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Author Topic: Suggestions and Requests  (Read 143354 times)
Nqss
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« Reply #60 on: April 24, 2011, 02:40:09 PM »

slow health regeneration for all tyranids
improves balance

proving my words - terminators , meltas and heavy bolter = most devastating marines , i got most points with those guys

heavy can wipe out with good position
melta....damn , fried nids all over the place!
terminators....should i even say anything about them?

even poor fex cant do much againist those. In that case(health regeneration) - zaonthrope will be more useful

the vet still seems pretty useless , i hope for improving his weapon or adding some abilities to help comrades
« Last Edit: April 24, 2011, 07:48:57 PM by Nqss » Logged

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Nqss
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« Reply #61 on: April 25, 2011, 02:40:41 PM »

Another Suggestion
add to ex_gameplay line "gameplay type"
and add gameplay type
regular CP - well , what you got now
hulk - marines can choose only terminators (i hope someday there will be storm termies) , nids can pick every class they want , to manage hulk maps
background - none of the entities for game is working , works like regular hl2 map , to manage backgrounds
« Last Edit: April 25, 2011, 02:48:04 PM by Nqss » Logged

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bender072
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« Reply #62 on: May 02, 2011, 09:16:59 PM »

I think there should be npc drop ships for each race. Everytime the tyranids capture all the bases except for the main base a thunderhawk should come in and drop npcs to defend the base. Same for tyranids but a harpy should come in and drop in troops for tyranids if they lose all the bases. My idea is it should cost points for a thunderhawk or harpy to drop npcs but for a limited time but if they choose to drop imperial guards man for human it costs medium points if they drop space marines it costs all your points. For tyranids if they choose hormagaunts costs some points termagaunts all there points and the npcs can go from a minimum of 3 npcs to 5 your choice if you go with this idea. Basicly my idea is to make base capturing harder the npcs dont have to move they just sit their and defend the last point. But if the opossing alliance has npcs and they capture a base the npc should die or go away. this is my idea hopefully you can make it happen or choose to go with it.
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inespie
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« Reply #63 on: June 17, 2011, 06:21:56 PM »

bender072 , impossibruh ! the IA cant recon team. it is "all player ally" or " all player evil"  for him. ( or need moar devs to do this) And i thought every body had ever ask for it.





+1 for the marine. maybe nerf the melta. heavy is tiers 3 unit too, so seem ok to him to pwn smaller nids.

+1 for health regen for the aliens.

if dont nerf the SM, maybe just up the nids ? maybe get the fex improved armor Vs melta, cuz melta ar just unbeatable. A anti cac guys vs a cac army,  with a no-recoil  infinite ray of death (ok, reload somedays )
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CodeBlack
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« Reply #64 on: July 13, 2011, 04:49:16 PM »

at first...I really really LOVE this mod =D
...now my suggestions ^^

1.maybe (in some later releases) more races; like necrons or chaos marines or sth like that (each map other races)
2.survival gamemode...player vs huge army of bot tyranids or sth like that (i rly like coop Wink )
3.this is my personal opinion...i dont like the sound of the tyranid gun (the class you start with) it sounds like an air rifle...
and now...gotta go...gonna play your mod on a lan party Wink
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ChromeAngel
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« Reply #65 on: January 21, 2012, 10:55:59 PM »

Request from Grey Knight:

Add a hit sound or effect for the chainsword, since it's hard to tell if you're in range and hitting

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sumrandumcow
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« Reply #66 on: March 12, 2012, 02:35:07 AM »

I noticed that as of now there is no way to regen health. I would like to see a medic class in the game or med-kits or maybe once the AI is running they could heal you? This is the only thing I could think of to make this awesome mod better other than what you are already working on.
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ChromeAngel
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« Reply #67 on: April 24, 2012, 07:03:41 PM »

Add a client console variable (cl_ex_drawobjs ?)  to dictate if objectives should be drawn on the HUD
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ChromeAngel
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« Reply #68 on: April 25, 2012, 07:02:05 PM »

Use the standard console variable cl_showhelp rather than ex_hint_elite to suppress class hints.
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Dark Marine
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« Reply #69 on: May 01, 2012, 01:36:58 PM »

After playing a while I have some suggestions and reguests too.

At first a point to the Lictor. He can capture the objectives like all the other Tyranids and I think this is fine. But he shouldnt stand invisible, when he capture it. Sometimes it is very easy to get a stealth win. Make him visible if the player use the use button. So the Space Marines have a chance to respond to him.

A second thing is the balance of the classes. I love all Tyranids classes. Every class has its own mission area. But I have problems with the Carnifex at the moment. He is a realy scary monster for all tactical marines and he has no problems to kill 3 at the same time.
But against melta, heavy bolter or terminator he dies pretty fast. I would like to see him in the tier 3 class to give him the recognition which he deserve. Make him tougher against these weapons.

I read a lot of reguests for an apothecary marine. I love this idear too. Maybe some of you knows the game killing floor. The players can heal each other or themselve with a syringe. The players dont get the full healing immediately but over a time and only 20 health per injection. This is only an example but I like this way of healing.
The  apothecary marine could be a tier 1 class and is carrying a boltpistol and Chainsword combo. Not very dangerous against the Tyranids, because he is a supporter class.

I think the reason why the people would see this class ingame is that it would promote the teamplay between the space marines.  My personal opinion is that a  apothecaries marine give the space marine a better chance to charge. A lot of time, when you get a contact with a Tyranid you die or left this  “meeting“ with very less hp. And if you go to the next objective you die very quickly without to reach it. Thats very annoying if you have an expensive class.
Naturaly the Tyranids should get health regeneration too.

What is with the termagaunts. I readed that you get problems with his animations. But it works with the stealer and looks very good. Are they so different of her anatomy?
The termagaunts could be the shooting class for the Tyranids. More accurate than a warrior, but less damage and maybe no option for a compat weapon. But his health and movement speed could be the same like the stealer, except his jump attack.  Yes I know that the warrios take that part with his inaccurate but stronger weapon. Maybe push him to tier 2 and give him a little bit more health.
So all bigger Tyranids are in the higher classes and a player who see them knows that they are the stronger one. Wink

In consideration that the apothecary marine and the termagaunt get into the game I see this tier chart.

Tier1
tactical marine /  apothecary marine
stealer / termagaunt

Tier2
veteran marine / special weapon marine
Lictor / Warrior

Tier3
heavy weapon marine / terminator
Zoanthrope / Carnifex

Please excused my bad grammar or my coise of words. Its my first time since long that I wrote a huge text like this in english. I hope you understand my points.
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ChromeAngel
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« Reply #70 on: May 06, 2012, 10:22:46 PM »

Raise the point of view of the capture points, so it's not "groin cam" whenever it's being captured.
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sumrandumcow
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« Reply #71 on: June 04, 2012, 07:12:07 AM »

My few suggestions (that is not already being worked on by the brilliant devs behind this mod) that since the nids have two starting classes and the marines have only one, maybe add a scout who has very low health but a hard hitting sniper rifle. Also imrove marine jump height, at the height they currently jump they might as well not have a jump feature. Also, (I know this would be incredibly hard and this is gor when the mods is really taking off) would be a new mode, invasion in which the marines are tasked with destroying a nid hive, this mode could feature destructale environments, space marine spawning as drop pods that could smash buildings to pieces, & nid spawning which could be coming out of holes in the ground. These are really the only suggestions i have currently, keep up the good work Devs! Smiley
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Nqss
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« Reply #72 on: June 09, 2012, 11:33:38 PM »

From the chat , with Matt about upcoming regenerations , my thought about balance:

1:27 - Nqss: they want supports , sure , but they are not expecting the nids to have such support
let say , how about tyranid healing will be way less effective , because each nid can heal himself. While marines must have apothecary and there is no garanty that anyone would actually play one


And some thoughts on weapons

1:28 - Nqss: you may also give him powersword ....or powersword to veteran , which deals more damage in meele , compared to the chainsword

after all , the vet is suppose to be stronger in some way...
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Nqss
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« Reply #73 on: August 21, 2012, 11:20:20 PM »

my sugestion to the animation of the combi weapons
if we would ever find time / people for that
http://cs11071.userapi.com/u2817894/119651828/x_1dde7123.jpg

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Nqss
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« Reply #74 on: August 23, 2012, 10:11:10 AM »

i have a good suggestion for the suggestion box
create Tyrant Guard for the t2 tank
and get fex into t3 , where this monster suppose to be
Tyrant Guard are 2 meters smaller then carnifexes
http://wh40k.lexicanum.com/mediawiki/images/thumb/e/e5/Tyrantguard.jpg/800px-Tyrantguard.jpg

and i suppose , has the same purpose of meele tank
« Last Edit: August 23, 2012, 07:01:36 PM by Nqss » Logged

I bring his will , into this modification!
And i shall know no mercy!

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