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Author Topic: Suggestions and Requests  (Read 143679 times)
migb
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« Reply #45 on: August 13, 2010, 03:04:58 PM »

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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FusionZ
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« Reply #46 on: August 18, 2010, 07:34:03 PM »

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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silveralen
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« Reply #47 on: January 02, 2011, 01:20:07 AM »

This is a big one, but it occurs to me that tyranids are probably the most difficult race to balance for an fps, being that they are so different from marines. Even now, as far on as your work is, if you choose to simply change to chaos marines or orks, you could simply use reskinned space marines for the most part, with some minor variations.

The problem is especially bad in certain maps, where tyrandis have a lot of trouble moving around the map, either due to smaller passageways or very open areas where marines can pick off the larger tyranids. In fiction we often see tyrandis shattering walls, meaning that buildings are no obstacle to them. This is not feasible in game, and restricts many of the larger organisms, such as the carnifex. It is supremely annoying to save up points for a large powerhouse class, then simply see marines hide in an area where they are almost completely safe, and often can still guard an objective.

I know you will likely ignore this suggestion, but its worth considering that NS1 never included tyranids, at least that I know of, perhaps because of these difficulties.
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kingofnee
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« Reply #48 on: January 18, 2011, 09:53:53 PM »

The main problem with the sword is it's reach. The nid has longer range to it's claws. The vet is not really meant to be a fighting class as much as a capping class. You will notice that they move much faster then your average marine. Don't get them unless you are going to cap. Even then you will have to take a tac or weapons marine with you to cap a nid point. Thus the vet really is for players who know what they are doing. However, I do think that the sword could use a bit more length and range.
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Valvatorez Jr.Commissar
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« Reply #49 on: January 23, 2011, 12:59:49 AM »

A feature that punishes teams for stacking should be implemented, as only one server is installed with Source mod to prevent it.I don't bother joining a team until they can be spread out evenly,  and sometimes this means waiting for minutes on end.

 I suggest that teams should be forced spawned as useless class such as being only a armed with las rifles guns for the Imperium and Gaunts for the Tyranids, then allow players to choose their classes once teams are even again.

« Last Edit: January 23, 2011, 01:22:30 AM by Slartibartfast » Logged

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inespie
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« Reply #50 on: January 23, 2011, 03:54:04 PM »

chain sword can be usefull only to back stab fex or zoa, for now, face fight  is just useless with the range of the nyd claws, and the plasma pistol is useless too.

the plasma gun, and the first plasma bolt like of the zoa are nearly useless, need little upgrade.

i See  in every match too more marine, and less nyd. not very fair... need a autoteam balance to the server..

Sometime the nyd stay croush in tunnel where they can run, like  the gaz station in thunder map. happen more to zoa and fex.

i think the health regen, for every side, is a good idea. a fex  nearly dead is just useless to the team, when out of combat, a little hots instead of a suicide charge for respawn can be better.
Same for ammo. the weapon specialist is very short on them. make  some ammo box, on the marine begining, and room impossible to defend (  no covert land , room with  many door )


if nyd cant have npc hormagaunt, can make them usable by player ? a weaker but smaller ( hard to hit ) and faster unit, usable with no resource ( choose warrior of gaunt ) who can serve as a weaker  lictor...

the base warrior and lictor  has trouble to move in many map. for fex it's ok, but basic alien has to be agile.  And maybe, a little up to the prone move to nyd. not enought for use it every time, but  just for stop the genocide on  blast doors...

+1 to the capture point marker, sometime they hide unit
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silveralen
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« Reply #51 on: January 23, 2011, 07:20:57 PM »

Possibly make the Tyranid Warriors ranged attack a bit more obvious. The DeathSpitter? has a rather odd flight pattern, so being able to more easily see where it landed would make it easier to aim
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inespie
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« Reply #52 on: January 23, 2011, 09:08:10 PM »

the main problem on the game is all want to play marines...  more fun, more cool to play...

in the chat, when you play marine, player lauch quote, speak more on the microphone...

for the death splitter, maybe upgrade the precision, make more time for regarge, or made it like  a ranged attack like the bow..

Make the nyd funnyer, dont let them block by every doors, this things...

or just make a autoteambalance. 13vs5 is not funny anymore.
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Typheron
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« Reply #53 on: January 23, 2011, 10:03:04 PM »

Just to clarify the team stacking issue, the mod does have server autobalance features, however they need to be turned on for it to work (it basically locks out a team with too many players).

Contacting the people running the servers and asking them to turn it on would be a priority if this is a major issue (which if its anything like i remember it, it will be).

We are looking into the problem areas on maps that tyranids have issues moving about in, i think ill open up a new thread about it.
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inespie
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« Reply #54 on: January 26, 2011, 07:13:50 PM »

forget why i was saying with the dead spliter.

Dont see it was a aoe.

Need make this more visual, like in Dow 2

And now, seem  the players are smart enought to play on each team.

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ChromeAngel
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« Reply #55 on: February 05, 2011, 10:03:30 AM »

New game mode idea : Virus Bomb

The imperial team has to place a HD (Homing Device) in one of two target sites so a VB (Virus Bomb) can target the area.  A game on a VB mode map would be best of n(an odd number) rounds.   The imperial team only gets one HD per round.  Tyranids have to try to stop the imperials planting the HD (by killing all the imperial players).   Rewards would be granted for kills and placing the HD, rewards would carry over between rounds.

Basically C-Strike's DE mode in EX.
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Stahlhagel
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« Reply #56 on: February 05, 2011, 09:22:14 PM »

Hi, i just wanted to make some suggestions for weapons:

Zoanthrope second attack: how about a nice red thunderflash effect connecting the thrope head with the explosion? Would make it feel like a true psychic power.

Bolt weapons: Ever played Left 4 Dead 2 and used the increadiary ammo ? a nice fine smoketrail behind the bolts would be really mirroring the "micro rocket" feel of the bolt rounds.

 Wink
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silveralen
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« Reply #57 on: February 06, 2011, 07:53:25 PM »

Idea, Ravener as a new tier 2 class, then buff the Carnifex to tier 3. Or toss in Hive Tyrant Guards instead of Raveners.

Reasoning- The Carnifex should be an engine of destruction and godly terrifying. It just feels better at tier 3 for me with buffs. The main reason though is that Tyranids really need a powerful tier 3 melee class, and it's hard to imagine something bigger, stronger, and tougher then a Carnifex. I haven't seen the newest codex, but they all seem ok. I pulled this off another post but here is a view of many of the models.

http://www.youtube.com/watch?v=ldW51S6K3wc
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Nqss
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« Reply #58 on: February 15, 2011, 05:44:52 PM »

Add to ex_dropzone team specifications OR/AND enable/disable input/output
NOAW
that will bring some fresh maps
like mine =)

change the wiev of ex_dropzone from just square to low poly FEX because....its freakin hard to see shit behind it

add property to ex_award to be the exact number of points for the event

change the plasma pistol shootin effect to the sprite , not model
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Nekosan_Metalcat
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« Reply #59 on: April 13, 2011, 01:06:24 AM »

I'm new on the Forum here. but I played the game a lot of times and had a lot of fun! (when there are players in the severs)

I was thinking about a shop system like counterstrike but individual for every creature or marine-class. this is the only thing that would be VERY AWESOME! and maybe Gaunts would be cool too, as first class and the marines can be scouts.

If there would be a problem to make those weapons.... I can help with the modeling Smiley
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