After Action Report 7.34BApart from the cock-up where I named the sound folder incorrectly in that patch Turtle's sound effects worked well. Some of the fex "attack grunts" I used as roaring were a bit too quiet, but that's my fault for using them wrong.
Plasmaguns, Flamers and Spore mines were all doing there jobs. There seems to be a new client crash, I suspect it may be to do with my flamer balance fix (which otherwise works), I need to check.
Thunderhawk didn't get any comments about the new look, but I did hear someone curse lictors on there, so they are obviously usable again.
The Venoncannon was working as intended, but now takes more mental effort from the player to remember to pump up the ammo. As Oolon said this makes the fex less feared. This feels like a nerf too far, so i'm thinking of either reducing the number of reloads he needs to shoot or making the attack key reload.
ML seems kind of OP now, but not totally dominating, which probably means he's about right balance wise.
Stahl described the missile launcher as totally broken, but I don't know if he was just objecting to the 3 shots in a row thing. Did anyone see the glitch with the Ml and pistol switching view models during reloading?
No complains about the krak explosion effect, but some players were missing the flamer effect. Make sure to include the pcf in the next patch.
Tarsis Ultra played fine, the new balcony around the radar station is a much needed boon to the marines. Might the radar not make a better objective than the Rhino?
I did not observe any marines using the shrines on City Conflict, but then I was mostly playing nids.
Apart from the VC I really think the balance is good in this build. The new weapons look good and feel right. The maps are looking good (if a bit red). I think one more weekly alpha then we'll be ready for a beta release candidate. Should I aim for or avoid an April 1st release date?
