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Exterminatus - Rival Species 2 => News => Topic started by: ChromeAngel on August 12, 2012, 12:02:01 PM



Title: Alpha 6.38 - Apothecary VS Biovore
Post by: ChromeAngel on August 12, 2012, 12:02:01 PM
[edit 16th September 2012]
In order to participate in today's alpha test you need the Source SDK 2007, Exterminatus Beta 6.25 (http://www.40ksource.com/downloads.php), the 6.25 to 6.32 patch (http://40ksource.com/files/ex_alpha_patch_6.25-6.32.zip), the  6.33 patch (http://40ksource.com/files/ex_alpha_patch_6.33.zip), the 6.34 patch (http://40ksource.com/files/ex_alpha_patch_6.34.zip), the 6.35 patch (http://40ksource.com/files/ex_alpha_patch_6.35.zip), the 6.36 patch (http://40ksource.com/files/ex_alpha_patch_6.36.zip), the 6.37 patch (http://40ksource.com/files/ex_alpha_patch_6.37.zip) and the 6.38 patch (http://40ksource.com/files/ex_alpha_patch_6.38.zip).  Please read the installation instructions bellow carefully.
[/edit]

This week's alpha patch is a round up of all the weekly alpha's since the 6.25 beta release.  This means all you need to play this latest version is Source SDK 2007, EX 6.25 beta and this patch.  I'm releasing this round up now because there have been a lot of patches since the beta and I know a lot of folks have trouble keeping up, also the 6.3x series of alphas now has a set features that are sufficiently even to be balanced.  Everything should now be working, it's just a matter of balance testing and tweaking that balance before this becomes the new Beta version.

(http://www.40ksource.com/refs/beta_install_256.png) (http://40ksource.com/files/ex_alpha_patch_6.25-6.32.zip)

Downloads (55,417 KB)
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.25-6.32.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.25-6.32.zip)

++ Please check further down the page for later alpha updates. ++

Installation
If you already have a copy of the EX alpha, delete it.  If you don't already have Beta 6.25 download and install it as normal.  Copy the sourcemods/ex folder containing beta 6.25 and rename it to sourcemods/ex_alpha (so you can still play the beta version too).  Extract the 6.32 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).  Extract the ex_tarsis_ultra.rar to your SourceMods/ex_alpha/maps/ folder.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.

If you are running your own server exact ex_alpha_patch_6.325.zip to your SourceMods/ex_alpha/bin/ folder, replacing the server.dll already there.

If you have problems installing or running this patch visit the Steam Community Game Group, chat room on Steam.  I'll be there to offer advice during testing times (please be patient, I will be in-game, participating in the test at the same time).

(http://www.40ksource.com/refs/imp_medic.png) (http://www.40ksource.com/fullview.php?image=Imperial%20Player%20Models/Medic.jpg) VS (http://www.40ksource.com/refs/nid_vore.png) (http://www.40ksource.com/fullview.php?image=Tyranid%20Player%20Models/Biovore.jpg)

Features
  • Apothecary - Marine Tier 2 Class with Narcathium, Chainsword and Boltpistol.
  • Biovore - Tyranid Tier 2 Class with Spore Mine launcher and Talons.
  • Wargear Menu - After class selection allows you to pick which wargear set to equip.
  • Missile Launcher - Alternate weapon for Heavy marines, with Frag and Krak missiles.
  • "Hero banners" - to identify EX developers and contributors playing on the marine team.
  • New version of city conflict (v3) by Dark Marine, with added vents, extend vistas and Coldhesier's 40k plasma generators.
  • New version of Lycantium with a new 5th objective.
  • Plasma bolt projectile and impact particles by The VMan.
  • Melta beam and impact particles by The VMan.
  • Deathspitter impact particles by The VMan.
  • Bolt weapons impact particles by The VMan.
  • Missile impact particles by The VMan.
  • Frag grenade explosion particles by The VMan.
  • Spore Mine explosion particles by The VMan.
  • Player blood particles by The VMan.
  • Boltgun 3rd person muzzle flash particles by The VMan.
  • Screamer Killer effects particles by The VMan.

(http://www.40ksource.com/gallery/Beta%20Testing/th/DeadGuys_Thumb.jpg) (http://www.40ksource.com/fullview.php?image=Beta Testing/DeadGuys.jpg) (http://www.40ksource.com/gallery/Beta%20Testing/th/MineSpam_Thumb.jpg) (http://www.40ksource.com/fullview.php?image=Beta Testing/MineSpam.jpg)

Tweaks
  • Extended the class selection menu to handle 6 classes per team.
  • Changed the way that frag grenades get thrown by the view model.
  • Tweaked the some tyranid player animations to try and eliminate some console warnings.

Balance
  • Slightly buffed the boltgun and boltpistol rate of fire.
  • Buffed the accuracy of the boltgun.
  • Nerfed the Fex's resistance to melta from 20% to 15%.
  • Nerfed Carnifex armour to make missiles more effective.
  • Forced de-cloaking while USEing for Lictors, to reduce "ninja caps".

Bug Fixes
  • Fixed gaps in the stealer's view model.
  • Altered the POV for the vet combo, so you wont see the sleeve tops in wide-screen mode.

Future Plans
I'll be working on bug fixes, aesthetic improvements (particle effects) and balance tweaking from now until we're ready for a new beta release.  In order to test the balance of the mod I need to at least double the number of alpha testers that have been attending in recent weeks.  I hope to see you all in-game.

[edit 19th August 2012]
Alpha 6.33 Overview
This week we've witnessed the rapid development of ex_tarsis_ultra by Nqss, polished some features and tweaked some factor to balance the recently added classes.

Downloads ( 75,841 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.33.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.33.zip)

Installation
Install the 6.32 version of the alpha as detailed above.  Extract the 6.33 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ). Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Features
  • New version of ex_tarsis_ultra by Nqss
  • New version of ex_city_conflict by Dark Marine

Bug Fixes
  • Stormbolters showing spare ammo, it cannot use.
  • Terminator lights flicking after running out of ammo.
  • Melta weapon effects stay on after the weapon is dropped by a dead player.

Tweaks
  • Changed the reactor room door in ex_orbital.
  • Revamped the forceshield in ex_spacehulk, using new pylon props.
  • Narcathium now removes acid splatter.
  • Narcathium can now be used as a melee weapon.
  • Narcathium now heals all nearby marines when idle.
  • Dead biovores now ragdoll.
  • Added VMan's muzzle flash particle effect to the Stormbolter.

Balance
  • Buffed Narcathium range to 110 from 80.
  • Buffed Narcathium primary to 50HP from 25.
  • Buffed Narcathium secondary to 75HP from 50.
  • Buffed Narcathium meds regeneration to 25 per second from 5.
  • Buffed Powerfist range to 110 from 80.
  • Buffed Sporemine maximum damage to 40 from 30.
[/edit]

[edit 26th August 2012]
Alpha 6.34 Overview
This week we have more bug fixes, polished features and balance tweaks.

Downloads ( 69,769 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.34.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.34.zip)

Installation
Install the 6.33 version of the alpha as detailed above.  Extract the 6.34 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ). Delete the file sourcemods/ex_alpha/scripts/ex_weapon_fex_combo.ctx.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Features
  • New version of ex_tarsis_ultra by Nqss.
  • Missile trail particle effects by The VMan.

Bug Fixes
  • Show 3rd person muzzle flash FX for Bolters and Stormbolters.
  • Fixed the reactor room door in ex_orbital.
  • Attempted to fix melta weapon effects staying on after the weapon is dropped by a dead player.
  • Carnifex and Biovore class selection icons are both corrupted.
  • Orient grenade effects upwards.

Tweaks
  • Added a deploy animation to the Terminator Combo view model.
  • Added a deploy animation to the Warrior Combo view model.
  • Tuned veteran combo animations.
  • Switched plasma pistol bolt effect.

Balance
  • Buffed Spore mine damage to 50HP from 40HP.
  • Buffed Powerfist range to 120 from 110.
  • Buffed Carnifex armor VS Melta.
  • Moved Carnifex to tier 3 from tier 2.
  • Nerfed warp blast speed to 1800 from 2200.
  • Moved Zoanthrope to tier 2 from tier 3.
  • Buffed Apothecary health to 200HP from 110HP.
[/edit]

[edit 27th August 2012]
Alpha 6.35 Overview
Bank holiday special!  Just bug fixes for 6.34

Downloads ( 7,224 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.35.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.35.zip)

Installation
Install the 6.34 version of the alpha as detailed above.  Extract the 6.35 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Bug Fixes
  • Plasma pistol combo is very slow to play it's "draw" animation.
  • The Narcathium idle behaviour seems to be broken.
  • The Narcathium becomes unavailable if it runs out of ammo.
  • Mines not detonating from damage.
  • Not everyone is seeing all the FX.
  • Melta beam sometimes stays on when dropped.  Only when dropped out of PVS?( test! ).
[/edit]

[edit 2nd September 2012]
Alpha 6.36 Overview
More balancing, tweaking and improving in the run up to a new Beta version.

Downloads ( 37,997 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.36.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.36.zip)

Installation
Install the 6.35 version of the alpha as detailed above.  Extract the 6.36 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Balance
  • Buff Plasma pistol damage to 45 per shot from 30.
  • Buff Sporemine damage again.
  • Nerfed the ROF of the Biovore talon attack.

Tweaks
  • New version of city conflict by Dark Marine, extending the vent system and using some new props.
  • New version of taris ultra by Nqss, with improved terrain and lighting.
  • New surgical sound for the Narcathium.
  • All new tyranid warrior animations, hitboxes and ragdoll.

Bug Fixes
  • Plasma pistol is missing it's impact effect.
  • Bolter now ejects shell casings again.
[/edit]

[edit 9th September 2012]
Alpha 6.37 Overview
Fixing up minor aesthetic bugs and more map improvements.  I've also been working on some background
preparations for the next beta release, which will be version 7.0.  We're mainly waiting for updates to the particles systems at this point.

Downloads ( 42,797 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.37.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.37zip)

Installation
Install the 6.36 version of the alpha as detailed above.  Extract the 6.37 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Delete sourcemods/ex_alpha/scripts/ex_weapon_fex_combo.ctx and ex_weapon_lictor_combo.ctx.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Bug Fixes
  • Medic chainsword not showing correct kill icon.
  • Various projectiles (warp bolt, plasma bolt) not showing correct kill icon.
  • Bolter intermittently ejecting two or more cases for per shot.

Tweaks
  • New crosshairs for the Lictor and Fex classes.
  • Used Stahlhagel's chainsword in the plasma pistol combo view model.
  • Graphical and performance improvements to ex_tarsis_ultra.
  • Added tower access and spawn point protection to ex_city_conflict_v3.
  • Updated the Manual (http://www.40ksource.com/help/) with entries for the Apothecary and Biovore .
[/edit]

[edit 16th September 2012]
Alpha 6.38 Overview
Not much activity thus week, just bug fixes and some tooling up for tweaking in future.  We're mainly waiting for The Vman to finish his work on the particles systems before preparing a new Beta.  Oh and we're playing Black Mesa ;)

Downloads ( 3,909 KB )
  • 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.38.zip)
  • chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.87.zip)

Installation
Install the 6.37 version of the alpha as detailed above.  Extract the 6.38 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.

If you have problems installing or running this patch visit the Steam Community Game Group, chat room on Steam.  I'll be there to offer advice during testing times (please be patient, I will be in-game, participating in the test at the same time).

Tweaks
  • Added console variables for  tweaking the Zoanthrope's weapons outside the code (see ex_warpbolt_* and ex_warpblast_*).
  • Tweaked the "eye position" of the objective model, this should prevent the "groin cam" view when an enemy is capping the objective you're looking out of.

Bug Fixes
  • The inferno pisotol combo weapon was showing kills with the chainsword.
  • Plasma pistol combo appearing ash an un-textured boltpistol in 1st person view.
  • Nqss was late connecting and experienced several crashed related to vphysics of player ragdolls.
  • The server crashed at one point, beacuse of a dying servo skull.
  • The melta beam staying on even after being dropped.

[/edit]


(http://www.40ksource.com/refs/BannerSmall.png)


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: ChromeAngel on August 12, 2012, 09:20:08 PM
After action report for Alpha 6.32

Bugs
  • Patients dying while being treated with the medics primary heal crashes the server.  :-[
  • Some other condition (possibly biovore related) is crashing the server.  This leaves no crash traces, so I need more clues from testers.  :-\

Balance
  • Spore mines are doing far too much damage.  I'm planning to Nerf that to about 30HP from 90.
  • Medics regenerate Meds too slowly.  I'm planning to Buff that to 5 per tick from 1.
  • Medics are completely screwed when confronted with a Fex.  Any suggestions?.
  • Bolters are too effective now. I'm planning to Nerf the accuracy back closer to the v6,25 accuracy.

Tweaks
  • Plasma bolt projectile is about 30% too big.
  • Plasma impact particle system is too big and should be shrunk to 1/3rd the size.
  • Deathspitter impact particles appear fullbright/glow in the dark (using unlit generic shader?)
  • Deathspitter impact particle system is about 30% too big.
  • Deathspitter impact particle system is Green instead of Tyranic Red.
  • Deathspitter impact particle system horizontal splatters don't fall to the floor.
  • Bolt weapons impact particles produce large smoke that visibly clips the ground, maybe use many smaller particles to disguise this?
  • Some of the large smoke particles in the Bolt weapon impact effect are fullbright.
  • Bolt weapons impact particles are too big for the boltpistol. Please can we have a variation 50% smaller for the BP.
  • Spore Mine explosion particle system is about 25% too big.
  • Spore Mine explosion particles hang around to long and fall too slowly.
  • Spore Mine explosion particles are Green instead of Tyranic Red.
  • Player blood particles are too small to spot on monstrous tyranids, please can we have a version of the marine blood particles that is 100% bigger.
  • Screamer Killer effect particle system is MASSIVE, please scale this down to 1/8th (i'm actually OK with this one being bluey green).


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Typheron on August 12, 2012, 11:32:43 PM
Personally i prefer the green to the red on the deathspitter, it gives a nice contrast to the rest of the team colour. Its not like its going to be confused with something the marines have.

It also by gaming convention marks that it is acid, since acid is green in the movies.


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Stahlhagel on August 12, 2012, 11:51:23 PM
we already had a discussion about that, chrome wants it that way no matter what , even if it doesnt make much sense considered realism or aesthetic. hes the boss, so hes got the final word.

anyway, i think bolter should be removed from the veteran, as his combo weapons the reason why you upgrade from tac to sergeant. bolter would make more sense as a starter set untill you unlock the more powerful melta / plasma pistol


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Stahlhagel on August 13, 2012, 12:03:15 AM
-buff for medic regen. good
-medics are screwed for a reason against MOST classes. they need csword/bp combo NOT single weapons. switching mid battle means certain death. also, medic shoud be able to choose to have either close combat warger (bp/csword combo ) or standard long range weapons (bolter).
-dont nerf the bolter accuracy too much. its op now but it shouldnt completely miss at point blank range like in 6.25. it should be like 6.25 accuracy with a slight buff, just slight.
-plasma pistol shouldnt have any offset, for some reason a lot of shots go into the ground, possibly an entity spawn issue. nerf the plasma pistol ROF to 1 shot per second, buff the damage for compensation, so if you dont aim carefully , youre screwed. it should be a powerful, but SKILL based weapon.


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: ChromeAngel on August 13, 2012, 08:37:13 AM
Stahl: Just a reminder, we need a physics model for the biovore, so he can ragdoll, rather than vanishing.

[edit]
I've patched my server, so it should be more stable now.  The patch has been added to the main news post for anyone hosting a server.
[/edit]


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Dark Marine on August 14, 2012, 08:53:04 PM
The rocket launcher has frag and crack rockets. But it isnt clearly what rocket is what.  Left mouse button crack and right frag rockets? The explosion between the both looks the same.
Maybe change it like the bolter. With right click you can change between them. Give the player a little message on the screen which type of rocket is current active.

Posted by Stahlhagel
Quote
anyway, i think bolter should be removed from the veteran, as his combo weapons the reason why you upgrade from tac to sergeant. bolter would make more sense as a starter set untill you unlock the more powerful melta / plasma pistol

I totaly agree with this.


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Nqss on August 14, 2012, 10:59:39 PM
bugs
-this
http://steamcommunity.com/profiles/76561197980570034/screenshot/1155424861302559570
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

suggestions
-apothecary , increase the time between injections , increase the health healed in a single injection.
so you can heal propertly , not poking your mates all the time.
PROBABLY , add health regeneration to apothecary , 2hp per 5 seconds.
PROBABLY , move fex to the higher tier , maybe to thrope
WHY? because they are breaking gameplay , NOT BECAUSE THEY OP , NO
because you can hardly WALK AROUND while there is 3 or 4 of those , they are blocking every corridor!




Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: ChromeAngel on August 14, 2012, 11:02:27 PM
After action report for Alpha 6.325

This seemed to go well.  The server crashes in the previous build were completely fixed.  I did get a couple of Client crashes, once on map load and once when I tried to record a demo.  The MDMP files point to the ragdoll creation code as being the culprit,  Might have to do some elimination testing to see which model is the culprit...

Balance
  • The Biovore nerf in this build was a bit too effective, I propose to buff the spore mine damage to 40HP from 30HP.
  • I didn't get any chance to play medic myself but the word was that it felt underpowered.  I'm resisting the calls to give him more firepower for now, I don't want him mutating into a veteran that heals.  So what remains is to buff his healing power.  Players seemed to be more concerned with the speed of healing that the amount of healing.  I propose to buff the primary "attack" to heal 50 HP per hit from 25,  the secondary "attack" to 75HP from 50 and boost the regeneration rate to 25 meds per tick from 5.  I shall also have it do damage to tyranids if you hit them (ATM it does none).

So many times I could not see where I was or what I was shooting at for all the clouds of acid, spores, explosions and plasma bursts.  This fog of war brings a rush of adrenalin, but is also very confusing :-\


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: ChromeAngel on August 14, 2012, 11:08:54 PM
bugs
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

That's not a bug, it's a feature, the Terminator is balanced by his limiting his ammo.

If you'd rather not have a flashlight, fine, i'll just animate the termy reaching for the empty clips to reload, then crushing them into twisted metal with his powerfist before breaking into tears...[/sarcasm]


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Nqss on August 14, 2012, 11:17:02 PM
bugs
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

That's not a bug, it's a feature, the Terminator is balanced by his limiting his ammo.

If you'd rather not have a flashlight, fine, i'll just animate the termy reaching for the empty clips to reload, then crushing them into twisted metal with his powerfist before breaking into tears...[/sarcasm]
Matt , flashlight fliks on itsown , im not saying that i cant reload by pressing R , flashlight turns on and off by itsown


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: ChromeAngel on August 15, 2012, 08:35:48 AM
Ah.  Sorry Nqss, i did not realise it was toggling the light on it's own.  I shall look into it.

Quote from: otakumon
As for today's game: Fun! However, Tyranids still feel OP to me. Biovore spamming Spore Mines is the worst offender. And Lictor still can cap while cloaked, which I think is unfair. And don't forget what players said in chat about the Apothecary class!

And sorry Stahl, I get so immersed in the game I couldn't help myself. (bolt pistols will work on Genestealers) There needs to be personal radar/motion tracker for Marines/Terminators (make sure it cannot detect cloaked lictors).

Can anyone else confirm this report of cloaked lictors capping?


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Nqss on August 15, 2012, 04:29:32 PM
i also agree that powerfist of terminator needs a buff


Title: Re: Alpha 6.32 - Apothecary VS Biovore
Post by: Stahlhagel on August 15, 2012, 06:45:58 PM
agree on the power fist. we should make it what its supposed to be, a slow to handle, hard hitting melee weapon, with considerable cooldown time. power fist is the only thing the termie can use once hes out of ammo  ( we dont have ammo crate mechanics yet.)  so he should be able to hit something at least. range buff is sorely needed, and maybe a damage buff with a much bigger cooldown to make it what its supposed to be.


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Nqss on August 19, 2012, 10:16:27 PM
+bugs
well , bug with melta FX is still here.

+suggestions
i think vore need increased accuracy by x2-1,5
i think you have to add health regeration to fex and put him into last tier , because it is most powerfull class of tyranids , which stands againist heavies.


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: ChromeAngel on August 19, 2012, 11:01:30 PM
After Action Report for Alpha 6.33

This one ran long and at one point I couldn't join my own server because their were so many testers.  Combined with the feisty new map from Nqss I am left with a good feeling about this build.

Bugs
  • Active melta weapons don't shutdown their effects when dropped.
  • Carnifex and Biovore class selection icons are both corrupted (fex is stealing part of the vore).
  • Delay when healing for the first time with the medic tool, may need a deploy animation.
  • Delay when firing the stormbolter for the first time, may need a deploy animation.
  • The reactor room door in ex_orbital was still tripping me up as a fex.
  • Bolt weapon muzzle flashes not being visible to other players.
  • Homing in on a client crash caused by player ragdolls....

Balance
  • Medic class feels more useful than previously, but still not worth a 2nd tier position.  He may become more useful in larger games.  I am still loathed to make him more offensive, but he need buffing.  Some kind of personal forcefield to buff his survival maybe?
  • Again biovore feels better than in previous tests, but not up to the level of his piers (closer than the medic though).  The ballistic aiming is a pain, players have been asking  me to improve his aim.  I'd like to buff the damage he does to 50HP from 40, but just for the deployed (R key ) mines.
  • Lots of talk about balancing the fex, not all one way.  The consensus seems to be he's OP.  No clear decision on if he should be Nerfed some more or buffed up to 3rd tier.  I would like to discourage the "Fex Train" effect when multiple fexes have to queue up to charge the marines.  Can anyone suggest a good mechanic to nerf fexes in this situation (or buff the marines).
  • Killed a couple of stealers with the powerfist, but got killed by a couple of times too.  The range upgrade is not significantly noticeable.  May buff the PF range a little further for the next alpha.

Tweaks
  • Make mines detonate from being shot.  maybe just the explode on impact variety?

I'm tired but happy.  I'm really interested to hear what the other testers made of it all.


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Stahlhagel on August 20, 2012, 12:15:13 AM
bugs
  • all the cswords are all held in an unnatural and weird way ( to hide the lack of the chainsword teeth i know) which is very irritating
  • plasma pistol view model is also tilted and held in an unnatural way for whatever reason, its irritating.
  • melta fx bug still not fixed.
  • still no smoketratrails on the bolt weapons (its possible, after all vman told me, even Firearms source has smoke trails and their weapons are hitscan if i remember correctly.)
  • Bolt impact FX not appearing in 3rd person
  • plasma/csword combo, apoth csword have bugged hit miss sound, the only working combo is the inferno pistol/csword combo.
  • grenade fx still not working properly, it spawns the particles relative to the GRENADE , and not always upwards like you tried to make it.
  • stealer view model has some bone/horn textures in the wrong place. ++ Reversion bug, this was fixed, known to be OK in 6.25++
  • fex talons are bugged, the hit detection doesnt work at all or rarely ( seeing the hit fx on the marine but not doing any damage while he melts you to death is frustrating
  • lictor talons hit detection not working properly in the same way, people need to know where they will hit with the talons. give them the standard nid crosshair please
  • spore mines are invincible
  • vmans plasma bolt and rocket trails arent in yet, both can be found in the rocket pcf

Balance
  • biovore needs an accuracy buff, and a damage buff to around 50
  • stealers could use a slight claw range buff , leap cooldown buff and maybe a small speed buff
  • deathspitter could use more accuracy, but slightly less damage to compensate. luck shoulnt be a factor in this game, a players skill should determine the effectiveness of a class.
  • meltas could use more ammo, 1 mag more would do i guess
  • rocket launchers need 10 more ammo, ( a good player wont waste his krak missiles ), buff frag missile damage
  • plasma pistol needs a total revamp. its still useless compared to the good old bolter ( youll ignore this one anyway, but i i thought id still write it down).
  • termie powerfist range needs to be buffed to 120 range, maybe a small damage buff for a 2 hit kill on lowtier nids


anybody got something to add ? i might have forgot something :v



Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Nqss on August 20, 2012, 12:28:15 AM

Balance

Medic class feels more useful than previously, but still not worth a 2nd tier position.  He may become more useful in larger games.  I am still loathed to make him more offensive, but he need buffing.  Some kind of personal forcefield to buff his survival maybe?
health regeration and combinationed chansword with bolt-pistol might do the job
Again biovore feels better than in previous tests, but not up to the level of his piers (closer than the medic though).  The ballistic aiming is a pain, players have been asking  me to improve his aim.  I'd like to buff the damage he does to 50HP from 40, but just for the deployed (R key ) mines.
the accuracy , as i suggested earlier
would be better , the damage increasing is possible only after making spore mines destroyable
either way , it would be a mess
Lots of talk about balancing the fex, not all one way.  The consensus seems to be he's OP.  No clear decision on if he should be Nerfed some more or buffed up to 3rd tier.  I would like to discourage the "Fex Train" effect when multiple fexes have to queue up to charge the marines.  Can anyone suggest a good mechanic to nerf fexes in this situation (or buff the marines).
fex to the 3d tier
why?
so we can see him rarely - fex train not only have the devastating effects , it is also blocking the way
quet unconfortable at some maps
buff and tier 3 , that what i think
Killed a couple of stealers with the powerfist, but got killed by a couple of times too.  The range upgrade is not significantly noticeable.  May buff the PF range a little further for the next alpha.
good
also , there is something wrong with hitboxes of tyranids VS range of marine close combat weapon , seems that chainswords and powerfist can miss some tyranids , like carnifex and warrior
Not sure , but i cant hear that im hitting them , while im pressing W and using meele
Tweaks
  • Make mines detonate from being shot.  maybe just the explode on impact variety?
if you can make it destroyable on the explotion impact , can you do the same with bullet impact?
if you can , you may increase the damage to 45

can we search for free surgine sound? or free injection sound? to put it in the healing gun of apothecary
also , he can wave with this thing like a maniac , looks wierd

and another thing , does the plasma gun avoiding armor? would be nice if so


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Stahlhagel on August 20, 2012, 02:21:26 AM
forgot some stuff... bolt explosion xf arent visible in 3rd person :C

im strongly against "fantasy " wargear for the apoth. no forcefields please, thats something reserved for captains.

unless you restrict the maximum available classes ingame, i dont see much possibilities to fix fex rushes... however, if we get new special weapons in soon that might change soon


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: ChromeAngel on August 20, 2012, 09:07:26 AM
Quote from: Nqss
health regeration and combinationed chansword with bolt-pistol might do the job
The medic tool's idle mode acts as health regeneration for the medic too.

im strongly against "fantasy " wargear for the apoth. no forcefields please, thats something reserved for captains.

unless you restrict the maximum available classes ingame, i dont see much possibilities to fix fex rushes... however, if we get new special weapons in soon that might change soon
Since I don't have an up to date SM codex I thought i'd ask, I wasn't sure if medics had access to officer gear being an HQ type unit.

How about giving Veterans a modified bolter that can fire through fexes? Penetrator rounds maybe?  IE you shoot the 1st fex and it hits him, the one behind him and the one behind that... until it hits a wall.


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Nqss on August 20, 2012, 09:47:17 AM

How about giving Veterans a modified bolter that can fire through fexes? Penetrator rounds maybe?  IE you shoot the 1st fex and it hits him, the one behind him and the one behind that... until it hits a wall.
that makes no sence
boltpistol > plasma pistol?

and about health regeration , i ment regerating health all the time , not just idle


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: ChromeAngel on August 20, 2012, 01:11:54 PM

How about giving Veterans a modified bolter that can fire through fexes? Penetrator rounds maybe?  IE you shoot the 1st fex and it hits him, the one behind him and the one behind that... until it hits a wall.
that makes no sence
boltpistol > plasma pistol?

and about health regeration , i ment regerating health all the time , not just idle

Modified (Veterans only) Boltgun, not Bolt Pistol. 

Do we have any references for other penetrating marine weapons?


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Nqss on August 20, 2012, 01:25:16 PM
to be honest , i still wish for veteran to be only with combinated weapons and some team buffing ability
you know , so he will be a real sergant

as i remember , sergants gives a bonus of iniative , which allows....to survive in CC i guess or sometging like that


Title: Re: Alpha 6.33- Apothecary VS Biovore
Post by: Stahlhagel on August 20, 2012, 03:04:51 PM
"to be honest , i still wish for veteran to be only with combinated weapons and some team buffing ability
you know , so he will be a real sergant

as i remember , sergants gives a bonus of iniative , which allows....to survive in CC i guess or sometging like that"

i feel for you man, still wish veteran to be finally the sarge he should be.

as for the kraken-penetrator bolts, those are sterngueard veteran equipment only. however, the sergeant has a wide array of combi weapons, and cc/pistol combos.

yeah, some high penetration weapons should ignore armor imho.


Title: Re: Alpha 6.34 - Apothecary VS Biovore
Post by: ChromeAngel on August 26, 2012, 10:01:29 PM
Alpha 6.34 After Action Report
That was fun  ;D  The balance felt surprisingly good considering the tier swap for the Thrope and Fex.  

Tarsis Ultra seems to favour the tyranids, winning 3 out of 3 games.  

It seems a bit extreme to have a one shot kill like the Thrope in the 2nd tier, I'm tempted to nerf the damage and increase the rate of fire of the warp blast (BAMF).  

I'm currently preferring the Thrope over the Biovore because of the additional control he gives.  Mines dying when the Vore does rather limits him from laying down a solid defence.  The mines also bounce off more often than I would like.  

Medic still feels pretty useless when he's not surrounded by patients.... not sure anyone actually cares  ::)

Bugs
  • Plasma pistol combo is very slow to play it's "draw" animation.
  • The Narcathium idle behaviour seems to be broken.
  • The Narcathium becomes unavailable if it runs out of ammo.
  • Mines still cannot be shot to detonate them.
  • Not everyone is seeing all the FX (I shall have to include all the FX in the next patch).
  • Melta beam sometimes stays on when dropped.  Only when dropped out of PVS?( test! ).


Title: Re: Alpha 6.34 - Apothecary VS Biovore
Post by: Nqss on August 26, 2012, 10:09:35 PM

Tarsis Ultra seems to favour the tyranids, winning 3 out of 3 games.   

not a bit
we have pushed you to the second spawn once and after that i had heavy , but lost it due to explaining that you can swing around the map
at that point we would win
also , final point of marines well defended , there must just someone to protect it , as i remember , most of games it was captured by lictor
rarely marines used the cliffs to be on the better position and unable to be killed in close combat
since tyranid got lictor , there must be someone to hold the point in case of ninja sneak and cap
we will wait for scouts

and there is nothing in map to be changed more for balance , i cant see anything


Title: Re: Alpha 6.34 - Apothecary VS Biovore
Post by: Nqss on August 26, 2012, 10:19:17 PM
Alpha 6.34 After Action Report

Medic still feels pretty useless when he's not surrounded by patients.... not sure anyone actually cares  ::)

combo weapons were suggested already
and also , apothecary gets 200 health
also , idle healing is not working ,or buged ,or you might be turned it off

also , i would suggest to move veteran to the first tier of marines and take away his grenades and bolter
i dont remember seeing anyone using those


Title: Re: Alpha 6.34 - Apothecary VS Biovore
Post by: ChromeAngel on August 27, 2012, 07:43:03 AM
Alpha 6.34 After Action Report
Medic still feels pretty useless when he's not surrounded by patients.... not sure anyone actually cares  ::)
combo weapons were suggested already
and also , apothecary gets 200 health
also , idle healing is not working ,or buged ,or you might be turned it off

also , i would suggest to move veteran to the first tier of marines and take away his grenades and bolter
i dont remember seeing anyone using those

Ah, I had forgotten to mention the health buff in the change log.  I wanted to test if buffing his survival and him significantly more useful before creating some kind of Rosarius effect.  IMHO, no he died just as easily.

Yes that reminds me the idle behaviour didn't seem to be working all the time.


Title: Re: Alpha 6.35 - Apothecary VS Biovore
Post by: ChromeAngel on August 27, 2012, 09:29:34 PM
Alpha 6.35 After Action Report
Thank you to everyone that turned out.  Not much gaming happened, but all the bug fixes got tested (and passed) and I received some more balance suggestions.

Tweaks
  • Buff Plasma pistol damage to 45 per shot from 30.
  • Buff Sporemine damage again.
  • Reduce the ROF of the Biovore talon attack.

Bugs
  • Plasma pistol is missing it's impact effect.


Title: Re: Alpha 6.35 - Apothecary VS Biovore
Post by: Nqss on August 28, 2012, 08:20:18 AM
Alpha 6.35 After Action Report
Thank you to everyone that turned out.  Not much gaming happened, but all the bug fixes got tested (and passed) and I received some more balance suggestions.

Tweaks
  • Buff Plasma pistol damage to 45 per shot from 30.
  • Buff Sporemine damage again.
  • Reduce the ROF of the Biovore talon attack.

Bugs
  • Plasma pistol is missing it's impact effect.
here is the sound for nact
i hope it fits
https://dl.dropbox.com/u/23824139/surg.wav
from free source sounds





Title: Re: Alpha 6.36 - Apothecary VS Biovore
Post by: ChromeAngel on September 02, 2012, 07:48:23 PM
After Action Report Alpha 6.36
The balance in this build felt good, nothing I would want to change there.  A few aesthetic glitches, but nothing that will take a week to fix.

Bugs
  • Medic chainsword not showing correct kill icon.
  • Veteran chainsword not showing correct kill icon.
  • Thrope warp bolt not showing correct kill icon.
  • Check plasma bolt not showing correct kill icon.
  • Impacts effects on players appear at center of mass not where hit.
  • Had a client crash changing from tarsis to city.  And another when joining the marine team immediately after a map change.  No MDMPs.

Minor niggle with the bolter intermittently firing two cases for one shot...

Gunguy asked for cross-hairs specifically for the Lictor.  I'd like to do one for the Fex too, but that would just take up most of the screen...


Title: Re: Alpha 6.37 - Apothecary VS Biovore
Post by: ChromeAngel on September 09, 2012, 08:08:38 PM
After Action Report Alpha 6.37
Balance still feels good.  3v3 balance testing on city_conflict felt like a "proper game". Thrope is maybe a little bit OP for 2nd tier (add some console variables, so that can be tweaked during beta).

Bugs
  • One of the marine combo weapons (inferno?) was showing kills with the chainsword (this may be a problem since they are both technically the same weapon as far as the game code is concerned).
  • I could not see the inferno pistol beam from the 3rd person POV
  • On one occasion the plasma pistol combo appeared with an un-textured boltpistol in 1st person view.
  • Nqss was late connecting and experienced several crashed related to vphysics of player ragdolls.
  • The server crashed at one point, beacuse of a dying servo skull.
  • The melta beam staying on even after being dropped is back (maybe it was never fixed?).


Title: Re: Alpha 6.38 - Apothecary VS Biovore
Post by: ChromeAngel on September 16, 2012, 09:13:56 PM
After Action Report Alpha 6.38
Balance still feels OK.  Dark Marine was doing very well as a Thrope, I hope he can tell me what needs nerfing to make him suitable for tier 2.  We shot a load of servo skulls and the server stayed up, so the Emperor only knows what caused last weeks crash.  The plasma pistol combo seems fine.  The "groin cam" bug is still there,  i'm not too bothered it's low priority right now.

Bugs
  • New bug, ragdolls spawning at the origin.  I believe this my be a side effect of trying to fix Nqss ragdooll crashes from last week( which he still appears to be getting).  I am  thinking he as a bad model file somewhere.
  • Melta beams still aren't turning off for other players when dropped.   I may have to go back to the old beam effect (we can keep the impact).
  • The kill icon for the inferno pistol seemed clipped (check the bounds), but did appear separate from the chainsword kill type.

[edit]
Please vote in this poll ( http://www.40ksource.com/common/smf/index.php?topic=2811.0 ) to help me decide what to do about this melta beam bug.
[/edit]


Title: Re: Alpha 6.38 - Apothecary VS Biovore
Post by: Dark Marine on September 17, 2012, 08:05:21 PM
Quote
Dark Marine was doing very well as a Thrope, I hope he can tell me what needs nerfing to make him suitable for tier 2.

Its not easy for me to tell you what could be nerf on him. I think he is a more difficult class to play because he dies very quickly. To get the most kills yesterday I just calculated the movement direction of the enemy players to hit them. It needs a little bit skill to hit somebody with his normal shots, but with two hits the enemy is mostly down and I think thats ok. Terminators or heavy marines are killing him very easy.

I never found him OP. Maybe at first we should let him like he is and watching how the other players can handle him. Just my opinion.