Warhammer 40k : Space Marine - Page 23
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Firesilver
United Kingdom1190 Posts
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Jetaap
France4814 Posts
On September 15 2011 08:51 chocopaw wrote: Patch incoming: http://www.spacemarine.com/forums/topic/5993 Full patchnotes: + Show Spoiler + PS3 Matchmaking Issues: We have completed testing on the patch and have submitted to Sony. We are doing everything we can to get this patch released on PSN as soon as possible. PS3 NAT Issues: This is a UI bug and is not something that is affecting your online performance. We have a fix coming to resolve this improperly reported error in the upcoming patch. Multiplayer & Singleplayer Progression Reset: Make sure to enable Steam's Cloud Option on your system to allow your rank to keep tracking. We understand the Challenges are still not tracking properly and have a patch in the works to address the issue. Steps to turn on Steam Cloud: 1.) Open Steam 2.) Click the Steam Option int he upper Left 3.) Select "Downloads + Cloud" 4.) Click the Box labeled "Enable Steam Cloud" Against All Odds" Progression Issue [PC]: We are aware of issues players are seeing with this level. A lot of the issues seem to steem from systems that do not meet minimum specs requirements, But we are also getting reports from users who exceed those requirements. We are looking into this issue and are trying to nail down the problem. if you are seeing this issue, feel free to post your Dxdiag report here: http://www.spacemarine.com/forums/topic/4110 - Also when posting on the forums please avoid using Internet Explorer as it forces the text into a massive wall of content. Mic Always On PC Issue: We are implementing a "Mute All" button in the upcoming patch. This will also disable the audio data traffic to allow better ping rates while playing. Currently muting players in the lobby will also allow you to obtain better ping rates as it disables the signal of those audio feeds. Iron Halo / Shield Boost: During the campaign a few users have noticed the graphical glow and change in visuals on the Iron Halo might disappear after saving the game and returning. Our team is aware of the issue and is working out a fix for this. The actual shield boost is still present and you still benefit from the boost, but the graphics are not displaying properly. Achievement Unlocks: We are aware of a handful of achievements that are not unlocking properly. We are looking into these issues and should have an update soon. - Master Crafted: See Here: http://www.spacemarine.com/forums/topic/5991 - None Can Stand Before You - We are looking into why this is not unlocking for some users. Pre-order Skins Not Showing Up / Working: Steam Skins are now showing up within the Customizer. In regards to BestBuy & GameStop codes, you need to redeem those with the code they provide you. Both Console and PC users who purchase the retail copy of the game (In a Local store or online) should be provided a redeem code for their skins. We have verified all retailers have gotten delivery of their codes and should have them for you at the local stores or their online support numbers. Graphic Issues & Flickering: Please review this thread: http://www.spacemarine.com/forums/topic/4685 Matchmaking on PC: The main PC Matchmaking issues have been addressed. We are also in the works to provide an update to allow the system to run even smoother across the board. We plan to release this update in the upcoming PC patch. Matchmaking on Xbox 360: We will be applying the same patch to enhance the functions of Matchmaking on Xbox 360. Devastator Heavy Bolter Glitch: We are aware of the glitch and it will be patched in the upcoming PC patch. Veteran Helmet Unlock: We are aware of the helmet unlocking prematurely and have address this issue on all 3 platforms. Killing Blow - Thunderhammer & Maul Many users have been talking about the "Killing Blow" and how it is not always a one shot kill. Well it won't always be... Why you ask? Space Marine takes in consideration of glancing hits, so you might think your hit was perfect, but if you're not straight on with the enemy it will calculate as a glancing blow and do secondary damage. PC Sound & Lag Issues: We are very much aware of the issues the community has repeorted in regards to lag, sound stuttering and overall sound issues. We are still working to reproduce these errors within all our QA facilities. Most of these issues have been resolved with some simple driver updates, but we are also aware that some users are not having success with new drivers. Loadout Issues: We are aware of a bug that has been forcing Assault selections to be Tactical selections. We are working to address this issue. ^_^ Oh thanks god, that was the perfect example of the consequence of terrible console port .. | ||
Hakker
United States1360 Posts
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r33k
Italy3402 Posts
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Hakker
United States1360 Posts
On September 15 2011 10:26 r33k wrote: That's a steam thing. Annoys the living shit out of me because I can't listen to music while playing. lol yeah exactly lol no way to turn it off? -.- | ||
r33k
Italy3402 Posts
GGs everyone, tonight was fun. Especially the final 250 kill rush with seppo :o | ||
Golgotha
Korea (South)8418 Posts
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idonthinksobro
3138 Posts
+ Show Spoiler + On September 12 2011 10:07 Golgotha wrote: yeah I saw this on the forums as well. so funny. | ||
XerrolAvengerII
United States510 Posts
On September 15 2011 12:40 Golgotha wrote: awesome patch. simple and just what we need. being a tactical player, I think that they need to increase the length of the "lunge" of melee attacks, because if your going to ministun a player at the end of an attack, at least let them keep the same pace of someone... i feel wierd when a player can simply backpeddle and get away from an assault or knifing tactical... Also, I wouldn't mind them removing the QUE effect, i.e: hit ff twice fast, and your character will automatically perform both stun attacks in a row (and you basically lose control until both are done) I feel like melee attacks should have a mechanical cooldown that prevents the character from locking themselves into a combo attack aimed at the side of a wall... that annoys the crap out of me. Also, I feel like they should make the Charge attack longer range, and they need to remove the self stun at the end of the charge because like, most of the time when you charge someone, your giving your opponent the advantage because your putting yourself in melee reach and unable to move... most of the time when assaults charge me, i can either put them down with melee or with a melta or other weapon. Does anyone else get annoyed at these silly "self stuns" that the melee system has? | ||
yurten
United States42 Posts
On September 15 2011 13:49 XerrolAvengerII wrote: being a tactical player, I think that they need to increase the length of the "lunge" of melee attacks, because if your going to ministun a player at the end of an attack, at least let them keep the same pace of someone... i feel wierd when a player can simply backpeddle and get away from an assault or knifing tactical... Also, I wouldn't mind them removing the QUE effect, i.e: hit ff twice fast, and your character will automatically perform both stun attacks in a row (and you basically lose control until both are done) I feel like melee attacks should have a mechanical cooldown that prevents the character from locking themselves into a combo attack aimed at the side of a wall... that annoys the crap out of me. Also, I feel like they should make the Charge attack longer range, and they need to remove the self stun at the end of the charge because like, most of the time when you charge someone, your giving your opponent the advantage because your putting yourself in melee reach and unable to move... most of the time when assaults charge me, i can either put them down with melee or with a melta or other weapon. Does anyone else get annoyed at these silly "self stuns" that the melee system has? The excessive animations that looked cool in the campaign are pretty awful in multiplayer. I've barely touched the assault class due to this, and the knife is exceptionally bad. The stomp for Devastator/Havoc is alright enough, but is sooo slow that i feel a better assault could dodge it and get back in for kill with time to spare, could be wrong though (maybe with perks its better but that feels too situational for me). | ||
r33k
Italy3402 Posts
If anything i'd probably put a stun on charge and make stun combos just different visual variations of the normal combos. Bear in mind simply hitting F without it being part of a combo won't stun your target. One of these days I wish I could pull off a left click+left click+F hammer combo without getting completely raped halfway through. | ||
Velr
Switzerland10567 Posts
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Jermstuddog
United States2231 Posts
Am I just looking in all the wrong places? | ||
Velr
Switzerland10567 Posts
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r33k
Italy3402 Posts
On September 15 2011 23:30 Jermstuddog wrote: Am I missing something? I don't get the point of having 7 load-out options unless you can change it up in the middle of a game, and I can't find that option anywhere. Am I just looking in all the wrong places? There's an "Armory" button at the bottom right of your screen whenever you die. | ||
Jermstuddog
United States2231 Posts
On September 15 2011 23:44 r33k wrote: There's an "Armory" button at the bottom right of your screen whenever you die. GAH!! That's what I've been looking for, I knew it had to exist! I fail at proper UI usage/exploration | ||
chocopaw
2072 Posts
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Manit0u
Poland17174 Posts
All I can say after playing the game for a mere 30 minutes or so: It's just oozing epic. The intro and first mission are so enjoyable! You feel the power from the first minute in. | ||
sCnDiamond
Germany340 Posts
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idonthinksobro
3138 Posts
On September 16 2011 01:25 spinnaker wrote: Just completed the campaign - for the third time! It's just cool to be the big bad-ass that just curbstomps all opposition. It just captures all the the lore and fluff of wh40k and space marines extremely well. I haven't played multiplayer a lot yet, so if you guys need another battle brother, let me know! join this group if you want to play with guys from tl. http://steamcommunity.com/groups/tl-spacemarine | ||
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