Critted xenos, due to having no health regen, are indeed left to become ghosted shells as the players leave the moment it happens. Is there a way to have a xeno die automatically upon being critted? Since there's no health regen, there's no real point in keeping them alive but in crit.SpanMan wrote:One problem I ran into a couple times was jumping into abandoned dying xenos. Someone would get critted and ghost out of the xeno, resulting in a me taking it over and immediately being in crit for the rest of my life. If crit xenos died faster when not on weeds this wouldn't be an issue.
Whiskey Outpost feedback thread
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Re: Whiskey Outpost feedback thread
- Infernus
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Re: Whiskey Outpost feedback thread
Aliens in critical do heal on weeds, but just enough to get them out of it (They can heal up to 35HP max)
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Re: Whiskey Outpost feedback thread
I think I remember hearing about a bug with SMG ammo supply drops not working on yesterdays minichat not sure if it was noticed by Feweh when they were on during those rounds.
Just leaving this here for prosperity's sake if its true or not
Just leaving this here for prosperity's sake if its true or not
- Renomaki
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Re: Whiskey Outpost feedback thread
Honestly, if I were to make a change to the map, I'd make it a little more.. Roomy for the marines.
As is, it gets really crowded sometimes, and there isn't a lot of room to maneuver during more hectic moments. It gets much worse when runners start rushing past you trying to induce friendly fire.
Maybe if you made the lanes wider, it would be really nice. And also provided everyone with a knife, because it sucks not having one to clear bushes out.
As is, it gets really crowded sometimes, and there isn't a lot of room to maneuver during more hectic moments. It gets much worse when runners start rushing past you trying to induce friendly fire.
Maybe if you made the lanes wider, it would be really nice. And also provided everyone with a knife, because it sucks not having one to clear bushes out.
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- KingKire
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Re: Whiskey Outpost feedback thread
Im honestly liking the map more and more as time goes on. It seems the balance point is getting closer to the center scince marines are managing to get close to the end game of the round but still encountering that nice difficulty throughout the match. The instant respawn for xenos makes playing aliens feel good for sure. Im guessing the recent disposal add on is to help medical clear itself out during the storm of wounded troops which is great. If i had to add notes:
- Increase the amount of medical staff available to handle the influx of marines, most importantly for their surgeries.
- I support the increase and a slight diversity to the buildings laid out.
- Maybe have a radio Broadcast during the cooldown time interval at the 30-45 minute mark announce that "No biological lifeforms are detected nearby. When the timer is about to go out, make a broadcast that a huge alien wave will be arriving shortly or such. essentially, make it more apparent to marines that this is the calm before the storm.
- randomize when the cooldown wave for marines to rest occurs? maybe it will be at the 30 minute mark, maybe it will be at the 35 minute mark. you can expect to for it occur anytime between 25 and 35 minutes.
- currently the spawn area gets really clustered with partially used equipment. Im not quite sure how to fix that, but it would help if there was some way to unclutter the area i guess. probably more space will do it or maybe splitting the drop so 1/4th of the gear gets sent to another side of the base to spread out the items. having the recycler accept all items would also be great, even if it didnt make any metal from it. Things like paper, paper scraps, empty specialists crates.
-the extra coils of wire to make electric grills really does help prevent runners just kamikazing past the front line to kill the doctors.
- Increase the amount of medical staff available to handle the influx of marines, most importantly for their surgeries.
- I support the increase and a slight diversity to the buildings laid out.
- Maybe have a radio Broadcast during the cooldown time interval at the 30-45 minute mark announce that "No biological lifeforms are detected nearby. When the timer is about to go out, make a broadcast that a huge alien wave will be arriving shortly or such. essentially, make it more apparent to marines that this is the calm before the storm.
- randomize when the cooldown wave for marines to rest occurs? maybe it will be at the 30 minute mark, maybe it will be at the 35 minute mark. you can expect to for it occur anytime between 25 and 35 minutes.
- currently the spawn area gets really clustered with partially used equipment. Im not quite sure how to fix that, but it would help if there was some way to unclutter the area i guess. probably more space will do it or maybe splitting the drop so 1/4th of the gear gets sent to another side of the base to spread out the items. having the recycler accept all items would also be great, even if it didnt make any metal from it. Things like paper, paper scraps, empty specialists crates.
-the extra coils of wire to make electric grills really does help prevent runners just kamikazing past the front line to kill the doctors.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
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Re: Whiskey Outpost feedback thread
I was enjoying my time being a smartgunner for my flank until my sniper pinged me in the back of the head with his rifle and resulted in me needing a surgery during the first wave. I honestly think the outpost needs more space otherwise it's just a bunch of marines trying to push past one another, not to mention even with three docs and two cyborgs, they were being overwhelmed by the massive amount of friendly fire. I think you need a third operating table and perhaps two more doctors.
- Warnipple
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Re: Whiskey Outpost feedback thread
Please make ammo come in labeled boxes instead of individually to reduce clutter, boxes can also be turned into scrap paper when empty which is nice.
Metal is coming in stacks of 1 sheet but I'm sure you know that already.
Metal is coming in stacks of 1 sheet but I'm sure you know that already.
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- completelynewguy
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Re: Whiskey Outpost feedback thread
More space in the outpout would be great. But what about buildings in each direction - such as a barracks in the south, a mess hall in the west, or a paved road in the east with a checkpoint at the third set of barricades?
Suggestion: Add a second button for joining WO in a medical role or a command role. Hopefully adding in two more buttons won't mess up the Character Setup UI.
Suggestion: Add a second button for joining WO in a medical role or a command role. Hopefully adding in two more buttons won't mess up the Character Setup UI.