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31
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Exterminatus - Rival Species 2 / News / Re: Alpha 7.0+
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on: October 26, 2012, 12:21:18 AM
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codex stuff about thrope powers warp strike
range 24 power 5 AP 3 type , assualt 1 , explosion
warp spear creats a beam of warp powers , whcih penetraites almost everything
range 18 power 10 AP 1 type , assualt 1 , heavy power
Warp shield , additional unpenetratable save throw 3+
Apothecary pretty accurate at some point. He got power of "Know no pain" which saves everyone under that rule (he is a part of command squad , so untill apothecary alive , they can do it) with special throw. If your model took damage and If throw failed , they took damage , if throw for special rule is not failed they are getting battle rage and took no damage at all
Exception , lethal strikes , close combat weapon which ignores save throws and weapon with AP1-2
about vore The rule about hiding instinct is that any creature , which doesn't have enemy in range could use attack throw as the move throw and hide in the closest cover (if there will be enough points for it) the creature in cover stays there
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32
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Exterminatus - Rival Species 2 / News / Re: Alpha 7.0+
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on: October 21, 2012, 10:44:25 PM
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+AM doesnt have visual effects of his JP +I haven't seen any effects of the melta , haven't tryed inferno
My suggestions
+additional clip for the AM boltpistol +Icon in the middle to notify the JP of AM ready +Switch the timer of the map change manually on and off , for maps like thunderhawk , which don't need those +Heavely argued feature about maps with no timers , to add win stances to the map change time as a draw / human win / tyranid win which is changed via inputs (changed during game) +Apothecary special combo weapon Nact+Csword and a pistol
Possible things +Change veteran into sergant , of t1 BP+Csword combo / grenades / speed +Add new veteran in t3 with power weapon and JP
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37
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Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests
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on: October 06, 2012, 12:45:28 PM
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Now i heard that you want to nerf krak AND usual rocket in damage. You may touch krak , but you may not touch regular one , why? im pretty sure people who know which rocket to shoot , will shoot crack , but you can never say which one they shooting , as there is not defferent fire mode , its just one launcher shooting both at the same time +same particals for both
Difference of krak and usual now - you must be lucky to hit with krak , but then you get insta kill , you may miss with regular rocket but you'll do some damage. Same amount of ammo as well , for both , its fed with same rockets for both types. So yeah , you cant tell which rockets enemy shooting now and enemy got freedom to shoot any of type for any situation .
Also , i suggested to work with Vore , Vore is actually a good defence class , if you need to get behind cover and spam mines - its your best choise , but not all maps can fit the vore , i dont see it being compared with Thrope. So as i suggested , get to the vore different crosshair , faster ammo regeration , and delete collision of the sporemine's tentacles , so the sporemine itself could have collision , without tentaclies.
I also suggested this: Apothecary Healing aura doesn't exist by defualt Healing aura appears only when Apothecary got 90%> of nact ammo (so it will dissapear after apothecary starts to heal everyone) Healing aura doesnt require ammo There is suppose to be indicator for healing aura for the Apothecary and other players The nact ammo regain is halfed , the self heal is halfed and can be happening both at the same time Chainsword combined with Nact , Nact heals only +50 Boltpistol with additional ammo.
What do i expect of this? That should fix the problem , when medics runs out of ammo of nact and thats it , cant regain it because o the injured marines around , cant regain it because there is enemy and they must be holding thier weapon instead of nact , they suppose to heal others and themself before they can get any ammo for nact , as apothecary runs out of ammo , he might as well kill himself as he becomes useless , hopes it fix it all. Halfed self regeration and halfed ammo regeration not going to change it all to the bad side , but give the apothecary chance to be more usefull in one life , then couple heals and death.
Veteran , power meele weapon combined with plasma/inferno pistol , so it will become a proper t2 class. Oh , and hget rid of the bolter and grenades for him , people are actually ignoring existing of those for veteran.
The meele for marines , there is events which can stop/cancel reloading , so to use this event to stop reloading with the meele attacks with combi weapons , to change battle into close combat immidiatly. As tyranids can do it.
Delete the blue shine point on from the grenades , when you throw them.
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38
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Exterminatus - Rival Species 2 / Open Testing / Re: New players , big confusions
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on: October 03, 2012, 07:50:12 PM
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1) Doesn't not help unless they are in the menu. This would also force players to click though the menu even when they can only afford one class.
2) State aware HUD indicators would help, we really need to find a good graphic designer to work on those. My idea so far is to put a crack on breakable objectives and padlock on objectives that you cannot use. I'm not sure how to emphasize the one you should be going for right now.
3) Missions. Proper use of ex_mission and the initial mission properties of ex_gameplay should already address this. Sadly people just don't read what you put in front of them, they just want to blat stuff.
4) HUD tip is a good idea, but i'm not sure how to manage it without looking like half-life. I was thinking of using the second light on the prop in some way to indicate progress or the locked state of the objective.
1. If you see an icon which is idfferent color then others and have a sign "not enough points" what is your thoughs? click it? 2. Just , please , add my suggestion , if you can . So players can see the objective the should capture and defend at the time , untill they capture next one. I saw many time when plaeyrs tryed to capture objects OUT of the queue 3. Missions shows current objective , not overall idea of the map , there is an objective on every map like thunderhawk says tyranid that they should stop marines , usually that means to take back the objective , while they cant do that there. 4. Doesn't matter , we must tip it out , it could be anything , progress bar or the timer in the face
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39
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Exterminatus - Rival Species 2 / Open Testing / New players , big confusions
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on: October 03, 2012, 12:04:07 PM
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so , yeah , wave of new players brought the feedaback about confusing things. 1) How do i change class? I already suggested to have ALL existing classes displayed on the menu , but you cant choose ones which you cant afford 2) Where do i go? Confusing map design at some maps bringing players to easy loose vs players who do know what to do. I suggested already about that in this thread , it could help out with this problem , not entirely , but more ovibious http://www.40ksource.com/common/smf/index.php?topic=2835.msg9746#new3) What do i do? some maps trying to bring different type of gameplay , to bring more variaty , well , i can suggest announce text which is shown to ANYONE who just loaded the map and stays for amount of time decided by mapper , this announce would explain what to do , shortly "Dont let marines capture points" "Capture all points" 4) How do i capture points? Tip appearing when you approach objective would be nice "Hold E to capture" and also a tip , line or counter to show , how much time left before capture
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40
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Exterminatus - Rival Species 2 / Contributions / Ex_capture_objective
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on: October 01, 2012, 10:31:19 PM
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i suggest new inputs for ex_capture_objective. Humans can capture Humans cant capture Tyranids can capture Tyranids cant capture
so i can controll that ALSO , if team cant capture point , it is not shown in the game , for that team It can help ALOT with new players and pointing for us the currect objective
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