http://img.pulseone.at/multiupload-31d9544dbf;58155842c5;1cf13d3763;5cb4456f52;ccdf0763a4;90d2468b82;6cc053c14f;713fd3f7bd;eab6f0d838;afab04170d;45ce593452;b0914c547f;5a884c3aca;de0b465e9a;70579b0e8b;1a1b99a2fd.html
(sry 4 "small" link)

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1
on: August 22, 2010, 01:07:49 am
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| Started by Loxn - Last post by Loxn | ||
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2
on: August 18, 2010, 07:34:03 pm
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| Started by ChromeAngel - Last post by FusionZ | ||
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3 things, despite the mod is still great.
1- the land raider needs at the most 40-50% size increase, it's far way too small. 2- Chain sword needs at the most 15% length increase and 5-10% width increase because it looks like a imperial guardsman chain sword. 3-Chain sword attack range should be as far as the length of the chain sword's increase in size so it'll make the Veteran more useful |
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3
on: August 15, 2010, 11:27:37 pm
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| Started by Typheron - Last post by migb | ||
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BUG: Chose Carnifex in Lycantium.
Then I guess I spawned inside a wall at the outpost. Couldn't move at all, I guess the marines who were running all over the place couldn't see me, since they didn't try to shoot me. Trying to walk, sprint and attack activated the sound effects, but no visible effects. Tried "changing team" staying tyranid, but this didn't help. Had to change to SM to fix the problem. I got a screenshot, comming up when I find somewhere online to drop it. |
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4
on: August 13, 2010, 03:04:58 pm
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| Started by ChromeAngel - Last post by migb | ||
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Capture points:
Nid and Marine control points are very clear, maybe even too clear, consider blurring them just a bit so people get that they are map-markers and not something else. On the other hand, the "neutral" markers are hard to spot, I gave up trying to find an uncaptured point, playing solo on digsite. And now the big one: When I was playing Lycantium (as tyranid) for the first time, it was very confusing, because I could clearly see 3 imperial points, but which one of them I was supposed to capture was unclear. Making to different icons for "capture now" and "capture later" would help a lot. |
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5
on: August 13, 2010, 02:33:39 pm
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| Started by ChromeAngel - Last post by migb | ||
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Crash when changed from Lycantium, can't remember to what map, one player on each team with me being Tyranid. Map change due to tyranid victory. Beta 5.05.
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6
on: August 13, 2010, 01:59:10 pm
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| Started by Typheron - Last post by migb | ||
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Infinite loop interface bug.
In team selection, to cancel selecting a team, press esc. If you press esc, the general valve menu show up. If you get rid of that, you're still in the team selection window. So basically you can't change your mind regarding changing team. I lost a carnifex over that one. |
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7
on: August 11, 2010, 12:15:47 am
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| Started by ChromeAngel - Last post by Slartibartfast | ||
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The fuel button doesn't hinder the Space Marines well at all, the best solution I can think of is have part of the fuel pipe fall off forcing them to fix it. The timer for the nids victory could be made shorter after pressing the last button, this would force the Human team to clear out the Tyranid forces instead of camping.
The deathspitter projectile should move faster after it's fired, enough so to make last second crouching is pointless but not unavoidable when you strife normally. I have to agree that the Thrope should use separate ammo sources for his attacks, as the pew pew works best to trick your target into moving so that their more vulnerable to the warp blast. I was the Space Marine who capped Bunker in Dig Site, as it was obvious that the Tyrainds weren't watching their six. Nid players don't have to go through it as the route from the outside is much shorter. Maybe something should be added in to encourage players to use both routes. |
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8
on: August 09, 2010, 03:25:21 pm
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| Started by ChromeAngel - Last post by Farseer | ||
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Regarding the fuel problem, you need to add the info that the fuel is in the tunnel, instead it just says get the fuel. SM know where the tunnel is, they usually dont go there tho, too dangerous (that being the point).
Thrope is suppose to be slow, he's a giant levitating head. Thrope became more pew pew, as was intended. Use it like you would use the Direct Hit from TF2 (lead the target and sometimes anticipate where they gonna go). I like the low cooldown it has, i can PEW PEW like a maniac. It might be a good idea to make 2 seperate ammo counters for the Pew Pew and the BLAMF. i dont want BLAMF ruining my PEW PEW. Leave the talons as they are now, but BUFF the deathspitter again. if that dont work then roll-back to previous damage till you can think of something else. EDIT: All in all, a good patch. Needs some tweaking, but so does everything else. |
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9
on: August 08, 2010, 09:26:30 am
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| Started by ChromeAngel - Last post by ChromeAngel | ||
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Time to try something new here. I'd like to hear your feedback on the changes in Beta 5.05 :
"ex_bolter_rof" was set to it's default on the server I was playing on. Plenty of time to experiment with this later. Quote Balance Changes Adding a fuel stop to TH doesn't seem to have stopped the general marine rampage on this map. A lot of "fuel? where's the fuel?" from the marine side. Once the p[layers learn where the extra button is I doubt it will slow them down. As a tyranid I never felt like we hand much chance of holding out for the full 20 minutes. The extra cover helped somewhat and made the marines spread out onto both bunker roofs.
The Thrope movement buff wasn't really noticeable to me. Perhaps someone who played Thrope on 5.04 more recently can comment? The Thrope's new primary attack is a bit of a bitch to aim. Had some fun spamming the marines bottled up in Dig Site's tomb though. It feels more useful than the old repulse, but not really 3rd tier dangerous. If we stick with this new attack the effect will need to be brought in line with the look of the BAMPF attack. Seeing the BAMPF attack charging up was useful and built the tension nicely. The deathspitter did not feel significantly improved, but the reduction in talon damage was very noticeable, making the warrior feel in-effective all round. Sorry this change turned out so badly. Quote Attempted to fix the following bugs:
Looking good on all these points, they do indeed appear to be fixed. However it sounds like some kill messages may not have been appearing as usual, this could be a side-effect of the ERRORNAME suppression. There was a bit of confusion on Dig Site when the entire tyranid team failed to notice their spawn in the Bunker had been captured while they were franticly USEing the button in the Outpost. Nice "Deepstriking" on the part of the marine team ![]() |
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10
Exterminatus - Rival Species 2 / Public Beta / Re: My first experiences, impressions, and playtime; Mostly Tyranid
on: August 08, 2010, 08:53:55 am
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| Started by minozake - Last post by ChromeAngel | ||
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Hello and welcome to the forum. Thanks for taking the time to write up your impressions of the new beta. Feedback always helps guide the development of the next beta.
If you have crash dump files you can mail them straight to me ( leader@40ksource.com ). Apart from some pesky crashes on map change EX seems fairly stable these days. Dig Site, does have an odd issue with non-specific lag. I have found that deleting the ex/maps/soundcache folder can help. Hive, needs a rebuild in most cases it's either a fight to a standstill or tyranids rush win. I'd agree that Lycantium has too many shortcuts. With their higher speed the Tyranids can and do take advantage of that. I need to plan a better layout. Space Hulk has a new version in the works, with better cover on the approaches to the generator. It missed this patch because of a problem with the email system. I know Typheron wants to build a whole new version of Thunderhawk, so I doubt it worth fiddling over details of this map. |
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