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Q&A Answers Compilation Thread

Discussion in 'Ask the Team' started by Djemo-SRB, Sep 11, 2014.

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  1. DjemoSRB Djemo-SRB Preacher

    Answers from the 36th Q&A thread

    1. (team) How many elite/veteran classes can we expect for release and how often will new ones be added to the game?

    BRENT: Veterans first, once we get the first set of elites in they’ll be more regular afterwards.

    2. When is damage from vehicle ramming coming back?

    BRENT: Isn’t it back now?

    3. Will the advancement be very specific to sub-faction like annunciated before (more melee for space wolf, more JP option for blood angel, more warp option for sorcerer etc....) ?

    BRENT: We will be adding that over time.

    4. Will we eventually see vehicles display more subfaction heraldry, have more spiky bits for Chaos (Vindicator is identical to LSM right now), and perhaps display the newly revealed guild banners?

    BRENT: That is a goal for us once we add vehicle customization.

    5. The orks will be able to use other factions weapons, or even necron gauss weapons?. If we can, Will be for all or will be something special for something like a flash git? We will have big penalties for using something like a orkified shuriken cannon?

    BRENT: The Looted ‘Umie Bolter is still coming, but you won’t exactly be using other factions’ weapons. More that we will be incorporating weapons that are thematically looted from others. In some cases that will bring properties that make them unique for the Orks.

    6. Is it still the plan to change vehicle spawning to require some sort of player owned points in the match? If so, will that be implemented before or after launch? (it seems like something that has the potential to change the game quite a bit and/or require a lot of tuning).

    BRENT: There are already points that can be taken to gain control of vehicle spawners…?

    7. Will Tyranid Hives be selectable from the world map rather than a queue (or both?). I'd much prefer to "start" a mission to a Hive by directly selecting the option to do so, and then wait for/invite players to join the mission lobby, rather than waiting in a queue for ages (think Mass Effect 3 multiplayer's lobbies, where the player hosts, and then waits for people to join).

    BRENT: We have adjusted the system to work more like this, so we’ll see how it goes!

    8. Trade between players or the auction?

    BRENT: Not planned for the near future.

    9. When will there be a difference between armour save and ward save? As ward saves should be better against weapons with high Armour penetration. Like Plasma, lascannon, reaper missiles and melta. So far we have 2 possible ways of getting ward save. The storm shield and the warlock robes. Storm shield works when you raise it. But the Warlock just has armour and dies just as fast as others to plasma, lascannon and melta bombs ( yes you can tank a melta bomb with a storm shield ).

    BRENT: That is a mechanic for simplifying the tabletop experience. At some point we might add pure damage mitigation again, but it is very similar to simply having more health.

    10. Can you share any of the brain storming being done on the mandible blasters for striking scorpions?

    Cannot answer right now.

    11. Will there be any kind of manually triggered cooldown abilities, e.g. Eldar Dire Avenger Exarch (I guess it will be an elite) might be able to activate a blade storm ability for a certain amount of time?

    BRENT: Yes, we’ve already done so for the Howling Banshee and we will be expanding on it in the future. Leader-type characters will have things like this, and in fact, we’d like to change over some of the Apothecary/Painboy equipment to cooldowns rather than limited counts.

    12. Will you have your full team working on the game post-launch, or can we expect people to be delegated on to other projects?

    Cannot answer right now.

    13. Why are Blood Axes brown?

    BRENT: That is how they are frequently depicted. However, we will add more clan-specific visuals in the future such as camo, Imperial-style gear, etc.

    14. ETA on the Power Klaw please.

    BRENT: Well, it’s in now!

    15. When will the Fire Pike (Fire "Spear" considering the length) and Singing Spear be ingame?

    BRENT: Can’t say when for sure, but not long. The Singing Spear is “just” a matter of coding the feature and doing the animation, but the Fire Pike is currently quite problematic due to its shape & size. We’ll figure it out, but we don’t know quite how yet.

    16. Wasn't there some talk about a Predator Annihilator some time ago? Will we see it on the battle field (same goes for the Damocles, Razorback and Fire Prism, which were all either in previous dev builds or have been talked about)?

    BRENT: We will add plenty of new vehicles, alternate loadouts, and customizations including everything you’ve mentioned, but Terminators will come first.

    17. When do we see our first falling (not static) Drop Pod, Dread Claw, Rokk or suddenly opening Webway portal?

    Cannot answer right now.

    Jericho and HiveSpirit like this.
  2. DjemoSRB Djemo-SRB Preacher

    Answers from the 37th Q&A thread

    1. (team question) Can you guys please change the colors of the Nurgle and Tzeentch heal to green and blue respectively? This goes beyond simple immersion, it has very genuine problems gameplay wise with just letting every psychic heal be purple. Lets compare it to the Apothecary for example, his heals consist of 3 vials and each has a very unique and easily distinctive buff attributed to them, because all these buffs have a different visual look. The heal over time vial gives you a green aura, the damage mitigation vial gives you a yellow crosses aura and the melee damage buff vial gives you a blue lightning-esque aura. Like this picture for example, see how its clear that this Wolf Priest has both the damage mitigation and heal over time vial injection on himself.

    BRENT: We intend to standardize the heal vfx as soon as other priorities are out of the way.

    2. What is the future plan for how the game will work? will there always be timers on maps, or will it end up being more stock/reinforcement based, creating longer trench warfare style battles without a rush timer?

    BRENT: This is something that is certain to evolve and change over time, but my goal is still to eventually get to a point where we can have a territory-scale map that feels like “free-roaming” with multiple outposts and a fortress.

    3. What is the ideal distance for a melee to beat a devastator? Because currently devastators can kill in less than a sec at point blank easy.

    Cannot answer right now.

    4. Is the shorter timer to recap a point as a defender intentional or is it (hopefully) some kind of bug?

    BRENT: I’ve never heard of this. If it is the case it is a bug, but I don’t believe it’s happening at the moment.

    5. Why are the gunturrets and vechilces respawning? I mean, if u destroy smth its destroyed right? And why are the turrets in certain maps placed 100m from spawn? And If u bring down a wall of a building ( if it was possible ) should it respawn after 10 min then?

    Cannot answer right now.

    6. When the ¨perils of the warp¨ will be implemented? What kind of things we can expect from that? More power but more risk?

    BRENT: When we add perils of the warp it would be alongside “bigger” powers to have additional risk/reward. That’s a ways out though.

    7. Question, could there be a weapon mod that changes the bullet tracers to every 3rd or 5th in row, as opposed to every round being a tracer round as it is atm ? When i start shooting i cant see the enemy anymore.

    BRENT: Sounds to me like that’s a vfx issue, rather than something we’d want to fix with a weapon mod. In general we need to tone down our vfx spam.

    8. Will it be possible to give every healer class the possibility to use the Q key on friendly wounded targets to "tell" them (message displayed on the targets screen) that the healer is trying to heal them?

    BRENT: That’s an interesting idea! I have taken it under advisement.

    9. Will we get points for the healing via healing grenades?

    BRENT: Yes, we just need to do the underlying tech (it’s more complicated than it seems). Shouldn’t be too long though.

    10. Should you guys change the name of Ork Veterans from Nob to Skarboy? Because right now the "Nobz" aren't bigger yet, it's much more logical to have Skarboyz replace them for now until Nobz can be properly implemented.

    Cannot answer right now.

    11. Do you plan to make any changes to preset loadouts? Or better yet, allow community to make them for you? Also, you are going to fill the presets with 1000 loadout points each, right?

    BRENT: Yes. One of the biggest problems is that they’re missing weapon mods.

    12. Why still only 5 load out slots? With Vet load outs needing a slot this has just become a much bigger issue.

    BRENT: Veterans don’t take one of your 5 slots, they have their own.

    13. Will maps have mutator/biome variations at launch? (eg warp storm on Blackbolt, Zedek snow)

    Cannot answer right now.

    14. Why do we have lives as veteran class?Wouldn't be better to just add timer on them? like 5-10 min between spawns? ( Timer could start on death ) And perhaps if someone is loosing heavily you could buff the veteran timer to allow more spawns of Veteran classes, you know like reinforcement.

    BRENT: This system will change in the future.

    15. When will the Orks get the power klaw, fixed melee (right now power choppa can't beat a combat knife in a clang), dakkas that actually beat boltguns in short-range, and some orky/lore friendly weapon mods (orks don't use muzzle brakes, they paint their barrels red!)?

    Cannot answer right now.

    16. I heard that in the future in the PC version of the game will be removed toggled auto aim with red circle. Is it true and if yes then when?

    BRENT: That is not true.

    17. The orks can have other abilities in waaaagh if, for example, we put some warpaint on us? Like a % to not waste bullets or to ignore damage %?

    BRENT: Eventually the Waaagh! is supposed to be a warlord power, and at that point we can have multiple types of Waaagh!’s. Having alternate powers is an interesting idea though. Since a Waaagh! isn’t guaranteed, it’d probably have to be like the standards where it doesn’t cost loadout points but instead just changes the bonus.
    Jericho and HiveSpirit like this.
  3. DjemoSRB Djemo-SRB Preacher

    Answers from the 38th Q&A thread
    1. (team) What are the plans for the games background, and when will we discover why the Tyranids are on Arkhona and what is Abaddons plan?

    BRENT: The campaigns coming in the next patch will be the introduction of narrative, but it will be more about the characters and faction flavour. However, as we expand the campaigns in the future it will be the source of this sort of information.

    2. What is the plan for RTC weapons, are there going to be any changes in the modding policy? Items such as the Litany of Wrath have the exact same stats as a Power Maul but cannot be modded, making it objectively inferior to a base weapon, is this intended?

    BRENT: Currently the RTC weapons all come pre-modded, that is they have a full set of mods built into their stats so that they are equal to a fully-upgraded version of the standard weapon (but less flexible). However, we are reviewing this and will likely make some changes soon.

    3. How does life-steal work? Do different sources stack additively/multiplicabley? (ie life-steal weapon mod stacking with khorne) Does the healed amount round up/down? Tangentially, do executions do damage, so that life-steal would take effect?

    BRENT: Life steal from a weapon adds to life steal from a piece of wargear, so if you get 10% from a weapon and 10% from wargear it’s 20%. It does not currently affect executions, but that’s something we want to add in the future.

    4. Southern hemisphere servers when?

    Cannot answer right now.

    5. Will we see sub-faction specific weapons such as Noise Marine blasters, Plague Marine bile spitters, Dark Angel master crafted plasma weapons, Space Wolf Frost weapons or Blood Angels inferno pistols? Or would that be too OP for the game as it is?

    BRENT: Yes. Although chaos cult weapons are different from “sub-faction specific” categorization as far as our game is concerned.

    6. What is the devs current stance on the state of melee? Are they monitoring its stats (damage output, percentage of the playerbase playing melee classes, kill rates etc.) at all? Should they concede that it is not where they intended it to be: what steps, if any, have they in mind to address this?

    BRENT: As mentioned on Twitch recently we are currently doing a review, and we will be starting with addressing the dbash stagger being ineffective and the durability.

    7. How are you going to address the fact orkz suffer greatly from a lack of melta equivalent weaponry? As it stands out atm, orkz are the slowest at destroying enemy tanks, which can be felt greatly especially on fortress maps.

    BRENT: We recently nerfed melta, and intend to do a review on rokkits since the Ork anti-vehicle strategy should be about rokkits & klaws.

    8. When might we start seeing mods for heavy weapons?

    BRENT: Very soon! It’s actually the next set of mods we’re doing.

    9. Any chance we'll some some neutral start take & hold maps? The original vision is gone & as attack/ defence isn't tied to map progress its not going to hurt the metamap.

    BRENT: Yes, that’s something we’ve discussed although we will need to do that with new maps since it’s very difficult to adapt an existing map to a symmetrical structure. Before that happens, we’ll be revamping the Deadlock game mode to be winnable by the attackers.

    10. I think alot of us are excited for the World Map features. Can you explain what's coming with this? And when?

    BRENT: The big World Map improvement coming in the content update is the ability for you to view and join ongoing battles. This means we’ll be moving a lot more onto the world map rather than menus, and it will give you a better view of the populations and what’s going on with matchmaking. In an update planned for the following content patch we will be adding multiple warzones so that one faction can “win” a warzone and move onto the next, leaving behind a history of what happened before.

    11.During this week's twitch Brent talked about the space marines not having their own identity and unique play style and that they are taking steps to implement one.Can I ask how you view the Orks in regard to this as they were very much a soft mirror of the LSM (shields, apoc style healing, jump assaults the same etc). The Orks always seem to be behind Chaos and Eldar on the map just in front of marines, and do you also feel that the Orks do not yet have their own identity and unique features and if so can we also expect them to receive something as the LSM are? .

    BRENT: We’ve been monitoring the win rate across different factions and things have actually fluctuated quite a bit (for a while there Orks were doing a bit too well). The main unique features for the Orks right now are their rokkits/kannon deffgun and the Painboy’s focus on poison and debuffing. We’re going to be emphasizing both of those more, and once Warlords go out they will get further differentiation.

    12. Will the Garrison ever feature an obstacle course of sorts to train new players. Maybe include mock-up maps to train players in different tactics. For instance, allow groups of players to join an empty map and swap attacker/defender roles at will among the same faction. So let's say that space marines want to practice a fortress battle with 14 players. Allowing them to enter the map and pick 7 members for each side to practice maneuvers, tactics, and coordinated strikes.

    BRENT: We will improve the Garrison over time, but the first thing we’ll be adding is basic dueling. Everything else must follow after that anyway.

    13. On the subject of tactical in the live stream you said the way you where buffing tactical was to actually buff apothecary instead, seeing as how apothecary is presently generally leading the other melee classes on leader boards for kills and damage any thoughts to why you would buff one of the strongest classes on LSM particularly strong at doing JPA or GA's job but also a passable healer to help another class which is the weakest ... it actually seems like it would continue to exacerbate the problem or apoths being the go to front line combatants over GA and JPA and even more tactical shortage problems ? Especially when it seems to most LSM fans more lore friendly to add some melee umph to tacticals/vet tactical via sword/chainsword/powersword (things at least vets can have in TT and things any SM can have in tapletop RPG) or give them more CqC related firearms to choose from like an asartes shotgun or at least zone denial like a grenade launcher(possibly with smokes) or some more survive ability gear to pick from ?

    BRENT: Adding more special tools unlike what we have so far is a potential solution path, but one that certainly takes more time to implement. In the case you’re referencing we needed a short-term improvement, but as we add content to the game we’ll be looking at doing so to address issues and deficiencies like this one. For example, the Grav Guns are intended to allow the Space Marines to have more control against fast-moving opponents, and to give the Tacticals more power against incoming melee units. In the future we will continue with this philosophy.

    14. : The guild system in game seems rather unfinished as it is still not functioning correctly with only showing 50 members (we have 220 members), So will this be fixed along with more ranks added that can be customized?

    BRENT: This is being worked on, you should see an update soon!

    15. Will we ever see Nurglings in game in any shape or form? I'm even willing for them to be glittery for Katie's sake.

    Cannot answer right now.

    16. What are the plans for giving Orks AV, new weapons, tuning the existing weapons or is it where it's supposed to be?

    BRENT: Ork anti-vehicle is all about rokkits and power klaws, so we want to work on those two. Rokkits in particular need some big improvements, so that’s going to be our first focus.
    Jericho and HiveSpirit like this.
  4. DjemoSRB Djemo-SRB Preacher

    Answers from the 39th Q&A thread

    1. (team question) For Brent: Are the class numbers in each match trending the way you want atm ? You said a while back that Tactical classes should ideally be the bulk of the game but I see a majority of Support classes, Heavies, GAs (especially Eldar) and Jump Troops lately with just enough Tacticals to cap or hunt vehicles.

    That question is addressed to Brent and he’s not here.

    2. Will the rogue trader store become just skins and cosmetics? It would be a shame that so many cool weapon looks and designs won't be used. Being just a skin won't affect your play style and make more "fashion" shows that might make people use their Rogue Trader Credits more. Maybe even add a skin slot next to weapon mods. Like a World of Warcraft Transmog.

    We’re moving in a direction like that. We’re starting with allowing RTS items to be modded. One thing we’re not doing or don’t plan to do is let any look go on any tier of weapon. A standard tier Boltgun will never look like a Mastercrafted or Relic.

    3. Are you working on character history? Like deaths by melee, deaths by granades, deaths by headshot, xxxx orks slayed or something like that.etc

    We track all that data and more but displaying it all isn’t in our short term plans.

    4. What happens when you add new troop-types to EC, e.g. TEQs? Is there a "hole" in the gameplay where this new troop-type would fit in like a puzzle-piece? Or would this new troop-type make it necessary to change everything else in the game (the other troop-types and the maps and the weapons and the items...) to balance?

    The new class will change the meta and players will adapt, so adding new things won’t change the entire dynamics of the game requiring a full rebalancing.

    5. What other vehicles might make it into the regular game? (as opposed to vehicle specific maps)

    Too soon to speculate but you can assume that variants of the chassis we already have would be the first to get their variants before adding entirely new class of vehicle, ie Land Raider and equivalents.

    6. What are your current plans for subfaction specific characterizations? (Visual differences, specific bonuses/abilities, etc.)

    We’ve got some ideas but it’s too soon to go into specifics but we’re taking every opportunity to add on a regular basis more flavor. You should already see that happening in some places.

    7. Will we be able to remove pistol from our loadouts to save up some LP to get other item?

    That is not currently planned.

    8. It looks like the Match Maker system will allow dozens of one faction to enter a battle with just a few opposing faction players (we often see 15-20 LSM up against 4-8 'other') but also allows more players in to fill the gap and eventually be even. Many times the opposing players will lose a few people before more show up and often the games pretty much half over before the game manages to even out the forces. I can only assume that if all parties involved want to go around again it may work out but I don't get to experience that often. Since you will allowing in-game character customization than perhaps a longer pre-battle timer is in order. I personally would hate to wait longer at any given time but 20 vs 4 is even worse. Some games make you go as far as waiting to fill the gap before the event starts... we have to wait long periods of time for a match and end up getting a few opponents and it really makes me wonder why the system spent 5 mins to basically fail.What will you be planning on doing to fix this issue with the match making system?

    The match making system was never supposed to let an imbalance of more than 3 players happen. There were bugs that have been fixed and perhaps still are some bugs that allow larger imbalances. Large warparties can also quit causing a big imbalance. With that said, work is ongoing to improve the match making system but the focus should really be on improvements to the meta-game on the world map and giving players better information about where other players are fighting. Which is exactly what we are doing.

    9. When will you be able to raise the player count? Due to some matchmaking errors there have been 45 or so players in a game that the pop limit was 30, 15 v 30. The game was able to play and handle that, so is it possible to increase the player count soon?

    Higher numbers of players isn’t an end goal in-and-of itself. More or less players should be decided on based on various factors such as; if it’s more fun to play with more players, if the majority of players have the hardware to support that number of players, if there are enough players to match into a larger map. Not necessarily in that order.

    Increasing the performance on network, client and servers on current maps is the current priority with the current number of players as well and in the meantime, we have a lot of ideas to actually fill in some smaller and intermediate match modes that are pretty standard and fun in other games, with a 40K twist.

    10. When will we have more skins and appearances options like robes, clothes and backs ( furr for space wolves) and more decorations on the armor ?

    Those are all past the concept stage and being modeled. Concept art was shown on the Dec 2nd Twitch and we might be able to see the 3D version on the 9th.

    11. What gamemodes are you working on? Fortress , ToW, tank battles and what else?

    Another PvE mode will be revealed soon. Let the speculation begin what comes next. We’re also tuning current game modes.

    12. Are there plans to increase inventory space once more loot items drop or are there plans to rework how relinquished items show back up in the loot boxes? My concern is once more loot appears and we end up having to relinquish items to make space, those relinquished items will keep appearing over and over again in the boxes leading to much frustration. I can live with that if that is the games intention, I just want to prepare myself now.

    Yes there are plans to revisit the system. The original inventory space was set to a number higher than the amount of items in the loot boxes so people wouldn’t run into storage problem before we had a chance to address it.

    13. Can we Orks have grots later as types of wargear?

    Perhaps someday but keep in mind every grot running around on the battlefield is using the resources that could go towards another human player.

    14. When will we have dual wield for melee weapons and two handed weapons ?

    In a future free expansion. Likely after we’ve done the Terminator equivalents and Bikes. All of which are pretty big features that are currently higher priority than dual wielding. Dual wielding requires new animations and our animation focus right now is on Terminators.

    15. What kind of vehicle customization might we see? (Banners, spiky things for Chaos, flashy bits for Orks, etc)


    16. In which content update do you currently plan to release the Ship gameplay modes?

    Actual ships aren’t on the horizon but game modes, but pve/pvp maps that “happen” inside a ship might.

    17. What will you be able to do to make it easier for leaders to form groups of friends for battles? I personally don't invite people but I have heard it can be a hassle. From what I understand you have to invite each player with no option of "Invite all guild members online to join you" or "Invite all friends online to join you" and there's the issue of the need to drop the whole party if someone crashes or new players wanted to join in (this may be outdated).

    This is one of those “will you do my suggestion” types of questions. “Invite all” seems like a good feature request. It could work like a public war party but limited to my guild or friends list.

    18. Please explain when you will start working on mandiblasters. The striking scorpions are still not complete and that is little embarrassing.

    As soon as that feature makes it to the top of the priority list.
  5. DjemoSRB Djemo-SRB Preacher

    Answers from the 40th Q&A thread

    1. (team question) Are you guys aware that currently abilities like the Warlocks Embolden and the Apothecaries healing gas grenades (that apply a HoT) make you completely immune to DoT (damage over time) effects? You can easily test this, apply Embolden on yourself and then get attacked by things like the Stream of Corruption, Flickering Fire or the Sicky Shoota. The first you will be totally immune to and the other two will only do the small amount of direct damage they do, but will not be able to apply the DoT because things like Embolden and healing gas grenades HoT make you immune to such DoTs. Is this intended, and if it is, why? I can understand the HoTs functioning something like a "cushion" that would hamper the potential of the DoT to do its full damage, but giving HoTs the ability to outright make you immune to ailment application is too much. It basically invalidates certain abilities completely, even more so when you see how long these HoTs tend to linger on people (basically granting the said ailment immunity for a very long period of time).

    BRENT: This has been changed in the latest patch. Thanks for reminding us!

    2. Any chance for a fortress defence gamemode with Tyranids instead of players?

    BRENT: We’ve discussed it a few times but the Tyranids would not play very well in that scenario, at least without literally hundreds (maybe thousands) at once. As a swarm faction, they really need space designed for them.

    Now, an alternate PvE mode that plays like the fortress (where you defend and fall back) could be interesting…

    3. When can we expect to see the first iteration of a true Urban map, where there are limited access with vehicles (at least until TEQ and Bikes arrive)? Like a classic WWII Stalingrad map.

    BRENT: I always think of Stalingrad as having plenty of vehicles, ever since Battlefield 1942’s take. In any event we’re planning on making a map that is larger and more focused on vehicles next, and then a smaller, tighter map with an urban focus.

    4. Will there come a time when the chaos shoulder/pauldrons which appear to be mutation based with horns and faces have their base colours set to match the subfaction colours of the chaos marine wearing them? As an IW player I refuse to purchase/use these mutation shoulder/pauldrons since they clash horribly with the rest of the armours existing colour palette and look ridiculous.

    NOAH: No that is not planned.

    5. If possible could get some information about the Eldar Ranger and it's expected release or it's mechanics vs Scouts? Also have they even been in development since the last amount of information we received on them is rather outdated and is causing confusion and discussions about stealth mechanics for other factions with classes like the Space Marine Scout and balance of the two considering the Ranger was planned to be an elite.

    BRENT: The initial Outcast Ranger will be an elite and we are working on it now. Expect more information very soon! Scouts are much further off.

    6. Are you satisfied with the current state of vehicles in the game? This includes damage output, versatility, survivability and the "feel" of the vehicles. For example, I'd say most vehicles still don't behave appropriate for an object of that size and weight. They still bounce about far too much. Also, Eldar vehicles seem good for little more than farming roadkills - at which they excel, however. Is that the intention? It completely negates close range AV at the moment, as a simple touch of them will stun and then kill you.

    BRENT: Anytime you ask “are you satisfied with the current state of X…” our answer is likely to be “No” because this is a live game and we can always get better. So yes, we plan to improve vehicles both in terms of physics and gameplay. Basically at one point we’ll say “time for a vehicle revamp!” and we’ll work on all those things, just like we’re doing an LP/class balance revamp at the moment.

    7. Balancing VETs (Veterans, Elites, and TEQs) seems like a nightmare considering how much work there still is to do for the basic classes. Are you considering taking some of the basic classes weapon choices away in order to give unique things to the VETs, such as Storm Bolters, or Direswords which remain (or will become) abundant due to their effectiveness and/or rarity? Also, how can you claim horizontal progression if VETs are arguably stronger than anything else on the battlefield? Lastly, cosmetics, they're getting unique things like tabbards. Can't basic classes get those things as well? Where's the line drawn between a VETs visual customization and a basic?

    BRENT: In general we don’t want to take things away from the basic classes, particularly weapons, since they add so much variety to gameplay. We are planning on moving some wargear to veterans though, particularly those that were priced out of basic classes anyway. And there will be elites with completely different weapons and powers that you can choose instead of veterans if you like.

    As for the cosmetics, the main thing we want is to have one big, obvious thing that makes the difference between a basic and an elite target clear to other players. Tabards & robes for space marines, skull spikes for chaos, etc. So while those are elite-only, there’s quite a lot for basic classes to customize themselves with.

    8. Will veterans have access to all weaponry ? Or will only stats be tuned?

    BRENT: This is after the release so you probably know, but veterans can use anything a basic class can. In addition, we will be moving some items to veteran-only in the advancements revamp.

    9. If an Alterac Valley is the culmination of core pvp mechanics in wow in a single map, the region it lays in the physical, albeit open world; Alterac Mountains is its territory. Are we going to see actual physically large zones of open conflict called territories instead of lines drawn on the map? A persistant and large area that has no timer and at least a semblance of the original vision of open world massive combat? Such as GW2, or WARs RvR lakes, if they extended the entire zone? After core combat is figured out of course? If so, how do they plan to be implemented and when can that be reasonably expected? @BrentEllison also once confirmed that factions will seek to hold land on the map based on their faction's archetype, i.e. Orks want it all, SMs want kingdoms, Eldar play to objectives, chaos looks like a metastasized cancer. Is this still the the direction?

    Cannot answer right now.

    10. What are the "Slates" mentioned in their own "tab" in the Inventory?

    BRENT: Those are consumables you can get from reward boxes and use during matches, to be added soon.

    11. Do you have plans to implement a full-fledged tutorial, and if so when? The recent influx of new players from the Steam sale has shown again that new players need more than the servo skulls scattered all over the garrison. I daresay that a good tutorial might go a long way towards better retention of new players.

    BRENT: We are adding an improvement to the starting experience, including a new section in the garrison. In addition, we’re revamping the advancements and initial gear to make progression and customization easier to get into, adding map/objective details to loading screens, and putting in post-death tips for new players.

    12. What might PvPvE look like, and how will it tie into following; Better GvG, Territories (physcial not logical areas on the map) and VETs (balance, spawning, and purpose) - if at all.

    BRENT: That’s a lot of disparate elements right there. Initially, PvPvE will be a smaller-scale (5v5 to 10v10) competitive mode where the players attempt to complete objectives in the presence of tyranids. Imagine something like a capture point battle but in the underground PvE. One element we are investigating is the possibility of this being more of a drop-in, drop-out system, where enemies can show up all of a sudden while you’re otherwise just killing tyranids and completing objectives. Of course, if enemy players invade your mission you’d have the possibility of receiving more rewards as well.

    13. Would it be possible to see metrics on mod usage ... by which I mean which mods are used on which weapons by the majority of players, or a percentage of usage statistic on a mod by mod basis? I wonder if the team have explored what it is that players want from mods vs what mods have been made available.

    BRENT: We are in the middle of revamping mod costs and stats, since it’s pretty clear that most mods are unpopular, and certain mods are auto-include due to their ridiculously low LP cost.

    14. Could we at some point place our barriers / boxes as we like? Or idols / items in the guild garrison?

    BRENT: Someday, maybe! It is not a big focus right now, although we’ve talked about possibilities for guilds.

    15. (team question) For Brent: Are the class numbers in each match trending the way you want atm ? You said a while back that Tactical classes should ideally be the bulk of the game but I see a majority of Support classes, Heavies, GAs (especially Eldar) and Jump Troops lately with just enough Tacticals to cap or hunt vehicles.

    BRENT: The patch coming right now includes a big change to the Jump Pack classes, as we feel they’re not behaving as Hit & Run characters like they should, and instead stealing roles from other classes. The patch after that will be an even bigger revamp - changes to pen & toughness should help restore the value of the boltgun, we’re looking into specific improvements for the Dire Avenger and his Catapult, and changes to class stats will serve to make the dedicated melee classes better at doing their job relative to the jump and support characters.

    16. The competition mode seems like a timesink for both you and the community as it is currently implemented. What are the plans for improving GvG and organized play? How will it be meaningful?

    BRENT: Competition mode hasn’t had much time dedicated to it so far, otherwise it would be much further along. The first big step towards making GvG a thing will be using Competition mode with organized tournaments, which is why we’re working with the Eternal Battles team. Currently the only thing missing is a spectator cam, which is in progress. Once that’s done we’ll be streaming the tournament matches and making a big deal out of the winners. Then, going forward, we plan to implement features on the world map to show the banners of the guilds that win matches.
    Jericho, mikk34, DJPenguin and 4 others like this.
  6. DjemoSRB Djemo-SRB Preacher

    Answers from the 41st Q&A thread

    1. (team question) Is there a plan to improve the rewards of the campaigns? In particular in making the player involved in the victory of a faction instead of farming a reward.

    We always plan to improve all system in our game. If the second part of the question is asking if we plan to give incentives to not play all factions then the answer is no. We do not see value in giving more incentives to stick to a specific faction. The world map is already a major incentive to help a specific faction win. A majority of players already pick a faction and stick to it so the incentive to play multiple factions and be rewarded for playing multiple factions is there to get people playing all factions and filling matches with all factions.

    2. Will you limit Clan Stacking in public games?

    Given the fact clans can collude outside of the game to pick a specific match on the world map there wouldn’t be much value in creating mechanics to limit clans. Clans want to fight fair and challenging matches just as much as people in pubs don’t want to get stomped. What we would prefer to do is to improve the competition mode and have a place where clans can fight other clans.

    3. Melee stuns make Melee combat for the target non-participatory. A stunned player is typically watching an extended execute animation. Do you have any plans to make Melee more of a dynamic and participatory experience for both players?

    We always plan to improve all system in our game. We do not plan to remove stuns if that is what the question is alluding to. Players who have been around since Early Access started will be aware of the fact melee balance has constantly been tuned and timings of stuns have been part of that tuning.

    4. What is the current status of allowing vehicles to have their weapon loadouts changed?

    Current status: Still planned, still desired, not currently being worked on but high enough on the priority list it might get worked on soon.

    5. Will be possible to have some maps without timers or A,B C cap points.

    The answer is yes but it’s too early to speculate what those maps would be like. A pure sandbox map could get boring for a lot of players after a while so some incentives to fight there would be necessary. We’re well aware that there are some members of the community that would love to just drive across the badlands while doing karaoke over voice comms. We need to cater to both to make a “timerless” map worthwhile.

    6. When are we going to see/hear anything about the slates?

    Slates or Stratagems will be shown as soon as there is more info. They are currently still planned but not actively being worked on.

    7. What function and benefits do you imagine two-handed melee weapons to have once they are implemented?

    It’s really too soon to speculate.

    8. Is there any plans to change the visability of veterans when aiming over cover? (CSM poles obscure the view).

    Is this still an issue? These should be transparent if they obscure the camera.

    9. Stalker Bolter: Right now the accuracy on stalker bolters is flat out terrible. You can almost never hit the target you're shooting at with the stock Stalker Bolter as it has a huge radius even when crouched, it's got a very slow fire rate, and it takes roughly 2-3 headshots on a target who isn't getting healed to down them. As it takes multiple shots, are there any plans to increase the accuracy of this weapon? Right now you almost never see it being used. Meanwhile on my CSM I can snipe more accurately with the Auto Cannon. (And it's significantly deadlier).

    Improvements have been made to the Stalker Bolter since this question was asked.

    10. What weapon setup will the TEQ have access to when they hit the Live Client?

    This is a question to be answered on a future Twitch.

    11. What is the current status of weapon mods for weapons/categories that currently do not have any?

    Work is ongoing.

    12. What are your future (near term) plans for expanding the campaign system that you can share with us?

    Nothing we can share currently.

    13. What are your plans to increase player squad cohesion, as many players do not care to either issue/follow orders?

    We plan to give squad leaders an incentive to give orders by giving them a small bit of XP when other members of their squad followed the order.

    14. You guys keep coming out with all sorts of new customizations, especially for orks. Yet there are still many customizations that are either still not in the game (IE: Champion Chestpiece, I believe there's an ork weapon and a few other things), are lacking artwork for certain variants (IE no graphic for the Champion Shoulder pad on Artificer and Relic armour for LSM), and none of the blood angle JPA specific chests actually show anything. JPA chest variants for both LSM and CSM are also either lacking artwork, or are glitched. When do you guys plan on fixing what's already in the game or has been promised since the original RTC store?

    Work on adding those items is ongoing.

    15. (team) Will Eternal Crusade adopt the evolving narrative and lore expansion that 40K is undergoing (with Gathering Storm) or stay focused on the original Arkhona timeline ?

    The original Arkhona narrative still has a lot of content to get through. The evolving 40K narrative is as much of a secret to us as it is to anybody. We will react to anything major if necessary.
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