|
 |
« Reply #30 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.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #31 on: February 12, 2010, 06:44:04 PM » |
|
The zoanthrope is unimpressive when compared to the heavy even if the heavy got a 50% damage reduction. Low health with slow reload and limited range as well as constantly crouching about makes the zoanthrope unable to fend for itself in most situations.
I'm not quite sure what the right click does on the zoanthrope as its apparently not a ranged weapon but if it is some kind of close ranged weapon, I'd have to say that it's not too useful as the zoan's health is so low that a few bolter shots could kill it.
So I was thinking, what if the rightclick was changed into a "Warp Field shield thingy" that grants a temporary invulnerability of some kind. While on, it will drain the "ammo" pool steadily granting like a 5 second or so time of invincible-ness. The catch is that the main warp blast-like weapon will also drain from that same pool such that the pool can only store enough "ammo" for 1.25 blasts or something so once you use up more than 0.25 shots equivalent due to shielding, you can't shoot. Simultaneously if you turn the shield on and fire, you'll only have 1-2 seconds worth of shielding.
Now, as a disclaimer, I have no idea how the source engine coding works so I don't know if this is even possible or not.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #32 on: February 13, 2010, 07:41:47 PM » |
|
Yea, I agree with you there. I've played it some more in the free time I have, and it became rather obvious to me that you can't have a whole team spawning as fex every single time. At the same time, it feels incredibly frustrating to earn a lot of points in 1 good round, only to have them all thrown away in 1 life because you got spawn camped or because the next capture point was imbalanced to your species(like if you have to run over large open areas as a 'nid). However, as you state, you could have a "check-point", that would allow you a choice between 2 classes per default. It makes it seem less off a loss when you die as a fex or something. Also, tooltips for the special attacks. Much needed  You can use the existing HL2 GUI set-up and change parameters to make tooltips pop-up depending on the class you've spawned as.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #33 on: February 19, 2010, 06:58:58 AM » |
|
Maybe there should be a wargear system in addition to the current points mechanic.
With the wargear, you could change each class individually.
Examples: Plasma Rifle for Tac, Rocket Launcher for Devastator, Stormbolter for Vet, Flamer for Specialist.
You could purchase a different weapon for each class using points. From there on out, each time you spawn as that class your primary weapon would be different.
I'm pretty sure that there's a wargear equivalent for 'Nids, too.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #34 on: February 20, 2010, 03:19:54 PM » |
|
If you're going down that road, a weapon load out screen would probably the best way to go.
After selecting your character, a load out screen appears with different weapon choices.
Of course, this would mean that more points would be needed not only to acquire new characters but also arm them with your desired weapons.
That would perhaps, however, lessen the issue of being able to continuously use a high powered character after even a single kill. This would result in less masses of Carnifex' and Heavies.
|
|
|
Logged
|
"Agitatis Ultramarini, Dominatis Ultramarini"
Courage and Honour!
|
|
|
|
L.o.L
Testers
Guardsman
 
Posts: 21
Drink deep of victory and remember the fallen.
|
 |
« Reply #35 on: February 21, 2010, 05:06:07 PM » |
|
What you guys have forgotten (or not known) How about some Tyrannic War veterans?
|
|
|
Logged
|
For he today that sheds blood with me shall be my battle brother eternal.
|
|
|
|
Recon
Guardsman
 
Posts: 11
Spess marinz
|
 |
« Reply #36 on: February 26, 2010, 07:10:27 PM » |
|
Would a teleporter pack be a better substitute for the jet pack? Since i heard that the engines limit doesnt allow jet packs, but teleporters would work.
|
|
|
Logged
|
. . . . . . /(_. . ”~,_. . . ..“~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .”=,_. . . .“-,_. . . ,.-~-,}, .~”; /. .. .} . . .. . .((. . .*~_. . . .”=-._. . .“;,,./`. . /” . . . ./. .. ../ . . . .. . .\`~,. . ..“~.,. . . . . . . . . ..`. .
|
|
|
|
|
 |
« Reply #37 on: February 27, 2010, 07:28:07 PM » |
|
I would like to see two default classes, at least for the Tyranids: one is more range-based and then the warrior. Right now, Space Marine tactics are the following:
1. Pick a spot you have good sight lines and set up shop.
2. Stick with your buddies.
3. Tear you apart whenever you try to approach.
I've found Tyranid teams even working together have been foiled by this plan, usually because they camp in groups of at least three, sometimes using heavy bolters and melta guns. I've seen it happen on Digsite and Thunderhawk today.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #38 on: March 27, 2010, 08:55:46 AM » |
|
Hey, so i am new here, but i was wondering is there a thread to suggest things?
All i would like to suggest is that if/when AI is implamented (which i see you are hoping to do so from reading the FAQ) might it be possible to have a "co-op" game mode? like humen players play as space marines and have to hold out against endless swarms of "termies"?
Sorry if there is a thread for suggestions, i couldnt find one on the first page.
AWESOME MOD! keep up the amazing work!
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #39 on: April 03, 2010, 05:13:16 PM » |
|
Lictor class When is he invisible? When is he visible? I tried playing it once, and was very confused. Would be good to have the "invisibility" effect also cover the view models, or some other kind of indicator for when he is invisible.
+++ The cloaking effect should already apply to the lictors view model. If you're not seeing that please re-post this in the bug reports thread +++
|
|
« Last Edit: April 03, 2010, 09:29:03 PM by ChromeAngel »
|
Logged
|
|
|
|
|
|
 |
« Reply #40 on: July 03, 2010, 09:50:36 PM » |
|
So while playing today in an INSANE 8 vs 8 match... on HIVE, (oh it was a **** fest) my mind wondered the depths of imagination land, and brought back this idea... of.... WEAPON CUSTOMIZATION!
Now, if you think about it, to actually make a weapon customization system, it would take a long time to do so.... however, i think i found a way to have a simple and easy to make W.C.S (read above).
So, have you ever played need for speed? specifically carbon or the later ones, well, if you have, you have undoubtedly used the performance customization system for various parts like the engine.
To give you an example, when you'd get nitrous in the game, you could customize it to be used for Longer period of time but with less power, or a very strong boost, but for a small amount of time. So you had this thing where you wouldnt lose anything, but could customize how your ride worked.
So, during the game i thought of this, and i thought again... and it could fit to EX! for example, we could have the same nitrous example apply to the melta gun, where you could fire it for shorter periods of time, but its stronger or for longer periods of time but its weaker. And there are many other examples that can be thought of, like the warrior ranged attack could be made stronger but regenerate slower... or weaker, but have like 5 shots or something.
Now you might think, "This ruins the Game!" or something along the lines, But i dont think so. Think of it not as making a weapon stronger of faster, think of it as you would think of mouse sensitivity, something that needs to be centered based on how you want/need it.
|
|
|
Logged
|
Eldar FTW!
|
|
|
|
|
 |
« Reply #41 on: July 05, 2010, 06:00:54 PM » |
|
I play CounterStrike: Source a lot, and one of the major pluses of that game is when you get killed by the enemy, you can bring up your console, and you get a list of all the other players you damaged, how much you did to each of them, and how much each enemy player damaged you.
I just got done playing some Exterminatus, and as a vet, I shot the tar out of a fex with my plasma pistol, and still got slaughtered (by its scream effect, which is pretty cool). But I had no way of knowing whether I had done any damage to it, or how much. It's not a huge, high priority thing, but it's something that would really give me a warm fuzzy, knowing that I did, oh, 200% damage to the fex before it killed me.
If you were to implement a health bar, I know that would possibly cause some issues with the Lictor and the Thrope, since they can invis, but could the health bar be invis, when they're invis? That would be fine, since if it killed you while invis, you'd know you hadn't done any damage to it anyway!
Thanks for taking the time to listen. I enjoy the game and appreciate all your work!
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #42 on: July 07, 2010, 10:26:12 PM » |
|
Request from Joven for a Spectator team.
I happen to think that if you're taking up a slot on the server you should be playing.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #43 on: July 08, 2010, 04:45:05 AM » |
|
Well, I've been playin this mod for a while now, and just thought I'd post some of the ideas we talk over during, say, long camps on space hulk or guard duty on digsite. - Class Limits Via Loadout - To limit the amount of heavy bolters or carnifexes in a game (which both sides desperately need), I think a "squad loadout" screen should be implemented. You'd equip your guy with weapons and armor that you could "buy" the ability to use with points. How many of each "tier" weapon your team could have would depend on how many people were playing that game, but no more than 1/4 the team seems reasonable. So you could still have Heavy Weapons Marines, but first you'd have to get enough points to buy the ability. And then you'd have to have less than the limit to do it.
- Make Spacehulk be Terminator/ Genestealer only - give Genestealers a huge speed boost, at the cost of no ranged attack and weaker claws (not instakill like the others); give Terminators enough health to stand up to nids in close combat and a melee weapon that's worth using (power fist?)
- Faster respawn time for Tyranids - Let's face it, a 20 second respawn is slooooow. And for 'nids, who are supposed to work as a swarm, it's downright absurd.
- Dreadnaughts/Hive Tyrant classes - This class would have to be restricted to larger matches on larger maps, obviously, but I think it would be a nice addition to the mod, and break up the boring models (all the space marine classes look the same, all the nids are monochrome red)
- A larger, open map - This is the only map that should have npc imperial guard / gaunts. It'd also be a good map for the dreadnaught or hive tyrant
- Fix Scything / Monstrous Talons - Make the hitbox smaller (just what the model animation could hit) but make it an insta-kill. Nothing is more frustrating than clawing someone, but they survive with one life and their teammates kill you; except, that is, for getting clawed from ten feet away.
- Health recovery - I think it'd be nice if the nids could regain health by "eating" ragdolls (either nid or marine), but I don't think marines should have to have an apothecary. I mean, who wants to get stuck playing as him? Instead, maybe make their health regenerate very slowly while they're out of combat (i.e. if they get use one of their weapons).
- Ammo dumps - This doesn't need to be super drastic, but it'd be nice if there would be some ammo sources other than fallen teammates. In fact, just have some by the first objective in each map (i.e. the sandbag room in space hulk, the pipe in hive, the outpost in digsite) to make holding out an option.
- Make dropped weapons stick around as long as ragdolls do
Maybe I didn't clarify the first one enough. I'm picturing it as working like so: - You're not switching character classes, just weapon / armor loadout.
- You use points to buy the ability to use certain weapons or armors, but once you've unlocked the ability, it's always allowed (until the next game)
- How many of each weapon / armor you can have (as in a concrete number) is calculated automatically by the game.
- How many weapons are available to your squad functions as a limit on how many of each "tier" weapon you can have. (preferably 1/4 of the team / weapon)
|
|
« Last Edit: July 08, 2010, 05:05:28 AM by beanjavert »
|
Logged
|
|
|
|
|
Joven
Beta [Ultramarine]
Guardsman
 
Posts: 22
|
 |
« Reply #44 on: July 11, 2010, 12:01:17 PM » |
|
ASSAULT MARINES I finally managed to write a short novel about my Assault marine conception. You may read it here,or look in >User Discussions>Suggestion & User Discussion: Assault marines.
|
|
|
Logged
|
|
|
|
|
|