Warhammer 40,000: Eternal Crusade

Warhammer 40,000: Eternal Crusade

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24 Mar, 2016 @ 1:36pm
Patch #15 Build Notes - Mar 24
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Showing 1-15 of 26 comments
Tempest 24 Mar, 2016 @ 1:38pm 
Good work, here.
Deaths 24 Mar, 2016 @ 1:43pm 
Did the vindicator make it in?
Wulfburk 24 Mar, 2016 @ 1:58pm 
needs more lives in the fortress map for the defenders. 200 is too few for that large time limit. We got still 7 minutes remaining most of the time when all the lives are spent. Id say double the lives or lower the time limit. (doubling the lives being the best IMO)
MiningBoy1989 24 Mar, 2016 @ 2:20pm 
:angrycrank: GJ !!!!!!
Queen of Soles 24 Mar, 2016 @ 2:27pm 
:ulthwe:
[UA] Izekial 24 Mar, 2016 @ 2:35pm 
Nice
Stealth 24 Mar, 2016 @ 3:03pm 
Its not a gauss cannon but it will do
Mr_awesome88 24 Mar, 2016 @ 3:11pm 
:darkangel: FOR THE EMPEROR
THE PILGRIM 24 Mar, 2016 @ 6:09pm 
NOICE
nimrock (Banned) 24 Mar, 2016 @ 6:26pm 
I love your work guys, many thx for giving old Wh40k player so much fun.
I think fortress mission needs more re-spawn for defenders or limited re-spawn on some points and unlimited on point B. Played it 4 times and attackers always get victory.
Oscar 24 Mar, 2016 @ 8:16pm 
v Makes for some pretty sick last stand moments when you run out of tickets though.
Vergan 24 Mar, 2016 @ 9:22pm 
Since this update. the game has become more laggy and barely playable.
ffff yeaa
jdhhughey 25 Mar, 2016 @ 10:37pm 
I think a possible solution, from the perspective of quantum physics, applied mathematical geometrical dispersal area of effect type of deployment zones instead of spawning into a single location, but i think if you were to allocate a buffer for squads to form and then "drop pod land" in a deplowment point at one time it would cause 10 people to spawn in at one time instead of 32 in a single spot.
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