2.2 beta

Elite (and related) releases.
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Indrid
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Re: 2.2 beta

Postby Indrid » Sun 25 Aug, 2013 6:38 pm

Make sure you are using the beta shortcut or have changed your launch options to Elite_beta. Otherwise you'll run 2.1 if you had that installed previously.
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Castle
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Re: 2.2 beta

Postby Castle » Sun 25 Aug, 2013 9:29 pm

Not sure this has been addressed?

Lots of hanging and even lock-ups for windows, requiring hard reset for me at the end of a match currently. More so than anything in retail typically. Is this due to beta functionality at this time?
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Re: 2.2 beta

Postby Indrid » Sun 25 Aug, 2013 10:59 pm

Please note that Ulthane Temple takes an incredibly long time to load the stats screen. Max used a lot of objects in the non-playable areas and it seems to impact loading times quite a lot. It does eventually load, though.
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Re: 2.2 beta

Postby Red Beard » Mon 26 Aug, 2013 1:52 pm

Thank you for letting us know Indrid... much appreciated :)
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Re: 2.2 beta

Postby Arbit » Wed 28 Aug, 2013 10:54 pm

Shas'el Doran'ro wrote:PS. I noticed my Units are still auto targeting Power Nodes, don't know if this is just a glitch with my version or there went something wrong with the update, but they're still targeting them.
[EDIT]I had a 2v2 a few hours ago. Late game I had my Leman Russ chasing down a Chaos Land Raider Phobos which was trying to get away when they drive pass a power farm with a node, my Leman Russ change targets (while still being in range of the LRP) to the node, so I had to target the LRP again manually. I think it's save to say it's still auto targeted.
[EDIT]Wait a sec, now my units aren't auto targeting the power node, man this is strange, seems to come and go from game to game...

Yeah, it's definitely erratic. I distinctly remember having to manually target the node with my infantry in one game, but in another my assault cannon dread was taking pot shots while walking by. Also, some devs automatically shooting at a node, which is irritating as it hardly does any damage and gives their position away. I wonder if it has something to do with whether the node was rebuilt or not - the game I had to manually target, it was a "virgin" node, so to speak. Maybe I'll do a little testing tonight.

When it works though, it's great. It's something I've always wanted. High fives to the Elite team if you can get it working (and high fives for all the other good stuff too ;) ).
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Re: 2.2 beta

Postby Nuclear Arbitor » Thu 29 Aug, 2013 1:19 am

were there other targets in the area at any of these points?
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Toilailee
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Re: 2.2 beta

Postby Toilailee » Thu 29 Aug, 2013 6:22 pm

Can someone please tell me the reason for why units don't attack node on their own anymore?
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Asmon
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Re: 2.2 beta

Postby Asmon » Thu 29 Aug, 2013 6:48 pm

Because it was screwing over high-damage-long-reloading-time weapons like lascannons when they were not micro'ed properly.
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Re: 2.2 beta

Postby Batpimp » Thu 29 Aug, 2013 6:51 pm

Toilailee wrote:Can someone please tell me the reason for why units don't attack node on their own anymore?


For example,

Gk Laser rhino chasing a target..switches to node instead.

Leman russ chasing a target...switches to node instead.

In my specific experience.. on medean cliff mines.

Using my Ork looted tank i chased a running Tzeentch dreadnaught and a BC..i shot the bc JUST as he approached the node and my tank misfired and aimed at the Node instead..i was very pissed...i moved back to avoid the tzeentch dreadnaught it shot me and as i moved back and the tank again still remained aimed at the node instead
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Re: 2.2 beta

Postby Toilailee » Fri 30 Aug, 2013 5:10 pm

Meh you can just micro around that. Its easier to learn that anyway than it is to remember the change during games when you are focused on other shit.
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Re: 2.2 beta

Postby Torpid » Fri 30 Aug, 2013 5:12 pm

You can't micro around it. The problem is that the second you stop moving backwards in order to re-target a specific foe is time in which you can lose your tank, especially when the tank just re-targets the power node anyway.
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Re: 2.2 beta

Postby Ace of Swords » Fri 30 Aug, 2013 5:20 pm

tank and ranged dreds will rotate towards the power node and too often that means it's a dead tank/dred before you take down the one of your opponent, and this was happening everytime you would move your tank or even when you kept spamming on the enemy tank/dred, as long as it was out of range but in sight the turret would rotate in direction of the power node.

It was just plain broken.
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Re: 2.2 beta

Postby Zardica » Mon 02 Sep, 2013 1:59 pm

Im still getting an Error for the Legion of the Damned, anyone have a fix?

Also is there supposed to be alot of purple on the units?, not just the Icon I mean like the backpacks.

Also the Raptor Champion with the Maul upgrade is just a black box
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Re: 2.2 beta

Postby Orkfaeller » Mon 02 Sep, 2013 2:42 pm

You sure you got all the patches installed? In the correct order?

I'd just try to re download and install again. Maybe you skipped a patch, mixed up the order or just something got corupted during download / installtion.

( what graphics settings do you use? )

Edith: also patchnotes ( not sure if its fixed by now )

- Choas

The Maul is still fucked
Do not get the Maul
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Re: 2.2 beta

Postby Zardica » Mon 02 Sep, 2013 3:06 pm

What IS the correct order? I deleted all the Elite files I could find, now im reinstalling 2.1

Also does anyone have a working Rank 60 Mod? I wanna see what everything looks like when you hit 60.

Edit: Figured it out, still looking for mod
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Re: 2.2 beta

Postby Lulgrim » Tue 03 Sep, 2013 6:30 am

Generally reading the starting post is recommendable...
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Re: 2.2 beta

Postby USER » Sun 22 Sep, 2013 4:26 am

"Units don't auto-target activated nodes" sometimes works, sometimes doesn't.
It's unstable and annoying..... :(
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Re: 2.2 beta

Postby Darkbulborb » Sun 29 Sep, 2013 7:39 pm

A friend of mine wants to play the game, but gets a crash reports when he starts elite mod, doesn't happen when he starts retail. He installed in the correct order. Any ideas?
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Re: 2.2 beta

Postby Batpimp » Thu 03 Oct, 2013 7:26 pm

Darkbulborb wrote:A friend of mine wants to play the game, but gets a crash reports when he starts elite mod, doesn't happen when he starts retail. He installed in the correct order. Any ideas?


i would check IN STEAM if there are missing files. Sometimes this happens. a couple of things

1. did he install retribution first?
2. did he install 2.2 beta 3 and THEN beta 4?
3. What are his PC specs?
Last edited by Batpimp on Wed 09 Oct, 2013 4:58 pm, edited 1 time in total.
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Re: 2.2 beta

Postby Lulgrim » Tue 08 Oct, 2013 11:33 am

Posted some beta 5 changes in OP (patch not finished yet). It will probably be another full installer.
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Re: 2.2 beta

Postby Darkbulborb » Tue 08 Oct, 2013 10:40 pm

Gorilla wrote:i would check IN STEAM if there are missing files. Sometimes this happens. a couple of things

1. did he install retribution first?
2. did he install 2.1 beta 3 and THEn beta 4?
3. What are his PC specs?


Yes he installed retri first and also in the correct order. His pc specs I don't know, i'll have to ask him.
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Re: 2.2 beta

Postby Batpimp » Wed 09 Oct, 2013 4:59 pm

Darkbulborb wrote:
Gorilla wrote:i would check IN STEAM if there are missing files. Sometimes this happens. a couple of things

1. did he install retribution first?
2. did he install 2.1 beta 3 and THEn beta 4?
3. What are his PC specs?


Yes he installed retri first and also in the correct order. His pc specs I don't know, i'll have to ask him.


alright. a lot of people download 2.1 beta by accident as well
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Re: 2.2 beta

Postby Lulgrim » Wed 09 Oct, 2013 6:37 pm

Updated beta 5 list, this is what I'll be uploading today.
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Re: 2.2 beta

Postby Arbit » Wed 09 Oct, 2013 8:11 pm

Looks exciting. New MCB model for TM and cheaper sniper scouts <3

Terminator Squad "Heavy Flamer" now does splash damage as intended

This thing is going to obliterate now. 44 dps flamer. That's fine for single target damage, but with an AOE it's just going to obliterate stuff like guardsmen. The ability cleansing flame ability or whatever will be superfluous.

For comparison, the flamers on the LRR do 36 dps combined. Don't say I didn't warn you... ;)

I'm curious, what caused the FC and termie flamers to not do splash?
Last edited by Arbit on Wed 09 Oct, 2013 8:15 pm, edited 1 time in total.
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Re: 2.2 beta

Postby Torpid » Wed 09 Oct, 2013 8:13 pm

Christ, that's scary. My poor guardsmen and then you have cleansing flame on retreat, ahhhh.
Lets make Ordo Malleus great again!
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Re: 2.2 beta

Postby Lulgrim » Wed 09 Oct, 2013 8:28 pm

Arbit wrote:[Heavy Flamer] is going to obliterate now. 44 dps flamer. That's fine for single target damage, but with an AOE it's just going to obliterate stuff like guardsmen. The ability cleansing flame ability or whatever will be superfluous.

Might be OP but at least we're in beta. The radius is smaller than Tac flamer which might mitigate it a bit.

I'm curious, what caused the FC and termie flamers to not do splash?

They were set up to do splash around the weapon, so if you stood within 4 radius of the flamer model (touching range pretty much) you would be burned no matter where it was shooting...

Torpid wrote:My poor guardsmen and then you have cleansing flame on retreat, ahhhh.

Cleansing Flame is untouched.
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Re: 2.2 beta

Postby Torpid » Wed 09 Oct, 2013 9:10 pm

Cleansing flame does full damage on retreat though does it not? So you could just tele behind an infantry blob attack ground to force the retreat then cleansing flame in the retreat path and wipe the squad, this is assuming the default weapon damage is higher than both of the LRR's flamers combined.

We'll see though, it's still a beta for a reason.
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Re: 2.2 beta

Postby Lulgrim » Wed 09 Oct, 2013 9:19 pm

Changing base weapon stats doesn't affect cleansing flame.
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Re: 2.2 beta

Postby Asmon » Wed 09 Oct, 2013 10:42 pm

Cleansing flame does not do full damage on retreat.
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Re: 2.2 beta

Postby Torpid » Wed 09 Oct, 2013 11:02 pm

Nooo idea why I thought that was the case. Well, that makes it far less of a worry, regardless we shall see soon enough.
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