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Exterminatus - Rival Species 2 => Open Testing => Topic started by: ChromeAngel on January 19, 2010, 10:08:10 PM



Title: Suggestions and Requests
Post by: ChromeAngel on January 19, 2010, 10:08:10 PM
If you have any suggestions for the next version of Exterminatus please post them in this thread.  

One suggestion per post please, it will help us organize.

One post per suggestion, please read the whole thread before posting.  Someone may have already had the same idea.


Title: Re: Suggestions and Requests
Post by: Battle Brother Arius on January 30, 2010, 06:46:19 PM
My first suggestion, and so far only one, since you have done an excellent job, would be making the Space Marine jump higher.

As it is, the jump is so low it is pointless having it at all.  Space Marines should be able to jump higher.  Yes, they wear two-tonnes of Power Armour, but it is two-tonnes of servo and fibre bundle rigged Power Armour.  I'm sure you need no lessons in lore, but this enables them to move faster, hit harder and jump higher.  Imagine how high a Space Marine without the aid of Power Armour can jump.  We're talking about legs like pistons they are so muscled.  Now, think about it with the aid of servo's.

Hope I've made the reasoning behind my suggestion clear!  ;D


Title: Re: Suggestions and Requests
Post by: BlackMondayBlues on January 30, 2010, 06:51:45 PM
make more servers.

=][= as we are limited in scope, we cannot make any more servers than the two you see, we simply do not have the capacity to do so.=][=


Title: Re: Suggestions and Requests
Post by: TZ on January 30, 2010, 07:35:01 PM
Make ammo somehow refillable, like an ammo station or something. I find it hard to serve the emperor when my bolter is empty :P


Title: Re: Suggestions and Requests
Post by: Templar on January 30, 2010, 08:17:34 PM
Healing by consumation of corpses (Nids)
Healing by Apothecary (Space Marines)
Buff knives a bit I guess? Dunno I tend to rambo a bit.

And of course; more tactical genius.  ::)


Title: Re: Suggestions and Requests
Post by: Alhaus on January 30, 2010, 11:18:30 PM
Healing is a possability were looking at for a later realease. It will depend on how much it upsets the balence.
Also so is ammo dumps i believe.


Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on January 31, 2010, 12:28:18 AM
I think the Nid warrior is underpowered, the ranged weapon is a tad weak and hard to hit with (Or maybe just one of the two) and the speed of warrior is barely faster than the Marines, which makes it hard as hell to hit them with the melee weapon, unless you come from behind or you swarm them with more numbers than they possess.  I think that improving the ranged weapon or increasing the speed of the warrior a bit would help.


Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on January 31, 2010, 12:35:07 AM
I know you guys have heard that the animations need work, and I thought I would try to be helpful and give a (possible) solution.  When you are running, you could have the Marines hold the gun across their chest, and their arms could move back and forth (Hard to explain, but how you would hold a gun when you run, you wouldn't be pointing it ahead, you would have it facing more towards the ground).  Also, maybe just having the marines upper body move more could make the animations seem a little less funny.


Title: Re: Suggestions and Requests
Post by: Zaro27 on January 31, 2010, 01:29:51 AM
Everything needs to be a little bit faster. The Tyranids are amazingly slow, as are the Space Marines. Jump height should be improved as well.

For a random suggestion, maybe you could add in Assault Marines.


Title: Re: Suggestions and Requests
Post by: Scorp on January 31, 2010, 03:47:30 AM
To be fair I think the tyranid run speed isn't to bad for warrior but maybe for some of the other classes. Personally i think before dev's mess around with the run speed, the mod should be tested with a functional team balance to see what happens then.


Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on January 31, 2010, 05:39:12 AM
Thunderhawk is fun, but it is too easy for the Marines because its very hard to hit them with your Ranged weapon (as a warrior) when they are camping on top of buildings, and digsite is ridiculously camper prone.


Title: Re: Suggestions and Requests
Post by: Templar on January 31, 2010, 08:15:39 AM
I second the Warior ranged attack as well. Probably just my aim but I can't seem to hit the broadside of a Titan or do any sufficient damage. I guess this is just a matter of Fluff vs balance.


Title: Re: Suggestions and Requests
Post by: Icefrenzy on January 31, 2010, 08:56:20 AM
well heres some few suggestions.

1.Team Death-match Game mode = Most kills wins.

2.Homogaunts and Termagaunts as Tyranids start and make warrior an rank which has enhanced speed or resistance.

3.Different races on each map.

4.Faster Bolter fire rate but weaker dmg.

5.Dreadnaught plus HIve tyrant.

6.Better Crosshair for Tyranids ranged units.

HOPE YOU GET THESE STUFF.  ;D People really liked your mod.



Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on January 31, 2010, 03:00:25 PM
GOING BACK TO TYRANID WARRIOR

I see now the warrior isn't really underpowered, its just its less user friendly then the gun toting tactical Marine.  I don't have any clue how to fix such a thing, it just goes to say that even an inexperienced Marine can hit a Warrior considering the Warrior is at point blank range trying to get as close as possible to stab the Marine, but I am getting off topic a tad.  The Warrior is definitely more fun to play than a Marine, but is also harder to play with.


Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on January 31, 2010, 05:59:03 PM
The veteran is near useless it seems, the chainsword doesn't help and you are better off with the specialist, who's melta gun also seems a tad underpowered.  I have rarely seen anyone use the Vet because of the fact his melee doesn't work well and you can take the specialist in place of the Vet's melta pistol.


Title: Re: Suggestions and Requests
Post by: Battle Brother Arius on January 31, 2010, 06:37:29 PM
A war cry for the Space Marines when they sprint.  Something like 'Courage and Honour!'. 


Title: Re: Suggestions and Requests
Post by: Templar on January 31, 2010, 08:01:43 PM
Yeah some audio cues for the Smurfs would be nice. Kind of unnerving having six marines being torn apart with no acknowledgement of the threat. Just a simple "Zoanthrope spotted" or "Xenos spotted" would make our game-lives a whole lot easier for the non-mic crowd.


Title: Re: Suggestions and Requests
Post by: sarabi on February 01, 2010, 02:47:48 PM
Suggestion: Set up/Tear down times for the heavy bolter - Whiles the current system isn't bad per-say, it's simply not that satisfying to trudge around with no change of pace.

I propose A system wherby the base speed of a heavy weapons marine is the same as a normal marine, but can 'deploy' becoming immobile on the spot.
Whiles undeployed, recoil is high and bullets spread everywhere onto the point of near uselessness. However after a second or two taken to deploy, you come to the current accuracy and recoil levels.

This will build up a good tension-release rythem, where you dash from vantage point to vantage point, weak and vulnerable, but when you reach your destination and set up, you have awsome power.

This also encourages team-work as the heavy rrquires his team-mates to keep pesky 'nids off his back!


Title: Re: Suggestions and Requests
Post by: sarabi on February 01, 2010, 02:57:15 PM
Suggestion - heavier footstep sounds.
'nids are big, carnifexes are HUGE, but playing as one rarely gives you the feeling of being as such. One simple way to improve the feel of both space marines and tyranids in general, is to give them louder, clankier/bassier footsteps.


Title: Re: Suggestions and Requests
Post by: CoZmicShReddeR on February 01, 2010, 05:21:13 PM
I noticed on the server I am hosting there were times when the teams were off balance was hoping if you could with the next release leave an option for server owners to add a command to force Team Balance?

Thank You...


Title: Re: Suggestions and Requests
Post by: Sherbie on February 02, 2010, 02:28:55 AM
Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential! :D

From the 3 days I played Exterminatus, I've collected these suggestions:

  • No Fall Damage
    It's just 10 damage or something and not that noticeable, but regardless it can be a bit annoying to die of fall damage or constantly lose HP for taking shortcuts. My suggestion would to scrap it altogether (it also plays the default HL2 fall damage sound)
  • Player Clipping
    A system like in Left4Dead where you can run slightly through other players to easier get through tight places would really help.
    It's frustrating to play Tyranid and getting stuck on your own kind all the time. Maybe a soft-clip system like in Left4Dead would work, where players can run through others.
  • Crouching as Zonethrope
    As the unit is already rather slow, crouching as Zonethrope shouldn't make you any slower (he's floating), that's also because you have to do it a lot (in spaces other units can traverse without problems)!
  • Automatic Crouching
    In some parts in the mod, a Tyranid cannot progress without crouching, and you often don't know get stuck and go "Oh wait I have to crouch". I remember Left4Dead had a few spaces where they installed triggers that made the players crouch automatically. This allows for a better gameflow and less chance that players will get stuck. Maybe triggers like that in a few places would help!
  • Doors
    In some maps, doors are the scourge of the tyranids! They open really slow, have to be opened by running into them and tyranid parts are sticking through them as you do that, thus everyone has enough time to get ready to kick your ass. I would suggest more buttons for opening doors remotely, and bigger triggers that open the door before you run into them
  • Jump Height
    In digsite, I was sad to see that there was a few secret spots to reach, but I was not able to jump up far enough to reach them! A general increase in jump height, for Marines but especially for the Tyranids would make everything more interesting. Maybe the ability to do a charged high jump would be even better!
  • Health Regeneration
    For their missing ability to engage in long distance battle, some Tyranid units could use a slow health regeneration. Especially the Warriors often have a hard time fighting heavy bolters, so giving them a regen so they can execute hit & run tactics would make them more useful to the team.
  • Area of Effect Cursor
    To see where you will be hitting with the Zonethrope, a flashlight-like cursor that paints the area where their shot will hit might be useful when using them.
  • Heavy Bolter
    It's purely visual, but I'm sad I only see the heavy bolter's handle! It would be cool to see more, it'd feel much more badass.
  • Mission Markers
    I would suggest making them a bit more transparent, as they sometimes get in the way of the action!
  • Zonethrope Secondary
    Eventually, the zonetrope could have some sort of secondary attack. Either maybe a type of psi shield bubble it can use to defend friendlies, or maybe the ability to direct AI gaunts to a position  (since they are synapse creatures and all!)

(more to come, and maybe pictures)


Title: Re: Suggestions and Requests
Post by: Megaman on February 02, 2010, 11:18:23 AM
The game is perfect, my opinion is that it will improve more always thanks to the staff.

The only things that you miss in the SpaceMarines are :

Rocket launcher
Squad Terminator

For the rest good job to all.

P.S.

I will keep on making video on Youtube of the MOD to make it accessible to everybody and for advertisement, in the hope that becomes more famous thanks to my video.

Your Italian FUN, Megaman_ZX the SpaceMarine.

Emperor bless you all.


Title: Re: Suggestions and Requests
Post by: darktimes on February 02, 2010, 10:20:18 PM
Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential! :D

From the 3 days I played Exterminatus, I've collected these suggestions:

  • No Fall Damage
    It's just 10 damage or something and not that noticeable, but regardless it can be a bit annoying to die of fall damage or constantly lose HP for taking shortcuts. My suggestion would to scrap it altogether (it also plays the default HL2 fall damage sound)agree
agree

  • Player Clipping
    A system like in Left4Dead where you can run slightly through other players to easier get through tight places would really help.
    It's frustrating to play Tyranid and getting stuck on your own kind all the time. Maybe a soft-clip system like in Left4Dead would work, where players can run through others. agree
  • Crouching as Zonethrope
    As the unit is already rather slow, crouching as Zonethrope shouldn't make you any slower (he's floating), that's also because you have to do it a lot (in spaces other units can traverse without problems)! agree, but making him less tall would help too.
  • Automatic Crouching
    In some parts in the mod, a Tyranid cannot progress without crouching, and you often don't know get stuck and go "Oh wait I have to crouch". I remember Left4Dead had a few spaces where they installed triggers that made the players crouch automatically. This allows for a better gameflow and less chance that players will get stuck. Maybe triggers like that in a few places would help! well, it can get annoying, but it is too much a hassle for the team to install triggers on maps, and it won't work, because the trigger doesn't make a difference in classes.
  • Doors
    In some maps, doors are the scourge of the tyranids! They open really slow, have to be opened by running into them and tyranid parts are sticking through them as you do that, thus everyone has enough time to get ready to kick your ass. I would suggest more buttons for opening doors remotely, and bigger triggers that open the door before you run into them agree
  • Jump Height
    In digsite, I was sad to see that there was a few secret spots to reach, but I was not able to jump up far enough to reach them! A general increase in jump height, for Marines but especially for the Tyranids would make everything more interesting. Maybe the ability to do a charged high jump would be even better! Indeed. I would like that.  
  • Health Regeneration
    For their missing ability to engage in long distance battle, some Tyranid units could use a slow health regeneration. Especially the Warriors often have a hard time fighting heavy bolters, so giving them a regen so they can execute hit & run tactics would make them more useful to the team. I have to disagree, healing in a multiplayer game is a delicate balance problem, and I prefer a speed boost for the tyranids over Regen.
  • Area of Effect Cursor
    To see where you will be hitting with the Zonethrope, a flashlight-like cursor that paints the area where their shot will hit might be useful when using them. eh, sorry, but no, where is the learning curve? where is the challenge? that makes the zone even stronger and easier to kill with.
  • Heavy Bolter
    It's purely visual, but I'm sad I only see the heavy bolter's handle! It would be cool to see more, it'd feel much more badass.
  • Mission Markers
    I would suggest making them a bit more transparent, as they sometimes get in the way of the action! I wholeheartely agree with this, there are countless instances where I couldn't shot tyranids because they stood behind the marker. I suggest Rising them into the air, where they hover over the objective, instead of being exactly on them.
  • Zonethrope Secondary
    Eventually, the zonetrope could have some sort of secondary attack. Either maybe a type of psi shield bubble it can use to defend friendlies, or maybe the ability to direct AI gaunts to a position  (since they are synapse creatures and all!) have you tried it? the Zone already has a secondary, but I have no idea what it is, it makes the view shake..

(more to come, and maybe pictures)

I added stuff.


Title: Re: Suggestions and Requests
Post by: mikey on February 03, 2010, 08:51:01 PM
Best mod i've ever played. Fact.

these are my suggestions.

I know terminators are a very high request but I was also wondering if an apothecary class has been considered? I know there's a very fine balance issue over health regen but perhaps if you got enough points to use this class then you could use limited number of medipacks on team mates?

I would like to also suggest that maybe for a future beta to introduce the Eldar or Tau race?

I dont think a dreadnought is necessary at this stage of the mod. however maybe for a future release would be cool.

also how about some orks? I think that would be alot of fun :)


Title: Re: Suggestions and Requests
Post by: TarGET on February 03, 2010, 09:22:38 PM
I don't think that Terminators or other races will be added. But for the apothecaries: not such a bad idea at all, in fact! A narthecium to heal wounds would be cool (could have an ammo system that is resupplied from the ragdolls, with gene seed and all, but that would be difficult). On the other hand, the nids are left without a healing unit. Maybe add a fast assault unit like a gargoyle to counter the apothecary? Or give the Zoanthrope a "healing aura"?


Title: Re: Suggestions and Requests
Post by: Typheron on February 04, 2010, 12:30:55 AM
Funny thing is, the clues are there if you look close enough, this webby has a gallery and in that gallery are some answers in the form of...

...well that would be telling now would it not. Far better to let you all go hunting and see what you can find.



Title: Re: Suggestions and Requests
Post by: mikey on February 04, 2010, 01:49:00 PM
hmmm I like puzzles lol but im so bad at them :'(

If its already been put forward then disregard :

I would like to strongly recommend an apothecary class for the next release, maybe equipment could be something like Primary = chainsword with bolt pistol (or melta pistol just thinking about making it different from veteran class); Secondary = (Limited use) medipacks.

I have noticed no one has mentioned the possibilities to have a Librarian class? would this be going over the top? plasma pistol + powersword, and then have a psyker attack as secondary. The same could be said for a force commander?


and my personal favourite the Chaplain!!, could be armed with a Crozius and Boltpistol and can be a strong melee class?

I understand if this is going way over the top but i feel that these units might bring more exciting gameplay to this already brilliant mod.

For the Tyranids I think perhaps a Genestealers class would be quite interesting being fairly small and fast with a vicious melee attack?

I know people have already mentioned the hive tyrant so i'll say no more.

What do the dev people think about introducing Tau or Eldar Races to later releases?

just my suggestions.. thanks :)


EDIT: I've looked at the media gallery and im very impressed I can see theres already some ideas waiting in the wings.

looking good guys!


Title: some sugs
Post by: Nic2 on February 04, 2010, 10:00:38 PM
it would be nice to have some hud item that displayed your class buying points.
and also have class prices in the class menu.

should be nice to be able to view objectives with the press of a button.

 :)


Title: Re: Suggestions and Requests
Post by: Synapse Creature Xthalis on February 06, 2010, 12:08:08 AM
I think aesthetically the Nids would look better if they were skinned more like the Behemoth Hive Fleet, their carapace's are currently a little bland.


Title: Re: Suggestions and Requests
Post by: NoX on February 06, 2010, 10:09:59 AM
Hey guys! Tried out your mod this week and it has some potential :) The models are gorgeous and the concept is awesome. I know it's a beta, but it's still pretty rough. Here are my suggestions:

- New sounds: I hope I'm not offending the sound dude, but the sounds in the game need a general overhaul. Nid sounds are mostly ok, but marine sounds(especially gunsounds) are awful. It sounds like a HL1 mod at the moment - rough, low-quality, scratchy gunshots.

- Textures: This one's mostly for the mappers. In some maps, the textures are enlarged WAY too much, so you get a kind of blurred-out effect. Not cool. In other maps, the same texture is used extensively and without breaking it up, so you get the repetitive "square-effect". You can make decorative brushwork to break up the textures(beams in the ceiling, locked doors, grates, vents, etc.).

- Maps: Layouts are *mostly* good(the city map is weird in layout, with an exposed Nid spawn and a confusing objective, at least for a newb like me and the map in the mine has ceilings that are way too low - many nids must crouch to get around at all, which is definitely not fun). However, there is often a lack of decoration and details. Many rooms are simply cubicles, with no windows, vents, grates, whatever. Try to avoid the squarish look and get something that looks "realistic".

- Animation: You know this one. There's a guy on the moddb forums, IGuy, that does animation. I don't know if he's too busy or not, but it would be worth sending him a PM IMO. We don't have any tasks for him at the moment, at least.

- Miscellaneous:
 - The standard marine weapon should fire in full auto or bursts for added epicness. It's more satisfactory for the player and IMO it suits the Warhammer mood better. It can easily be balanced by an equivalent reduction in damage and a bit of tweaking from there.
 - Nid warrior needs to be more balanced. It's a question of flanking and closing in, I know, but their ranged weapon is a bit too useless at the moment.
 - The class system is confusing and restricting. You earn the right to evolve/upgrade through kills and can only maintain it killing x number of players each life, lest you lose it? That severely reduces the use of the specalized classes all around, which I personally think is a shame. If players get to keep their "rank", you'd see a more diverse and difficult battlefield as the battle progresses.
 - Ammo resupply is a must. As it is, it seems it's pointless to fight well because you're going to run out of ammo anyway, at which point you just need to die.
 - Ragdolls need to rest as soon as they've fallen to the ground. That twitching thing doesn't work :)

This huge wall of text was brought to you by:
NoX from Eternal Silence.


Title: Re: Suggestions and Requests
Post by: darktimes on February 07, 2010, 01:37:23 PM
actually, I think the lictor twitching is rather immersive.. like a chicken who runs around for a few second without a head, or an insect which is mortally wounded and unable to live, without knowing.

the sounds.. I like the rough hard bolter sound, however, It gets so repetitive and same sounding, especially when there is a battle going on. BAM BAM BAM BAM BAM BAM BAM BAM BAM. nonstop. grr..

hemorrhoid marine walking animations.. grr. also, i noticed that many tyranids have too many footstep sounds for the distance passed. maybe you use the same code as for the marines, who are shorter and smaller...

Miscellaneous:
before someone else comes barging in and says, it is full automatic. just low rate of fire. I actually sort of like the idea, but then the sounds need to be changed to fit again.
- warrior got a patch.
- there are two class systems in games: first, every class is equal and specialized. ergo free. the other, its sorta a level up system, where every class is 'better' than the other.
what do you want to make free? 10 fexes on round begin? or a swarm of zhones? a horde of invisible Victors (hope you get the pun)? when/if the lower, less powerful classes are introduced, like the genestealer and co, than they could make them free. but not now. also, its not confusing,  earn points, get class. its simple really.

one thing I agree with you, is that we need kills to maintain the classes. that is another restriction that we don't spawn nonstop as fex, and it works, but how about a Point Cap, so.. you earn 40 points, and there is a checkpoint, so that you spawn everytime with 40 points. 40 would be the max of fixed points. still gotta do the killing.

I agree on ammo supply. its desperately needed, especially for the specialists.


Title: Re: Suggestions and Requests
Post by: Mingus on February 12, 2010, 06:44:04 PM
The zoanthrope is unimpressive when compared to the heavy even if the heavy got a 50% damage reduction. Low health with slow reload and limited range as well as constantly crouching about makes the zoanthrope unable to fend for itself in most situations.

I'm not quite sure what the right click does on the zoanthrope as its apparently not a ranged weapon but if it is some kind of close ranged weapon, I'd have to say that it's not too useful as the zoan's health is so low that a few bolter shots could kill it.

So I was thinking, what if the rightclick was changed into a "Warp Field shield thingy" that grants a temporary invulnerability of some kind.
While on, it will drain the "ammo" pool steadily granting like a 5 second or so time of invincible-ness.
The catch is that the main warp blast-like weapon will also drain from that same pool such that the pool can only store enough "ammo" for 1.25 blasts or something so once you use up more than 0.25 shots equivalent due to shielding, you can't shoot. Simultaneously if you turn the shield on and fire, you'll only have 1-2 seconds worth of shielding.


Now, as a disclaimer, I have no idea how the source engine coding works so I don't know if this is even possible or not.


Title: Re: Suggestions and Requests
Post by: NoX on February 13, 2010, 07:41:47 PM
Yea, I agree with you there. I've played it some more in the free time I have, and it became rather obvious to me that you can't have a whole team spawning as fex every single time. At the same time, it feels incredibly frustrating to earn a lot of points in 1 good round, only to have them all thrown away in 1 life because you got spawn camped or because the next capture point was imbalanced to your species(like if you have to run over large open areas as a 'nid).
However, as you state, you could have a "check-point", that would allow you a choice between 2 classes per default. It makes it seem less off a loss when you die as a fex or something.

Also, tooltips for the special attacks. Much needed :) You can use the existing HL2 GUI set-up and change parameters to make tooltips pop-up depending on the class you've spawned as.


Title: Re: Suggestions and Requests
Post by: Zaro27 on February 19, 2010, 06:58:58 AM
Maybe there should be a wargear system in addition to the current points mechanic.

With the wargear, you could change each class individually.

Examples: Plasma Rifle for Tac, Rocket Launcher for Devastator, Stormbolter for Vet, Flamer for Specialist.

You could purchase a different weapon for each class using points. From there on out, each time you spawn as that class your primary weapon would be different.

I'm pretty sure that there's a wargear equivalent for 'Nids, too.


Title: Re: Suggestions and Requests
Post by: Battle Brother Arius on February 20, 2010, 03:19:54 PM
If you're going down that road, a weapon load out screen would probably the best way to go.

After selecting your character, a load out screen appears with different weapon choices.

Of course, this would mean that more points would be needed not only to acquire new characters but also arm them with your desired weapons.

That would perhaps, however, lessen the issue of being able to continuously use a high powered character after even a single kill.  This would result in less masses of Carnifex' and Heavies.


Title: Re: Suggestions and Requests
Post by: L.o.L on February 21, 2010, 05:06:07 PM
What you guys have forgotten (or not known) How about some Tyrannic War veterans?


Title: Re: Suggestions and Requests
Post by: Recon on February 26, 2010, 07:10:27 PM
Would a teleporter pack be a better substitute for the jet pack? Since i heard that the engines limit doesnt allow jet packs, but teleporters would work.


Title: Re: Suggestions and Requests
Post by: Brother Captain Archangel on February 27, 2010, 07:28:07 PM
I would like to see two default classes, at least for the Tyranids: one is more range-based and then the warrior. Right now, Space Marine tactics are the following:

1. Pick a spot you have good sight lines and set up shop.

2. Stick with your buddies.

3. Tear you apart whenever you try to approach.

I've found Tyranid teams even working together have been foiled by this plan, usually because they camp in groups of at least three, sometimes using heavy bolters and melta guns. I've seen it happen on Digsite and Thunderhawk today.


Title: Co-op mode
Post by: gen_oneill on March 27, 2010, 08:55:46 AM
Hey, so i am new here, but i was wondering is there a thread to suggest things?

All i would like to suggest is that if/when AI is implamented (which i see you are hoping to do so from reading the FAQ) might it be possible to have a "co-op" game mode? like humen players play as space marines and have to hold out against endless swarms of "termies"?

Sorry if there is a thread for suggestions, i couldnt find one on the first page.

AWESOME MOD! keep up the amazing work!


Title: Re: Suggestions and Requests
Post by: zenarion on April 03, 2010, 05:13:16 PM
Lictor class
When is he invisible? When is he visible? I tried playing it once, and was very confused.
Would be good to have the "invisibility" effect also cover the view models, or some other kind of indicator for when he is invisible.

+++ The cloaking effect should already apply to the lictors view model.  If you're not seeing that please re-post this in the bug reports thread +++


Title: Re: Suggestions and Requests
Post by: Farseer on July 03, 2010, 09:50:36 PM
So while playing today in an INSANE 8 vs 8 match... on HIVE, (oh it was a **** fest) my mind wondered the depths of imagination land, and brought back this idea... of.... WEAPON CUSTOMIZATION!

Now, if you think about it, to actually make a weapon customization system, it would take a long time to do so.... however, i think i found a way to have a simple and easy to make W.C.S (read above).

So, have you ever played need for speed? specifically carbon or the later ones, well, if you have, you have undoubtedly used the performance customization system for various parts like the engine.

To give you an example, when you'd get nitrous in the game, you could customize it to be used for Longer period of time but with less power, or a very strong boost, but for a small amount of time. So you had this thing where you wouldnt lose anything, but could customize how your ride worked.

So, during the game i thought of this, and i thought again... and it could fit to EX! for example, we could have the same nitrous example apply to the melta gun, where you could fire it for shorter periods of time, but its stronger or for longer periods of time but its weaker. And there are many other examples that can be thought of, like the warrior ranged attack could be made stronger but regenerate slower... or weaker, but have like 5 shots or something.

Now you might think, "This ruins the Game!" or something along the lines, But i dont think so. Think of it not as making a weapon stronger of faster, think of it as you would think of mouse sensitivity, something that needs to be centered based on how you want/need it.


Title: health bars or damage tracking?
Post by: sgt.booraem on July 05, 2010, 06:00:54 PM
I play CounterStrike: Source a lot, and one of the major pluses of that game is when you get killed by the enemy, you can bring up your console, and you get a list of all the other players you damaged, how much you did to each of them, and how much each enemy player damaged you.

I just got done playing some Exterminatus, and as a vet, I shot the tar out of a fex with my plasma pistol, and still got slaughtered (by its scream effect, which is pretty cool).  But I had no way of knowing whether I had done any damage to it, or how much.  It's not a huge, high priority thing, but it's something that would really give me a warm fuzzy, knowing that I did, oh, 200% damage to the fex before it killed me.

If you were to implement a health bar, I know that would possibly cause some issues with the Lictor and the Thrope, since they can invis, but could the health bar be invis, when they're invis?  That would be fine, since if it killed you while invis, you'd know you hadn't done any damage to it anyway!

Thanks for taking the time to listen.  I enjoy the game and appreciate all your work!


Title: Re: Suggestions and Requests
Post by: ChromeAngel on July 07, 2010, 10:26:12 PM
Request from Joven for a Spectator team.

I happen to think that if you're taking up a slot on the server you should be playing.


Title: Re: Suggestions and Requests
Post by: beanjavert on July 08, 2010, 04:45:05 AM
Well, I've been playin this mod for a while now, and just thought I'd post some of the ideas we talk over during, say, long camps on space hulk or guard duty on digsite.

  • Class Limits Via Loadout - To limit the amount of heavy bolters or carnifexes in a game (which both sides desperately need), I think a "squad loadout" screen should be implemented.  You'd equip your guy with weapons and armor that you could "buy" the ability to use with points.  How many of each "tier" weapon your team could have would depend on how many people were playing that game, but no more than 1/4 the team seems reasonable.  So you could still have Heavy Weapons Marines, but first you'd have to get enough points to buy the ability.  And then you'd have to have less than the limit to do it.  
  • Make Spacehulk be Terminator/ Genestealer only - give Genestealers a huge speed boost, at the cost of no ranged attack and weaker claws (not instakill like the others); give Terminators enough health to stand up to nids in close combat and a melee weapon that's worth using (power fist?)
  • Faster respawn time for Tyranids - Let's face it, a 20 second respawn is slooooow.  And for 'nids, who are supposed to work as a swarm, it's downright absurd.
  • Dreadnaughts/Hive Tyrant classes - This class would have to be restricted to larger matches on larger maps, obviously, but I think it would be a nice addition to the mod, and break up the boring models (all the space marine classes look the same, all the nids are monochrome red)
  • A larger, open map - This is the only map that should have npc imperial guard / gaunts.  It'd also be a good map for the dreadnaught or hive tyrant
  • Fix Scything / Monstrous Talons - Make the hitbox smaller (just what the model animation could hit) but make it an insta-kill.  Nothing is more frustrating than clawing someone, but they survive with one life and their teammates kill you; except, that is, for getting clawed from ten feet away.
  • Health recovery - I think it'd be nice if the nids could regain health by "eating" ragdolls (either nid or marine), but I don't think marines should have to have an apothecary.  I mean, who wants to get stuck playing as him? Instead, maybe make their health regenerate very slowly while they're out of combat (i.e. if they get use one of their weapons).
  • Ammo dumps - This doesn't need to be super drastic, but it'd be nice if there would be some ammo sources other than fallen teammates.  In fact, just have some by the first objective in each map (i.e. the sandbag room in space hulk, the pipe in hive, the outpost in digsite) to make holding out an option.
  • Make dropped weapons stick around as long as ragdolls do

Maybe I didn't clarify the first one enough.  I'm picturing it as working like so:
  • You're not switching character classes, just weapon / armor loadout.
  • You use points to buy the ability to use certain weapons or armors, but once you've unlocked the ability, it's always allowed (until the next game)
  • How many of each weapon / armor you can have (as in a concrete number) is calculated automatically by the game.
  • How many weapons are available to your squad functions as a limit on how many of each "tier" weapon you can have. (preferably 1/4 of the team / weapon)


Title: Re: Suggestions and Requests
Post by: Joven on July 11, 2010, 12:01:17 PM
ASSAULT MARINES
I finally managed to write a short novel about my Assault marine conception. You may read it here, (http://www.40ksource.com/common/smf/index.php?topic=1357.0)
or look in >User Discussions>Suggestion & User Discussion: Assault marines.


Title: Re: Suggestions and Requests
Post by: migb on August 13, 2010, 03:04:58 PM
Capture points:
Nid and Marine control points are very clear, maybe even too clear, consider blurring them just a bit so people get that they are map-markers and not something else.
On the other hand, the "neutral" markers are hard to spot, I gave up trying to find an uncaptured point, playing solo on digsite.

And now the big one: When I was playing Lycantium (as tyranid) for the first time, it was very confusing, because I could clearly see 3 imperial points, but which one of them I was supposed to capture was unclear.
Making to different icons for "capture now" and "capture later" would help a lot.


Title: Re: Suggestions and Requests
Post by: FusionZ on August 18, 2010, 07:34:03 PM
3 things, despite the mod is still great.
1- the land raider needs at the most 40-50% size increase, it's far way too small.
2- Chain sword needs at the most 15% length increase and 5-10% width increase because it looks like a imperial guardsman chain sword.
3-Chain sword attack range should be as far as the length of the chain sword's increase in size so it'll make the Veteran more useful


Title: Re: Suggestions and Requests
Post by: silveralen on January 02, 2011, 01:20:07 AM
This is a big one, but it occurs to me that tyranids are probably the most difficult race to balance for an fps, being that they are so different from marines. Even now, as far on as your work is, if you choose to simply change to chaos marines or orks, you could simply use reskinned space marines for the most part, with some minor variations.

The problem is especially bad in certain maps, where tyrandis have a lot of trouble moving around the map, either due to smaller passageways or very open areas where marines can pick off the larger tyranids. In fiction we often see tyrandis shattering walls, meaning that buildings are no obstacle to them. This is not feasible in game, and restricts many of the larger organisms, such as the carnifex. It is supremely annoying to save up points for a large powerhouse class, then simply see marines hide in an area where they are almost completely safe, and often can still guard an objective.

I know you will likely ignore this suggestion, but its worth considering that NS1 never included tyranids, at least that I know of, perhaps because of these difficulties.


Title: Re: Suggestions and Requests
Post by: kingofnee on January 18, 2011, 09:53:53 PM
The main problem with the sword is it's reach. The nid has longer range to it's claws. The vet is not really meant to be a fighting class as much as a capping class. You will notice that they move much faster then your average marine. Don't get them unless you are going to cap. Even then you will have to take a tac or weapons marine with you to cap a nid point. Thus the vet really is for players who know what they are doing. However, I do think that the sword could use a bit more length and range.


Title: Re: Suggestions and Requests
Post by: Valvatorez Jr.Commissar on January 23, 2011, 12:59:49 AM
A feature that punishes teams for stacking should be implemented, as only one server is installed with Source mod to prevent it.I don't bother joining a team until they can be spread out evenly,  and sometimes this means waiting for minutes on end.

 I suggest that teams should be forced spawned as useless class such as being only a armed with las rifles guns for the Imperium and Gaunts for the Tyranids, then allow players to choose their classes once teams are even again.



Title: Re: Suggestions and Requests
Post by: inespie on January 23, 2011, 03:54:04 PM
chain sword can be usefull only to back stab fex or zoa, for now, face fight  is just useless with the range of the nyd claws, and the plasma pistol is useless too.

the plasma gun, and the first plasma bolt like of the zoa are nearly useless, need little upgrade.

i See  in every match too more marine, and less nyd. not very fair... need a autoteam balance to the server..

Sometime the nyd stay croush in tunnel where they can run, like  the gaz station in thunder map. happen more to zoa and fex.

i think the health regen, for every side, is a good idea. a fex  nearly dead is just useless to the team, when out of combat, a little hots instead of a suicide charge for respawn can be better.
Same for ammo. the weapon specialist is very short on them. make  some ammo box, on the marine begining, and room impossible to defend (  no covert land , room with  many door )


if nyd cant have npc hormagaunt, can make them usable by player ? a weaker but smaller ( hard to hit ) and faster unit, usable with no resource ( choose warrior of gaunt ) who can serve as a weaker  lictor...

the base warrior and lictor  has trouble to move in many map. for fex it's ok, but basic alien has to be agile.  And maybe, a little up to the prone move to nyd. not enought for use it every time, but  just for stop the genocide on  blast doors...

+1 to the capture point marker, sometime they hide unit


Title: Re: Suggestions and Requests
Post by: silveralen on January 23, 2011, 07:20:57 PM
Possibly make the Tyranid Warriors ranged attack a bit more obvious. The DeathSpitter? has a rather odd flight pattern, so being able to more easily see where it landed would make it easier to aim


Title: Re: Suggestions and Requests
Post by: inespie on January 23, 2011, 09:08:10 PM
the main problem on the game is all want to play marines...  more fun, more cool to play...

in the chat, when you play marine, player lauch quote, speak more on the microphone...

for the death splitter, maybe upgrade the precision, make more time for regarge, or made it like  a ranged attack like the bow..

Make the nyd funnyer, dont let them block by every doors, this things...

or just make a autoteambalance. 13vs5 is not funny anymore.


Title: Re: Suggestions and Requests
Post by: Typheron on January 23, 2011, 10:03:04 PM
Just to clarify the team stacking issue, the mod does have server autobalance features, however they need to be turned on for it to work (it basically locks out a team with too many players).

Contacting the people running the servers and asking them to turn it on would be a priority if this is a major issue (which if its anything like i remember it, it will be).

We are looking into the problem areas on maps that tyranids have issues moving about in, i think ill open up a new thread about it.


Title: Re: Suggestions and Requests
Post by: inespie on January 26, 2011, 07:13:50 PM
forget why i was saying with the dead spliter.

Dont see it was a aoe.

Need make this more visual, like in Dow 2

And now, seem  the players are smart enought to play on each team.



Title: Re: Suggestions and Requests
Post by: ChromeAngel on February 05, 2011, 10:03:30 AM
New game mode idea : Virus Bomb

The imperial team has to place a HD (Homing Device) in one of two target sites so a VB (Virus Bomb) can target the area.  A game on a VB mode map would be best of n(an odd number) rounds.   The imperial team only gets one HD per round.  Tyranids have to try to stop the imperials planting the HD (by killing all the imperial players).   Rewards would be granted for kills and placing the HD, rewards would carry over between rounds.

Basically C-Strike's DE mode in EX.


Title: Ideas for weapon effects
Post by: Stahlhagel on February 05, 2011, 09:22:14 PM
Hi, i just wanted to make some suggestions for weapons:

Zoanthrope second attack: how about a nice red thunderflash effect connecting the thrope head with the explosion? Would make it feel like a true psychic power.

Bolt weapons: Ever played Left 4 Dead 2 and used the increadiary ammo ? a nice fine smoketrail behind the bolts would be really mirroring the "micro rocket" feel of the bolt rounds.

 ;)


Title: Re: Suggestions and Requests
Post by: silveralen on February 06, 2011, 07:53:25 PM
Idea, Ravener as a new tier 2 class, then buff the Carnifex to tier 3. Or toss in Hive Tyrant Guards instead of Raveners.

Reasoning- The Carnifex should be an engine of destruction and godly terrifying. It just feels better at tier 3 for me with buffs. The main reason though is that Tyranids really need a powerful tier 3 melee class, and it's hard to imagine something bigger, stronger, and tougher then a Carnifex. I haven't seen the newest codex, but they all seem ok. I pulled this off another post but here is a view of many of the models.

http://www.youtube.com/watch?v=ldW51S6K3wc


Title: Re: Suggestions and Requests
Post by: Nqss on February 15, 2011, 05:44:52 PM
Add to ex_dropzone team specifications OR/AND enable/disable input/output
NOAW
that will bring some fresh maps
like mine =)

change the wiev of ex_dropzone from just square to low poly FEX because....its freakin hard to see shit behind it

add property to ex_award to be the exact number of points for the event

change the plasma pistol shootin effect to the sprite , not model


Title: Re: Suggestions and Requests
Post by: Nekosan_Metalcat on April 13, 2011, 01:06:24 AM
I'm new on the Forum here. but I played the game a lot of times and had a lot of fun! (when there are players in the severs)

I was thinking about a shop system like counterstrike but individual for every creature or marine-class. this is the only thing that would be VERY AWESOME! and maybe Gaunts would be cool too, as first class and the marines can be scouts.

If there would be a problem to make those weapons.... I can help with the modeling :)


Title: Re: Suggestions and Requests
Post by: Nqss on April 24, 2011, 02:40:09 PM
slow health regeneration for all tyranids
improves balance

proving my words - terminators , meltas and heavy bolter = most devastating marines , i got most points with those guys

heavy can wipe out with good position
melta....damn , fried nids all over the place!
terminators....should i even say anything about them?

even poor fex cant do much againist those. In that case(health regeneration) - zaonthrope will be more useful

the vet still seems pretty useless , i hope for improving his weapon or adding some abilities to help comrades


Title: Re: Suggestions and Requests
Post by: Nqss on April 25, 2011, 02:40:41 PM
Another Suggestion
add to ex_gameplay line "gameplay type"
and add gameplay type
regular CP - well , what you got now
hulk - marines can choose only terminators (i hope someday there will be storm termies) , nids can pick every class they want , to manage hulk maps
background - none of the entities for game is working , works like regular hl2 map , to manage backgrounds


Title: My Idea for (Exterminatus)
Post by: bender072 on May 02, 2011, 09:16:59 PM
I think there should be npc drop ships for each race. Everytime the tyranids capture all the bases except for the main base a thunderhawk should come in and drop npcs to defend the base. Same for tyranids but a harpy should come in and drop in troops for tyranids if they lose all the bases. My idea is it should cost points for a thunderhawk or harpy to drop npcs but for a limited time but if they choose to drop imperial guards man for human it costs medium points if they drop space marines it costs all your points. For tyranids if they choose hormagaunts costs some points termagaunts all there points and the npcs can go from a minimum of 3 npcs to 5 your choice if you go with this idea. Basicly my idea is to make base capturing harder the npcs dont have to move they just sit their and defend the last point. But if the opossing alliance has npcs and they capture a base the npc should die or go away. this is my idea hopefully you can make it happen or choose to go with it.


Title: Re: Suggestions and Requests
Post by: inespie on June 17, 2011, 06:21:56 PM
bender072 , impossibruh ! the IA cant recon team. it is "all player ally" or " all player evil"  for him. ( or need moar devs to do this) And i thought every body had ever ask for it.

(http://picslap.com/sites/default/files/field/image/impossibru.jpg)



+1 for the marine. maybe nerf the melta. heavy is tiers 3 unit too, so seem ok to him to pwn smaller nids.

+1 for health regen for the aliens.

if dont nerf the SM, maybe just up the nids ? maybe get the fex improved armor Vs melta, cuz melta ar just unbeatable. A anti cac guys vs a cac army,  with a no-recoil  infinite ray of death (ok, reload somedays )


Title: Re: Suggestions and Requests
Post by: CodeBlack on July 13, 2011, 04:49:16 PM
at first...I really really LOVE this mod =D
...now my suggestions ^^

1.maybe (in some later releases) more races; like necrons or chaos marines or sth like that (each map other races)
2.survival gamemode...player vs huge army of bot tyranids or sth like that (i rly like coop ;) )
3.this is my personal opinion...i dont like the sound of the tyranid gun (the class you start with) it sounds like an air rifle...
and now...gotta go...gonna play your mod on a lan party ;)


Title: Re: Suggestions and Requests
Post by: ChromeAngel on January 21, 2012, 10:55:59 PM
Request from Grey Knight:

Add a hit sound or effect for the chainsword, since it's hard to tell if you're in range and hitting



Title: Healing request
Post by: sumrandumcow on March 12, 2012, 02:35:07 AM
I noticed that as of now there is no way to regen health. I would like to see a medic class in the game or med-kits or maybe once the AI is running they could heal you? This is the only thing I could think of to make this awesome mod better other than what you are already working on.


Title: Re: Suggestions and Requests
Post by: ChromeAngel on April 24, 2012, 07:03:41 PM
Add a client console variable (cl_ex_drawobjs ?)  to dictate if objectives should be drawn on the HUD


Title: Re: Suggestions and Requests
Post by: ChromeAngel on April 25, 2012, 07:02:05 PM
Use the standard console variable cl_showhelp rather than ex_hint_elite to suppress class hints.


Title: Re: Suggestions and Requests
Post by: Dark Marine on May 01, 2012, 01:36:58 PM
After playing a while I have some suggestions and reguests too.

At first a point to the Lictor. He can capture the objectives like all the other Tyranids and I think this is fine. But he shouldnt stand invisible, when he capture it. Sometimes it is very easy to get a stealth win. Make him visible if the player use the use button. So the Space Marines have a chance to respond to him.

A second thing is the balance of the classes. I love all Tyranids classes. Every class has its own mission area. But I have problems with the Carnifex at the moment. He is a realy scary monster for all tactical marines and he has no problems to kill 3 at the same time.
But against melta, heavy bolter or terminator he dies pretty fast. I would like to see him in the tier 3 class to give him the recognition which he deserve. Make him tougher against these weapons.

I read a lot of reguests for an apothecary marine. I love this idear too. Maybe some of you knows the game killing floor. The players can heal each other or themselve with a syringe. The players dont get the full healing immediately but over a time and only 20 health per injection. This is only an example but I like this way of healing.
The  apothecary marine could be a tier 1 class and is carrying a boltpistol and Chainsword combo. Not very dangerous against the Tyranids, because he is a supporter class.

I think the reason why the people would see this class ingame is that it would promote the teamplay between the space marines.  My personal opinion is that a  apothecaries marine give the space marine a better chance to charge. A lot of time, when you get a contact with a Tyranid you die or left this  “meeting“ with very less hp. And if you go to the next objective you die very quickly without to reach it. Thats very annoying if you have an expensive class.
Naturaly the Tyranids should get health regeneration too.

What is with the termagaunts. I readed that you get problems with his animations. But it works with the stealer and looks very good. Are they so different of her anatomy?
The termagaunts could be the shooting class for the Tyranids. More accurate than a warrior, but less damage and maybe no option for a compat weapon. But his health and movement speed could be the same like the stealer, except his jump attack.  Yes I know that the warrios take that part with his inaccurate but stronger weapon. Maybe push him to tier 2 and give him a little bit more health.
So all bigger Tyranids are in the higher classes and a player who see them knows that they are the stronger one. ;)

In consideration that the apothecary marine and the termagaunt get into the game I see this tier chart.

Tier1
tactical marine /  apothecary marine
stealer / termagaunt

Tier2
veteran marine / special weapon marine
Lictor / Warrior

Tier3
heavy weapon marine / terminator
Zoanthrope / Carnifex

Please excused my bad grammar or my coise of words. Its my first time since long that I wrote a huge text like this in english. I hope you understand my points.


Title: Re: Suggestions and Requests
Post by: ChromeAngel on May 06, 2012, 10:22:46 PM
Raise the point of view of the capture points, so it's not "groin cam" whenever it's being captured.


Title: Re: Suggestions and Requests
Post by: sumrandumcow on June 04, 2012, 07:12:07 AM
My few suggestions (that is not already being worked on by the brilliant devs behind this mod) that since the nids have two starting classes and the marines have only one, maybe add a scout who has very low health but a hard hitting sniper rifle. Also imrove marine jump height, at the height they currently jump they might as well not have a jump feature. Also, (I know this would be incredibly hard and this is gor when the mods is really taking off) would be a new mode, invasion in which the marines are tasked with destroying a nid hive, this mode could feature destructale environments, space marine spawning as drop pods that could smash buildings to pieces, & nid spawning which could be coming out of holes in the ground. These are really the only suggestions i have currently, keep up the good work Devs! :)


Title: Re: Suggestions and Requests
Post by: Nqss on June 09, 2012, 11:33:38 PM
From the chat , with Matt about upcoming regenerations , my thought about balance:

1:27 - Nqss: they want supports , sure , but they are not expecting the nids to have such support
let say , how about tyranid healing will be way less effective , because each nid can heal himself. While marines must have apothecary and there is no garanty that anyone would actually play one


And some thoughts on weapons

1:28 - Nqss: you may also give him powersword ....or powersword to veteran , which deals more damage in meele , compared to the chainsword

after all , the vet is suppose to be stronger in some way...


Title: Re: Suggestions and Requests
Post by: Nqss on August 21, 2012, 11:20:20 PM
my sugestion to the animation of the combi weapons
if we would ever find time / people for that
http://cs11071.userapi.com/u2817894/119651828/x_1dde7123.jpg



Title: Re: Suggestions and Requests
Post by: Nqss on August 23, 2012, 10:11:10 AM
i have a good suggestion for the suggestion box
create Tyrant Guard for the t2 tank
and get fex into t3 , where this monster suppose to be
Tyrant Guard are 2 meters smaller then carnifexes
http://wh40k.lexicanum.com/mediawiki/images/thumb/e/e5/Tyrantguard.jpg/800px-Tyrantguard.jpg

and i suppose , has the same purpose of meele tank


Title: Re: Suggestions and Requests
Post by: ChromeAngel on October 06, 2012, 10:09:20 AM
Now we're testing a tactical marine with no BP,  maybe we could try a loadout that has akimbo BP instead of his boltgun.


Title: Re: Suggestions and Requests
Post by: Nqss on October 06, 2012, 12:45:28 PM
Now i heard that you want to nerf krak AND usual rocket in damage.
You may touch krak , but you may not touch regular one , why? im pretty sure people who know which rocket to shoot , will shoot crack , but you can never say which one they shooting , as there is not defferent fire mode , its just one launcher shooting both at the same time
+same particals for both

Difference of krak and usual now - you must be lucky to hit with krak , but then you get insta kill , you may miss with regular rocket but you'll do some damage.
Same amount of ammo as well , for both , its fed with same rockets for both types.
So yeah , you cant tell which rockets enemy shooting now and enemy got freedom to shoot any of type for any situation .


Also , i suggested to work with Vore , Vore is actually a good defence class , if you need to get behind cover and spam mines - its your best choise , but not all maps can fit the vore , i dont see it being compared with Thrope. So as i suggested , get to the vore different crosshair , faster ammo regeration , and delete collision of the sporemine's tentacles , so the sporemine itself could have collision , without tentaclies.


I also suggested this:
Apothecary
Healing aura doesn't exist by defualt
Healing aura appears only when Apothecary got 90%> of nact ammo (so it will dissapear after apothecary starts to heal everyone)
Healing aura doesnt require ammo
There is suppose to be indicator for healing aura for the Apothecary and other players
The nact ammo regain is halfed , the self heal is halfed and can be happening both at the same time
Chainsword combined with Nact , Nact heals only +50
Boltpistol with additional ammo.

What do i expect of this? That should fix the problem , when medics runs out of ammo of nact and thats it , cant regain it because o the injured marines around , cant regain it because there is enemy and they must be holding thier weapon instead of nact , they suppose to heal others and themself before they can get any ammo for nact , as apothecary runs out of ammo , he might as well kill himself as he becomes useless , hopes it fix it all.
Halfed self regeration and halfed ammo regeration not going to change it all to the bad side , but give the apothecary chance to be more usefull in one life , then couple heals and death.

Veteran , power meele weapon combined with plasma/inferno pistol , so it will become a proper t2 class.
Oh , and hget rid of the bolter and grenades for him , people are actually ignoring existing of those for veteran.

The meele for marines , there is events which can stop/cancel reloading , so to use this event to stop reloading with the meele attacks with combi weapons , to change battle into close combat immidiatly. As tyranids can do it.

Delete the blue shine point on from the grenades , when you throw them.


Title: Re: Suggestions and Requests
Post by: ChromeAngel on October 13, 2012, 11:10:17 PM
Auto-balance enhancement

Every time someone says "team", "teams?" the auto balance checks the number of players on each side and tries to balance the teams.  Since teams cna be swapped only every 20 seconds, there will also be a cooldown on this, so it can't be grief'd.

naturally this only happens when ex_autobalance is turned on.


Title: Re: Suggestions and Requests
Post by: ChromeAngel on October 13, 2012, 11:18:34 PM
Competitive flip flop
Play a round as usual, then the map resets and everyone gets switched teams.  When that round is over the next map is played.

The idea being that a pair of clans can face off and see who is better without any bias for terrain or race.

(actually much harder to do in-code than is sounds).

(Suggested by Stahlnacken)


Title: Re: Suggestions and Requests
Post by: ChromeAngel on October 13, 2012, 11:22:49 PM
Global Ranking
A persistent ranking system that records your accumulated score across all games of EX and all servers.

It would have no practical in-game used, except maybe as weighting for a better auto-balance.

Who wants to be #1?

(suggested by Ghost Team Leader)


Title: feature requests
Post by: Im a Turtle on March 06, 2013, 06:34:46 AM
Age of Chivalry weapon melee attack->tracers would be nice.


Title: feature requests
Post by: Valvatorez Jr.Commissar on March 07, 2013, 03:53:41 AM
Age of Chivalry weapon melee attack->tracers would be nice.

It would also help if third person particles for the power weapons worked properly  :P