Getting in a post from GDC in San Francisco! == Assault w/o Jump Packs == We're planning it, and at the moment there doesn't seem to be any reason we won't be able to. If you can imagine one of those charts that plots three different axes, then what we'd like to do for the assault is offer offense, survivability, and/or a jump pack. So if you have a jump pack, you'll probably be equipping elements in your loadout that increase your survivability or your offensive power, but not both (or at least not both well). While if you don't take a jump pack, you might be able to pump up both of them. == Melta Bombs == Check out the upper right corner of this page. == Endgame Progression == We're still working this part out, but Michael Chan has some pretty cool ideas. Of course, what we really want players to do after they've been playing for a while is get more involved in their factions, contribute to ongoing campaigns and their communities, but there will be things to earn for quite some time. == Devastator Role == Devastators & Havocs are already quite deadly in our playtesting, but when it comes to close-quarters combat they're not so hot. Your best bets are to either kill the melee guys before they can get close to you, or surround yourself with some support. In general, a Devastator should set up in a good position and blast away at anyone they see rather than take point while invading. == Blocking == At the moment you can always block regardless of your weapon, but as several people have suggested the weapon you have in hands determines its effectiveness. We're putting in a guard break system this week and as you can imagine melee weapons can hold up to a lot more punishment than guns. We also have a kick in place to help crack guard-spammers. == Terminator Movement == We're going to try having Terminators be able to sprint as fast as other players but with a very long warmup. This will depend on both balance and whether it looks to be on-brand or not. We probably won't be having much in the way of Terminator teleports outside of deployment, since maneuverability is supposed to be their weak point. Drive them up in a Land Raider instead. == Class Count == At the moment it's looking unlikely that each faction will have exactly the same number of classes (Eldar always complicate everything), but regardless there should be the same amount of overall variety across all of them. == Double Melee == It'll be there eventually! For now we just have to focus on getting the most iconic weapons right - you have access to a lot of actions in the field (much more than Space Marine, for example), so it adds quite a bit of complication to the system that we have to work out. Once we've got the depth sorted, we'll push out as much breadth as we can before launch.
hot news Brent! but shouldn't you be in bed already! I love the news about assaults and the terminator sprint solution when we will get the newsletter about the world? ^^
This is good news indeed, to bad about the havoc players, we always get wiped out by jet pack assault Marines. I also wish the take out the thunder hammer plus jump pack mix, that shit is for newbies and its annoying as hell.
i dont think that they will just copy the space marine stuff so don't worry maybe you can only pick thunder hammer if you have no jetpack and your devadtator need to be protected and that's the way how it should be I think high fire power but easy to kill if you get pass this firepower
dont thank me for doing my job *poses like a hero* what do you guys think about the block breaker? and how should it work? should there be a button which let you do a block breaker? or should it depend on your and your enemies weaponhow long it take to break the block? i think it should depend on the weapons a power mace should be excellent at breaking blocks while it is bad at blocking maybe a simple point system a power mace has 30 breaking points and 50 blockpoints so you would need 2 swings with a mace to break a block of another mace user a combat knife would have 5 breakpoints and 20 block points which make it only good in blocking against other knifes and a chainsword for example have 15 breakingpoints but 65 block points which makes it good for blocking your blocking points should regenerate kinda fast so if you manage to dodge a swing instead of blocking it your surviving chance should be a lot higher if your block gets broken then you should suffer a 1sec stun so your enemy gets a free swing at you after this stun your blockpoints shouldn't degenerate until you manage to not get hit for like 3 secs how does this sound? ^^
That would make me sad since that thunderhammer and jump pack is pretty realistic relating to fluff Edit. I like the blockpoint idea alot
no it has become lame and broken, and if they bring that play style in this game it will blow because only spammers use that setup.
good good i like all the news i also agrea about the some weapons be better at blocking, tho i thing it should be more related to the window that the block last not how many points of block it has. For example, with a combat knife , if you hit the block button, you only block that and attack for like a split second, if the blow would connects after or before your guy "Blocks" Then the block fails. The combat knife being small and agile dose it block animation much faster then if you had something like a thunder hammer, but the window in which the block will last is smaller then say a chain sword.