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« Reply #15 on: January 31, 2010, 06:37:29 PM » |
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A war cry for the Space Marines when they sprint. Something like 'Courage and Honour!'.
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"Agitatis Ultramarini, Dominatis Ultramarini"
Courage and Honour!
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« Reply #16 on: January 31, 2010, 08:01:43 PM » |
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Yeah some audio cues for the Smurfs would be nice. Kind of unnerving having six marines being torn apart with no acknowledgement of the threat. Just a simple "Zoanthrope spotted" or "Xenos spotted" would make our game-lives a whole lot easier for the non-mic crowd.
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<Insert Witty Signature Here>
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« Reply #17 on: February 01, 2010, 02:47:48 PM » |
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Suggestion: Set up/Tear down times for the heavy bolter - Whiles the current system isn't bad per-say, it's simply not that satisfying to trudge around with no change of pace.
I propose A system wherby the base speed of a heavy weapons marine is the same as a normal marine, but can 'deploy' becoming immobile on the spot. Whiles undeployed, recoil is high and bullets spread everywhere onto the point of near uselessness. However after a second or two taken to deploy, you come to the current accuracy and recoil levels.
This will build up a good tension-release rythem, where you dash from vantage point to vantage point, weak and vulnerable, but when you reach your destination and set up, you have awsome power.
This also encourages team-work as the heavy rrquires his team-mates to keep pesky 'nids off his back!
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urries shall inherit the earth! NO STERIOTYPES BASED ON A 'FURRY' GOOGLE SEARCH! I warned you all!
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« Reply #18 on: February 01, 2010, 02:57:15 PM » |
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Suggestion - heavier footstep sounds. 'nids are big, carnifexes are HUGE, but playing as one rarely gives you the feeling of being as such. One simple way to improve the feel of both space marines and tyranids in general, is to give them louder, clankier/bassier footsteps.
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urries shall inherit the earth! NO STERIOTYPES BASED ON A 'FURRY' GOOGLE SEARCH! I warned you all!
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« Reply #19 on: February 01, 2010, 05:21:13 PM » |
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I noticed on the server I am hosting there were times when the teams were off balance was hoping if you could with the next release leave an option for server owners to add a command to force Team Balance?
Thank You...
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« Reply #20 on: February 02, 2010, 02:28:55 AM » |
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Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential!  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) - 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. - 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)! - 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! - 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 - 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! - 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. - 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. - 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! - 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!)
(more to come, and maybe pictures)
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« Last Edit: February 02, 2010, 05:02:53 AM by Sherbie »
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« Reply #21 on: February 02, 2010, 11:18:23 AM » |
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The game is perfect, my opinion is that it will improve more always thanks to the staff.
The only things that you miss in the SpaceMarines are :
Rocket launcher Squad Terminator
For the rest good job to all.
P.S.
I will keep on making video on Youtube of the MOD to make it accessible to everybody and for advertisement, in the hope that becomes more famous thanks to my video.
Your Italian FUN, Megaman_ZX the SpaceMarine.
Emperor bless you all.
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In the name of the Emperor, let's FINISH this !
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« Reply #22 on: February 02, 2010, 10:20:18 PM » |
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Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential!  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.
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« Reply #23 on: February 03, 2010, 08:51:01 PM » |
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Best mod i've ever played. Fact. these are my suggestions. I know terminators are a very high request but I was also wondering if an apothecary class has been considered? I know there's a very fine balance issue over health regen but perhaps if you got enough points to use this class then you could use limited number of medipacks on team mates? I would like to also suggest that maybe for a future beta to introduce the Eldar or Tau race? I dont think a dreadnought is necessary at this stage of the mod. however maybe for a future release would be cool. also how about some orks? I think that would be alot of fun 
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« Reply #24 on: February 03, 2010, 09:22:38 PM » |
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I don't think that Terminators or other races will be added. But for the apothecaries: not such a bad idea at all, in fact! A narthecium to heal wounds would be cool (could have an ammo system that is resupplied from the ragdolls, with gene seed and all, but that would be difficult). On the other hand, the nids are left without a healing unit. Maybe add a fast assault unit like a gargoyle to counter the apothecary? Or give the Zoanthrope a "healing aura"?
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If you walk down the street, a smile on your face, somebody is bound to come up to you and say; "What's so funny, mother******?"
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« Reply #25 on: February 04, 2010, 12:30:55 AM » |
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Funny thing is, the clues are there if you look close enough, this webby has a gallery and in that gallery are some answers in the form of...
...well that would be telling now would it not. Far better to let you all go hunting and see what you can find.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #26 on: February 04, 2010, 01:49:00 PM » |
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hmmm I like puzzles lol but im so bad at them  If its already been put forward then disregard : I would like to strongly recommend an apothecary class for the next release, maybe equipment could be something like Primary = chainsword with bolt pistol (or melta pistol just thinking about making it different from veteran class); Secondary = (Limited use) medipacks. I have noticed no one has mentioned the possibilities to have a Librarian class? would this be going over the top? plasma pistol + powersword, and then have a psyker attack as secondary. The same could be said for a force commander? and my personal favourite the Chaplain!!, could be armed with a Crozius and Boltpistol and can be a strong melee class? I understand if this is going way over the top but i feel that these units might bring more exciting gameplay to this already brilliant mod. For the Tyranids I think perhaps a Genestealers class would be quite interesting being fairly small and fast with a vicious melee attack? I know people have already mentioned the hive tyrant so i'll say no more. What do the dev people think about introducing Tau or Eldar Races to later releases? just my suggestions.. thanks  EDIT: I've looked at the media gallery and im very impressed I can see theres already some ideas waiting in the wings. looking good guys!
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« Last Edit: February 04, 2010, 01:55:55 PM by mikey »
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Nic2
Beta [Kraken]
Guardsman
 
Posts: 16
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« Reply #27 on: February 04, 2010, 10:00:38 PM » |
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it would be nice to have some hud item that displayed your class buying points. and also have class prices in the class menu. should be nice to be able to view objectives with the press of a button. 
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« Reply #28 on: February 06, 2010, 12:08:08 AM » |
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I think aesthetically the Nids would look better if they were skinned more like the Behemoth Hive Fleet, their carapace's are currently a little bland.
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« Reply #29 on: February 06, 2010, 10:09:59 AM » |
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Hey guys! Tried out your mod this week and it has some potential  The models are gorgeous and the concept is awesome. I know it's a beta, but it's still pretty rough. Here are my suggestions: - New sounds: I hope I'm not offending the sound dude, but the sounds in the game need a general overhaul. Nid sounds are mostly ok, but marine sounds(especially gunsounds) are awful. It sounds like a HL1 mod at the moment - rough, low-quality, scratchy gunshots. - Textures: This one's mostly for the mappers. In some maps, the textures are enlarged WAY too much, so you get a kind of blurred-out effect. Not cool. In other maps, the same texture is used extensively and without breaking it up, so you get the repetitive "square-effect". You can make decorative brushwork to break up the textures(beams in the ceiling, locked doors, grates, vents, etc.). - Maps: Layouts are *mostly* good(the city map is weird in layout, with an exposed Nid spawn and a confusing objective, at least for a newb like me and the map in the mine has ceilings that are way too low - many nids must crouch to get around at all, which is definitely not fun). However, there is often a lack of decoration and details. Many rooms are simply cubicles, with no windows, vents, grates, whatever. Try to avoid the squarish look and get something that looks "realistic". - Animation: You know this one. There's a guy on the moddb forums, IGuy, that does animation. I don't know if he's too busy or not, but it would be worth sending him a PM IMO. We don't have any tasks for him at the moment, at least. - Miscellaneous: - The standard marine weapon should fire in full auto or bursts for added epicness. It's more satisfactory for the player and IMO it suits the Warhammer mood better. It can easily be balanced by an equivalent reduction in damage and a bit of tweaking from there. - Nid warrior needs to be more balanced. It's a question of flanking and closing in, I know, but their ranged weapon is a bit too useless at the moment. - The class system is confusing and restricting. You earn the right to evolve/upgrade through kills and can only maintain it killing x number of players each life, lest you lose it? That severely reduces the use of the specalized classes all around, which I personally think is a shame. If players get to keep their "rank", you'd see a more diverse and difficult battlefield as the battle progresses. - Ammo resupply is a must. As it is, it seems it's pointless to fight well because you're going to run out of ammo anyway, at which point you just need to die. - Ragdolls need to rest as soon as they've fallen to the ground. That twitching thing doesn't work  This huge wall of text was brought to you by: NoX from Eternal Silence.
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« Last Edit: February 06, 2010, 05:10:54 PM by NoX »
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