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1  Exterminatus - Rival Species 2 / Open Testing / Re: Feedback - Group Test on: January 25, 2011, 06:40:05 AM
Thank you both very much for reading through all the suggestions. I'll not try to debate you on any of them as I'm sure it's all been hashed over in other threads (that I'll read through eventually I swear).

Chrome, I get the impression from your responses that you are trying very hard to make the mod as true to the 40k universe as possible.  I commend you and your brothers in your efforts, but I would remind you that a truly good game must sometimes sacrifice the good intentions of the designers for the sake of the enjoyment of the player.  If it's not fun, it's not a game worth playing.  All that said, this *is* a TC mod for a niche audience, and so sticking closer to the source material is probably a good thing.

I will also confess that my personal experience in the 40k universe is limited to the Dawn of War RTS games, so I have a superficial understanding of the material.

Once again, I applaud all of your work and I look forward to seeing more progress!
2  Exterminatus - Rival Species 2 / Open Testing / Feedback - Group Test on: January 22, 2011, 12:24:29 PM
Hi!
I have blatently not read any of the existing feedback, I hope not all of this has already been suggested elsewhere.  I downloaded this mod and installed in my LAN center in Phoenix AZ for my customers.  I had about 6 of us playing on an online server this evening, and we really enjoyed the mod a lot. We would love to see it become even better and wanted to leave some feedback from a first-impression standpoint.  I've written out their suggestions and feedback below, please give it a read.  Once again, great mod!  All of the 40k fans wet themselves when I told them it was installed, and we all had a great time yelling Space Marine quotes at each other.

- In the smaller levels (space hulk) it's very difficult to move around as a Tyranid, especially with team collision is on. 

- Marine rifles should be able to scope/zoom (at least a little) with right click.

- Player movement overall seems very sluggish and slow, possibly due to the size of the environment. 

- Licters are easy to see on some levels, and very difficult to see on other levels.  A distance-based distortion effect that is easier to see the closer you are would be great, and the addition of a proximity sound to let you know one is nearby.

- Jump packs would be very useful. Regardless, the jump height on both teams is next to useless.

- Ammo runs out fairly quickly in a busy game. There needs to be either a way to pick up ammo from fallen brothers or spawned ammo powerups.

- Health powerups of some kind are desperately needed, or a slow health regen when you haven't been hit for X seconds.  Or add a healing class (apothecary).  Nids would then need a class as well.

- The objectives on maps are somewhat unclear to a beginner. What needs to be captured in what order, how long of a wait is left until evac, etc.  More HUD feedback would be great. (also  "Brother Bob killed BLARGLGLG with Bolter" messages would be nice, so we can yell obscenities across the room to the correct person :p).

- Using points to gain access to higher classes makes sure that the entire team doesn't stack a class, but as a result we think the Carni and Heavy bolter classes are a bit overpowered.  It would be more interesting to allow access to all classes and balance accordingly, such as in TF2.

Thanks for reading!
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