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ZoranTheBear's Big ol' List of Feedback

Discussion in 'General Discussion' started by ZoranTheBear, May 23, 2016.

  1. DevilfishJack Steam Early Access

    I get where you are coming from, but honestly I think it might be more a factor of how space marine players tend to play. When I play chaos, I find it easier to stay with my squad and people are more reactive to the objectives of the game modes.

    When I play loyalists, everyone is a Rambo. Shield players run off to solo and accomplish nothing, devastators find a tall tower to lob plasma balls at people with pointless enthusiasm.

    I totally think that there are balance issues, but I also think that there are teamwork issues that are slightly more prevalent than for chaos players.
  2. Zaeryn Zaeryn Master

    Even as a Perk/Wargear things like healing from melee attacks should be very specific, such as CSMs with the Mark of Khorne able to heal each other with their melee attacks but receiving no healing from melee attacking their enemies. When made widely available they tend to become part of the "default" load-out for melee-focused players due to the self-sustain/survivability it brings.

    As far as Dodge, it should only use 10% of a C/SM's Stamina but have a 0.5-sec cooldown, increased by 50% when out of Stamina. Melee Attacks as well should require Stamina, as should Block, which should replace clang.
    Each Attack, Block and Dodge draws upon your Stamina and when it is Exhausted you should experience reduced Move/Attack Speed, be unable to Block and have the previously mentioned longer Dodge cooldown.

    After being Exhausted, Stamina could regen continually even if still performing Stamina-consuming actions, while regenerating more quickly if the player is able to pause for a moment. Alternatively, the Stamina bar could continue to regen at a fixed rate, while actions the player performs would drain full or partial Stamina cost.

    Even with a Lock-On, which should remain for melee only, performing a Dodge should simply make the character leap in a straight line.

    Eternal Crusade is not a twitch shooter so has no need for instant turning, especially because in this case it adds to the tactical nature of the game, needing to be sure your flanks are covered. The speed at which players turn can be adjusted but it should still take some time for player's to turn.

    If players are able to instantly turn so it is practically impossible to land a back-stab there is little point in having the back-stab modifier. Because it takes time for attacks to be performed and/or those attacks cause noise when being performed there should be some sort of delay in changing the character's facing.

    Naw, that's incredibly limiting and un-fun bullshit(your idea). Because this is a real-time game, players should still be able to move and shoot someone with the Heavy Bolter. If they want to accurately shoot someone, then yes, standing still is the better option. If wanting to accurately shoot someone at long range then bracing would be the best bet. The HB's stats are also wrong, not to mention the completely unnecessary addition of reticle spread from artificial suppression.

    Agree with cover needing to remain and be refined.

    Turning should have a set speed; otherwise, the primary counter to surprise attacks from behind will become spinning the camera 180-degrees.

    While I will not say it cannot be done I am certain that adding extra content like modification/itemization for wargear and balancing them would be much easier if the core wargear of the game had their own proper core statistics and mechanics.
    A core balance should be found so that the changes mods make to those items are more noticable and easily adjusted.
    For example:
    Bolter(S4, AP5) TTK vs Dire Avenger: 1.25-sec, 6 Bolts, 0.25-sec Fire Rate
    D.A S. Catapult(S4, AP5) TTK vs Tactical: 1.242-sec, 47 Shuriken, 0.027-sec FR

    Give both weapons S+1 with a mod:
    Bolter(S5, AP5) TTK vs Dire Avenger: 1-sec, 5 Bolts, 0.25-sec FR
    D.A. S.Catapult(S5, AP5) TTK vs Tactical: 0.999-sec, 37 Shuriken, 0.027-sec FR

    People currently may not seem to play to counter melee because they don't enjoy having to specialized themselves just to have a chance against them. With proper melee balance, a Tactical that is more skilled than an Assault should be able to match if not beat the Assault in melee combat.
    For example:
    Combat Knife TTK vs Assault: 2.4-sec, 8 Basic Attacks, 0.3-sec Attack Speed
    Chainsword TTK vs Tactical: 2.1-sec, 7 Basic Attacks, 0.3-sec AS

    Chainsword deals more damage per hit for a lower TTK. It's higher Strength would reduce the Stamina drain of Blocking the CKnife, while being able to drain more Stamina from the CKnife's Block. Additionally, the Chainsword would have greater reach, making it easier to hit moving and/or multiple targets.
  3. Sleepylion Sleepylion Well-Known Member

    Then why do I find it's fun? Moreover, It's not extremely limiting, you can still move and shoot, just don't expect to get many kills doing so, however, your fire support in that case is still very helpful because it helps suppress the enemies. If you want to not only suppress, but also dish out damage, then move > stop > fire > move is a very good tactic, that's how I fight on the front like as Havoc all the time. Just make sure you don't fire at your friendly's backs.
  4. Zaeryn Zaeryn Master

    Because there is something wrong with you. Suppression should come because you are dealing damage to enemies, not because you are firing in their general direction. A Heavy Bolter should be effective at damaging and suppressing enemies when firing on the move, killing and suppressing enemies when firing from stationary and killing enemies when firing from braced. The more immobile you become the greater your killing potential becomes.
  5. Lets not start insulting each other or I will start removing posts. Keep this on topic.
  6. Tjar Steam Early Access

    i wonder why..is it a possibility that by picking chaos, players that are completely new to the game and each other suddenly become tactical geniuses with excellent coordination? or is it that the ability to range heal from cover allows sorcerers to do so without having to run head long into enemy fire, which SM apothecaries do not have the luxury of doing. True, they insta heal..BUT they have to go upto the target. A MoN constantly being healed by a sorc while liching health from melee hits after it is rendered immune to ranged for a while..see where this is going?..along with massive damage..max 3 fast hits from a chain sword and a tactical is dead no matter what he does..along with lock on..which makes impossible for the melee to miss and huge length coverage with each melee fast strike to get in range..all in all, chaos melee is op to the point of broken right now..and devs now in all their wisdom decided to add portable tank cannons (auto cannons) for CSM, sniper poison for sorc which works behind low covers and THEN reduced bolter damage, accuracy, rate of fire and magazine size!!!...i mean comon devs!!..if ur goin for an april fool its 2 months too late. I urge those who are playing chaos and winning all the time for giggles to try and play SM for one game in the blackbolt map on the attacker side. Not reviewing the shortcomings of this game WILL drain playerbase and its not gonna be good for anyone.
    Please understand, im not asking to remove all of the things above, ofc each race should have different gameplay mechanics and advantages, but not as lopsided as they are now. some suggestions:
    1. Make auto cannons semi auto or very low rate of fire, increase damage, increase recoil, it should
    2. Reduce range for poison and heal for sorcs..make it so that they can heal or poison from only immediate cover, not one building to another..not half way across the map...another way could be poison sud be damaign only negligibly..main effect sud be slow/stun for longer duration..sorcs are primarily support..lets not make them snipers with heal.
    3. Reduce hip fire accuracy for csm and sm equally to the point where it is only useful if ur trying to counter a melee in a frantic close combat scenerio while ADS should be as it was before. Clipsize should be as it is now..(may be even less..im fine if its only 20 rounds)..but the damage should increase significantly. Low ROF is fine. But it sud not take more than 7-8 shots to take down most enemies. For MoN buffed ones..it sud be at most 10. Bolter is the signature weapon of SMs..pls dun make it useless.
    4. Slow health regen for SMs that start if they do not receive damage for 10-15 seconds.
  7. GreyNight ArtemK Arkhona Vanguard

    Its much easier. Back in the day, new players never picked Chaos. That's why.
  8. Goldo Recruit

    The only people who are defending Chaos are chaos players themselves. When the SBwas OP, there used to be 2-3 threads on the same page in the forums about how the SB is OP. But when it is about chaos? you will be spammed with "it is just an alpha bro!" or "balance comes last bro!" and the best is "SM should play better man, CSM feel OP because players have 4 billion hours in the game"
  9. Morguemeat Morguemeat Active Member

    The issue with Suppression is that it works in real life, because people don't want to die. Self preservation and all that. In a video game, people don't have that. People do the dumbest, most ridiculous suicidal crap because there is no real penalty for it. Sure, you die, but then you can just respawn in a few seconds to charge an entrenched position with a chainsword, and repeat for infinity. It doesn't matter how hard a weapon hits, people will stand out in the bloody open and try to kill you first. You have to simulate this desire to not get murdered hideously via some debuff or whatever to impair your ability to function, so you get behind cover instead of standing there like an idiot before getting blasted apart by explosive rocket propelled bolts. Sure you're probably thinking, "Hey, if people don't care that they get killed by suppressing weapons by just standing there like a doof, that's their problem!", no, it's not just their problem. This really dumb, dumb behavior affects their team too. He's too busy being a floppy ragdoll to help his team with their objectives. They had might as well be dead weight.

    Also, yes, melee needs fixing, which involves removing all instances of lock-on. Its best to keep the level of complexity low, though. No intricate combos or special attacks I'm afraid, unless you can implement it for the Dev team yourself. They have too much on their plate for needless complexity.

    I want the cover system to stay. This game is supposed to be more of a tactical shooter than a run and gun arena shooter affair. I was actually quite upset that they removed the planned cover system from Space Marine. In fluff, everyone uses cover, even Space Marines, because there are things in the galaxy that make even Power Armour as protective as a pretty little nightgown with an Aquilla on it (Although Orks tend to use cover a little less, because they just literally don't care. In fact, they're a lot like the typical shooter player in that regard). Plus it's hilarious to watch people sprinting out in the open towards an objective, only to dissolve suddenly under Bolt-fire or Tiny Sparkly Discs.

    I have no strong opinion on the movement. It works well enough for me. I have died many a time due to an inability to spin in place while running, but it hasn't really bothered me. It makes you consider your position more carefully, which you should do anyway. You know what I do if a melee blindsides me and I react in time? Rather than try to turn around and fight him, I roll away and flee the scene until he gives up or I find a way to gain the advantage. I'm not going to try to toe to toe a specialized melee weapon with my piddly little combat knife, of the huge gun I might be carrying in both arms.

    I personally believe that the Heavy Bolter is fine as it is. It keeps heads down, prevents you from getting shot at most of the time, and it will kill the crap out of anyone deciding to rush you head on if you're ready for them. I do wish a bit that the damage drop-off was a good bit less for range. You'd might as well be peppering the enemy with kisses at longer ranges. I also kind of really want the Heavy Bolter to slightly skew the aim of anyone hit directly with a bolt. It would definitely prevent people from just standing amidst your hail of bullets and guiding several carefully aimed shots into your head to kill you. For the most part, just make sure you're always "scoped" in if you expect bad times.

    I think that's about all I have, for now.
    DerelictHeretic and Forj like this.

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