball detonates in a powerful explosion. Finally, a half second after this detonation, any target in
line of sight to both the detonation point and the Jupiter tank, is erased from existence by the
fabled, mystical BFG Effect.

See the Jupiter Tank in action

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2 : C VAR CO MMANDS
A console variable reference. Most of QWTA's features can be enabled or disabled at will, al-
lowing a server administrator to effectively use QWTA as a BaseETQW server, with whichever
optional extras they wish. Or go for the full QWTA experience.

One tip: Before you test it out in the offline gameplay. There is no need to type the whole
command. By using the Tab button, you can auto-complete your commands. For instance when
you want to type net_allowCheats 1, you only need to have to type net_al and with the Tab
button it can auto-complete the command for you.

List of commands for QWTA:

bot_useStrafeJump
Default: 0
Another BaseETQW cvar. This one is a companion to pm_realisticMovement. If strafejum-
ping being beneficial is disabled, it's helpful to stop the bots from trying to do it constantly.

bot_useVehicleDrops
Default: 1
Controls whether the bots use QWTA's Advanced Vehicle Drops or not. The bots are a little
stupid about things, and don't usually wait for their requested vehicle to finish deploying. But
they will call for them.

g_advancedVehicleDrops
Default: -1
A bitfield value that controls which vehicles may be dropped. Setting to a negative number
enables all vehicle drops. Setting to zero disables all vehicle drops. Individual vehicles can be
enabled as follows:
• Husky: 1
• Platypus: 2
• Armadillo: 4
• Trojan: 8
• Bumblebee: 16
• Titan: 32
• Anansi: 64
• Icarus: 128
• Hog: 256
• Desecrator: 512
• Cyclops: 1024
• Tormentor: 2048
• Jupiter: 4096
Bitfields, for the uninitiated, can be combined by adding the numbers corresponding to the
desired values. For example:
Husky(1) + Icarus(128) = 129

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Husky(1) + Icarus(128) + Platypus(2) + Armadillo(4) + Hog(256) = 391
Anansi(64) + Tormentor(2048) = 2112
All vehicles except Jupiter = 4095

g_allowAPTWarning
Default: 0
Allows or prevents(server-side) players from being textually warned and given the audio lock
on alarm when an APT shows interest in them.

g_allowMineIcons
Default: 0
Allows or prevents(server-side) players from seeing the minedot warning icons on proximity
mines.

g_allowMineTriggerWarning
Default: 0
Allows or prevents(server-side) players from being warned that they've just triggered a mine.
The mines will still sound their audible warning beeps and clicks, this just controls the neon
text warning that appears onscreen.

g_artilleryWarning
Default: 0
Enables or disables the warning text printed onscreen when the Hammer or Dark Matter Can-
non is fired.

g_disableVehicleSpawns
Default: 0
While this is a BaseETQW feature, it plays a key role in other QWTA options, so is listed he-
re. This cvar prevents vehicles from spawning into a map on their own, requiring them to be
airdropped.

g_realisticDamage
Default: 1
QWTA's realistic damage! Generally speaking, this triples the damage of gunshot wounds, and
doubles the pain explosions can dish out.

g_realisticSpread
Default: 1
This setting specifically makes most gunfire that's not actively aimed through ironsights or
scope, of poor accuracy. To function best, slow down and aim at what you want to hit.

g_showPlayerArrows
Default: 2
This is again a BaseETQW feature, although the default setting has been changed. Friendlies
get green arrows over their heads, enemies get no arrows at all, with a setting of 2.

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g_useBaseETQW12Shotguns
Default: 1
Controls whether shotguns have a basic behaviour that follows the BaseETQW 1.2 behaviour
model(Slower ROF, more damage, more pellets, tighter spread.), or the BaseETQW 1.5 beha-
viour model(Higher ROF, less damage, fewer pellets, more spread.). Enable for BaseETQW 1.2
behaviour, disable for BaseETQW 1.5 behaviour.
Works in conjunction with g_realisticSpread and g_realisticDamage, so a variety of weapon
behaviour combinations are possible.

g_useBaseETQWProficiencies
Default: 0
QWTA grants all players the level 1 vehicle proficiency(Vehicle Drops) by default, for free. Ba-
seETQW requires players earn this reward via XP accumulation.

g_useBaseETQWVehicleCharge
Default: 0
Controls whether the Vehicle Charge timer bar uses QWTA or BaseETQW timing. Ba-
seETQW is faster, leading to more vehicles.

g_useClassLimits
Default: 1
Enables the restriction of the number of each class that can be active at once in a map. The
exact numbers for each class vary based upon the number of players connected to the server, as
well as which class is more needed to complete the current objective.

g_useDeathFading
Default: 1
Controls whether or not the screen fading effects QWTA implements, are used. Your screen
will fade to red when you're unconscious on the ground, and to black when you're outright kil-
led.

g_useGibKills
Default: 1
Allows the use of gibkills: completely lethal attacks that a medic cannot revive you from. At
present, these are used to make the Infiltrator and Covert Ops' knife backstabs more deadly.

g_useNuclearHammer
Default: 1
Allows the GDF Hammer artillery to behave more like a tactical nuclear device than a conven-
tional warhead. At present, this simply means a short-lived EMP effect slightly larger than the
actual blast.

g_useBaseETQWVehicleCredits
Default: 0
Controls whether or not QWTA requires 0.2 or 0.5 vehicle charge when summoning an Icarus
or Husky. BaseETQW is cheaper.

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g_useQuake4DarkMatter
Default: 1
Toggles between the QWTA Quake 4-style Dark Matter Cannon, and the BaseETQW-style
Dark Matter Cannon.

g_useQuake4Hyperblaster
Default: 1
Toggles between the QWTA Quake 4-style Hyperblaster, and the BaseETQW-style Hyper-
blaster.

g_useReverseAirstrikes
Default: 1
Enables or disables the use of the Vampire and Violator's new directionally-reversed altfire
modes.

g_useSpecificRadar
Default: 1
Controls whether radar is split into type general types: classical radar, that does not detect in-
fantry... and infrared scanners, which do. Setting this to 0 enables BaseETQW radar that picks
up everything.

g_vehicleDropsUseFE
Default: 1
Controls whether or not QWTA's Advanced Vehicle Drops have Force Escalation("FE") requi-
rements before they can be used.

g_vehicleSpawnsUseFE
Default: 0
This adds Force Escalation("FE") requirements to vehicle spawns within a map. It can be a via-
ble alternative to using Vehicle Drops, to keep players supplied with a restricted set of vehicles.

pm_realisticMovement
Default: 1
Disallows the use of strafejumping or bunnyhopping to gain speed greater than a flat out run.

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3 : S P ECTATO R SET TINGS
Spectator settings have changed. When you die, but are revivable, you will not switch to to
view your attacker and the screen will have a red filter applied over it. When you die and are
gibbed, then the screen fades to black. You can still watch your team-mates by clicking to
watch the next person or alt-clicking to watch the previous person. Free fly camera is not avai-
lable when you are actively playing, only when you are fully spectating. Free fly camera can be
accessed via the spacebar.

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4: ACKNOWLEDGEMENTS
This guide would not have existed when if I have not been the art of warfare quake wars divisi-
on.

Also I want to thank the following:


Azuvector, the great mind behind this mod
jRAD
digibob
RR2
jaybird
Mxyzptlk
Orange
reyalP
TimeStar
WhiteAden
Scrupus

Thanks,
TAW|Susefreak

Work is published under the Creative Commons Attribution License. For more details see:
http://creativecommons.org/licenses/by-nc/3.0/
or
http://creativecommons.org/licenses/by-nc/3.0/legalcode

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