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What Is Combat Like In Eternal Crusade?

Discussion in 'Ask the Team' started by BrentEllison, Oct 19, 2013.

  1. Schlaf Schlaf New Member

    Thanks for the news, Brent! I like what I`m reading! Can`t wait to see tactical component in the game!) Can you tell us more about executions mechanism and posability to rescue your teammate from being chipped in two? :)
  2. Shonedar Shonedar Well-Known Member

    Thank for the update Brent, really interesting stuff there!

    If you don't mind, I have a couple questions/observations, I understand that you can't talk about some stuff yet, so I'll just write this down, so you guys can check them if you like.

    It would be nice to give weapons distinctive roles, so that each weapon has a part to play in the game, but they don't "overlap" each other.Heavy bolter, for example, shouldn't be just a big bolter, gameplay wise.Heavy bolter should be used more like a MG support weapon, and regular bolter like a assault rifle, speaking in IRL terms.

    I know you plan for a limited number of abilities compared to other MMO's, is there any estimation yet about what we should expect (even a rough estimation in number of ability bars). Also, should we expect universal abilities and situational and loadout-depended ones? Like lascannon specific ones, chainsword specific etc.

    This is a wonderful idea!
    I suspect Miguel knows this well ( He mentioned his university studies in a video),the supply lines and their use, are possibly the biggest issue in a war.A supply system in this game, can lead to a myriad of tactical concerns and opportunities for the factions. It can also lead to some interesting guerrilla tactics for the smaller factions, and overall improve the "asymmetrical balance" you hope to achieve.
  3. Murderella Satan Subordinate

    I'm just going to quote this for a new page, because there's some great info in there
    Makeka and Mngwa like this.
  4. Colapse Colapse Forum Beta Tester

    I don't think LoL is a good example of a game being balanced. Or perhaps it is now, since I haven't played it in some time, but point is, in that game you had some champions that were really bad picks overall, and on the other hand you had a group of 20ish or more champions that were considered to be best picks (lets say 3,4 for each role in the game - supp, ap carry etc). Not to mention that experimenting with champions or even builds was not advised in "competitive surroundings", because in most cases it lead you to an early grave against an equally skilled "popular pick" champion. And the fury of your team mates was overwhelming :)

    Point of my post is that if you are looking for a moba to really check balance, you should try Dota. On the first impression, you would notice some OP champions, but their balance is closer to what guys here from BE were talking about: Balance across the board, like in chess, where every hero has its counter and every strategy has a strategy that can counter it. You had to carefully plan your next move and if you misjudged and missed your spell, it would be costly due to long cds and high mana cost that prevented spamming. It was all about how the team played, and it was not possible for one guy to carry his team to the victory that easily (in most cases, not possible at all). Not to mention that even some builds countered others - you had variety in choice.

    But I derailed this thread to much, and I apologize.

    Many thanks Brent, for being so open, as always!
    Wexexort likes this.
  5. Mngwa Mngwa Well-Known Member

    Aha, I am going to love this.

    One great thing I like in Mount and Blade: Napoleonic Wars -multiplayer is how you can trick a lot of players into thinking you are on their side because they can't tell french and prussian uniforms apart.
    I don't see that as possible in here with so differing factions, but being able to trick other players is always fun, no matter how you do it! :D Especially when they get to trick you back. :mad:

    I don't see it as too much of a problem though on knowing how many players there are on the battlefield, especially if they will be wide enough to allow multiple crowded areas.
  6. Grey Legion34 GreyLegion34 Well-Known Member

    i have always loved to make defenses and i would really like if techmarines, etc could make small scale defenses (sentry-guns, barricades, etc)
  7. Grey Legion34 GreyLegion34 Well-Known Member

    also for assault marines and maybe raptors could jetpacks not be standard because in TT i find them without to be far more effective
  8. What about something like a quick charge for Blood Angels (well, they can't control themselves sometimes) on a cooldown. For (advanced) Space Wolves something like a tight grip (don't know what's it in english) so they are more accurate when firing from the hip/while moving. Ultramarines are Jack-of-all-trades, should have the biggest arsenal they can choose from at each class (minus the special weapons some chapters have. Frostblades, Plasma Cannons et cetera). Dark Angels something like getting more accurate the longer they stand still (they ARE stoic, aren't they).
  9. Makeka Makeka Arkhona Vanguard

    Thank you very much for answering Bent. I am amazed you guys take so much time in answering our questions and informing us on notable progress in the development. It's very refreshing, thank you!

    "Russes" huh? Let the mind games and "just as planned" shenanigans commence. This will be very interesting!
  10. Shonedar Shonedar Well-Known Member

    Wolf battle howl ability maybe....?...;)

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