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Author Topic: Apothacary Alpha Patch  (Read 36899 times)
Dark Marine
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« Reply #15 on: July 25, 2012, 07:42:47 PM »

Whats the point to give the veteran class a inferno pistol? If I want this type of weapon then I take the special weapon marine. Specially the special weapon marine will get more ammo. For the veteran I see a bad future.
Now he have to assert with two other tier 2 classes. The aphotacary is a more usefull class for the team and has a chainssword too.
The special weapon marine is good against all Tyranid classes.
The veteran is a close combat class and have the same problem like the terminator before. Give him a close combat damage reduction like the terminator. The chainsword is otherwise useless.
But the only one reason I pick some times the veteran is because of his fast movement speed to reach a objectives so fast I can. For the battle the other classes have proven themselve better.
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Stahlhagel
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« Reply #16 on: July 25, 2012, 10:41:30 PM »

veteran is useless atm, but have patience. im working at sergeant weapons atm, including stuff like combat shields, power weapons and such. at a point ill remake the marine models anyway, and then there will be stuff lie stern and vanguards to choose from, theyll have much more useful options than a weaker melta and a unplayable plasma pistol Wink
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Stahlhagel
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« Reply #17 on: July 27, 2012, 08:25:05 AM »

new models need bump maps, (height maps ? ); specular, especially lenses lack a reflective layer
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Wiese
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« Reply #18 on: July 29, 2012, 06:11:22 PM »

the new particle effects look simply great
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Valvatorez Jr.Commissar
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« Reply #19 on: July 29, 2012, 09:12:27 PM »

Pictures of the melta particle bugs that linger when you change class, I'm also pretty sure it's the cause of most crashes.

http://cloud-2.steampowered.com/ugc/1154297601698320423/DAE8F10F57C65B60E3FE0CB97603F56135E5106D/
http://cloud.steampowered.com/ugc/1154297601698322694/4061D4B608CC4DC69430052E876C49E22F2FC500/
http://cloud.steampowered.com/ugc/1154297601698325114/4C51E869B177AA4CD5177787A75CCC1C9FE84984/
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ChromeAngel
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« Reply #20 on: July 29, 2012, 09:43:37 PM »

    6.30 After Action Report

    Mainly mucking about with the effects weapons during this test.  Pity Stahl and the VMan couldn't be there to hear the compliments.

    Bugs
    • Missiles are flying backwards Shocked
    • Melta beams are not showing up in 3rd person
    • First person Melta beams are remaining after switching to another weapon
    • Intermittent crashes while using melta weapon
    • Hero banners aren't showing up at all
    • Blood FX appear large to the player hit and small to the attacker.   Can we get  a second, larger effect for use in the world view?
    • Plasma bolts starting from inside the player rather than the weapon's muzzle

    The Carnifex plasma scream looks particularly poor compared to the new plasma pistol effect.  I hope VMan will have time to make a new effect for the fex.
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    ChromeAngel
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    « Reply #21 on: August 05, 2012, 08:08:33 PM »

    6.31 After Action Report
    We had an unscheduled pre-test resulting in the following:

    Bugs
    • Placeholder biovore weapon models need replacing.
    • fix textures on vore (mostly the tail) eyes need to be more sharp.
    • Explosion sound is missing for the frag grenade.
    • Explosion sound is missing for the missiles.
    • plasma projectile spawn, its still not spawning on the weapon muzzle.
    • Fex particles aren't visible in 3rd person.

    Requests
    • buff GREATLY plasma pistol projectile travelling speed.
    • add explode on impact fire mode for the biovore.
    • tweak the spore mine launcher to shoot at a MUCH flatter trajectory, making it possible to actually aim it
    • add 3rd person muzzle flashes for all weapons.
    • add smoke trails for bolts.
    « Last Edit: August 09, 2012, 08:54:46 AM by ChromeAngel » Logged

    Dark Marine
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    « Reply #22 on: August 06, 2012, 05:59:40 PM »

    Iam very impressed by the new particle effects. Great work.

    The biovore class is fun to play. Its looks funny if a whole floor is full of spore mines. But the Space Marines should be able to kill them.

    I notice that the biovore has a problem on city conflict to shoot his mines high in the sky from the Tyranid fire prosition at the generator. This is so, because I builded an invisible brush in the sky to limit the joyous leaps stealers. I have to fix this and therfore you will see an unpated version 3 on sunday.
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    Stahlhagel
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    « Reply #23 on: August 07, 2012, 11:21:26 AM »

    there are spore mine props and i made a forcefield pylon which needs to be textured, i think it will look good on the map
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