bf40kadmin

Lionheart, joined Dec 13, 2004

This is the profile for the Mod Leader of the Original BF40K-BF1942, BF40K-BF2 and BF40K-BF2142 The birthday in the profile reflects when the mod team was first founded but the year is really 2004, the day and month are correct. I was forced to change the year because of CORPA.

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Speak your mind, rant about games, mods and the development scene, it's simple and who knows maybe someone will read it and agree. It will feel right!

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Comments
55blahh55
55blahh55 Oct 3 2009, 3:31pm says:

Hey there. I was wondering how your progress on the BF40K mod is and if you've got any idea of when there might be a first release?
I'm just so excited about your mod and I really want to make sure it is'nt dead ;D

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bf40kadmin
bf40kadmin Oct 15 2009, 1:36pm replied:

Projects dead at the moment and next to no progress. I have been considering whether to release what buggy alpha builds we have.

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Blackcyborg
Blackcyborg Apr 12 2007, 12:38pm says:

I was wondering about Firewarrior's close-combat abilitys since they are rather poor in CC. I know that T'au have special melee-based Kroot squads but in large open maps imperial Guard snipers could easilty wipe them out before they could get a chance to get near. So will the Tau have a special melee attack that could stun the enemy so the Firewarrior has a chance to shoot back?. It would be extremly imbalanced if the tau had no stun/melee attack. Imagine haveing snipers picking off Kroot warriors and guardsmen jumping and strafeing just to get close enough and bust thier skull open with bayonets. And BTW, Kaskrin's aren't Cadian storm-troopers, thier basecly more trained and better equiped then standard guardsmen and they never fighted outside Cadia. They're just elite guards not storm-troopers.

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madlarkin8
madlarkin8 Jul 2 2008, 6:32pm replied:

uh no you fail. read the codex. Ksrkin are stormtroopers, they are cadian stormtroopers to be exact...

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bf40kadmin
bf40kadmin Apr 8 2007, 4:58pm says:

Oh as for weapons, when the original team first released the bf1942 mod it was just before the commercial release of bf2. When bf2 was out we stopped work on bf1942 in favour of bf2.

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bf40kadmin
bf40kadmin Apr 8 2007, 4:57pm says:

The bots in bf1942 were never that clever anyway, trust me, try hosting a server on road to rome or plain old bf1942 they are pretty dumb even on hard settings sometimes. Their movement is determined by premapped waypoints.
Our mod was really intended for the multiplayer scene rather than for single player vs bots.
The bf40k extended team then picked up from where we left off and added chaos to the game, from what I last heard their mod team are no their last legs. Very little progress going on. Its a shame as they managed to get at least one release out with chaos in.
The original bf40k team have moved on from the limits of that engine and we are hard at work trying to finish things off for the IG vs Tau release for bf2 presently.

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Bstensland
Bstensland Apr 8 2007, 1:52pm says:

I'm not sure if I'm reading things wrong, but wasn't there something about an additional 40k download from the 1st one? I seriously thought there was going to be more than this....in single player mode, there's four maps...and as usual with most of the mods....the bots don't move away from their spawn points...and there's always a bunch standing around waiting for the Player(me) to come sneaking around as a solo army destroyer....it's insane when there's about 20 bolters firing at one person, and there's no backup, no friendlies, and no reinforcements. The concept for this was really good, the skins rock, the weapons are great(except for the sound marine, nothing, and I mean even friendlies standing still at point blank, dies from the main weapon, when I use it, however bots do the ole' one shot one kill with me quite easily). I don't like the fact that such an awesome array of weaponry in the world of warhammer 40k are reduced to a smidgen of the mundane weapons because of the limitations of five slots for classes, but that's understandable...just make them work! So, in conclusion, I'd just like to get either a link, or a series of direct WORKING links to download the new maps, etc. If possible, and if not, it was a great idea, but I'm going to have to get rid of this mod:(, and that's something I seriously don't want to do.
Horrid_Gamer

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bf40kadmin
bf40kadmin Apr 12 2007, 4:02pm says:

The T'au have photon flash grenades which they can use to blind the enemy for offensive or defensive purposes if they get to close. As for CC we want to add an ability to use the rifle butt to strike the enemy with, but the damage will be reletively weak to resemble their poor combat skill.
Imagine imperial guard snipers being shot at by rail rifles and pulse rifles, pulse rifles outrange most ig rifles, just short of the range of an ig sniper rifle. The IG snipers also have to worry about XV 15 stealths sneaking up on them too.
Kroot may have weak armour but they are also backed up by an array of other troops and vehicles and their own weapons are as strong as boltguns.
Battlefield 2 is not a good engine for close combat anyway so most of it will be ranged, we will do our best to try and improve this.
Imperial Guard Snipers will be highly restricted in number and will not be appearing until the 2nd release, the same gos for the t'au pathfinders with rail rifles.
We are making a custom conditional kit system that means that in order to get a sniper rifle you must be part of a squad with a minimum of 3 members to have access to 1 rifle. 5+ allows a second to be carried on a first come first served basis.
This system will also apply to special and heavy weapons for the IG, and those for the tau.
Kasrkin are the Cadian shock troops version of imperial storm troopers, death corps of krieg for instance have the grenadiers (see forgeworld website).
For more accurate info on the kasrkin see the codex & Uk.games-workshop.com

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StrayFerret
StrayFerret May 7 2006, 5:36pm says:

Thx for modwatch :)
Enjoy

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