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Game Design Update - September 7, 2016

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

  1. -PLEASE REMOVE ALL QUADGUNS FROM ALL MAPS but the Fortress. This element of game play simply kills the competitive nature of a Tactical Shooter and ruins infantry vs infantry game play.

    Quadguns now hit even harder? Quadguns are fun for but about < 1% of the total player pop. Who thinks quad guns are good for game play?

    Melee:




    --Melee attack ranges. Backpeddling still beats melee range.

    Not even backpeddling combined with rolling, just straight up backpeddling beats the range of most melee weapons. Especially noticeable on the the Tactical/Traitor/Dire Avenger/Shoota Boy's knife(useless in melee versus a moving player because of ZERO feet melee range). The Narthecium and all similar weapons are also useless because of zero feet melee range for these weapons, and most other melee weapons. Videos to follow.

    The non existent attack range on the knife makes this weapon only useful versus a stationary, unsuspecting opponent. These weapons are can be outran/outranged by an opponent backpeddling while shooting you in the face.

    -I don't see the point of Ork and Astartes melee classes versus Eldar. Again, as I've repeatedly stated, IF we hit an enemy in the back, or in the face they should NOT be able to simply run away uneffected, not even missing a stride. A blow to the back needs to stop someone in their tracks and/or slow them significantly for several seconds. It's total BS that players can take a power fist to the spinal cord and continue running or sprinting as if nothing at all happened.

    We work and fight our asses off on a melee class to achieve melee range, only to see Eldar backpeddling out of melee range(they can backpeddle their way out of melee range because our melee attack distances are so abysmal), or they simply turn and run and from 1 to 3 feet away we cannot connect with any type of melee strike.

    -Bash is interrupting strong attacks. I cannot beat a bash spammer because my Strong attacks are interrupted.

    End Melee


    -the Space Wolf taunt/emote "for Le' man Russ" is being pronounced auf Francais... as in the formula one "Lemans" i.e. Le MAN Russ... I'm fairly certain I've heard it pronounced in audio books as "Leeman" Russ.

    -Ragdolls look pretty silly, are they going to have bones structure, power armor and weight for launch? They look like a deflating baloon flying around that weighs less than a pound. It really looks... well, not good.

    -I like the new Chapter, Clan and Craftworld icons during character creation. Any chance of appropriate Chapter, Clan or Craftworld colors for those elements of the UI so players have an idea of which colors are associated with each Chapter, Clan or Craftworld?

    -Attackers in general need more Mobile Spawns on most maps. Most noticeably Blackbolt only has TWO MS available for attackers at a single spawn point. TWO guys.... that's not enough. Once they're destroyed the opening minute of the match, the next 5 minutes attackers have ZERO mobile spawns, so they end up getting camped in the DZ until the 6 minute mark, when another two MS become available. Attackers need 4 MS per DZ, and the 2nd DZ that just has the Siege Cannon needs to be behind cover.. it's in clear sight of the Fortress.

    -Still missing 3440 x 1440 resolution. I only have 2560 x 1440. I've had 3440 x 1440 available since Alpha started, until a few weeks ago.

    -Alt/tabbing out of game then back in changes screen resolution. Not the actual setting, but the resolution is noticeably changed. I go from normal looking marine to skinny marine when I alt tab out, then get back in game.


    -Space Wolf Voice overs are extremely quiet, to the point I can barely hear them, even when the sound bug isn't kicking in. Need more bass perhaps.

    -Sound bug. All sounds get very, very quiet.

    -We still need a "low health" warning prior to spawning into a burning or almost dead mobile spawn. Sitting at the respawn screen we should be able to see the health status of our Rhino so we can make an informed decision prior to spawning in and them immediately getting killed because our Rhino is on fire/exploding.

    -We need more pre match set up time. By the time our guild leader and several other players load in, the match is already underway.

    We really need about another 60 seconds to allow EVERYONE to load into the game, then join on the Guild leader in a new squad, then assign roles, then rearrange or form new sub-squads. It's too darned rushed pre match guys. Please give us more time to get organized and form the battle plan.

    Pre match set up time and mission planning has been a selling point since the early days of EC. While we dont have the briefing room, the battle map, the Warlord giving the brief, and all the associated bells and whistles, we can surely get another 60 seconds pre battle to organize and set up our existing squads. What's the rush?

    -Imbalanced Matches. Especially detrimental on the smallest maps. A three or four player advantage on Pegasus is huge. How and why are these imbalanced matches still starting?

    The match should only start WHEN and IF teams are even. If teams are NOT even the match should NOT start guys.

    Again, whats the rush? If the teams don't balance after 3 minutes or so, the match should close and everyone should be dumped back into a que. Once teams are even, those players loading in late should get a full 90 seconds or so to load in, organize squads, then brief their friends on the plan.

    I find that difficult to believe that we've been experiencing imbalanced teams for 12 months now and it's still a problem. Are we saying it's impossible to keep a match from starting until teams are even? If teams aren't even after 90 seconds of pre match set up time another 90 seconds should be added.

    If 180 seconds pass from the moment the match is created and players load in and the teams aren't perfectly even, the match should end. Are we saying we can't end a match if teams dont balance after 3 minutes of pre match set up time?

    It's a complete waste of our time time as attackers to have to start a match outnumbered, knowing it's a mathematical probability that being outnumbered the opening 3 or 4 minutes of a match dooms the attackers to failure because matches are now so short. If the darned match timers weren't so short this wouldn't be as much of a problem, but still an inexcusable problem none the less. If teams are NOT even, don't allow the match to start. If the teams dont balance within 3 minutes of the match being created, END THE MATCH. Dump players back into a pool and ensure the system finds creates a better balanced match.
    Andy251, mikk34, Xeltan and 1 other person like this.
  2. Jericho Jericho Forum Beta Tester

    I often experience the redeployment map showing me vehicles are available but then won't let me spawn one.
    Is there any way it can state what squad the transports on the field are attached to so I don't have to cycle through each squad watching to see if it goes blue?
    ArtemK and Njord-Halfhand like this.

  3. This so very, very, VERY much. So incredibly frustrating. It's been the "norm" for 6 weeks now, or longer. It used to work just fine.
    Sofferenza likes this.
  4. Drum Drum New Member

    No, it's just not working calculations avenger and sorcerer 250\0 450\0

    Attached Files:

  5. -Strange cross cut texture on the top of Space Wolf Rhino.

    -Will we see proper Chapter, Clan and Craftworld icons on our vehicles? Perhaps numbers and other typical markings you'd expect to see on vehicles of war?

    There's no shortage of inspiration on Google: Warhammer 40K vehicle marking , Images.
    Warriant likes this.
  6. All Astartes vehicles are noticeably missing the Adeptus Mechanicus "seal"/icon/stamp on the back of each vehicle that designates each vehicle as being inspected and approved by either the Dark Mechanicus or Adeptus Mechanicus.
  7. Lerdoc Katitof Well-Known Member

    Its just, you know, LSM players are new to faction like this and can't play it properly, so they need to L2P first and foremost ;)
    KharnVarus likes this.
  8. THE NATHANIMAL EventHorizon Arkhona Vanguard

    My Feedback @BrentEllison

    [1] FPS is even better than it was, however something is causing me to lag on all maps.

    [2] The redesign of B on Harkus feel a lot better, I like it.

    [3]
    The new level assets like control consoles and "stuff" on the maps is nice!

    [4] The Striking Scorpions animations are slow and he frequently pauses in between them. By this I mean I swing a sword and then pause, I roll then pause, etc.

    [5] The Shuriken Catapult is still ineffectual, even at optimal(close) range. It only performs well when you are at close range(which is melee range) and head shotting the enemy consistently.
    If it's supposed to excel at melee range I'm ok with that, but it doesn't do that right now. To make it be effective at close ranges where the enemy is 1 melee swing away, the damage needs to be increased. I'd much prefer the short range be doubled.

    This weapon performs really bad, and it is a recurring complaint in the games I play.

    [6] Firing cone on all Lasblasters blooms to absurd levels when in full auto, I can miss someone repeatedly at 10M who isn't moving.

    [7] The Quad guns on Maggon aren't neccessary or really effective. The defending team can destroy them quick, and the terraces they are on work just fine for heavy weapons teams
  9. -the "speed bumps" at the top and bottom of all "ramps" in game are very annoying and sometimes frustrating. These areas are either impassable, or knock us out of running or sprinting every...single... time we pass through these areas.

    -Invisible terrain inside objective B on Pegasus, 2nd floor towards objective A, just inside the balcony. I ran into it, then vaulted over something invisible between that balcony(that overlooks objective A) and the railing overlooking the objective(objective B).
    Fenrir4life likes this.
  10. Ignoring your snarky remark.

    I can't answer for all people, but in this case three reasons come to mind.

    If release is just flipping a switch, why would previous behavior change?

    It's unclear if we are counting "Launch" as a beta or not. If "launch" is beta, then launch isn't the traditional definition of "launch".

    I am trying to determine if it's worth my time to try to get something to level 5 in the next couple weeks.

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