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Re: 2.2 beta
Posted: Wed 06 Nov, 2013 9:34 pm
by Belutima
Oke I'm kinda new to Elite but do I instal version 6 is that what everyone plays or is their another version in particular.
Re: 2.2 beta
Posted: Wed 06 Nov, 2013 9:41 pm
by Orkfaeller
aye, beta 6 is the newest one
Re: 2.2 beta
Posted: Fri 08 Nov, 2013 5:20 pm
by crazyman64335
not sure if anyone else's noticed, but the globals for GK are still mixed up. F3 is both their global silence and their Hellfury Strike. Little annoying to try and call in a hellfury and lose like 300 red

Re: 2.2 beta
Posted: Fri 08 Nov, 2013 5:28 pm
by Torpid
Last time I checked L was the hotkey for inquisitorial stormtroopers to purchase their sergeant leader and their grenade launcher upgrade which is frustrating.
Re: 2.2 beta
Posted: Fri 08 Nov, 2013 5:40 pm
by Indrid
crazyman64335 wrote:not sure if anyone else's noticed, but the globals for GK are still mixed up. F3 is both their global silence and their Hellfury Strike. Little annoying to try and call in a hellfury and lose like 300 red

It's on the bug list.
Re: 2.2 beta
Posted: Wed 13 Nov, 2013 10:08 pm
by Toilailee
Revert mek turret.
Re: 2.2 beta
Posted: Sat 16 Nov, 2013 2:20 am
by Bahamut
Dunno where exactly to post bugs so i'll do it here. I had match as nid, at some point i had a fully upgraded hormaguant squad with t3 warrior, adrenal glands and endless swarm and in one of those engagements only the t3 warrior survived, the hormaguant squad went back to 8 models (9 with the warrior) and i was unable to repurchase endless swarm or reinforce and 2:1
Re: 2.2 beta
Posted: Sat 16 Nov, 2013 9:05 am
by Nurland
Dunno where exactly to post bugs so i'll do it here.
Well there is a thread called "Bugs/Issues Thread"
viewtopic.php?f=2&t=26 So I would suggest posting bugs generally there.

Re: 2.2 beta
Posted: Mon 18 Nov, 2013 10:31 pm
by Lulgrim
Beta 7 released.
Re: 2.2 beta
Posted: Mon 18 Nov, 2013 10:50 pm
by Torpid
Yes! The flamer up to 25seconds, thank you so much for that change it was soooo warranted.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 1:11 am
by Torpid
Purification rites, but they don't start with it, they only get it when they have their justicar.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 4:45 am
by Shas'el Doran'ro
I tested out the new GK and it looks good.
Lulgrim, when I see that Vindicare Assassin model, I instantly hear his voice he had in DoW1 in my head, please, just this once could you use a DoW1 voice asset for just 1 unit? Do you really think they'd come after you for just 1 voice over? Think about it at least.
Also I really think he should be able to infiltrate.
2.2 beta
Posted: Tue 19 Nov, 2013 4:59 am
by Lulgrim
I expect you can use the same file, no SCAR updates in this patch.
Radio the Forest wrote:"Purifiers now start with "Purification" (Strike Squad ability)"
Which one?
The snare that snares and drains enemy energy (Energy burst) or the one that gives energy to a friendly squad (purification rites)?
The one that's called 'Purification', not the Apo accessory...
Shas'el Doran'ro wrote:Lulgrim, when I see that Vindicare Assassin model, I instantly hear his voice he had in DoW1 in my head, please, just this once could you use a DoW1 voice asset for just 1 unit? Do you really think they'd come after you for just 1 voice over? Think about it at least.
I have no way to add new voices at the moment, and I'm not ripping DoW1 voices either.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 9:47 am
by Pandemic
Vindicare Assassin deals 100 dmg per shot with his anti vehicle rounds to dreadnoughts? really?.
Doesn't seem balanced, at all. The unit can still perform very well as anti-infantry and does that much damage to a dread when he switches rounds? seems OP since you lot have determined that if a unit can do multiple things too well it should be nerfed.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 10:14 am
by Shas'el Doran'ro
Pandemic wrote:Vindicare Assassin deals 100 dmg per shot with his anti vehicle rounds to dreadnoughts? really?.
Doesn't seem balanced, at all. The unit can still perform very well as anti-infantry and does that much damage to a dread when he switches rounds? seems OP since you lot have determined that if a unit can do multiple things too well it should be nerfed.
You have to think about how fragile this unit is, he has no infiltration currently so he is easy to spot, if you are playing a race that can get snipers of their own, it's more than enough to handle him, he'll splatter really quick if you shoot at him with basically anything.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 10:33 am
by Lulgrim
Flash wrote:except purifiers energy transfer still greyed out regardless of justicar purchase?
I forgot to update the requirement, ATM it still unlocks only when you have a Strike Justicar in the squad, which obviously will not happen to Purifiers.
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 2:49 pm
by HandSome SoddiNg
Lulgrim wrote:Flash wrote:except purifiers energy transfer still greyed out regardless of justicar purchase?
I forgot to update the requirement, ATM it still unlocks only when you have a Strike Justicar in the squad, which obviously will not happen to Purifiers.
Was it intentional for Vindicare assassin to have 325 hp & only 2 abilities...? Is there more utilities added to him in the 2.2 Release? He doesn't cloak when he stands stand. The purgation hasn't recieved their new "ability" yet

Re: 2.2 beta
Posted: Tue 19 Nov, 2013 6:03 pm
by Darkbulborb
Did the warboss get his taunt ability with the spiky armor? Was really looking forward to test that
Re: 2.2 beta
Posted: Tue 19 Nov, 2013 6:35 pm
by Indrid
Please check the notes, only the things there made it into Beta 7.
Re: 2.2 beta
Posted: Thu 21 Nov, 2013 7:27 pm
by Commissar Yarrick
Would it be possible to give Cyrus voice to the vindicare assassin? Would alot more sense than scout voice. (Not tested out the new update yet)
Re: 2.2 beta
Posted: Fri 22 Nov, 2013 3:17 pm
by GrimReaper
Would be good except for when he says "Cyrus here"
Re: 2.2 beta
Posted: Fri 22 Nov, 2013 4:13 pm
by Orkfaeller
yeah, make use of the Campaign Voices, how hard would it be to "convert" them into Multiplayer?
- also if possible, maybe Thule for VenDread ? -
Re: 2.2 beta
Posted: Fri 22 Nov, 2013 5:55 pm
by Indrid
I doubt they'll have all the appropriate lines for an MP unit.
Re: 2.2 beta
Posted: Fri 22 Nov, 2013 11:42 pm
by Forestradio
Indrid wrote:I doubt they'll have all the appropriate lines for an MP unit.
The Cyrus lines are pretty good for everything.
"The Tyranids are already here. We cannot delay."
"Sending in ordinance."
etc
etc
Re: 2.2 beta
Posted: Sat 23 Nov, 2013 1:20 am
by Lulgrim
Beta 8 released, notes in starting post. Update patch (8 MB) this time.
Re: 2.2 beta
Posted: Sat 23 Nov, 2013 4:45 am
by Blessed Spartan
sweet nice changes!, hopefully the Vk wont be worth half an army

ummm was my map updated?
Re: 2.2 beta
Posted: Sat 23 Nov, 2013 11:34 pm
by Shas'el Doran'ro
The Inquisitorial Storm Troopers have been using the Heretics' grenade launcher models for a while now, I thought it was about time they finally got the imperial models(see the ones the Lord General uses, also in campaign), the tooltip for the IST grenade launcher upgrade is also still the one from the heretics' upgrade.
The Kasrkin also use the spiked Heretic grenade launchers and not the Imperial ones.
I also noticed that the Raptors use Imperial Melta guns, but I don't know if there is a Chaos Melta gun model, perhaps from the campaign?
Re: 2.2 beta
Posted: Tue 26 Nov, 2013 10:35 pm
by Faultron
,Inquisitorial Storm Trooper Sergeant now wields a laspistol & a chainsword'
is this only visual change or it does change the dps values as well?
Re: 2.2 beta
Posted: Tue 26 Nov, 2013 11:10 pm
by Orkfaeller
His DPS is down a bit, I dont think youre going to notice anything.
Re: 2.2 beta
Posted: Wed 27 Nov, 2013 6:38 am
by Lulgrim
Squad melee damage remains the same overall but is now more centered on the Sergeant (from 17% to 38%). The absolute numbers are small though, not a big deal.