Pages: [1]
Author Topic: Alpha 7.33 Roll Up Patch  (Read 22374 times)
ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« on: March 01, 2013, 09:18:24 PM »

This week's patch includes all the improvements to EX that have been made this year.  You can find a full change log on our moddb page.  This week i've been polishing up a number of EX weapons and maps.

Download 7.33 (124,084 KB)
40ksource.com
chromeangel.co.uk

Installation instructions
  • If you don't already have Beta 7.25 download and install it as normal.
  • Copy your Sourcemods/ex folder and all it's contents and rename the copy to ex_alpha.
  • Extract the 7.33 patch to your sourcemods folder ( they should overwrite files in the ex_alpha copy you just made ).
  • Restart Steam.
You should now see both the Exterminatus Beta 7.25 and Exterminatus Alpha listed in your library.


What's new in 7.33?
  • All the changes from 7.25 to 7.32 plus...
  • Updated several maps to include Ammo Shrines, special thanks to Dark Marine for Version 5 of City Conflict.
  • Classic EX map Digsite, re-styled as ex_valley, now with a more infested look.
  • Added a new imperial wall light prop (as used in ex_valley).
  • Updated loading screens for most maps.
  • Buff Missile Launchers to fire up to 3 missiles in a row.
  • Nerf Venom Cannon by requiring manual reloading.
  • Tweak the Warp Bolt to travel faster but require more time between shots.
  • Fix the terminators flashlight.


All the features under development are in this version of EX, all that remains to do before the next Beta is to fix any bugs and balance out the new features.
« Last Edit: March 02, 2013, 08:38:30 PM by ChromeAngel » Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #1 on: March 03, 2013, 07:00:43 AM »

Flamers are agreed by players to be OP, as it kills a Carnifex in seconds.

Plasma Gun feels like an inferior choice to the melta and flamer, charge up takes too long and the bolts travel too slow. I suggest buffing its speed match the Zoanthrope warp blots and start nerfing it from there.

Venom Cannon stops reloading when you attack, this wouldn't be a problem if the maps didn't favor melee. Maybe replace his claws with spine banks and make the arms for just reloading the VC or give his claws biomorphs.
It's also strange that his claws does the same damage as the the Screamer Fex's, when he only has two arms. So now he's OP in a way that doesn't sense to the player.

Missile launcher buff makes it more useful, however the refire rate seems a bit high. It should be simi automatic.

Warrior still feels much weaker than the bolter tactical. Genestealer is good against Tier 1 and only them, which is I personally think how it should be. Assault however is still useless even against Warriors and Genestealers.

Also the Biovore nerf should be moved up, as he's the one Nid class that owns the other team.
« Last Edit: March 03, 2013, 07:54:17 AM by Oolon Colluphid » Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #2 on: March 03, 2013, 09:24:08 AM »

Flamers are agreed by players to be OP, as it kills a Carnifex in seconds.

Plasma Gun feels like an inferior choice to the melta and flamer, charge up takes too long and the bolts travel too slow. I suggest buffing its speed match the Zoanthrope warp blots and start nerfing it from there.

Venom Cannon stops reloading when you attack, this wouldn't be a problem if the maps didn't favor melee. Maybe replace his claws with spine banks and make the arms for just reloading the VC or give his claws biomorphs.
It's also strange that his claws does the same damage as the the Screamer Fex's, when he only has two arms. So now he's OP in a way that doesn't sense to the player.

Missile launcher buff makes it more useful, however the refire rate seems a bit high. It should be simi automatic.

Warrior still feels much weaker than the bolter tactical. Genestealer is good against Tier 1 and only them, which is I personally think how it should be. Assault however is still useless even against Warriors and Genestealers.

Also the Biovore nerf should be moved up, as he's the one Nid class that owns the other team.
Meltaguns also kill fexes in seconds if they get in range.  What we need to do is compare like for like.  I suggest we compare melta VS fex then flamer vs fex in the test lab firing range.  I can then tune the damage per fireball though the console.

According to the code the plamsagun fires more quickly and has faster moving bolts than the Warp Blast zoanthrope wargear (not checked that medithrope is using the same values [it should]) in this version.  Again a head to head test in in the lab is called for.

VC reload is not quite working as I had intended, it was supposed to require 4 reload key presses per shot, so it's not quite right as it is, but no broken enough to hold up the patch.  Yes the claws do the same damage from both wargear set, however the Screamer Killer can hit 4 separate targets with each strike, where as the VC can only hit 2.  It's not obvious in lab testing, but it does make a kind of sense.

Is the ML good enough that you'd choose it as often as the HB?  If not let's hold off the nerfs.

With the removal of the BP from the bolter tactical the balance of power should have swayed in the warriors favor.  The big damage buff to the Csword has put him at a bit of a disadvantage against Grenadiers, Medics and Assault marines though.  Seems to go down fast VS flamers too, but tuning the flamer damage needs to be done anyway.

I am wondering if it's time to start nerfing the spore mine damage, rather the ROF.
Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #3 on: March 03, 2013, 09:35:50 AM »


Is the ML good enough that you'd choose it as often as the HB?  If not let's hold off the nerfs.


I'd still choose the Heavy Bolter more often, as at least it fires slow enough to not lose a large amount of ammo. While the Rocket Launcher is more effective against Fexes, players have less control over it  due to the RL being a projectile weapon instead of hitscan. You have a better chance of hitting your target while spamming it instead of lining up shots against smaller targets.
« Last Edit: March 03, 2013, 02:36:32 PM by Oolon Colluphid » Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

Dark Marine
Marine Scout
***
Posts: 81


View Profile
« Reply #4 on: March 03, 2013, 10:07:14 AM »

I got a small bug by choosing the heavy Marine with Rocket Launcher. If I take the Boltpistol it change optical between the boltpistol and the Rocket Launcher all the time, but I still have the Boltpistol in use.

Just a notice. If we got the Beta please rename ex_city_conflict_v5 to ex_city_conflict. You missed it in the last Beta so the map has since that time the v4 in the name, Chrome Angel.  Wink

Btw the link to the youtube video dont work for me.
Logged

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #5 on: March 03, 2013, 10:29:42 PM »

Alpha 7.33 After Action Report
Overall this feels like a good build.  Plenty of players and we had several rounds that ended in GGs all round.

All the new map version with ammo shrines seemed to work just great.
Thunderhawk is noticeably in need of a new loading screen to match the other maps.
Missile Launchers seemed to be working fine, but still not as fun as the HB.  Need better visual feedback on what's frag and what's krak.
Venom Cannon's manual reloading feels unintuitive and can be interrupted by using talons. Need and "out of ammo" sound.
Warp Bolts seem fine with the tweak.
Fixed the terminators flashlight.
Glitchy view model when using Missile Launcher and Bolt Pistol alternatively.

Nerfing the flamer damage to 15 per hit brings it in line with melta damage at optimum range.  Flamer appears to do much more damage when you move toward it.  Fireballs must be getting the touch signal too often.

Tried nerfing the spore mine damage to 45, that seemed fine, but needs more focused testing.

Plasmagun badly needs an damage buff, we should repeat the flamer test some time to see by how much.
Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #6 on: March 04, 2013, 01:33:07 AM »

Vman needs to tone down the Fex blood, as I lagged each time some when attacked up close for no reason at all.
Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #7 on: March 05, 2013, 10:31:51 PM »

Just had another test and played a few rounds.  

buffed ex_plasmagun_min_dmg from 22 to 30, so if you hammer the fire key as fast as you can each hit does 30. Buffed the ex_plasmagun_charge_dmg from 50 to 55 to increase it's maximum damage.  The could probably go higher due to it's low ROF, which is not helped by appearing to need an extra click between shots.

Lycantium also need a new loader screen.  City conflict's loader doesn't reflect the new final objective.
« Last Edit: March 05, 2013, 11:03:22 PM by ChromeAngel » Logged

Im a Turtle
Guardsman
**
Posts: 16


View Profile
« Reply #8 on: March 05, 2013, 11:29:57 PM »

Gotta get some glowing sprites or lights to show where the ammo shrines are. I wasn't aware of them until i moused over them and saw the use caption.
Logged

Stahlhagel
Marine Scout
***
Posts: 97


View Profile
« Reply #9 on: March 06, 2013, 09:48:22 PM »

*facepalm* 
Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #10 on: March 08, 2013, 01:31:38 PM »

Just had another test and played a few rounds.  

buffed ex_plasmagun_min_dmg from 22 to 30, so if you hammer the fire key as fast as you can each hit does 30. Buffed the ex_plasmagun_charge_dmg from 50 to 55 to increase it's maximum damage.  The could probably go higher due to it's low ROF, which is not helped by appearing to need an extra click between shots.


Would it be possible to make it ignore the armor of all classes? Since it is an anti tank weapon anyways.
Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

Pages: [1]
Print
Jump to: