We'll do the test likely on Wednesday. I'm still doing some changes to the map and need a few more days! But it will be Eldar vs Ork yepyep Edit: Also this time, I wont go through the trouble of making it competition - it will be just queue up and try and get in. Relish packs will also be served
It pains me a bit that I don't have time to participate to get relic packs, because I work so much :| Any word yet on when we can expect the workshop added? ..oh yeah and, @jbregg gotten the chance to take a further look at changing it so the sprint-attack is the only attack that can be done while sprinting (needing to stop sprint before others are possible), and also.. remember the thing on blackbolt B we talked about? The wall, feasible?
The dire need for alternative methods of spawning with squad mates in EC will become crystal clear with the new "infantry only" map. Im fearing this new map is going to be more of a free for all, lone wolf type map because squad spawning is going to be next to impossible. Don't believe me? Try playing BF1 or BF4 and do NOT spawn on the squad leader or any squad member. Do not spawn on a squad vehicle and do NOT utilize the squad spawn beacons. By the time you spawn from an objective or your home base and get to where your squad mates are located either you're dead or they're all dead 9/10 times before you can link up. That's exactly how it plays out in those games that don’t have squad based spawning mechanics. Me and my buddies from Xbox One have just stopped playing dozens of PVP games because we can't run and shoot as a squad due to the fact the developers for those games have no mechanics in place to allow us to spawn together and move as a squad. If you think we'll be able to simply spawn on objectives or in the DZ and easily link up with our squad with no rhino or no squad spawning mechanics you're 100% wrong. What's being considered to facilitate squad based game play on any future infantry only maps? How will we be able to spawn with our squad mates without Rhinos?
Please fix this. Make the choice of the archetype, which we can see in the selection menu of the character.
Map is looking good, I'm pretty happy with the changes I've made. If all goes well with our daily check tomorrow i'll confirm the test! For now, consider it confirmed .
Any chance of utilizing some of the existing maps and implementing "40k Realism" game modes? i.e. "Hardcore" game modes. 40K Realism mod. -Minimap only shows friendly locations and MARKED targets(targets that are marked via Q). Enemy location is only shown as a stationary blip at the location of the enemy at the time of the spotting. None of this BS with the minimap showing and tracking the location of multiple enemies every millisecond of the match. -Player can only play one class for the duration of the match, the class they initially deploy with. -No ammo or grenade resupply points. Ammo and grenade status follows the player through death. The ammo and grenades players start with must last them the entire match. -Only those that start the match can finish the match. Once the match has started nobody else can join. This is to prevent late comers from showing up late in the battle with full ammo. This also prevents players from trying to leave and come back once they've spent their ammo. -Vehicles don't regen health. Requires a player to have a repair tool to effect repairs. -Vehicles are NOT infinite. The vehicles that we start with must carry us through the entire match. -Attrition only for both factions. No timers. Think BF4/BF1 Conquest Hardcore servers. -Players must activate various types of triggers then meet specific criteria associated with each trigger in order to access extra ammo(+1 mag, not a full resupply), additional vehicles and additional tickets for their squad or for their faction. Example: Match starts with both factions owning nothing and 5 to 6 neutral objectives spread out over a large area. In addition to these objectives being open for capture, multiple secondary side missions are available for each squad. 4 to 5 possible secondary missions at the onset of the match in order to the primary objectives. As secondary missions are triggered, then passed or failed, new secondary missions become available accordingly. Possible side mission: "Locate, Repair and lower the drawbridge located at the North East corner of the sector in order to allow the friendly vehicle column to get through". If a player character dies on "on site" of the mission area and is in the process of respawning when the mission concludes(success or fail), the players still receives the rewards. Mission Success: +2 mags for each squad member(Primary or Pistol) +1 Medkit OR +1 Grenade per squad member +1 Rhino for your squad +1 Predator for your faction +60 tickets for your faction(20 tickets are reserved for only your squad) Mission Failure: The full mission sequence must play out. In order to receive rewards for success or failure players must be "on site" of the mission area when the mission succeeds or fails. If a player character dies on "on site" of the mission area and is in the process of respawning when the mission concludes(success or fail), the players still receives the rewards. +1 Mag per squad mate OR +1 Medkit or Grenade. +2 Tickets per squad member
you know there's auspex and related stuff, specially designed to find and track hidden enemy forces in 40k, right? everything else below sounds like overcomplicated, for no reason, last man standing mode