Quake Wars: Tactical Assault is a revamp of Enemy Territory: Quake Wars' core gameplay, with the intention of creating a grittier, more realistic environment than the base game, while still telling the story of the Strogg invasion of Earth. While Enemy Territory: Quake Wars tends to be a game of shoot first, often, and charge into the meatgrinder, Quake Wars: Tactical Assault strives to be more of a thinking man(or woman)'s game, where choosing your fights and positioning yourself to prevail carries the day.

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Blog RSS Feed Report abuse Latest News: Quake Wars: Tactical Assault v0.3.5

2 comments by Azuvector on Jul 23rd, 2010

QWTA v0.3.5 has been released. Along with a fancy trailer featuring some of QWTA's more visually interesting features:

Well, it's been a little while since the last release. Life's been a bit busy lately for various reasons, so sorry it's taken this long. Not a huge number of new features this time around, this release is more focused on fixing issues that have been found with QWTA v0.3.4 and smoothing out QWTA's realism-settings gameplay a bit more.

In other news, the QWTA site has had a few minor updates and upgrades.

Changes are listed below, as usual, but some of the highlights include:

  • Certain projectiles in BaseETQW can be randomly invisible, leading to unseen death. This no longer happens in QWTA. Sadly this issue appears unrelated to the invisible Magogs of BaseETQW, so that issue remains unfixed as of yet.
  • Vehicle explosions now properly attribute frags to the player who caused the explosion.
  • Realistic settings for GDF vehicle weapons are no longer prone to rapid overheating.
  • Logistics Points have been introduced to help limit the number of vehicles in play. Players have to purchase their vehicle drops with LP, in addition to the restrictions imposed by Force Escalation.
  • A set of CVars (g_vehicleSpawnMinPlayers*) for each vehicle in the game has been added to allow server admins who prefer to run QWTA with BaseETQW settings the freedom to restrict heavy vehicles from play until enough players have joined the game.
  • The HUD now has information pertinent to vehicle drops on it, rather than hidden in the context menu.
  • The Abaddon's Plasma Beam is now affected by Siege mode. It overheats quickly when in hover mode, but if you hunker down you're able to pour on the damage.
  • Vehicle decoys have limited ammunition now, when playing with realism settings.
  • A new Class Award has been added to the end of round scoreboard, optionally replacing the oft-mocked 'Newbie of the Battle' award. The Jack of All Trades award highlights players who switch their classes often to help their team, often losing out on the single-class awards as a result..

The minority of players who were experiencing the bizarre crash mentioned here are encouraged to give QWTA v0.3.5 a try and see if the problem is solved. Hopefully, it is, but if not, please try to make a post in that thread with any information you can provide if it's affecting you, as the cause is still a complete mystery.

The qwta_default.cfg and qwta_baseetqw.cfg files are now stored in the main pk4, so players who have autodownloaded QWTA can access them.

QWTA v0.3.5 is a complete installation of QWTA, please remove any old QWTA files before installing it.
This release is so far compatible only with Windows and Linux, the MacOS binaries are still pending, but should hopefully be released soonish...

Downloads are, as always, in the downloads section.

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QWTA v0.3.5 Sourcecode

QWTA v0.3.5 Sourcecode

Sep 24, 2010 Source Code 1 comment

QWTA v0.3.5's sourcecode. There are no additional changes to source in Hotfix 1 or Hotfix 2.

QWTA v0.3.5 Hotfix 2

QWTA v0.3.5 Hotfix 2

Aug 3, 2010 Patch 0 comments

Quake Wars: Tactical Assault v0.3.5 Hotfix 2 Adds MacOS support. Non-Mac players/servers should install this too.

QWTA v0.3.5 Hotfix 1

QWTA v0.3.5 Hotfix 1

Jul 31, 2010 Patch 2 comments

Quake Wars: Tactical Assault v0.3.5 Hotfix 1 Corrects an issue introduced in QWTA v0.3.4 where a minority of Windows players would be unable to load the...

Quake Wars: Tactical Assault v0.3.5

Quake Wars: Tactical Assault v0.3.5

Jul 23, 2010 Full Version 0 comments

Release v0.3.5 of QWTA. Full install, please remove old versions of QWTA before installing.

Quake Wars: Tactical Assault v0.3.4

Quake Wars: Tactical Assault v0.3.4

Apr 18, 2010 Full Version 1 comment

Quake Wars: Tactical Assault v0.3.4 has been released! Windows/Linux/Mac support. Highlights of this release: The Hammer lives up to the notion that it's...

Quake Wars: Tactical Assault v0.3.3 Hotfix 3

Quake Wars: Tactical Assault v0.3.3 Hotfix 3

Jan 10, 2010 Patch 0 comments

This patch corrects an issue where rewards/proficiencies would not increase other than for the vehicles stat.

Post comment Comments  (10 - 20 of 40)
LimewireMonkey Dec 26 2010 says:

I still seem to be having the .DLL problem with a clean copy of the game thats updated.

+2 votes     reply to comment
renegadekiller Dec 25 2010 says:

1 question, what version of ETQW is needed?

+2 votes     reply to comment
Azuvector Creator
Azuvector Jan 13 2011 replied:

The latest patched version of ETQW. 1.5

+2 votes   reply to comment
faulk Jul 23 2010 says:

I liked that the deployments all seemed tougher. and the computer seemed to behave more... smartly. :D

where did all the vehicles go!?

+2 votes     reply to comment
Zweistein000 Jul 18 2010 says:

I have played your mod for couple of hours today and it was AWESOME!!!!

But I have some Bugs to report and ideas to share:

BUGS: The new Strogg tank makes game unplayable when using its Plasma gun and Flamethrower. It just makes the game lag VEARY FRICKING HARD

The Dark Matter Cannon feels weaker than Hammer Launcher, because Hammer launcher does strong AOE damage, radiation damage, EMP and it blinds you, when compared to just gravitational pull of Dark Matter cannon, much smaller AOE and the point that you can easily escape the gravitational pull or if in you're in air, you can use parachute to fall safely.

My solution is that you make the black hole stick to the ground for 2.5 - 5 sec. That way you make sure that no one escapes the hole by parachuting and that those coming towards the ground zero gave something to worry about(Nuke-Radiation/ Black hole- gravitational pull).

You should also enable people to change the mod settings by using its menu. Now I play Skirmish (yes I don't have the Reg. Key, but my friend does), and I can change the settings only by using the list of commands I have written on a paper. The other annoying thing is that you have 2 set this thing over and over agin, find a way to make the game remember your settings.

+1 vote     reply to comment
Azuvector Creator
Azuvector Jul 29 2010 replied:

Glad you're enjoying. :)

Going to be optimizing the flamethrower's visual effects in future. It's definitely an FPS drain for now though. Plasma Beam shouldn't be too bad though? What sort of system specs are you playing on?

Noted about the Dark Matter Cannon... I don't think I'm going to make it linger on the ground much(as it is, it delays 0.5 seconds before exploding, so people have time to get sucked into it), but I definitely want to keep it competitive with the Hammer Nuke...
Parachute escapes are definitely something I'm aware of and looking for a proper fix for...

Letting QWTA be configured via menu is planned, but just haven't gotten to it yet; it's more geared to server owners. You can have QWTA save settings by writing them into a .cfg file and executing it instead of manually using the cvar commands. See how qwta_default.cfg and qwta_baseetqw.cfg are done(They're included with QWTA, inside qwta000.pk4(pk4 files are just renamed zip files).
You can run those in console via "exec qwta_default.cfg" for example. So creating a qwta_custom.cfg is pretty easy. :)
I'll see about making the game remember settings in future though, seems a lot of people are playing QWTA on their own, offline...

+2 votes   reply to comment
Agrargorn Jul 14 2010 says:

hey ahm how can i customize my mod, becaus everything except the allow blood option is not changeable ingame?

+1 vote     reply to comment
Duke_Fenix Feb 19 2010 says:

Ok... WHERE exactly is the Mod Menu, because the ReadMe said that there would be a Mod Menu right in the Main Menu

0 votes     reply to comment
Azuvector Creator
Azuvector Apr 19 2010 replied:

Lower right corner of your screen, on the main menu. It's a button that says "Mods".

+1 vote   reply to comment
RPJesus Jun 5 2010 replied:

hey with the update to quake wars does any of you know how big it is

+1 vote     reply to comment
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Released 2009
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