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Author Topic: Feedback - Group Test  (Read 11305 times)
Alomax
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« on: January 22, 2011, 12:24:29 PM »

Hi!
I have blatently not read any of the existing feedback, I hope not all of this has already been suggested elsewhere.  I downloaded this mod and installed in my LAN center in Phoenix AZ for my customers.  I had about 6 of us playing on an online server this evening, and we really enjoyed the mod a lot. We would love to see it become even better and wanted to leave some feedback from a first-impression standpoint.  I've written out their suggestions and feedback below, please give it a read.  Once again, great mod!  All of the 40k fans wet themselves when I told them it was installed, and we all had a great time yelling Space Marine quotes at each other.

- In the smaller levels (space hulk) it's very difficult to move around as a Tyranid, especially with team collision is on. 

- Marine rifles should be able to scope/zoom (at least a little) with right click.

- Player movement overall seems very sluggish and slow, possibly due to the size of the environment. 

- 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.

- Jump packs would be very useful. Regardless, the jump height on both teams is next to useless.

- 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.

- 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.

- 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).

- 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.

Thanks for reading!
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ChromeAngel
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« Reply #1 on: January 22, 2011, 01:26:03 PM »

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.
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Joven
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« Reply #2 on: January 23, 2011, 12:06:02 AM »

The healing/ammo refill issue has been discussed a lot of times and is surely a feature that will be implemented one day.  In my opinion these features are the core of every shooter, but as Chrome already pointed out that brings balancing troubles which can't be forseen so far. It is better we wait for the medic/ammo dump implementation, before applying any provisional solutions.

Although not as effective as in other ego-shooters, jumping in Ex2 is NOT useless, it helps overcoming certain obstacles and makes dodging from melee attacks possible. Crouch-jumping like in Half-Life works too, try it on downward slopes.

What concerns the class suggestion... I like it the way it is, it gives the mod tactical features. Besides the fluff reasons Chrome already mentioned, it also prevents people from being too reckless.
And after all it's Exterminatus2, a WH40k mod, and not TF2  =)  That's what makes it unique.
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Alomax
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« Reply #3 on: January 25, 2011, 06:40:05 AM »

Thank you both very much for reading through all the suggestions. I'll not try to debate you on any of them as I'm sure it's all been hashed over in other threads (that I'll read through eventually I swear).

Chrome, I get the impression from your responses that you are trying very hard to make the mod as true to the 40k universe as possible.  I commend you and your brothers in your efforts, but I would remind you that a truly good game must sometimes sacrifice the good intentions of the designers for the sake of the enjoyment of the player.  If it's not fun, it's not a game worth playing.  All that said, this *is* a TC mod for a niche audience, and so sticking closer to the source material is probably a good thing.

I will also confess that my personal experience in the 40k universe is limited to the Dawn of War RTS games, so I have a superficial understanding of the material.

Once again, I applaud all of your work and I look forward to seeing more progress!
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