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1  Exterminatus - Rival Species 2 / News / Re: Alpha 7.91 Installer and Change Log on: March 31, 2014, 02:28:25 PM
the new storm bolter is exactly the kind of feel that weapon should give you.

not so sure about the too low damage, id need to test it more, however the kickback and accuracy could use a buff.

id rather have a slightly faster rof, very slighlty less kickback and slightly more accuracy, with again compensation for damage. since youre firing faster now you wont be paying too much attention that every shot hits, so maybe more ammo might be good.

as for termie sprinting, heck no. termies are meant to be less mobile than other classes. you could buff the standard speed for a marginal amount instead, though theres no reason for that.
2  Exterminatus - Rival Species 2 / News / Re: Alpha Version 7.55 on: November 30, 2013, 04:07:52 PM
ex_orbital

-corridor ceiling height too low, bigger classes get stuck all the time, widen the corridors also so we avoid the issues of stucking with tropes and fexes

-add more cover around the map, especially the acid room where nids barely can fight back through the grates

-fix triangles at the doubbledoors which make players get stuck
3  Exterminatus - Rival Species 2 / News / Re: Alpha Version 7.55 on: November 11, 2013, 09:48:13 PM
-implement the power fist hit fx

-fix trope bolt

-update trope warp bolt hit fx with something appropriate, i might help out on that one

-fix the hit fx from close combat attacks to appear in first person too

-add third person shell casings

sound department:

- update fc hit sound with thunder and an explosion additionally to the broken glass sound

- give vc its own firing sound

- update vore spore mine hit fx with a more splashy sound, maybe a water baloon sound might help there

- update warpbolt hit fx to a custom sound, something with electricity again would sound good

- fix the non working flamer sound, something more ferrocious than we had earlier if possible
4  Exterminatus - Rival Species 2 / News / Re: Alpha Version 7.55 on: November 11, 2013, 05:07:36 PM
-trope warpbolts still not using vmans new fx since some patches ago

-apoth gameplay is excellent now

-termie is back ingame, gj

-comsetical changes to maps, replacing the outdated old lights and lamps with the new ones, not because i made them but because they look way better

- rename grenadier to assault marine, because really, thats just a assault marine without the backpack

-put in the more detailed plasma gun i made for your mod, it looks much better than that box we currently have (pretty please).

-make more use of vmans skybox fx like skyfire, spore pods and artillery, it is a real shame you didnt put them in by now. it will really add to game quality


- might be wrong but the warrior ds speed buff is quite cool. much more fun playing them. maybe we could do a test run on the more accuracy but less damage settings on the server ?

-trope is still too powerful, by far my most favourite class. nerf it your own way somehow, or make the explosion use a slow projectile, that thing is overkill to any class

were getting to the point where nearly every class is balanced AND fun to play with. im opting for a boltpistol ammo buff, since it really wont be noticeable in balance at all.maybe its time to get more stuff in as soon as the current classes are polished, but its your call.
5  Exterminatus - Rival Species 2 / News / Re: Alpha Test 7.54 - Fire and Light on: October 29, 2013, 12:37:59 PM
the apot buff was inceribly helpful, now you can effectively heal your marine comrades, though not as effectively as the healer trope, which is still op when used with vc fex

termie needs way more buffing to accuracy

warriors feel much better and less frustrating. i suggest reducing the salvo to 2 shots before reload, but reducing the time between shots in the salvo

we need to figure out something for the flamer. its pretty on par with the other weapons now, but too effective against big creatures, which it shoulnt be at all
6  Exterminatus - Rival Species 2 / News / Re: Back for another round of Alpha tests on: September 30, 2013, 11:43:29 PM
good work bringing some much requested changes into this patch.

keep in mind we could have some problems if you overbuff flamer damage, beasts with bigger hitboxes might get killed too fast by it while the small ones get away.
7  Exterminatus - Rival Species 2 / News / Re: Beta 7.50 - Purge with Flame on: September 14, 2013, 10:09:12 PM
CHANGELIST 7.5

Bugs:

nids:
-dakka thrope projectile still uses chromes old fx instead of vmans
-need to size down the normal bolter explosion a bit
-adjust animation of stealer attack to current attack speed somehow
-tweak damage indicator so it doesnt blind the player, maybe totally delete it

balance:

MARINES

plasmagun:
-plasma gun uses old model, chrome, ive sent you my own ages ago, you should put it in already.
-maximum chargeup damage should be toned down by 30%, and chargeup time reduced therefor by 30%
-outclasses the other 2 special weapons

flamer:
-needs around 15% damage buff.
-the projectiles speed needs to be increased to go with the fx
- projectiles need to expand more to go in line with the fx
-raising the amount of projectiles fired might help with the hitting issue atm i have the feeling i never ever hit stuff with it unless its in my face
-maybe remove the burning ground for fps optimization.

rocket launcher:
-revert ML to old state. never needed the 3 rockets thing. its not meant to be a crowd control weapon, thats what the heavy bolter is for. if it really needs a buff, which it doesnt, you can still buff the ROF a bit or the damage, to kill a charging warrior. against stealers it should be near helpless unless the player is really good with it.

heavy bolter:
-reduce damage by 35%, increase accuracy by 20%. play around with it a bit because right now its unplayable beyond medium range
-increase ROF by 15%
-lets try to make this weapon a true crowd control weapon, not an everything mowing down weapon that outclasses any other weapon of its tier by far.

storm bolter:
-make it a mini version of the heavy bolter, suitable for closer ranges
-decrease accuracy by 30%
-make it not dual shot, but more like a medium machine gun for close encounters(i know you will hate this one because of the coding you did for it, but this has been requestet by many people since its introduction)
-increase rof by 15%
-increase ammo to 90
- buff power fist range again, its still not useful

NIDS

deathspitter:
-this weapon needs some adjusting to make it halfway comparable to a bolter
-increas projectile speed by 30%
-increase accuracy by a slight bit, 10%

VC:
- make it in line with the rocket launcher. make it a slow firing cannon with good damage and good splash, not an autocannon
-remove the pump mechanism its only obstructing
-reduce ROF by a huge margin. make the class a slow walking but very powerful tank

thrope:
-op for its tier
-reduce the ROF of its blast attack by 40%

-give the medithrope the much requested lance shot with short range, huge damage but pinpoint accuracy. currently its not a viable class

STEALER:
- just a thought, how about making the stealer instakill most classes, but with long reload between attacks ? just an idea.

lictor:
-the jump ability is kinda op, but not gamebreaking. we should monitor this jsut in case.

-
8  Exterminatus - Rival Species 2 / News / Re: Alpha 7.33 Roll Up Patch on: March 06, 2013, 09:48:22 PM
*facepalm* 
9  Exterminatus - Rival Species 2 / Player Discussion / Re: Loading screens on: February 05, 2013, 11:35:29 PM
dark marine id really need your mapping skills ... everyone seems to be busy atm
10  Exterminatus - Rival Species 2 / News / Re: Flu, Flamers and the Future on: February 04, 2013, 04:46:42 PM
i didnt know firebals just vanish when they touch the ground. cant you make them only disappear when the center touches the ground ? i mean the way they work now makes them actually ineffective against units in cover, which is absolute nonsense...that splitting might very much help it.
11  Exterminatus - Rival Species 2 / News / Re: Flu, Flamers and the Future on: February 03, 2013, 10:47:34 PM
when you hoover over a player or enemy or cap, you can see its name. just add that to the shrine and name it ammo replenishing point, that should be clear enough.

as for the flamer, you didnt do damage because the fireballs were ease to evade. the damage is fine, you can easily test that on a stationary player.

you need just to increase the rof by a lot, make the projectiles faster but decrease damage per ball, you will get a weapon which can change direction easily when the target tries to evade.

but you decided to ignore the flamer config i gave you just for that purpuose.
12  Exterminatus - Rival Species 2 / News / Re: Flu, Flamers and the Future on: February 03, 2013, 07:43:09 PM
i dont know how anybody can ask somethng that stupid. isnt it obvious that you can set a whole nid rush on fire ?

that you have a nice cone and can attack multiple targets with the flamer ?

shorter range ?

lol seriously.
13  Exterminatus - Rival Species 2 / News / Re: Fanning the flames of war on: January 27, 2013, 06:56:09 PM
bug list:

-3rd person flamer broken
- old sound still used instead of melta, please remove it, its seriously annoying
-updated ichar not in map rotation it seems, buggy version is in. also put in the env effects please, the skybox stuff looked great
-lamps are not in the updated ichar for some reason
-3rd person reload on plasma is buggy, it warps one of the hands
- current plasma damage is ridiculous, even for an uncharged shot. it took 3 !!!  shots to down a stealer.
- the plasma projectile mechanics are flawed, but we had that discussion. it seems the spawn point moves with the players direction, you will notice how the spawn changes slightly of the projectile depending on situation
-flamer is using old flamer fx. please remove the old fx to prevent false patching in the future
-warp bolt model not removed from zoantrope secondary attack
-plasma projectile model not removed from plasma shot
-flamer projectiles fly too slowly and the flamer hit needs a more frequent updates to allow for better sweeps
-trope projectile is still a spammy lucker weapon with nearly no influence of player skill on it.
i already opted for a slower firing, plasma projectile speed weapon with excellent accuracy. atm you can spam those relentlessly without depleting psychic powers making the dakka trope OP, and the meditrope near defenseless
- venom cannon still needs a slight slpash damage nerf, a very tiny splash nerf and slightly lower rof
- vore needs a slight rof nerf
- stealer might do with an increased claw range to help with the aiming in close combat

thats all for now. love it or hate it :v
14  Exterminatus - Rival Species 2 / Player Discussion / Re: Are Black Mesa style "gun dirt" effects possible? on: January 27, 2013, 05:08:40 PM
that would be neat, but i guess it would require some weird coding based on weapon type. i think chrome wouldnt rejoice at the aspect of more work lol.

as for the acid blood, weve got something planned for that eventually.
15  Exterminatus - Rival Species 2 / News / Re: Fanning the flames of war on: January 26, 2013, 05:06:47 PM
it was supposed to be an endtier all purpuose hard hitter kinda like a vc without the splash.

but there was a slight misunderstanding and now we have to make it work for tier 2... which is kinda hard to do considering the plasma gun is one of  the best weapons in 40k.
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