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1  Exterminatus - Rival Species 2 / Open Testing / Re: Darktimes experiences on a 20 people server. suggestions. on: February 15, 2010, 08:18:13 PM
hmm.. I really like the leap suggestion for the warriors. but in return just take away the deathspitter, as Leap IS pretty awesome ability
2  Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests on: February 07, 2010, 01:37:23 PM
actually, I think the lictor twitching is rather immersive.. like a chicken who runs around for a few second without a head, or an insect which is mortally wounded and unable to live, without knowing.

the sounds.. I like the rough hard bolter sound, however, It gets so repetitive and same sounding, especially when there is a battle going on. BAM BAM BAM BAM BAM BAM BAM BAM BAM. nonstop. grr..

hemorrhoid marine walking animations.. grr. also, i noticed that many tyranids have too many footstep sounds for the distance passed. maybe you use the same code as for the marines, who are shorter and smaller...

Miscellaneous:
before someone else comes barging in and says, it is full automatic. just low rate of fire. I actually sort of like the idea, but then the sounds need to be changed to fit again.
- warrior got a patch.
- there are two class systems in games: first, every class is equal and specialized. ergo free. the other, its sorta a level up system, where every class is 'better' than the other.
what do you want to make free? 10 fexes on round begin? or a swarm of zhones? a horde of invisible Victors (hope you get the pun)? when/if the lower, less powerful classes are introduced, like the genestealer and co, than they could make them free. but not now. also, its not confusing,  earn points, get class. its simple really.

one thing I agree with you, is that we need kills to maintain the classes. that is another restriction that we don't spawn nonstop as fex, and it works, but how about a Point Cap, so.. you earn 40 points, and there is a checkpoint, so that you spawn everytime with 40 points. 40 would be the max of fixed points. still gotta do the killing.

I agree on ammo supply. its desperately needed, especially for the specialists.
3  Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests on: February 02, 2010, 10:20:18 PM
Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential! Cheesy

From the 3 days I played Exterminatus, I've collected these suggestions:

  • No Fall Damage
    It's just 10 damage or something and not that noticeable, but regardless it can be a bit annoying to die of fall damage or constantly lose HP for taking shortcuts. My suggestion would to scrap it altogether (it also plays the default HL2 fall damage sound)agree
agree

  • Player Clipping
    A system like in Left4Dead where you can run slightly through other players to easier get through tight places would really help.
    It's frustrating to play Tyranid and getting stuck on your own kind all the time. Maybe a soft-clip system like in Left4Dead would work, where players can run through others. agree
  • Crouching as Zonethrope
    As the unit is already rather slow, crouching as Zonethrope shouldn't make you any slower (he's floating), that's also because you have to do it a lot (in spaces other units can traverse without problems)! agree, but making him less tall would help too.
  • Automatic Crouching
    In some parts in the mod, a Tyranid cannot progress without crouching, and you often don't know get stuck and go "Oh wait I have to crouch". I remember Left4Dead had a few spaces where they installed triggers that made the players crouch automatically. This allows for a better gameflow and less chance that players will get stuck. Maybe triggers like that in a few places would help! well, it can get annoying, but it is too much a hassle for the team to install triggers on maps, and it won't work, because the trigger doesn't make a difference in classes.
  • Doors
    In some maps, doors are the scourge of the tyranids! They open really slow, have to be opened by running into them and tyranid parts are sticking through them as you do that, thus everyone has enough time to get ready to kick your ass. I would suggest more buttons for opening doors remotely, and bigger triggers that open the door before you run into them agree
  • Jump Height
    In digsite, I was sad to see that there was a few secret spots to reach, but I was not able to jump up far enough to reach them! A general increase in jump height, for Marines but especially for the Tyranids would make everything more interesting. Maybe the ability to do a charged high jump would be even better! Indeed. I would like that.
  • Health Regeneration
    For their missing ability to engage in long distance battle, some Tyranid units could use a slow health regeneration. Especially the Warriors often have a hard time fighting heavy bolters, so giving them a regen so they can execute hit & run tactics would make them more useful to the team. I have to disagree, healing in a multiplayer game is a delicate balance problem, and I prefer a speed boost for the tyranids over Regen.
  • Area of Effect Cursor
    To see where you will be hitting with the Zonethrope, a flashlight-like cursor that paints the area where their shot will hit might be useful when using them. eh, sorry, but no, where is the learning curve? where is the challenge? that makes the zone even stronger and easier to kill with.
  • Heavy Bolter
    It's purely visual, but I'm sad I only see the heavy bolter's handle! It would be cool to see more, it'd feel much more badass.
  • Mission Markers
    I would suggest making them a bit more transparent, as they sometimes get in the way of the action! I wholeheartely agree with this, there are countless instances where I couldn't shot tyranids because they stood behind the marker. I suggest Rising them into the air, where they hover over the objective, instead of being exactly on them.
  • Zonethrope Secondary
    Eventually, the zonetrope could have some sort of secondary attack. Either maybe a type of psi shield bubble it can use to defend friendlies, or maybe the ability to direct AI gaunts to a position  (since they are synapse creatures and all!) have you tried it? the Zone already has a secondary, but I have no idea what it is, it makes the view shake..

(more to come, and maybe pictures)

I added stuff.
4  Exterminatus - Rival Species 2 / Open Testing / Re: Darktimes experiences on a 20 people server. suggestions. on: February 02, 2010, 06:01:55 PM
the heavy would be perfectly balanced if he would have to deploy his weapon, or else he will shot aimlessly into the sky. deploying should be fast and easy, nothing but 2- 3 seconds, so that he's a powerhouse in defending, but vulnerable on the move.

I am grateful to see people agree with me. like I said before I never was into WH40k much, I don't even heard of Tyranids before I stumbled onto this site a year ago. so I can't really comment on additional classes or special factions, just the basics. I am a believer of simplicity, Make a handful, simple, easy, good, adaptable things, instead of hundreds of unbalanced, flawed features.
5  Exterminatus - Rival Species 2 / Open Testing / Re: Darktimes experiences on a 20 people server. suggestions. on: February 01, 2010, 11:10:05 PM
thanks for the warm reply.

I tried the veteran again, and Have to change my view on him. he's a good choice if you like the tactical marine, but not the heavies slowness or the short range of the specialist. he's fine.

Quote
Heavies are awesome aren't they   However they still have the same health and armor as the cheapest tactial marine and will die just as easily.

Jes, I love playing with them.  Grin nothing better to wait behind some boxes and shoot the poor lictor in the back as he moves past you.
hmm. they have the same health, and are slower, but still rip everything apart, with halfway accuracy and high ROF. the Marines main balancing problem is their sheer firepower when there are 4- 5 heavies on the same spot, while not hindering objective progress, as others do it.

Quote
The recommended technique with the warriors gun, the deathspitter (DS), is to sap the enemy gradually, to use the acid splash to make the enemy keep to cover while you advance to talon range.  The DS is an inherently inaccurate weapon if you need accuracy standing still and crouching will improve your aim (this is true of all range weapons in EX).   Warriors basic movement speed is faster than a tactical marine at full sprint, it might appear slow, but this is only because the warriors eye level is so far above the ground.  This speed difference gives warriors a basic advantage in capping the initial objectives.

to the warrior: the problem is that most marines just run out in the open, instead of staying in one place, and Aliens + open is a stupid idea. on a 24 man server, there are just too many marines, and too many shots in the air to use that tactic. while you're sapping someone, three friends will flank you.
I already knew of the small increased speed of the warrior, I just say that it hinders the enemy from getting away, thats good, but it isn't fast enough to retreat, or close medium distances quickly enough to get on the slashing and hacking without resembling a swiss cheese once you get to them.

Quote
The zoanthropes brain/skull/carapace extends much further above his eye level than is proportional on a human of his height, that's what is getting stuck so often.   The design of the 'thropes anatomy is something we're kind of stuck with to be true to the source material.  A high jump would introduce mapping issues, but a low gravity fall might be doable.

well, I'm not posting here without reading the other threads, so I already knew that. I wasn't referring that I dump into stuff because I thought the height is on eyelevel, I was referring to the coded fact that the hitbox is even taller then the Fex, and that's just wierd. sleeker, yes, but taller?

Warrior : 60 wide x 60 deep x 128 tall
Zoanthrope : 40 wide x 40 deep x 224 tall
Lictor : 60 wide x 60 deep X 160 tall
Carnifex : 148 wide x 148 deep X 175 tall
Marine : 32 wide x 32 deep x 72 tall

isn't 224 a bit over the top? why not settle for 200? still taller then the carnifex, but not as hindering.

but of course I'm only playing this game for 2 days, so I should Test it some more, get experienced with the warrior and other classes before I start building my theories and suggestions of my own imagination of how the game is. however, autobalance would still be nice.
6  Exterminatus - Rival Species 2 / Open Testing / Re: Post your favorite moments here! on: February 01, 2010, 08:29:32 PM



hehe! look at that, I remember that round!
7  Exterminatus - Rival Species 2 / Open Testing / Darktimes experiences on a 20 people server. suggestions. on: February 01, 2010, 08:26:11 PM
awesome. I am not a Warhammer fan, in fact I despise and look down on it because of the cheesy armor and huge guns. but this game is a beautiful masterpiece. the gameplay feels right, the controls are easy and intuitive, THERE IS NO LAG, even on a completely filled server (RESPECT), and I fell in love with both tyrans and marines.

however, while playing several larger games on every map this awesome mod can offer, I found several important, imbalanced things that could easily be tweaked, I know the game is build for a basic 4vs4, or 6vs6, and not a 10vs10, but there is the meat, if you ask me.

now, the first thing you will notice after joining such a server: marines are stacked. often there are twice more marines than aliens, AND THAT IS JUST WRONG. when i see a 8 vs 16, I could puke. and if someone is kindly enough to switch teams, you can be certain that another one of YOUR team changes to marines. why?

basically, the marines will slaughter the aliens in any way, simply because they have ranged. the basic marine gets more average kills than the best warrior on your team, simply because he works with other marines to tear trough the entire enemy team, earning them a promotion. making things even worse when there are 5 heavies supported by tactics and specialists. I am going to every class now and suggest simple number changes.

Tactical marine:
the basic Marine, armed with knife (useless), pistol, rifle and granades.
to be fair, I don't have any problems with the common marine, except one: he's well rounded, sometimes too well rounded. why does he have a pistol? for close quarters, but there he's supposed to suck, there is where the veteran should shine. there is where the Tyrans should Rip you from limb to limb, if you can't dish out enough damage with your rifle till he's up to you he deserves your kill.

Veteran:
the lost child, the never seen bundle of code and textures, his pistol is weak, his chainsword stupid. the speed increase insignificant. basically he's a tactical marine who traded his trusty, reliable rifle with an sword. while fighting tyrannids, no less. I haven't played him. I died 2 seconds in battle, by a normal warrior, great way to waste your points you could have spent on a specialist, right?
but lets be serious here, the veteran is in need of a heavy buff, something that makes him compete with the melee hordes of aliens. how about a charge, where he's in budda mode and slaying and chainsawing his way through fiends? or just make him an assault, the flight would make enough of a buff.

Specialist:
he's the guy with the flamethrower, a weapon that makes any charging aliens into ashes. well, the weapon has ridiculous levels of damage, but its over time, so I killed some of them a few times. the problem is when there are two of them cooperating. even mighty giant aliens will go down in a few seconds in the weapon fire. I don't have any idea what to suggest, the class itself is fine and balanced, but a horde of them makes the tyran warriors cry.

Heavies:
the main problem with heavies is that they put awesome damage, awesome health and relative accuracy together, with only a few, slightly, 'annoying' pay offs. once again, the heavy is fine by itself, but if you sneak up to one as victor, and then get killed by three shots, I repeat, only three shots, that is unbearable. they get hundreds of kills, meaning that even if you kill them, in 20 seconds you will see them again. that sorta takes away from the feeling you just 'won', and makes capturing points almost impossible late game. we seen it in the RTS, why not make them deploy, or else they don't hit a barn.

Warrior:
he simply lacks. it isn't much, but his problem could, if solved, solve all other problems: his melee is fine, but his basic ranged attack, alias, the only ranged attack except the MINDCRUSH of Mr. floating brain, is too weak. I don't say that because I can't hit anything, I don't say that because I didn't figure it out how to aim it, but the effect, the actual damage has the power to a wasp sting. a wasp sting to a marine wearing 2 tons of armor. i know aliens are melee, and that they already have a superior ranged, area attack, I don't say make them like a rifle shot, just buff them that 5 of the parasites can kill a marine.  another thing is the slow speed. a warrior moves as fast as a marine, and that is wrong. just because they're big doesn't mean they're slower, that probably means they are faster. also it makes life of a marine more challenging, shortens boring walking times, gives opportunity to charge or rush marines.

Victor. eh. Lictor.
a perfectly fine class, but it will become pretty hard to hide when people get experience: make the lictor smaller please, circa the size of a marine, so that he truly can flank them, using their own tunnels, accessing ways others can not. the same speed problem as the warrior is here. he's just too slow for my taste.

giant. I forgot his complicated name, so whatever.
perfectly fine. just.. Is the zoomed view desired? I look trough a fisheye, it doesn't bother me that much, just strange..

floating brain. Zoan.. right?
the only problem I have with my favority alien, the awesome pinacle of destruction and bone crushing, his only tools his magnificent mind, is that he's too tall. I have to crouch every time for no apparent reason, or because of the pipe over me. Navigating in Hive is bothersome. maybe make him a slightly bit shorter, nothing much. and how about you give him the ability to jump REALLY high, and REALLY slow, to give the idea of him floating up there. with no fall damage FFS. he's floating, he's never going to touch the floor, he's in constant state of levitation.

8  Exterminatus - Rival Species 2 / Player Discussion / Re: THE "hi i'm new" thread on: August 20, 2008, 01:30:47 PM

ok.. first.

hi i'm new.
just registered.
acctually, im not that in WH40k, to say the truth, i dont know s**t about it.
but i like the concept of the mod, and as NS player i really look forward to, how the tyrannts will play.

cant wait to crack one of those marine armors!
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