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)
++ 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
(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
Balance
Bug Fixes
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 )
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
Bug Fixes
Tweaks
Balance
[edit 26th August 2012] Alpha 6.34 Overview This week we have more bug fixes, polished features and balance tweaks. Downloads ( 69,769 KB )
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
Bug Fixes
Tweaks
Balance
[edit 27th August 2012] Alpha 6.35 Overview Bank holiday special! Just bug fixes for 6.34 Downloads ( 7,224 KB )
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
[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 )
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
Tweaks
Bug Fixes
[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 )
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
Tweaks
[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 )
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
Bug Fixes
[/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
Balance
Tweaks
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
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] 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
Balance
Tweaks
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
Balance
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? 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 earlierwould 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. goodalso , 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 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. 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.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 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. 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. 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
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. 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 combo weapons were suggested alreadyMedic still feels pretty useless when he's not surrounded by patients.... not sure anyone actually cares ::) 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 combo weapons were suggested alreadyMedic still feels pretty useless when he's not surrounded by patients.... not sure anyone actually cares ::) 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
Bugs
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 here is the sound for nactThank 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
Bugs
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
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
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
[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. |