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Author Topic: First Impressions of the Mod :)  (Read 8918 times)
beanjavert
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« 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!
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ChromeAngel
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« Reply #1 on: May 09, 2010, 10:54:37 AM »

Thanks for the feedback beanjavert.

You like 'nades?  The veteran class gets twice as many as the tactical marine.  He also moves quicker, making him more suitable for flanking and capping objectives.  The veteran does lack the reach of the tyranids making it much harder to score a hit in CC, but you wouldn't expect marines to beat Tyranids in CC on the tabletop would you?

I hope you're using the acid splatter to soften up the marines before charging them with warriors.  Those guns are more suited to suppressing fire than actual shooting.

Lycantium is really no bigger than Digsite.  If I explain that it's basically 6 big "rooms" connected in a figure of 8, where the primary route follows an "S" path.  It's essentially the same layout as hive, just with bigger rooms.

A workaround for the missing textures has been posted in the Bug Reports Thread.  A new texture got missed out of the installer :/
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