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Author Topic: Beta 7.50 - Purge with Flame  (Read 19202 times)
ChromeAngel
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« on: March 26, 2013, 07:10:05 PM »

Exterminatus Beta 7.50 includes all the improvements to EX that have been made this year.  You can find a full change log on our moddb page.  Major new additions are  Flamers and  Plasmaguns for specialists and Ammo Shrines for  restocking marines as well as lots of balance improvements.

Download Beta 7.50 (ZIP) (390,082 KB)
40ksource.com
chromeangel.co.uk

Download Beta 7.50 (Installer) (383,873 KB)
40ksource.com
chromeangel.co.uk


New to Exterminatus?
Please take a look at the Exterminatus manual and watch our new video primer to get up to speed to with Exterminatus features.

What's new in 7.50?
  • All the changes from 7.25 to 7.32 plus...
  • Updated most maps to include Ammo Shrines, special thanks to Dark Marine for Version 5 of City Conflict and Nqss for updating Tarsis Ultra.
  • 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.
  • Genestealer footstep sounds by Im a Turtle.
  • Carifex warcry sounds by Im a Turtle


Balance
  • Buff Missile Launchers to fire up to 3 missiles in a row.
  • Nerf Venom Cannon by requiring manual reloading.
  • Buffed Plasmagun minimum damage from 22 to 54
  • Nerfed Plasmagun charge damage per second from 50 to 44
  • Nerfed Spore mine damage from 60 to 40
  • Nerfed Flamer damage per burn from 35 to 15
  • Buffed the tyranids final objective on ex_hive to have as much strength as the casket in ex_valley.


Tweaks
  • Thunderhawk gets refreshed with some new and updated props and a more infested environment (now more practical for lictors).
  • Modified the Venoncannon to require reloading between shots and re-enabled the tyranid out of ammo and reloading sounds.
  • Fixed the view model glitch when boltpistols and missile launchers are used together.
  • Made a scaled down krak explosion effect for the missile launcher's secondary fire mode, to help player differentiate between types and tell when they hit.
  • Tweak the Warp Bolt to travel faster but require more time between shots.
  • Made powersword blades glow.

Special Thanks
I would like to give special thanks to all the contributors and testers that made the Beta happen:
  • Stahlhagel and Farseer for their Flamer models.
  • Konstantin for his Plasmagun model.
  • The Vman for his very many particle effects.
  • Im a Turtle for his sound effects.
  • Shadow Chorus for this work on the Player Primer.
  • Dark Marine and Nqss for there work on the maps.
  • Oolon Coluphid, Dem0 and Otakumon for alpha testing.


« Last Edit: April 05, 2013, 08:52:15 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #1 on: April 20, 2013, 03:22:27 PM »

Two weeks later and I finally get  this news authorised on moddb.com
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Valvatorez Jr.Commissar
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« Reply #2 on: April 22, 2013, 09:23:27 AM »

Chrome how is the Imperial Guard trade coming? As it should be possible to reskin them into PDF Genestealers so both teams get a new class next time.
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Bahl
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« Reply #3 on: April 28, 2013, 10:28:29 AM »

What kept you from getting it authed?
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ChromeAngel
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« Reply #4 on: April 28, 2013, 11:48:48 AM »

What kept you from getting it authed?

The initial .exe upload and news post got deleted without any explanation.  A week later I was going to try again, but A) I was very busy IRL and B) The Deathwing team had already released there 40k mod beta that weekend.
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Bahl
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« Reply #5 on: May 01, 2013, 10:56:30 PM »

Hmm, that's very unfortunate. Do they promise to give an explanation?
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Valvatorez Jr.Commissar
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« Reply #6 on: May 30, 2013, 10:29:01 AM »

Now that the website is backup. I'd like to address the balance concerns I brought up in my latest review and expand on them.

http://orange-box-group.deviantart.com/journal/Source-Mod-updates-112-Some-proper-Dakka-373837495.

Astartes go first.

General:
I've seen players complain that they feel underpowered. Though that can be chalked up to new players, lack of skill or lag. 40K players know Tyranids usually own most races in CQC, and the damage the Genestealer causes is a source of complaint from Marine players. Though I usually read that as player skill or a lack of if anything. Might need more testing.

Tactical: Bolter is well balanced , Grenadier will however get owned in CQC by any of the Tyranid close combat classes. His only real advantage is tossing grenades at hiding nids, otherwise he is useless in most match ups.

Suggestion: Give the Chainsword a faster attack speed. The only other suggestion is maybe giving him a Plasma pistol in place of the blot pistol. Alternatively give it the ability to damage the Carnifex but only the lowest possible amount of damage. He might need better grenades than frags.

Assault: Assault suffers from the same problem as the Grenadier. His only advantage vsm be negated by a skilled player adapt at circle strafing.

Suggestion: The only real suggestion I can give is replacing his bolt pistol with a plasma or flamer pistol.

Veteran: A better choice than assault, but with the new flamer and Plasma Gun he ends up being an inferior choice compared to the Tactical Specialist. Melta Gun is balanced with other weapons but the Plasma pistol is feels lacking.

Suggestion: Give the Plasma pistol a weaker version of the Plasma gun's charge attack.

Observation:
If my ass knew how to model and compile I would make a scoped Kraken or Stalker Bolter. So there can at least be a representation of the Sterngaurd. But with Blender functions not letting me flip my P90 compile to the right side that won't happen anytime soon.

Also would it hurt to make him at least looks like a first company veteran? Any picture of an Ultramarine veteran has a bit more white on his helmet, maybe switch his with the specialist, only the higher ranks should be getting the Beakie.

Apothecary: Oddly more effective in battle than either Grenadier or Assault. Mostly due to his higher health. However having him cost as much as other Tier 2's means that players have to wait a long time for a medic. He also isn't as fun to play as the more offensive based classes and becomes useless at protecting his team mates when Tyranids get the stronger shooty classes.

Suggestion: Give him better ranks for each Tier.
Example:
50-75 Points: Chain sword and Bolt pistol
100 Points: Add either a Plasma Pistol or Power weapon.
150 points: Plasma Pistol and Power weapon at the same time.


Specialist: The most balanced Space Marine class. This is the go to for defeating just any of the Tyranid classes. However the Flamer feels underpowered against the shooty classes as even the Zoanthrope can out last him with good enough skills.

 
Suggestion: It's been observed that the flames push back the large Tyranid classes as the flamer has more push back against the Carnifex than it does the Genestealer. It would be best served if this was the other way around. Right now the current behavior feels a bit odd.

Devastator: The most balanced of Tier 3 classes. He defeats just about anything the Nids can throw at him. Nothing to add here, unless a Multi-melta or Plasma cannon is in the works.

Terminator: The Storm Bolter can defeated just about anything the Nids throw at him. However this is where the problem lies as its. Most players feel the Power Fist is outright useless. Which I agree with as this Terminator configuration should be able to own at least the Tier 1 classes in CQC.

Suggestion: The Storm Bolter acts more like a shotgun instead of a actual bolt weapon. It should behave more like the Counter Strike M249 to the Boltgun's M4. Highly accurate when used correctly but becomes less so when holding the trigger. Machine guns have higher muzzle velocity than Assault Rifles. So it should do slightly more damage per hit than the Bolter per shot, but not enough to be noticed right away.

Powerfist is outright useless, it should be able to one shot the Genestealer and its range is pitiful. Even the weakest classes have nothing to fear from a Terminator when his ammo runs dry.

Tyranids: Om nom nom!

General: Most concerns is that Space Marines feel somewhat underpowered compared to the Nids. I didn't bother saving any conversations due to them being over the in game chat.


Genestealer: Some think he's overpowered, otherwise the opposite. Myself included think the latter, since I circle strife to deal with him. Space Marines do die very quickly against the Stealer but a skilled shooter can take down at least two before going down himself.

Suggestion: I suggest nerfing the Stealers Primary giving him a very weak poke attack while giving him a Tertiary that's very slow but two or three shots Astartes if it hits.

Warrior: Balanced in certain conditions. He will own most classes in CQC, but Deathspitter feels lacking compared to Bolters when it comes to shooting it out with Marines.

Suggestions: In the 6th Edition Deathspitters are basically three round bolt guns. I think the best way to balance him is to do exactly that, while nerfing his Talons but making them attack faster. As Talons now get rerolls on their attacks. I have yet to read the Fluff on either weapon.

Lictor: Mostly balanced, but he starts getting worse in large player games mostly due to lag. This is mainly because his Talons short range and as such the most susceptible to latency.

Suggestion: The most I can suggest his giving the Talons a range boost. I would also suggest Flesh hooks as a third ability,  in that way he can at least has something to fall back on when server ping gets too high.

Biovore: So far the most balanced of any Tyranid class. With a degree of skills, he can defeat any opponent at range, while most can beat him. However he lacks fun of playing like his Tier 2 counterparts has.

Suggestion: I am assuming his current Spore Mines are bioacid. So give him either Frag Spores or Poison. Color coated so players know what the other is using.

Zoanthrope: Mostly balanced, however the range of his Warpblast feels too short and players in the way of your shot can waste it. Medi thrope gets the least use as he is less fun to play.

Suggestion: Make the Warpblast either ignore collisions or damage team mates. As for Medic Thrope the Primary is only good up close, he should be giving a very weak Warp Lance or the ability to steal health to heal himself instead.


Carnifex: The sole Tier 3 class. The Screamer is agreed by most to be balanced, however Venom Fex reaction seems to be that he is a bit overpowered. Even with the nerf that came with manual reloading.
 To me its mainly poor player choices and the fact that the Specialist has taken over the Veterans role as being the anti Fex Class. Both Carnifex load outs will own the Astartes Melee classes. While the shooty classes are a big as threat to Venom Fex as he is to them. The Plasma Gun, Melta, Devastator and Terminator can push back just about any Fex rush if applied correctly.
However the Venom Cannon doesn't feel like a powerful anti tank weapon. Instead it's like a simi automatic rifle with explosive rounds.

Suggestion: The Venom Cannon should be more like the rocket launcher instead of just an upgraded Deathspitter.

Damn that went longer than I excepted. Tongue


« Last Edit: June 06, 2013, 05:20:45 PM by Oolon Colluphid » Logged

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Stahlhagel
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« Reply #7 on: September 14, 2013, 10:09:12 PM »

CHANGELIST 7.5

Bugs:

nids:
-dakka thrope projectile still uses chromes old fx instead of vmans
-need to size down the normal bolter explosion a bit
-adjust animation of stealer attack to current attack speed somehow
-tweak damage indicator so it doesnt blind the player, maybe totally delete it

balance:

MARINES

plasmagun:
-plasma gun uses old model, chrome, ive sent you my own ages ago, you should put it in already.
-maximum chargeup damage should be toned down by 30%, and chargeup time reduced therefor by 30%
-outclasses the other 2 special weapons

flamer:
-needs around 15% damage buff.
-the projectiles speed needs to be increased to go with the fx
- projectiles need to expand more to go in line with the fx
-raising the amount of projectiles fired might help with the hitting issue atm i have the feeling i never ever hit stuff with it unless its in my face
-maybe remove the burning ground for fps optimization.

rocket launcher:
-revert ML to old state. never needed the 3 rockets thing. its not meant to be a crowd control weapon, thats what the heavy bolter is for. if it really needs a buff, which it doesnt, you can still buff the ROF a bit or the damage, to kill a charging warrior. against stealers it should be near helpless unless the player is really good with it.

heavy bolter:
-reduce damage by 35%, increase accuracy by 20%. play around with it a bit because right now its unplayable beyond medium range
-increase ROF by 15%
-lets try to make this weapon a true crowd control weapon, not an everything mowing down weapon that outclasses any other weapon of its tier by far.

storm bolter:
-make it a mini version of the heavy bolter, suitable for closer ranges
-decrease accuracy by 30%
-make it not dual shot, but more like a medium machine gun for close encounters(i know you will hate this one because of the coding you did for it, but this has been requestet by many people since its introduction)
-increase rof by 15%
-increase ammo to 90
- buff power fist range again, its still not useful

NIDS

deathspitter:
-this weapon needs some adjusting to make it halfway comparable to a bolter
-increas projectile speed by 30%
-increase accuracy by a slight bit, 10%

VC:
- make it in line with the rocket launcher. make it a slow firing cannon with good damage and good splash, not an autocannon
-remove the pump mechanism its only obstructing
-reduce ROF by a huge margin. make the class a slow walking but very powerful tank

thrope:
-op for its tier
-reduce the ROF of its blast attack by 40%

-give the medithrope the much requested lance shot with short range, huge damage but pinpoint accuracy. currently its not a viable class

STEALER:
- just a thought, how about making the stealer instakill most classes, but with long reload between attacks ? just an idea.

lictor:
-the jump ability is kinda op, but not gamebreaking. we should monitor this jsut in case.

-
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