Alpha 7.14 After Action Report1000th personal posting
Today's alpha seemed particularly chaotic, it's very hard for me to draw any particular conclusion form such chaos. All I know is that we played 4 maps and tyranids won every time. I have no idea why.
New objective icons in the HUD contributed by Jake Coggins, were reported to be "too big" by play testers, despite being the same size as the previous set. Jake I think we need to reduce the opacity on these.
AM seemed fine to me on tier 2, but not everyone felt this way. Some want it nerfed slightly and added back to tier 1. Nerfing the spread or ROF of the BP would be a problem for the other classes that now use the same combo.
Buffing the Stealers by reducing the time between leaps felt great, that's staying.
I did not see much use of Veterans to judge of the powerchainsword was doing the trick.
Buffing the Biovore by increasing their ammo reserve from 2 to 3 mines felt fine, but I feel it does not address is underlying vulnerability.
I had no reports of problems with the class menu or weapon icon, so it looks like those are actually fixed.
New kill icons are for the VC and talons. are looking good. Assault combo as alternative wargear for the tactical marine felt fine to me, but you have to pick and choose the wargear for the situation, CC for confined spaces, Bolter for open ones. Server skulls were clumping up on Digsite, I don't think it was related to the model update.
Moving the objectives around on ex_thunderhawk, didn't make much difference. The incidental changes made it much less frustrating for the nids, but they still struggle to get to the objectives before the marines.
Bugs- Ragdoll related crash, must be related to a player changing team. May be related to the tactical marine model.
- Client crash caused by melta beam particle system, nothing obviously wrong with the code.
- Spore mine kill icon seems to have picked up something extra (venom ?)
- Left thigh of the warrior ragdoll sticks out 90 degrees.
Tweaks- Nerf the lictor leap, either un-cloak him when leaping or halve the range.
- Slight Buff needed to the AM and Steal leap ranges I want to be able to leap out of the firing range on the test lab.
- VC seems unpredictable, but it's only random aspect is the spread, try buffing the accuracy by 1 degree.
Stahlhagel's ReportGameplay is better. thats the most important thing.
A good
tac will hold against a stealer. a good dodging stealer might kill the tac, so it seems balanced enough. Warrior is kinda meh due to unpredictable gun. sometimes you just die without a kill sometimes you kill 3 marines alone.
veteran... depends on situation, it can kick ass for sure. but if youre unlucky you just get wiped due to low health and very fast melee combat.
apoth is good so far,
melta... dunno , dint use it at all.
AM.... not worth it in tier 2 somehow. rather use medic or veteran now, maybe melta if fex rush occurs.
The
heavy kicks ass as always, like it should.
Termie... dies too fast to those damn thrope bolts instead to the warp blast! ( ed: this may just be an example of me picking the right counter class ).
stealer is excellent at the moment. it can kill stuff, and be easily killed if you dont aim properly.
warrior is meh
thrope... not my thing , dies very fast with its low health and poor accuracy and slow travel of the warp bolts, as a thrope you better hit you target, or youre dead meat quickly.
vore... sucks due to slow speed, self killing with splash, health is ok , but spore mines just never hit their target because they explode wherever they scratch the ground. I actually prefer laying mode so the damn things don't blow up mid flight, i can kinda hit a marine somehow that way. the rof buff was a good decision.
lictor needs a nerf. stealth and jumping just dont go together well. id remove the recoil from the claws like on stealer, nerf its jump range. also make clear where the hell those claws hit when used. still too unpredictable in close combat.
fex... currently my favourite al rounder. the vc is way unpredictable though, sometimes you kill a marine with 2 hits, sometimes a lone tac just drops your health to half until you kill him.
cc fex... not using it anymore, the numerous issues and gettign stuck all the time is too much when every second you lose to get to the enemy means you're closer to death. i think something needs to be done about this.