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Exterminatus 2 - Rival Species GAME GROUP Ex2RS
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Exterminatus 2 - Rival Species GAME GROUP Ex2RS
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 This topic has been pinned, so it's probably important
otakumon 26 Apr, 2014 @ 2:10pm
Suggestions: What to Add to the Mod
*NOTE: This is not for bugs or balancing issues but things that would add more aesthetic value/atmosphere/playability/gameplay perks/etc. to the mod.

Examples:

-Give Assault Marine the ability to damage enemies they collide with when jumping, like the Demoman in TF2 when he uses the Chargin' Targe/Splendid Screen

-DontAsk4470: Add ambient sounds and music to maps (background battle noises and the like) along with adding more details to the map showing the presence of a Tyranid/Space Marine force and the battle ensuing there (a few capillary towers, abandoned tanks, and dead Guardsmen will not cut it).

-General: Use custom models/materials other than HL2 stuff.

-Add an announcer to the game like with TF2. Use Vox with Space Marines and Hive Mind with Tyranids. Helpful when a team's objective is getting captured.
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Showing 1-15 of 228 comments
Valvatorez 26 Apr, 2014 @ 6:00pm 
Digital Weapons for Assault Marines. They should either act like TF2 crits or behave like hell pistols or hotshot slavo guns.(new IG weapon)

More weapon options for Terminators and Warriors.

Improved Hive Fleet Behemoth skins. They don't have to be 6E colors but put some blue on the parts that arean't red.
Last edited by Valvatorez; 20 Jan, 2015 @ 1:22am
BLU 27 Apr, 2014 @ 1:14am 
1) Scouts with sniper rifles or shotguns (low armour)
2) Aditional points scale, wich we can spend on new weapons and upgrades (for example autocannon for terminators(or clawes) or scopes for boulters, power shield, term.teleport etc) (+ evolve points for the other team and bio upgrades for needs))
3) Psyker for spacemarines (sword or staff) (sword - offensive abilities, staff - supportive abilities)
4) Armour scale for spacemarines
5) Techmarine - who can build one tarantula autocannon, repair strategic objects, and repair armour of his brothers, + gives ammo to them.
6) Add new race (necrons or eldars or orks..)
7) If it would be necrons, so the classes are N.warrior, Ghost, N. flayed one, N. Lord(not overlord!11))) , N. deathmark,
Valvatorez 17 May, 2014 @ 3:44pm 
Since the Land Raider is too small to be a transport here. Add some firepower to it.http://wh40k.lexicanum.com/wiki/Land_Raider_Helios

What?
Last edited by Valvatorez; 17 May, 2014 @ 3:44pm
otakumon 26 May, 2014 @ 5:56pm 
Found this thanks to DontAsk providing the link via chat:
http://gtm.steamproxy.vip/workshop/filedetails/?id=263671055

DontAsk's announcer voice pack (can be found in its own thread in this forum) should also be added.
otakumon 22 Jun, 2014 @ 7:42am 
Perhaps more, new obstacles/traps should be included to slow and/or prevent Tyranid steamrolls like more razorwire fences, stone blocks, and land mines.

CP maps like hive, ichar_iv, lycantium, orbital, and valley should have an increase in difficulty to capture a CP the closer it is to a team's final CP, with the home CP being the hardest to capture and the mid CP being the easiest. SM home CP/spawns for ichar_iv and valley are notorius for easy access. Increase the amount of fortifications and reduce the number of avenues of approach. Maybe when an objective is captured, certain shortcuts and alternate paths get shut down to reduce the chance of getting flanked.
otakumon 14 Jul, 2014 @ 4:13am 
More Space Marine chapter skins. Maybe some Pre-Heresy skins even though it would be inconsistent with the timeline the mod takes place in. Just to please fans.

And maybe implement it into the server where players can view the current skin other players are using.
Last edited by otakumon; 15 Jul, 2014 @ 8:07am
Valvatorez 14 Jul, 2014 @ 12:48pm 
Great Crusade Astartes would require new models rather then skins. The Mark 6 was considered recent. Bolters also looked like modern battle rifles as well.
Last edited by Valvatorez; 11 Dec, 2014 @ 1:13am
Macha 28 Jul, 2014 @ 12:03pm 
A free for all mode for low server populations.
Macha 29 Jul, 2014 @ 11:46am 
This is gonna be a big one: Remove tyranids entirely and add in chaos space marines or orks.

Why? Well, for starters, it sucks to play as the tyranids, and it sucks to play against the tyranids.

As a tyranid your pitiful ranged options means that if the space marines are in a good position, you're going to be gunned down multiple times over before your capable of making any progress.

While playing against the tyranids, their supreme mobility (With genestealers) and incredible melee prowess means that unless you can get the drop on them early enough or you're in a very good (unfair) position, they're going to bound over and claw you to death.

So i think that the best balance to the situation would be to remove hazardous factor: The tyranids. I'm against adding races like the tau, dark eldar, eldar, necrons, etc. Due to the many "Hur hur I win" Capabilities of many of the classes. Such as: The tau can across the map snipe, the Eldar/dark eldar are capable of turning everything perfectly invisible and teleporting as often as they breathe, and the necrons can rebuild themselves time and time again. You get the idea.

But orks and chaos space marines are fairly balanced in terms of fair fights against the space marines. The chaos space marines are very easily balanced (Seeing as they're just recolored space marines) and the Orks are pretty easy balance wise (No, you get LESS dakka!)

I know that it's been Tyranids this whole time, but it may help the popularity in getting rid of them.
otakumon 29 Jul, 2014 @ 12:07pm 
Many players continue to request an alternate race/faction to replace the Tyranids. Despite the work, time, and effort put into making the Tyranid team it is today, many feel unsatisfactory to playing as or against the nids.

However, unless someone with designing skill equal or greater to ChromeAngel decides to contribute, the implementation of a new race/faction would take several months to a few years if CA did it all by himself or will never happen.

The most popular factions requested to replace the Tyranids are Orks & Chaos.

Orks are a more familiar race and give players more options in the choice of ranged and melee weaponry. The rank and file slugga and shoota boyz should be weaker health/armor wise than the standard Astartes and have rapid-firing but inaccurate guns. They should have strong melee to make up for this. The more advanced ork classes of course will have better dakka and more armor/health/melee damage.

Chaos should be more than a reskin and new voices to the Space Marines. Warp magic and daemons should be implemented as long as they are not unbalanced/OP and can be countered.

Personally, I would like to see Eldar implemented. They should be weaker but be faster and more agile. Their ranged weaponry, speed, and damage improves with the advanced classes. Psyker abilities and even teleporatation are possibilities.
Macha 1 Aug, 2014 @ 10:55pm 
Tyranids, if not removed, should be able to add a "biolayer" to the capture points that would require a space marine to take a melee weapon and hack away at it to expose the point for capture. This would add a layer of difficulty to the space marine pushing since they wouldn't be able to ninja the objective while the tyranids are trying to clear turrets.
otakumon 12 Aug, 2014 @ 4:18pm 
Made some progress in way of atmosphere and alternate Tyranid skins these past 4 months. If only we had more people with skills to create and contribute like ChromeAngel and DontAsk.

I thought of a new weapon for Terminators as Valvatorez suggested but it can be used by Devastators as well: Multi-Meltas. They should at least be twice the damage, range, area of effect, and ammo of regular Meltas according to the sourcebooks. Will be the most powerful close range ranged weapon yet. Good against groups of small enemies close together or large, high health enemies like the Carnifex, where the Heavy Bolter does not have high enough damage output per shot or getting caught in the Missile Launcher's explosion at point blank ranges.
Macha 12 Aug, 2014 @ 9:52pm 
So, in other words, the weapon everyone wants to use?
otakumon 27 Aug, 2014 @ 11:12pm 
This would lead to a major overhaul on most if not all the current maps but a resizing of the Imperial vehicles to fit their true, canon proportions would be nice.

For example, Thunderhawks are large enough to carry up to 30 Space Marines (or 15 Terminators).

There is a picture of a Thunderhawk model next to a Space Marine for size comparison on 1d4chan.org's Thunderhawk page.

More specs can be found on lexicanum for the rest of the vehicles.
Last edited by otakumon; 7 Sep, 2014 @ 6:00am
otakumon 7 Sep, 2014 @ 6:04am 
Space Marine Standards and Tyranid Capillary Towers.

One is planted on the objective when a team captures it, either as an addition or replacement to the current objective icons.

Perhaps add the Standard as something that a Space Marine player can carry or mounted on their back. It can act as a rallying banner to help teams find each other, and if wanted, buff the team via health/damage resistance/damage output/speed/etc.
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