Popular Post Xiahou Dun Posted August 29, 2021 Popular Post Posted August 29, 2021 Lately I've been getting questions like "and what does this thing do, and what does this icon do?" more and more often while playing on the server. Hence the idea for this tutorial. It will describe the icons you can see on noquarter servers and briefly describe each effect. FIELD OPS First, lets discuss the basic stuff - the field ops status. To most of you this is probably basic knowledge, but I see people constantly struggle with it - so it won't hurt to mention this. - On this screen we have 3 very important factors that go into how to use field ops more efficiently. Firstly, the ammo of your gun (duh), but more interestingly - your "charge bar", which is used to perform all class-specific actions. Supplying your teammates with ammo packs will deplete 10% of this bar for each ammo pack you throw out. Using the artillery SUCCESSFULLY will deplete 70% of your chargebar. Throwing an airstrike can (at the moment of the throw, we can't tell if it's going to be a success or not yet) will also deplete 70% of your charge bar. However, that's when the interesting part starts. - On this screen we can see that the airstrike icon has disappeared, meaning the plane dropped the airstrike run and needs to do another run, however my charge bar is full. That usually means one of your teammates used one already. This is a very common occurance when you have more than 1 field op, since all of you are operators of the same fire control station. If one of your friendly field ops call any fire support, all of you will temporarily loose access to it. - here we can see how it looks after your team used all fire support available at a given moment. My charge bar dropped by 70%, since I called artillery, my allied field ops used airstrike, and our team is all out of air support now. That means you have to wait - calling additional artillery/throwing airstrike markers will deplete 33% of your charge bar, but will result in a message "Too many airstrikes requested" (airstrike) or "Insufficient fire support" (artillery). No matter how much you spam - if the aforementioned symbols are not visible under your charge bar, you won't be able to call more fire support. These symbols, however, are visible ONLY to the field ops, so you have to work with your field op to know when an airstrike is going to drop, for example. There are a few exceptions and special situations, however. Let's say an enemy field ops throws an airstrike at me, and I kick it back. Both teams need to have airstrike support available, but only the team that kicks back the can will drop the airstrike, and deduct an airstrike support from their team. Meaning if I am the one to kick back an enemy airstrike, my team will drop an airstrike and spend OUR team airstrike support, not the enemy. The enemy field ops will be deducted 70% of their charge bar, however, which can effectively shut down the airstrike attempt. AURA EFFECTS Now, let's get to one of the most unique features of NoQuarter, and one that many people have no idea about - the area-of-effect abilities. Anyone who ever played NQ mod must've realized, that next to your XP is a little area with all sorts of icons. These icons represent current statuses, that your character is under effect of. Let's discuss all of them, and discover how RPG-like NQ mod really is. A typical left side of the screen area shows your rank, under that the ranks of your skills (class-specific -> battle sense -> light weapons). But what are those icons next to it, I wonder? - Let us discuss these 3 first, as they are the most common, ones you see on every class, at every spawn (mostly). The first two from the top will be present on every screen, so let's read about them now. First one from the top is the helmet icon - very straighforward. That means, your character currently has a helmet - I know, big news. The middle one is also very self-explanatory. It means, you have achieved Battle Sense level 1 (congratulations!) and your character has binoculars on them. Very fancy, since after reaching Covert Ops level 4, every class on NoQuarter can spot landmines. The last one is the spawnshield icon. As long as this icon is visible to you - you are an immortal being. However, shoot one bullet, or even perform a class-specific action (throw a medpack/ammopack, call an arty, or even swing a knife) and the spawnshield will come off! Treat with caution! That was pretty boring, eh? Let's get to the interesting part then! The first one is an snowflake icon. It is obtained by reaching Engineering level 5. Every friendly player standing next to an Engineer with that skill (does not work for the said engineer themselves) will receive a "weapon coolant". All of the heavy MG's, Venoms and Stens/MP34's will overheat slower and if they do - they will cool back at a rapid rate. Very useful for keeping your covies engaged with the enemy or providing barrage with a stationary MG42/Browning. It is also not class specific, so if you're, say, a Field Ops with a picked up Sten, you will also receive the benefit of that skill. Secondly, one of my favourites - a caduceus icon. It is obtained by reaching First Aid level 5. Every friendly player standing next to a Medic with that skill (except for the said Medic) will receive an improved health care pack. It increases the effect of the picked medpacks by 10 HP - so you will heal 30 HP instead of 20. There are a few special scenarios with that skill, so I will briefly explain them: Should you get burned by enemy flamethrower - you will be under the fire effect for 5 seconds, which decreases incoming healing by 50%. The formula for medpacks picked up while under the influence of this aura is (20+10)/0.5. Which lefts us with 15 - that will be the amount of health you will restore with every medpack, in contrary to normal 10 (under flamethrower effects) Secondly, it does not work on map-entity medpacks. Medic stands that heal you for 20 will not heal you for 30, and the ones that heal you rapidly for 7 (present on MLB Daybreak for example) will not heal you for 14 each. Lastly, the medpacks are affected in real-time, not at the moment of dropping/picking them up. If a medpack is just chilling there, and two wounded players come for it, and one of them is providing the medic aura for the other, the medic will heal 20 from that medpack, but the other player will heal 30 HP (unless they're both medics with that aura). As we can see, the last contender has finally entered the game! A running man icon. That is the last of the "big three" that can be present on NQ. The running man symbol is an aura effect, obtained by reaching level 5 of Signals (field ops skill). Every Field Ops, who has at least level 5 of Signals will "emit" this aura to nearby allies (again, not themselves!). What does this effect do, you may ask? It is arguably one of the most powerful features your team can have in their arsenal - every friendly player affected by it will loose stamina while running at half the normal rate, and regain it at TRIPLE the rate! Truly a beast of an aura, and one that if correctly used, can wreck havoc with quick hit-and-runs. All auras will be visible under the player, that provides the effect. Every Engineer, Medic and Field Ops, who have reached level 5 of their respective class will have a corresponding symbol under them, letting you know they are providing the benefits to nearby allies! MISCELLANEOEUS For last, I have saved a few very class-specific icons, that are mostly self-explanatory, but still unique enough to mention these. First - one of my favourite, if not THE favourite feature of NoQuarter. Combat CPR - unlocked by reaching full proficiency in First Aid (level 9). Allows other classes to perform a combat resuscitation, which is a process requiring you to hold F for 7 seconds and leaves you extremely vulnerable to enemy fire, but allows for classes other than Medic to revive fallen friendlies! The combat usefulness of this ability cannot be overlooked! Just please, don't tap out when someone's doing that to you, otherwise the person trying to revive you may end up with a severe case of throwing the keyboard through the window, especially when you tap out at the last second. (For some reason, ETLegacy inverted the big caduceus on the middle of my screen, weird). This screen shows an Engineer, who has acess to Flak Jacket and Adrenaline shot. Briefly put - Flak Jacket is available to Engineers after reaching Engineering skill level 4. Unless the settings allow for it, it DOES NOT carry over to other classes. The Flak Jacket halves the damage from all explosives. Decreasing explosive damage by 50% allows Engineers to survive direct contact with riflenade hits, landmines and other ways of insta-killing other classes. Very useful for clearing out layers of mines, or repairing the objective under heavy fire. The Adrenaline shot is very unique (as everything) on NoQuarter. The shot's availability can be modified between classes (NQ1 currently only supports the Engineers having it, and only 1 per lifetime). The adrenaline effects differ from other mods adrenaline - NoQuarter adrenaline lasts 10s, speeds you up by 25%, completely removes stamina usage and... that's it! No damage modifiers (more damage dealt or less received) or any other benefits. It can only be used once per lifetime, meaning that even if you resupply yourself with an ammo crate, you won't get extra adrenaline shots until you respawn. - status while being injected with adrenaline - status while your adrenaline was depleted and you have no more adrenaline available (this life) - Engineers under the effect of adrenaline will have glowing-red eyes! Schpooky! This player is both disguised (the mask symbol - only visible on friendly coverts) and a part of your Fireteam (first symbol, letting you know they are a fireteam member). - This player is under the effect of poison syringe! Healing them with medpacks will only delay the inevitable - they need a medic syringe to cure them! This player is badly hurt. NoQuarter's characters are getting more and more bloodied, the lower HP they are. 35HP and less, their face will become visibly bruised, meaning a friendly medic can restore their HP with a syringe, not throwing medpacks. This player is about to get kicked to the respawn queue, not knowing what happened. Execution is a skill obtainable by reaching Light Weapons level 9. Sneak behind someone and fire away with a pistol at the back of their heads for bonus style points and instantly gibbing the enemy player! AFTERWORD Even if this was totally useless - I still had fun making it! There are so many unique features of NoQuarter, that I hope this post will help beginners to get around it, and hardened NQ veterans to see, if there's something they might have not known about the mod! If you made it here - thank you for reading and congratulations for your promotion, General of the Army! I know there are complete tutorials about NQ mod as a whole and these are much better than my scribbling, but I wanted to contribute to NQ mod being more widely understood! Big thanks to @NomaT for assisting me with getting all the neccesary screens for this post! (Sorry for weird formatting at some points, I couldn't get forums to cooperate with me on all points) 11 5 5 1 4 Quote
Dink the Clown Posted August 29, 2021 Posted August 29, 2021 Everything awesome tutorial of No Quarter there are so many fun things and perks for this mod, I only wish it were more popular than Jay1 he he. (Sorry even though Jay1 is my home I would move to Nq in a heartbeat if it were as busy as Jay 1). I have always loved when your a maxed out covie and run up on some new person that is unaware or just simply doesn't pay attention and you ask for a med or ammo LMAO. They give it to you and surprise you were just owned by your own team mate.... NOT, haha you assume the name and have the ability to ask the enemy for ammo,meds one of my favs. Not to mention battlefield resurrection very cool. Kudos to @Xiahou Dun very well described 1 Quote
Whitesell Posted August 29, 2021 Posted August 29, 2021 Very lovely tutorial/info. Thank you for the great guide 🥰 Whitesell 1 1 Quote
DeKing Posted August 29, 2021 Posted August 29, 2021 4 hours ago, Xiahou Dun said: Even if this was totally useless You are joking I hope 😛 I was not aware of the half of thoses specific NQ tips, thanks a lot and really good job ! That was a pleasure to read 1 1 Quote
Vasylich Posted August 29, 2021 Posted August 29, 2021 Thanks for the guidance! It was very interesting to read and learn about what this or that effect means 2 1 Quote
NomaT Posted August 29, 2021 Posted August 29, 2021 A great tutorial for future new players and for those who play for a long time, but do not know some of the hidden flavors. I'm glad that I could help, I had a lot of fun do this m8 ❤️ 😄 And by the way, look what a handsome guy on the screens 😎 1 1 Quote
Snuffs99 Posted August 30, 2021 Posted August 30, 2021 (edited) Fantastic NQ info mate. Just to add for NQ, if you play F-ops when you look at your team mates you can see a horizontal bar appear under player names, the bar is an ammo bar and gives you the f-op an idea of how many ammo packs to give the player (for most classes 2 ammo packs can fill a players ammo), with each ammo pack given the bar will fill up. The bar is much easier to notice when supplying a weapon class that requires more ammo, for instance an engie with rifle may need 4-5 packs to replenish full nade used on the rifle......resupplying your teams mortar also makes the bar more noticeable. Edited August 30, 2021 by Snuffs99 2 1 Quote
Raziel Posted September 20, 2021 Posted September 20, 2021 Aura effects? Wtf, nerds. I've been playing NQ exclusively for 12 years now without knowing about this. 3 1 Quote
mraw435 Posted September 20, 2021 Posted September 20, 2021 On 8/28/2021 at 11:32 PM, Xiahou Dun said: Just please, don't tap out when someone's doing that to you, otherwise the person trying to revive you may end up with a severe case of throwing the keyboard through the window, especially when you tap out at the last second. Been tempted to throw more than just my keyboard! 😆 Awesome post - learning something new everyday! 1 Quote
Vice86 Posted September 20, 2021 Posted September 20, 2021 5 hours ago, Raziel said: Aura effects? Wtf, nerds. I've been playing NQ exclusively for 12 years now without knowing about this. If you wanna get really nerdish, try to find out what dog tags are really good for 😉 1 1 Quote
Hesis Posted September 20, 2021 Posted September 20, 2021 I must confess I learnt a lot of things here. Thank you @Xiahou Dun 🍻 1 Quote
Vice86 Posted September 20, 2021 Posted September 20, 2021 1 hour ago, TBAR Flash said: Dog-Tags? Look 😛 No Quarter dog tags, not real life dog tags. Quote 1.2.9 No Quarter TOOL * Bug fixes ** Vanilla bug fix for tank gun not cooling off if player leaves tank ** Vanilla bug fix for the riflenade glitch (repeating attach/detach of nade) ** Vanilla bug fix for bloodspurts & smokepuffs when hitting a player ** Vanilla bug fix for clients in intermission. No permanent requests are sent anymore ** Vanilla bug fix for wrong setstate called and no entity found ** Old NQ bug fix for spectators seeing footkicking players when switching players ** Fixed a very old bug concerning movements (you get a much nicer lagometer too) - see g_antiwarp ** Fixed a potential crash reason - now running stable ** Fix for vibrating vehicles blocked by corpses, dead/playdead/proned players ** Muting reworked - also fixed a shrubbot issue ** Fix for forced cvars ** Fix for Venom players keeping all picked up weapons ** Fixed players use nextspawn if lack of spawnplaces ** Spectator view correction when observing mg42/browning/BAR players ** War-mode riflenades: players using riflenades no longer keep unmounting the nade after a shot ** Fixed !launch behaviour when a player is proning ** Fixed some issues in event code ** NQ filter in server browser matches new mod path ** !give skill for engineers was not working correctly ** Clean up of asset pk3 - some sounds fixed ** Fix of init screeny for cs_method 1 not disapearing while recording demos ** Immune admins with shrubbot level '1' can no longer be vote_kicked and/or vote_muted ** Fixed a bug where player didn't lose charge when holding adrenaline and calling arty ** Fixed the skillbars if skills are disabled ** Fixed g_spawntimeMinPlayers ** ++ * Weapons ** Fixed a major issue with the weapon spread ** Added the footkick as real weapon - stats for kills/hits/death ** Fixed some weapon properties broken in 1.2.7 for thompson/mp40/mg42 and sniper guns ** Fixed MP34 random shaking ** Fix for pitchAdd of several bullet weapons ** Fix for poisoned players have granade automatically in hand ** Map landmines use same damage values as planted mines of players ** Usage of airstrike damage values from weap file ** Fixed a problem on respawn with the riflenades ** Weapon pick up reworked ** Fix for very large impact trails in some cases ** Fixed g_noAttacklInvul for the shotgun ** Shotgun bullet code changes - it's much stronger now ** Fixed spread for some weapons while phroning/crouching * Bots ** Omni-Bot 0.8 support - for full update list visit omni-bot.com ** Added 2 new omnibot_flags for gibbing players after death and bots can use g_shove (was default in older versions) ** ++ * Lua ** ClientBegin called only once after the 1st player connection and is ETPro compatible now ** et.ResetXP added ** pers. hitregions added ** Rest of session fields are available now ** New Lua scripts - NOQ introduced ** Fix for mute fields + added two functions to easily mute from Lua (with proper screen-messages) * Changes - new features ** New hitregion stats available in player stats of end game screen - check the stats puppet ** Added a new fast (personal) message type for easy 'clan' messaging ** Spectators following another player can see a working breathbar while that player is underwater ** Map voting (gametype 6) added by request - many thanks to the ETPub team! ** Added an icon to scoreboard for indicating muted players ** Shrubbot banning checks for GUID and/or IP again ... ** !banIP shrubbot cmd added - see wiki ** New g_realism flags - also see wiki ... like you always do! *** No auto weapon change if poisened and out of ammo *** A script_mover removes items when driving over them (instead of pushing them) *** Players on a rotating script_mover will rotate along with the mover *** Changing view (looking left/right) will not increase spread *** Rotating doors can be opened even while they are already closing *** Covertops stealing a uniform can now also inherit that players' head ** Added a new cvar 'g_unlockWeapons' to unlock weapons per class (was jp_insanity 128 before - now splitted per class) ** New Killer-View-Lock to lock the view to your last killer for an adjustable duration - see g_killerLockTime ** New Killer-Cam to see the view of your last killer (overlay like a mortar-/missile-cam) ** New Riflenade-Cam (like a mortar-/missile-cam) ** Build-in help system introduced. Call 'nqhelp' console-command for description of any server-cvar (and more ...) ** Stats do no longer count shots on dead bodies ** Killing sprees are no longer updated for players in limbo ** Rework of commandmap code ** Rework of weapon-restriction code ** Improved security ** Massive optimizations in client- & server-code ** g_defaultMute removed - kind of cvar waste - default mute is 5 min now - for longer mutes use param ** g_trueping code changes ** New g_antiwarp options - methods + settings added - we do recommend to set g_antiwarp 2 ** Aura check changed to run once a second (was 4 x before) ** Rework of nq_war: New mode WARMODE_PLIERS (if pliers flag set - dynamite is available to do objectives) ** Rework of missile cam code (more efficient usage of entities) ** Ditched cpu_affinity ** cg_noAmmoAutoSwitch option added - see wiki ** Spectator icon added + proper centerprint killmessages for following spectators ** Less spammy "landmine spotted" voice message ** Class stealing message shows the class switched to, uniform stealing shows the name of uniform owner ** Dog tags added (jp_insanity 128 now!) - dog tags are simply added to the game - use Lua field ps.stats[STAT_DOGTAGS] for your own fun mod creations ** New g_logoptions flag 1024 - Logs the IP and playername in some cases if guid logging is used (vsp-stats should be able to track again) ** g_XPSaveFile removed - see g_XPSave flag 32 ** g_fastres moved to g_medics flag 4096 ** Non-campaign gametype modes will draw the (much nicer) "photograph" map-image + the long mapname in the intermission screen ** ETPro like spawntimer added by request - many thanks to the ETPub team! ** Usage of any shrubbot cheat command is reported to the main chat ** Aligned Info boxes of ping, fps etc ** Removed some useless location files ** New battle sense 5 skill: Boots with steel toe inside - twice foot kick damage for victims ** New nq_scriptMode: NQ does a better & faster (about 3x) job in the mapscript code now - if mapscripts fail watch the log and check the nq_scriptMode flags ** NQ requires 2.60b on the server now ** ++ ** Dog tags added (jp_insanity 128 now!) - dog tags are simply added to the game - use Lua field ps.stats[STAT_DOGTAGS] for your own fun mod creations 2 Quote
TBAR Flash Posted September 20, 2021 Posted September 20, 2021 Vice, where is your sense of humour? 😉 1 1 Quote
Vice86 Posted September 21, 2021 Posted September 21, 2021 4 hours ago, TBAR Flash said: Vice, where is your sense of humour? 😉 In ze basement 🇩🇪 😉 1 Quote
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