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1
invite code please for you and me
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hentacle
13
Tales From The Unending Void: Season 2 will not be coming to Steam after all...
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guma
0
open trade
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xneq
11
After the T-800...
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‣Jʌv‣
0
🔥✨🔥✨🔥[⇄] TRADING 3OO+ KNIVES [⇄]🔥✨🔥✨🔥
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WTF
En el foro "Suggestions / Ideas"
1
Steam Points As A Degree of Separation From Payment Processors
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rawWwRrr
347
Bug Reporting Megathread
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sophiel42
8
Devauled time and resources
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Anubis
Publicado originalmente por Danne:
I must be stupid, i get that this really devalues the value for alot of T6 materials but what i dont understand is that how is this "destroying" your game? Its an choise you have to either gather the materials the boring PVE way or you can still get more faster in the pvp area where you will get the tension and stuff. Besides there still are some, even tho only few BP's that are PVP DD exclusive.

What this update did for me was actually prolonging the time i will spend in the game because i would probably just to into the DD to check it out but after that i think i wouldnt like to spend more time there.

I had anyway planned to play the game up untill DD and then farm whatever and then stop untill next PVE dlc. I knew that DD was the pvp endgame area, didnt expect it to be full of griefers tho. I can be wrong about this but reading this forum it sure seems that before those changes the ones who got T6/MK6 didnt fight much between themself but rather fight the easy targets. Ofc not all PVPVE players acted like this but they got shafted to because of this.

In short: This update made it so i will play the game abit longer due to have the choice of getting T6/MK6 materials withour risking beeing griefd.

If you stay around long enough you will come to the realization that these PvPers aren't your typical PvP players, they're griefing guilds from other survival PvP games like ark. They don't want to fix the pvp problem, they just want more solos and duos to 5v1; that's it.

If these "pvpers" had it there way the DD would be 1 square, 1 entrance, and 10 of these murder hobos would hover over the spawn point ALL DAY and blast ANYTHING that zoned in; that's what they want.

They don't leave constructive ideas
they're just mad their camping spots get smaller and smaller; that the solo players have quit and their player pool is getting smaller and smalller. that's it.
0
Patch 0.1.57
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Leralasss
52
Requests & Suggestions
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CronzyWonzyWoo
First off, very nice mod, very fun and thank you for dedicating precious time and effort on giving people this sweet WH40k nectar. I will definitely be tipping you some money when I get the chance. I also apologise for this comment's length, but I have a lot to say and i'm eager to see this mod be developed further.

My first issue is with anti-infantry weapon damage, specifically ones in the "machine gun" role. The best example I can think of is the Multi-Laser, but the Heavy Bolter is also a tad anaemic at times too I feel. I noticed this the other day playing the Elysians, and I was using a ML Tauros as a quick response vehicle for Infantry waves hitting me from all sides. It seemed to really struggle, having to take a second or two to chew through each regular infantrymen, eventually ending up with the gunner being shot off. This feels really bad in my opinion and makes these infantry suppression tools really sub par. Maybe infantry health could be brought down a tad? I've seen Lasguns also do little else but tickle guys out in the open when in lore they can apparently take off limbs. Infantry seem to survive silly amounts of punishment at times (Especially Blood Pact dudes in particular), and absolutely melting in some others. Feels kinda inconsistent. Also I think Bolters in general should be a one shot to basic infantry at all ranges.

Second, I think the animations need to be improved for esoteric (esoteric in the context of CTA) units like Ogryns and walkers. The worst offenders are Ogryns in my opinion, although there is much to be said about the Sentinels being janky especially considering I'd like to see Knights make an appearance some day. Ogryns seem to not only have severe path finding and direct control issues (Where they seem to control like vehicles in fleshy skins oddly) but are also prone to "sliding" around and doing contortionist magic tricks like twisting their body 180 degrees to shoot somebody. I think these issues are a high priority if you ever want to add Orkz to the mod, because I don't see how Orkz wouldn't be a janky spectacle of a faction if these animation issues aren't fixed before hand. Considering also that Ork basic infantry should feel very similar to Ogryn, if we're talking lore accuracy that is. For similar reasons I think Tyrannids, if ever added should probably be added very last, I'm predicting they will take A LOT of effort to get working correctly.

Lastly, I think I have a suggestion, instead of a whinging nit-pick. I think the next faction should be Tau. I think this because you could add them quite easily considering they would essentially be xenos guard, Fire Warriors being the bulk of the Tau force would use the basic infantry frame and animations of course, and I think the only challenge would be getting the hover vehicles looking good. They would also feel and play sufficiently differently from the current factions (Focusing on moderately priced units that excel in long range firepower) without straying from CTA orthodoxy too far, thus making them challenging to add. They should probably have longer ranged units that out range guard units by 20-40 meters, making the more numerous and shorter ranged humans close in quickly lest they be torn to shreds at range. There is also an argument for Necrons, Making them very tanky and VERY expansive but being slow, maybe making it so Necron infantry is unable to sprint so every Necron unit is stuck crawling along at walking pace. This would be very lore accurate imo, essentially making positioning high cost and strength units very important and allowing counter-play by making them easily to out manoeuvre and flank. I still think Tau is the better option mind you, I don't want you to over burden yourself by struggling with difficult factions while everyone moans about a lack of updates. If you crank out the easy ones first that should get people to shut up while you work on the more challenging guys.

As I said before, I'm enjoying this mod greatly and I had been dreaming of a WH mod coming to CTA for a long time. Thank you for taking on a seemingly impossible task and placing yourself in a position where you are liable to get a lot of moaning ♥♥♥♥♥♥♥♥ 40k fans complaining your work isn't good enough. I think what you've added so far, outside of a few issues, is excellent and hope you continue your work. Best of luck!
Mostrando 21-30 de 294,313,768 aportaciones