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Game Design Update - August 2, 2016

Discussion in 'General Discussion' started by BrentEllison, Aug 2, 2016.

  1. Intercept Inter Prefectus

    Please change the dept of detail once again so characters moving even on long range view... the floating right now is terrible as hell :(
    Chainsaw138 likes this.
  2. Gythraul Crepidus Arkhona Vanguard

    Yes but you can cover an awful lot of ground quickly with melee attacks. Heavy attack+ dodge roll foward+ charging attack and you are on top of a ranged class before he can hit you enough to cause much damage if at all.
  3. I can help confirm that it does take a large percentage of a DA's magazine to kill a tactical. Combined with the large spread, I sometimes empty my magazine and empty my shuriken pistol into the direction of a marine, and they're still not dead (but I am naturally ;)).

    I look forward to these adjustments. Dire Avengers are great fun to play, but needing 2 or 3 of them to kill a single marine is a bit taxing on your patience.
    Flyby likes this.
  4. THE NATHANIMAL EventHorizon Arkhona Vanguard

    At the moment you lunge very far, that will be removed now that you can charge power attacks and move. Once defensive bash actually works you'll have a moment to either run for help, or risk staying in the fight and maneuver to keep firing or go for broke with your knife.
  5. Fizzler Fizzler Preacher

    UI is VERY bad now... I'll look further in to it.. but for now just to mention some of it: UI keeps jumping between menues for instance (in Opera) you have to close all browsers else you cant see the scoreboard (in widowed mode and full screen)... Try to write in the chatbox... woha! very stressing. And lastly Sound volume is pr. default "realism" x 100 nov?
  6. PnzrNorm PnzrNorm Arkhona Vanguard

    I'm not 100% on the lore behind shuriken weaponry, but I recall them having an insanely high ammo capacity for their mags.
  7. Brent Ellison BrentEllison Former Lead Game Designer

    If you mean the hit vfx, we have to show something on your client or you would feel like your attacks had no impact - the delay to the server is too long to make the game feel immediate and realistic if you had to wait for confirmation before showing hits.

    That said, there might be some other means of communicating your "actual" hit. This depends on what the exact problems you're experiencing are, keeping in mind that of course our goal is to minimize any desyncs between the communication you get on your client and anything that happens on the server.
  8. I mean the four little dashes that show up in your crosshair when you score a hit. Like this:
    [​IMG]

    The fact that these are client side for EC has become a bit more of a problem now that Eldar are more slippery. There was a point while playing this latest patch where I downed a sprinting Dire Avenger without getting so much as a single hit marker. Here's a video from a while ago:


    View: https://www.youtube.com/watch?v=HVNhFtwVf0s


    At 0:09, I should have got a hit marker if they were handled server side, even if I was shooting thin air due to latency or desync with my client. That way they serve as the definite "Yes, you hit him." past all of the hit vfx and stuff.
  9. Brent Ellison BrentEllison Former Lead Game Designer

    Thanks for the heads-up! I'm passing all this on to the QA guys.
    FaintlyLucky likes this.
  10. I like the new warpcharge system, but as main support player it kinda cripples me in doing my job...
    On the Mark of Nurgle Heal, i can barely heal 1 guy from downed state, and only little on a second one until i have to recharge and let all my battlebrothers die in front of me (same for warlock heal). I know, MoN Heal is supposed to work on more than one patient, but even if i only follow one brother, i think i should be able to heal him more than 1,2 times before having to join him in the battle ;)

    Are the numbers just not tweaked jet, or is this intentional to make the apothecary the better healer?

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