Hi Alomax,
Thanks for the feedback. As you guessed none of this is new, but I do appreciate you taking the time to post feedback.
- In the smaller levels (space hulk) it's very difficult to move around as a Tyranid, especially with team collision is on.
Big things collide with more stuff that little things, when your playing a critter the size of a minibus you ARE going to bump into things. This is a rather core problem with our choice of xenos.
- Marine rifles should be able to scope/zoom (at least a little) with right click.
Everybody has a zoom (bound to Z by default)
- Player movement overall seems very sluggish and slow, possibly due to the size of the environment.
Have you ever notice that the closer you are to the ground the faster you seem to go? The reverse is also true too, so when your eye line is 16ft in the air... dashing around like Usain Bolt looks slow.
- Licters are easy to see on some levels, and very difficult to see on other levels. A distance-based distortion effect that is easier to see the closer you are would be great, and the addition of a proximity sound to let you know one is nearby.
Yes the effectiveness of the Lictor cloaking ability has variable effectiveness, lighting, player movement and some client settings all influence it. If I had time I would re-develop it using the TF2 cloaking shader. It has been suggested one of the marine classes could have an auspex to detect lictors.
- Jump packs would be very useful. Regardless, the jump height on both teams is next to useless.
There are whole threads about jump packs, no need to repeat that here.
- Ammo runs out fairly quickly in a busy game. There needs to be either a way to pick up ammo from fallen brothers or spawned ammo powerups.
Marines can pick up ammo from dropped weapons. Imperial ammo limits are an important factor in balancing the teams, so I can't just let marines have re-fills.
- Health powerups of some kind are desperately needed, or a slow health regen when you haven't been hit for X seconds. Or add a healing class (apothecary). Nids would then need a class as well.
Medic classes have been requested before too. They have not been included previously because they tend to draw out stalemate situations and slow down game play.
- The objectives on maps are somewhat unclear to a beginner. What needs to be captured in what order, how long of a wait is left until evac, etc. More HUD feedback would be great. (also "Brother Bob killed BLARGLGLG with Bolter" messages would be nice, so we can yell obscenities across the room to the correct person :p).
Objective locations are displayed on the HUD at all times and your current objective is shown on the Tactical Overview (listed under key binding options). Kills are listed in the top right as normal with HL2 mods.
- Using points to gain access to higher classes makes sure that the entire team doesn't stack a class, but as a result we think the Carni and Heavy bolter classes are a bit overpowered. It would be more interesting to allow access to all classes and balance accordingly, such as in TF2.
This is 40k, some units are just better then others. As a 40k player could you live with yourself if a carnfex and tactical marine were equally effective? The rewards system is the only way I can see of being true to the source material.