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Author Topic: Veteran Class  (Read 10763 times)
Brother Captain Archangel
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« on: February 25, 2010, 07:13:45 PM »

I've played the mod a bit and I really like it! That said, I have some issues with the veteran class with a few suggestions:

1. The scheme of inferno pistol primary and chainsword secondary needs switched. When I'm playing, I go "chainsword in left hand, left button." In close combat against a tyranid, this mistake (which happens a lot) is instant death.

2. Is the veteran supposed to be the Marine's close combat unit? If so, he really can't stand up to a Tyranid. You'd hope he'd be able to take some more hits 1v1.

3.  Melee feels like it needs another dimension. I would recommend looking at how Dystopia treats melee (they have a katana that can block another katana, and if you successfully parry they can't melee attack for a few seconds). If a system like that was added, the inferno pistol/ chainsword would be even more useful. Melee is huge in 40k, and it'd be really cool if we could have a mix of battles like that going on.

4. Should the veteran maybe be an assault marine?  This is a comment in general, but it'd be great if there were two class options to start. It would be less confusing, then, when you enter the game first and go "how do I change my class?" like I did.

5. Is there a way to see your current objectives/ where to go? On some maps, I'm very confused about where to go and what to do.

Those are my short suggestions. Thanks for making a great mod!

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ChromeAngel
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« Reply #1 on: February 25, 2010, 09:59:14 PM »

thanks for the suggestions:
1) Left hand weapon-left hand button has been tried in the original RS.   Most people found it was more intaative to have the ranged weapon as the primary attack and the melee weapon as the the secondary (despide them being in the "wrong" hand).

2) The veteran was originally supposed to be the marine's melee expert, but gradually evolved into a all round improvement on the tactical marine.

3) Personally I wouldn't mid adding a parry/block move if it didn't require an extra control.  However the testers I discussed this with felt that no marine would be strong enough to block a successful hit from a Tyranid.

4) Currently all the marines could be found in a tactical squad,  If we did assault marines that would call for jump packs and that's not something I want to do for practical and game play reasons.

5) I'm currently working on improving the mission / objective notification system.

Generally suggestions should be posted in the Suggestions and Requests thread or they are likely to get missed when i'm looking at what do next.
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Brother Captain Archangel
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« Reply #2 on: February 26, 2010, 02:09:59 PM »

Sorry for posting suggestions in here. I'll post in the right place next time.

I would like to suggest if we are going to keep the same weapons, make the chainsword a weapon that can be held down and fired, like the chainsaw in Doom. Chainswords are meant to be used that way as well.

I would say this about the parry move. A parry doesn't always have to be Tyranid strength vs Marine strength. In fact, I doubt a space marine would block it like that. More likely he'd use the Tyranid's momentum to block and then strike back.
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