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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 4:51 pm
by MaxPower
Exactly @ Swift and I'd like to see some of my maps removed as well, just because they arent good, like tartarus harbor, garzweiler mine and valhalla oilfield.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 5:09 pm
by Atlas
Agreed with Swift/Max. I don't see the reason to add the extra hurdle just to play on the maps.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 5:40 pm
by Swift
I'm removing the trash that is Minethera Outpost for the upcoming patch, so perhaps we should compile a list of maps that should be removed with 2.6.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 6:56 pm
by The Bad Road
So release date?

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 7:51 pm
by MaxPower
When it's done!

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Wed 16 Nov, 2016 11:46 pm
by Adeptus Noobus
It was not meant to be a personal attack....

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 1:36 am
by Atlas
The Bad Road wrote:So release date?


Changelog is basically 99% done. I think only Shees and a last bit on Strikes is left. After that, It might take a couple days on the actual coding and we're good!

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 1:47 am
by Psycho
Any chances of incendiary shell not damaging turrets and sternguard veterans' vengeance rounds reload rate getting looked at?

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 3:24 am
by Atlas
Psycho wrote:Any chances of incendiary shell not damaging turrets and sternguard veterans' vengeance rounds reload rate getting looked at?

Sure on the first, but the reload rate on Vengeance Rounds is the same as every other type, so I don't know what you are talking about on that one.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 4:29 am
by The Bad Road
On the shee front any hope for correcting the leaping doom? My scouts are currently swearing at the techmarines for faulty ammo...

On strike squads I'm of the opinion that yeah their special is way too potent just out of the gate, it kind of needs to be rolled into a cheap and easy early upgrade like the sentinel stomp with perhaps a charge option that kicks in only in t2 (and does not apply if you've taken the psycannon) to give them a better (melee) transition into t2.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 3:50 pm
by Psycho
Had gone to sleep. The reload time on the vengeance rounds is a full nine seconds compared to the other types which are just three seconds, unless you misunderstood and thought I meant the number of bursts it takes before reloading.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 17 Nov, 2016 9:37 pm
by jmcopel
Any chance of bringing a corrupted IG skin in 2.6?
This looks so sick:
http://www.moddb.com/mods/doc-planetary ... -for-dow2r

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Fri 18 Nov, 2016 8:50 am
by Aetherion
Will the IST serg and acolyte leader get a special attack? Otherwise their increased melee skill means nothing

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Fri 18 Nov, 2016 12:52 pm
by Torpid
Aetherion wrote:Will the IST serg and acolyte leader get a special attack? Otherwise their increased melee skill means nothing


It doesn't mean nothing; it stops them from being the subject of special attacks. Which helps them when they are kiting enemy melee to not get knocked over and wiped because of a special.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Fri 18 Nov, 2016 12:59 pm
by hiveminion
I just noticed the TG hotkeys for Shieldwall and Charge have been switched around AGAIN. Don't do this. The previous swap was made to bring all the Nid charge abilities under the same hotkey, which was a pretty trivial gripe for some people apparently. There is no reason to swap the ability hotkeys around again.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Fri 18 Nov, 2016 7:25 pm
by Psycho
The tooltips of the Chaos Sorcerer's Sigil of the Rift wargear and ability don't have the ability's duration on them, which is ~15-20 seconds interruptible, only says "The rift remains active so long as the Sorcerer channels energy to it." Assuming it's not a bug it should probably be in the tooltip.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 2:00 pm
by Black Relic
Out of curiosity, is there away to make the Force Commander's special attack go off during the duration of battle cry even when the target cannot be knocked back at that time? Since when a hero starts their special attack animation sometimes I don't tget the special attack from battle cry resulting in no additional buffs.

To test it out you can have a Force Commander activate Battle Cry and have him attack a vehicle. He will perform a special 50% of the time but certainly not 100% of the time resulting in less buffs. And a dead fire prism if the FC has the powerfist and teleporter pack.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 7:13 pm
by Aetherion
Torpid wrote:
Aetherion wrote:Will the IST serg and acolyte leader get a special attack? Otherwise their increased melee skill means nothing


It doesn't mean nothing; it stops them from being the subject of special attacks. Which helps them when they are kiting enemy melee to not get knocked over and wiped because of a special.


AFAIK melee skill is a model to model comparison, so if enemies are hitting the stormtrooper models, they still get the same chance of being knocked over. Just my opinion, but I don't think it'll help much. Although I see your point if you get either of them, push them up to shoot and when you kite, the leader model that always stands in front (and get shot to bits) is now at the rear of the formation and chasing melee units can't special him and knock the entire squad over. Was that the thought process behind that change?

Also to clarify, does Fist of Brokus affect allied IG units?

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 8:04 pm
by Swift
Maps:

Added:
- (2p) Vulcan Pits

Image

- (6p) Angstrom Heights

Image

- (6p) Archaea Vista

Image

- (6p) Quest's Redemption

Image

Updated:

- Lugganath Glacier

Image

Removed:

- Minethera Outpost

Would also be nice to know if people want certain maps removed in next patch.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 8:13 pm
by Adeptus Noobus
No offense but Ulthane Temple.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 8:43 pm
by Oddnerd
Swamps, broods, brackens, kasyr lutien, bay of grots, catachan fortress, capital city spire (the new one with terrible power node positioning).

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 10:17 pm
by The Bad Road
Bay of Grots is a classic and Catachan Fortress should be retained, otherwise Odd has it right. Whatever else though retain Return to Golgotha, like watching the Star Wars Holiday Special it's a rite of passage.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Mon 21 Nov, 2016 11:57 pm
by MaxPower
Get rid of all maps but Argus Desert Gate for 3on3s, done.

Also whats the prob with Kasyr Lutien if I may ask?

On a more serious note:

Deathworld Temple
Avensa Stronghold
Swamps of Slaughter
Some of the recolors of Argus and Calderis
Valhalla Oilfield
Garzweiler Mine
Tartarus Harbor
Nocturne something something?
Golgotha Depths
Armageddon River Crossing
Skull Masha

prolly some more, but those are like the either worst maps or just plain redundant (like we dont need 2 recolors of the same map)

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Tue 22 Nov, 2016 3:16 pm
by Deflaktor
Avensa Stronghold was amazing pre patch, now its a power bashing fest.

I agree with the maps you mentioned and would also add:
- Fall of Hyades
- Soprony Brood Lairs
- Valinograd Harbor 1
- Return to Golgotha
- Nocturne Inferno

I would really like the map list to be tidied up a bit. So Im all in for removing these maps.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Tue 22 Nov, 2016 3:23 pm
by Swift
If we do remove stuff, we should not remove the original Relic maps despite their failings as they are played the most.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Tue 22 Nov, 2016 11:13 pm
by MaxPower
Deflaktor wrote:Avensa Stronghold was amazing pre patch, now its a power bashing fest.

I agree with the maps you mentioned and would also add:
- Fall of Hyades
- Soprony Brood Lairs
- Valinograd Harbor 1
- Return to Golgotha
- Nocturne Inferno

I would really like the map list to be tidied up a bit. So Im all in for removing these maps.


Oh yeah, my bad, meant Return to Golgotha ^^

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Tue 22 Nov, 2016 11:54 pm
by Oddnerd
TBH I would be ok with removing any winter maps (as long as there was a non-winter equivalent). Those things destroy my eyes and the program I use to remove the blue tint from my monitor doesn't do anything to stop that.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 24 Nov, 2016 8:56 pm
by Psycho
PC and TM turrets affected by spotter smoke shell still have just enough range to shoot at flamer GM, so one can't counter them with spotter + flamer combination. Intended? Raising the smoke shell range penalty to 65% or so would fix this.

Also Atlas, are there any specific stats for the commissar's inspire courage ability regarding accuracy? Had a hilarious bug where my commissar "missed" and executed an enemy banshee squad instead of my GMs, and ended up wiping the banshees because they couldn't retreat. Forgot to save replay but it might be a one in a million chance anyways.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 24 Nov, 2016 9:13 pm
by Adeptus Noobus

There are more of these on Youtube but I can't find them right now.

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Posted: Thu 24 Nov, 2016 10:24 pm
by Lost Son of Nikhel
Adeptus Noobus wrote:
There are more of these on Youtube but I can't find them right now.

Wasn't that fixed like years ago, in the first ELITE versions?