I still have no idea what the calculations are for the stats. No where in game are the calculations for mechanics described. For instance in smite there are calculations For Damage Base Damage + (Base Damage per lvl × God's lvl) + (100% of Physical Power OR 20% of Magical Power) For defense Damage = (100 × Unmitigated Damage)/(Protections + 100) In EC there is Penetration,Armor,Health,Toughness,Damage,Elemental Damage, and other various mechanics not described. I cant really justify using items when I don't know what they do. Also Gold Items need to be 2x more expensive. There gold after all. I like the alterations and new added music. I like the alterations and added taunts. Can there be a method to equipping taunts with premium ones added. There are tones of stuns and status effects that different things can trigger and there is no way for the player to understand what causes them outside of what they viewed a few seconds prior to them. Sometimes that provide various status effect reduction and defense would on some builds be more preferable to flat defenses. These fixes mostly to the display of the mechanic info and calculations would allow people to have a understanding of what an item provides. Maby you want a character that is best vs plasma and you want to focus those using plasma. Maby you want a character that is a counter to heavy ranged and provides the best defense in that practice. Maby you want to Ranged Melee and you need to understand your items to get the most bang for your buck. Maby you dont want any armor and you would just like to be a bit faster or have a cd reduction to various status effects there could be method too this.
Hi, sorry to be off-topic, but you might be interested in my thread http://forum.eternalcrusade.com/threads/weapon-options-mkii-and-toughness.60943/ It's got all the weapons, what weapons are good for vehicle hunting, and importantly a break down of how toughness works, and a couple of graphs with common toughnesses that tell you whether adding a specific amount of health/armour is useful at all. I'm currently working on the spread/recoil mechanics to help players know what ranges they can engage with, but I can definitely throw up a quick thing today on status ailments (melta, poison, and fire). This is now done on the second post.
I have been playing since January... You have great maps here, but is the game mode what is going tedious as hell.. TUG, FORTRESS AND HOLD THE LINE... It s the same mechanice everywhere, capping, capping, same... You can say they are 3 different gamemodes... but.... it seems so equal... no real difference.. go to that machine and turn it on without a reason.. That machines we are capping don´t mean nothing.. Why are Inquisitor communication in a refinery? It doesnt make sense at all. This mode was great during the alpha, cause it is a prertty basic rule to have matches starting and ending, but in the long term... wtf are we doing running from one communication to another in the same map for months or years... Someone explain to me? If we were activating energy resources.. that could make sense to turn on and come back, but a message? You have made great maps, but we are only using the rhinos to the buildings, add random points that spawns and we have to fight in every corner, square, ruins, roofs or whatever is in this gloruious maps.. Consider: Random spawn points, if you control before your enemy gives you 100 points, one is conquered atoher one appears in other place..everykill gives your team 15 points... you have to reach 1500 points to win.,. Let us fight in all the map, not only in the same building over and over, you are wasting a lot of design you made for that, we go for one point to another, but the areas in the middle dont mean nothing but a way.. this has to change plz
Still haven't heard any comment about the plans for Relic/RTP weapons being revamped. I am -almost- positive I heard confirmation from the devs that the current system for such weapons was not working and they planned to redo them entirely. But we haven't heard anything since. Any comment/update on what you plan to do with them? My Relic weapons are currently collecting dust xD
1) Improve matchmaking. Have matches start with 8v8 and add 4 players to each team until match is full. 2) Loot crates. Add loot crates into the weapons and weapons mod loadout menu for increased visibility to new players. 3) Try increasing TTK for a month and see how the game changes. If the change is good keep it, you can always switch it back. 4) Shoota boy rocket launcher. Increase accuracy by a small to moderate amount. 5) Penalize players who leave matches with a 250-500 requisition fee. 6) Reduce Plasma Cannon AOE and or reduce its damage against infantry. 7) The enter vehicle button can be a bit finicky sometimes. Maybe increase the area around the vehicle that people can enter it, same for supply cache on the back of transports. 8) Reduce lunge distance a little bit for SM and CSM. 9) Have alternate deff gun cannon that shoots squigs that stick or bite into infantry and cause DOT. 10) make painboy health grenade be able to sticky onto orks and enemies.
This game is more balanced than it has been in some time, so there are 2 things I think should be your priority, and they are big ones. 1. Bigger maps. I want to see meaningful progress towards the planetside 2 scale combat that was promised from the beginning. 2. Revitalize the playerbase. You have a lot of haters out there, a lot of players who feel cheated, and a lot of people who wont touch this game with a 10 foot pole because they have heard bad things from players. Add a free to play option. Some who paid for this might feel cheated, but it is necessary to save this game and most will be thankful for that. 2a. You can give paying players more RTC, customization options, loadout choices, currency and exp boosts, terminators. And make some loadouts, or even classes inaccessible to free players. 2b. Free to play imperial guard, gretchens, chaos cultists, and eldar guardians. Add these squishy, numerous reinforcements to each faction. Just make sure they have a role to fill other than cannon fodder. I'm thinking you could improve their survivability a bit by giving them a small hitbox when peeking over or around cover, and making them impossible to lock onto in melee (too small). Make it so that they don't draw from the same pool of reinforcements at garrisons since a guardsman's value is in his expendability.
JUMP JETS! ANYTHING FLYING! No Jump jets in buildings unless they have a VERY high ceiling. Make JJing into terrain give a stamina drain. Lock on? Why? Learn how to melee. Enough with this training wheel. Maybe only have it for chainswords and knives.
I can see things progressing rather well, but one thing in particular is still infuriating to me. Bolters are worth fuckall. They are outright terrible in almost all engagements anymore. They do shit for damage and their accuracy/recoil spread make them almost useless in anything resembling long range engagements. Melee attackers can easily close that distance before they are dropped after an entire magazines worth of bolter shells, and in some cases, more so. I feel like at this point, Tactical marines are only ever there to capture points and thats it.