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1  Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests 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)
2  Exterminatus - Rival Species 2 / Open Testing / First Impressions of the Mod :) on: May 09, 2010, 01:53:13 AM
  So I finally got a chance to play a few rounds of this mod (thanks to Joven for setting it up!), and my first impressions are that it's really awesome.

I started off playing smurfs:
 -The Tactical Marine is really, REALLY good.  He almost seems overpowered, especially at first.  I started off using just the bolt pistol (because it had automatic), but it's such a peashooter that it's barely worth having, except for when you run out of ammo for the bolter (and at that point, you're basically gonna die soon anyways).  The knife is useless, and as far as I can tell the only effect it has is making it slower when you scroll through weapons.  Grenades are delicious, but I wish there were more of them.
-The Vet is absurdly useless.  His chainsword looks cool, but is hard to work into combat, since the 'nids have (i think?) longer reach.
-The Specialist is AMAZING.  The melta is my favourite gun (although I might be biased, I only got to specialist after id been playing long enough to survive with him), and it helps the marines hold up against fexes and zerg tyranid rushes much better than just a storm of bolter fire could.

I switched to 'nids after I heard they were easier to learn with  Wink
-The warrior is fine.  His rate-of-fire for the Deathspitter or whatever is abysmal, but it does okay damage.  I really wish he had some more health, though--when you're dying every time a marine glares at you, it makes upgrading to a more durable form tough :/  This also means that the above-mentioned zerg rush is the ONLY tactic you can use, at times--if some Marines get themselves dug in somewhere, you're hosed.
-The carnifex I can see being much more worthwhile to play as.  The biggest problem is that he's got no ranged attacks, in keeping with the fluff--but unless he absorbs bullets like a concrete wall, you're not going to last long against more than one marine.  He also has a frustrating tendency to get stuck on the scenery in places, especially in Hive.
-The lictor is friggin huge.  There's no way around this, especially since it makes his invisibility a giant heat shimmer sticking up into the sky.  This means that the second someone spots you, EVERYONE concentrates their fire on the blur--if he's got a redeeming factor, I haven't played long enough to find it.
-The Zoanthroep is AGONIZINGLY huge.  He has the same problem as the carnifex, with getting stuck on the scenery, but magnified times eleven.  The ranged attack is nice, though (because it exists!)

I don't particularly mind most of the maps, but Lycantium needs to die in a fire.  It is a huge, labyrinthine map where the objectives are so spread-out, and the routes to get between them so obtuse, that it's like cutting your wrists with polygons.  And I don't know if anyone else has this problem, but some of the textures are missing, and it resorts to the default purple-and-black checks around . . . the monument, I think?  Or the courtyard? one of those.

Overall, I love this mod.  It's entertaining, true to the fluff (sometimes to the point where it takes away from the game), and just the feel of being inside a Space Marine is incredibly fun.  I think that, if I had to make one change, though, I'd add either ammo sources besides each other, or ranged attacks for the tyranids.

Keep up the good work!
3  Exterminatus - Rival Species 2 / Player Discussion / Re: FAN/GAME GROUP, join our efforts ! on: May 08, 2010, 01:08:09 AM
I joined, since the other group seems to be D-E-A-D. 

So when're we figuring out game hours?
4  Exterminatus - Rival Species 2 / Player Discussion / Re: THE "hi i'm new" thread on: April 22, 2010, 06:25:37 AM
Hey folks!

Just found this on ModDB, and I'm kinda in love  Roll Eyes

My username on steam's the same as on here--can't wait to play with everyone!
5  Exterminatus - Rival Species 2 / Player Discussion / Re: Getting together on a day to play Exterminatus on: April 22, 2010, 06:23:49 AM
Hey guys!  I just discovered this mod, and it looks like it'll be a LOT of fun, but no-one ever seems to be on.

Is this group still "on" ?
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