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Exterminatus - Rival Species 2 / Player Discussion / Re: Vote for the next new Exterminatus feature
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on: March 03, 2010, 12:54:20 AM
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As much as I'd like ammo dumps for Space Marines, it has the unintended consequence of adding to the camping Space Marines currently can do. Imagine a heavy bolter guarding a point with no ammo limit.
Currently (and this may be as much the players as the actual game), SMs can camp and reduce the game to trench warfare. There's the tyranid "trench" and the SM "trench" with about 30-50 feet of no-man's-land. Going in there is usually death for either team. I think the genestealer would be a great trenchbuster if it's fast enough to dodge fire. However, the termi would then be important to be a melee/ close combat counter. I'd like to see the assault terminator with a thunder hammer instead if we go for the terminator option.
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Exterminatus - Rival Species 2 / Player Discussion / A point of clarification
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on: March 02, 2010, 05:01:11 AM
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My name is Brother Captain Archangel. I am not ChromeAngel. Everyone keeps confusing me with him in game. I am not a developer of this mod. You'd think the "Brother Captain" part would do that. This may completely be spam and should be deleted, but I've been asked at least four times or so in-game.
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Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests
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on: February 27, 2010, 07:28:07 PM
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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.
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Exterminatus - Rival Species 2 / Open Testing / Re: Veteran Class
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on: February 26, 2010, 02:09:59 PM
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Sorry for posting suggestions in here. I'll post in the right place next time.
I would like to suggest if we are going to keep the same weapons, make the chainsword a weapon that can be held down and fired, like the chainsaw in Doom. Chainswords are meant to be used that way as well.
I would say this about the parry move. A parry doesn't always have to be Tyranid strength vs Marine strength. In fact, I doubt a space marine would block it like that. More likely he'd use the Tyranid's momentum to block and then strike back.
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Exterminatus - Rival Species 2 / Open Testing / Veteran Class
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on: February 25, 2010, 07:13:45 PM
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I've played the mod a bit and I really like it! That said, I have some issues with the veteran class with a few suggestions:
1. The scheme of inferno pistol primary and chainsword secondary needs switched. When I'm playing, I go "chainsword in left hand, left button." In close combat against a tyranid, this mistake (which happens a lot) is instant death.
2. Is the veteran supposed to be the Marine's close combat unit? If so, he really can't stand up to a Tyranid. You'd hope he'd be able to take some more hits 1v1.
3. Melee feels like it needs another dimension. I would recommend looking at how Dystopia treats melee (they have a katana that can block another katana, and if you successfully parry they can't melee attack for a few seconds). If a system like that was added, the inferno pistol/ chainsword would be even more useful. Melee is huge in 40k, and it'd be really cool if we could have a mix of battles like that going on.
4. Should the veteran maybe be an assault marine? This is a comment in general, but it'd be great if there were two class options to start. It would be less confusing, then, when you enter the game first and go "how do I change my class?" like I did.
5. Is there a way to see your current objectives/ where to go? On some maps, I'm very confused about where to go and what to do.
Those are my short suggestions. Thanks for making a great mod!
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