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Game Design Update - September 7, 2016

Discussion in 'General Discussion' started by BrentEllison, Sep 8, 2016.

  1. Wait so you wiping again next week? How am I supposed to test the rank 5 stuff with that close of a wipe?
  2. Tamiel Brother-Tamiel Well-Known Member

    Hey Brent. Thanks for the updates.

    Will we have customization for armour colour trim? For Space Marines, the trim on your shoulders denotes which company you're from (1st is white, 2nd is gold, 3rd is red, 4th is green, and 5th is black).
  3. ETA on various designs or at least Chapter specific iconography on the Shields for Shieldbro?
  4. For quite some time now. They're definitely not in an ideal place and really don't contribute to the defense of Charlie point whatsoever IMHO.

    Edit: At the same time, Alpha and Bravo (especially alpha) can be a hair-pulling b*tch to take, which is why I think this hasn't come up previously. What's good for the Gander may not necessarily be good for the Goose.

    Edit 2: To clarify, they're mostly just useless, but as I said, gander and goose. It's generally one hell of a slog taking the first two, so it actually balances out.
  5. Redfingers Recruit

    So combat should devolve down to literally rock paper scissors?

    Have you ever played a game of rock paper scissors and realized how dumb and lame it is? Literally you want combat to be nothing other than rock > scissor and then that's it? I don't understand how that's interesting or fun. Please explain.

    There are other games like Mordhau and Chivalry that designed a combat system that is reactive and interesting.

    In spite of its faults, melee in Patch 21 did feel reactive.

    Just as one basic example, in Chivalry, parry beats attack. But I can turn into the attack to accelerate or away from the attack to decelerate the attack and throw off the defender's timing. Similarly you can turn a parry into an attack. So now it's a game about timing and skill instead of just pushing the rock button when someone else pushes scissor. Do you see how that's more interesting than RPS?

    Being able to roll out of D bash was actually the best change this game has implemented.

    Take a look at this vid
    Nyet and Lord_Cucatrap like this.
  6. Yeah, now even the power fist can feint his charged attack and that makes the things more interesting! Also it gives a good tool for the ranged classes to stop the agro a bit. Of course, now that some mechanics of melee are broken it may seen unfair, but for me, giving a more dinamic, high end of skill gameplay is the better option for this game.
  7. Jovan Jova Cipher

    For Melee, I usually don't ever see the durability go down (and even if it does, it regenerates insanely fast). Would it be possible to follow a 33% rule for weapon durability across the board?

    Win Clang = Nothing
    Tie Clang = Both lose 33% durability
    Lose Clang = Only you lose 33% Durability

    You get 3 chances misattempts to win the duel, after that your weapon breaks.

    Can the regen delay on the weapon durability last for 6-10 seconds? When you engage in melee and end up in a long duel to the death you usually end up fighting for a good 6-10 seconds or until someone shoots you, often times there will be a point where your weapon will regen in between hits so that you get an endless duel.

    I rarely see weapons break unless a powerfist is involved.
  8. Celestia Celestia Prefectus

    What is the counter to healing beacons? I've tried shooting them and hitting them with plasma but they still stay around and keep healing people. I would think shooting them with a pistol would turn off the healing mechanism at least.
  9. -FYI my Veteran Classes aren't showing up as options once I'm in a match. I chose the Veteran class for 4/5 of my customized characters and saved the Wolf Guard Veterans. When I loaded into game all I could chose were the 5 default and the 1 customized character that wasn't veteran. The Wolf Guard Veterans I customized and saved were not available as options in game.

    -Descriptions on Iron Halo sound lore appropriate, but it would also be really nice to see the exact breakdown of the stats that are effected in the item description at the Advancements screen. I see the stats once it's equipped, however on the Advancements screen the stats aren't showing for a lot of items.

    -Back Banners descriptions dont show stats. In general nobody really knows when they're being effected by the squad leader buff. It would be nice if the squad leader could see some sort of radius of the buff, toggle it on and off somehow? Or as a settings option? I'd prefer to leave mine on so I can see how large the AOE is that buffs my squad.

    -Can we please revert back to seeing stat/regen increases in %, instead of the x.97. Nobody in my guild to include me has any idea what the regen items do since the % was changed to the new values. i.e everyone would rather see Trinket of X increases armor regen delay by 3% because this leaves ZERO doubts as to what this item does.

    -Can we see our total regen stats somewhere in the loadouts UI? We see total Wounds, Toughness and Armor, how about totals for health regen, health regen delay, armor regen, armor regen delay. The sum total of all items combined.

    -Again this evening my guild has major issues getting everyone loaded into game prior to the match starting. Queing as a Warparty on several occasions a few loaded in as the match started at 8:00 minutes with over half of us getting into match at the 6:30 to 6:00 minute mark with defenders camping our spawns, so the match had been underway for a full 2 minutes and defenders have the time to set up a lethal spawn camp before we even leave the spawn.

    That's crippling for attackers getting into a match that late. When 10/15 of or 15/20, 20/30 load into a match that late, we then have to reorganize squads, assign classes, it's a total mess guys. We really need more time, 90 seconds minimum, prior to the match starting. Ideally the pre match set up doesn't start counting down until teams are EVEN and everyone has loaded in.

    -Is there an issue with large warparties loading in that's causing such drastic delays? I dont recall having these issues when solo queing.

    ****GAME BREAKING BUG ALERT***: please pass on ASAFP.

    While attacking Maggon tonight with my guild we had Alpha secure, and Bravo 33% captured when the defenders contested Alpha. With Bravo already counting down at 33/100%, Alpha's timer counted down faster than Bravo, and Alpha was captured, thus nullifying the Bravo cap.

    The amount of F-Bombs being dropped on Teamspeak was epic, a saga to be told for the ages. It's extremely difficult to contest, let alone secure Alpha, then to have Bravo lost because of this ...whatever... to happen... FULL TILT mode on Teamspeak... lol. The Wolves are on the prowl near the BHVR offices, be forewarned.

    -What's going on with the Predator autocannon and why is the Havoc hand held version so much more powerful? It takes 2 to 3 rounds of autocannon to kill me, yet I can pound 6 to 10 autocannon rounds into a player and they just keep on truckin like they're out for a walk in the park. Please investigate.

    -I thought the Baneblade was being adjusted? I thought we agreed that twin linked heavy bolters atop a mobile spawn was game breaking. I thought there was a consensus that the best anti armor vehicle in game being a troop transport was game breaking? I thought we agreed the .5 TTK vs infantry on the Baneblade was over the top. I thought there was a consensus that Tanks in fact should be the best armor killing vehicles in game? I though Eldar vehicles were supposed to be squishier than Ork and Astartes vehicles?

    In case you missed it.

    View: https://www.youtube.com/watch?v=gCxvNZHEp5g
  10. THE NATHANIMAL EventHorizon Arkhona Vanguard

    Haywire grenades, which are badass

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