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Where's the heroism if they respawn
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# ? Sep 1, 2016 07:51 |
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# ? Jun 10, 2024 11:30 |
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Vox Nihili posted:Looks like the healing hard cap is 60% of a unit's total HP. It's going to be a pretty drastic change. Is that per spell/effect or per fight? Because if it's per fight, that sucks rear end.
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# ? Sep 1, 2016 08:23 |
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How so?
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# ? Sep 1, 2016 08:53 |
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Is that going to include stuff like Sigvalds armor? It's a good change to make though so long as it isn't invisible to gauge if a heal spell will do anything or not, hero's could get a little silly, especially vamp heroes with the heal spells.
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# ? Sep 1, 2016 09:02 |
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Mukip posted:How so? popping health pots on a wizard or low-level champion is now a rather big waste since they have bugger all hp Ra Ra Rasputin posted:Is that going to include stuff like Sigvalds armor? https://www.youtube.com/watch?v=Nx8LAFSY3Ws now I have to finish my chaos campaign before it all gets ruined by the hp nerf
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# ? Sep 1, 2016 09:32 |
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Wafflecopper posted:Where's the heroism if they respawn I always thought that was the only interesting thing about space marines.They're recruited from among the handful of top candidates drawn from an entire planet of warriors, generally. Of those recruits, a minority survive the initial induction processes. Of those who survive to be scouts, a minority survive long enough to be full-fledged space marines. The death of a single space marine ends up being the loss of decades of investment. Not to mention half their gear is a relic from 10,000 years ago and nobody has a clue how to reproduce it anymore. Space marines may be super tough and whatever dumb garbage most people care about, but they're also super hosed because losing a single squad of marines is centuries worth of experience and training down the shitter. It at least gave a modicum of gravitas to what would otherwise be the juvenile power trip nonsense that sigmarines are.
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# ? Sep 1, 2016 09:59 |
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Olesh posted:Towards the end of my last VC campaign I had a weedy necromancer running around with 19 terrorgeists. It was really satisfying to fly them over to an army, right click the giant mob on basically any non-Hero/Lord unit and watch it get deleted on the charge. I kind of assumed they are broken or bugged because I never seen the 2 terrorgeists I had to ever go below 60 % health, let alone die. It doesn't matter if they are left completely alone and unsupported. Their only flaw is that they are completely unable to catch cavalry.
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# ? Sep 1, 2016 11:46 |
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Some updates from CA's "What we're working on" blog.quote:New Content Team – Total War: WARHAMMER DLC and Free-LC quote:Warhammer Team –Total War: WARHAMMER trilogy
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# ? Sep 1, 2016 12:29 |
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Playing a VH Dwarf campaign and just LOL at Dwarf cities with garrison upgrades. If it wasn't for Sigvald's bullshit armor on the walls* I could probably beat the End of Times by disbanding all my armies and letting them break against my provinces. *It was just a tier 3 settlement without upgrades and there were only 22 survivors from his Doomstack
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# ? Sep 1, 2016 12:36 |
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Krazyface posted:Have they said whether they're going to amend skills like Honest Steel to benefit the new units? Can confirm from previews that Honest Steel does not apply to the new units. However Pistol Korps might apply to FM assuming they fall under the missile infantry banner, and there are new skills to buff flaggelants. Empire Factions seem to love building Free Militia, as a side note but I guess better that then mass pistoliers or unshielded spearmen. madmac fucked around with this message at 13:19 on Sep 1, 2016 |
# ? Sep 1, 2016 13:16 |
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Safety Factor posted:Yeah, but they have actual backstory and pathos and poo poo. Them being condemned to being souls trapped in their armor is treated tragically and it works. The Sigmarines are all super buff dudes in golden armor regardless of their origin that respawn when they die and are looked at as heroes and the best dudes ever that can beat up anything. They're really loving dumb. Yeah, the point I was making was more that they'd done it successfully before and still screwed it up.
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# ? Sep 1, 2016 13:26 |
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madmac posted:Some updates from CA's "What we're working on" blog. let us reach train sim levels of dlc
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# ? Sep 1, 2016 14:26 |
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Dre2Dee2 posted:let us reach train sim levels of dlc I would pay for DLC consisting of nothing but exotic hats and exquisite mustaches
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# ? Sep 1, 2016 14:31 |
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Dre2Dee2 posted:let us reach train sim levels of dlc The worst part is... i'm likely to buy all of it anyway...
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# ? Sep 1, 2016 14:45 |
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ZearothK posted:Playing a VH Dwarf campaign and just LOL at Dwarf cities with garrison upgrades. If it wasn't for Sigvald's bullshit armor on the walls* I could probably beat the End of Times by disbanding all my armies and letting them break against my provinces. That's exactly how Chaos died during my Dwarf campaign. Archaeon, Sigvald, and Kholek threw themselves at the walls of Zhufbar one after the other and went down in a hail of bullets . Kholek didn't even make it to the gate.
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# ? Sep 1, 2016 15:09 |
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Patch & DLC out, 2 GBs.
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# ? Sep 1, 2016 16:06 |
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It is now gone 4Pm BST and my Total War: Warhammer in Steam says "update queued". Time to see how long this takes I suppose....
I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Sep 1, 2016 16:11 |
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Stephen9001 posted:It is now gone 4Pm BST and my Total War: Warhammer in Steam says "update queued". Time to see how long this takes I suppose.... You have to hit a button, resume or start or something or else it isn't going to start for hours probably. V And to skip preallocating, hit pause and resume and the download should start, worked for me.
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# ? Sep 1, 2016 16:18 |
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Angry Lobster posted:Patch & DLC out, 2 GBs. Oh good, and my net is throttled so it's... currently pre-allocating still. Nice. Good thing I'm too busy to play anyway! God I need my fix
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# ? Sep 1, 2016 16:18 |
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Welp, now it just seems to be stuck at 70%. I'll let you guys know if I fix it somehow, or if it somehow fixes itself. EDIT: Well, it's fixed itself now, and at about 3mb/s should be done soon. Yay. My condolences to those having any issues of their own. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude. Stephen9001 fucked around with this message at 16:39 on Sep 1, 2016 |
# ? Sep 1, 2016 16:24 |
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Dang, it's going super slow, I want my battlepope
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# ? Sep 1, 2016 16:26 |
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Were regular Empire knights always anti-infantry? I don't remember. Actually it seems like they don't really have the bonus.
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# ? Sep 1, 2016 16:37 |
madmac posted:Some updates from CA's "What we're working on" blog. quote:And that’s not to mention the very early planning and conversations we are having around an early adopter bonus and the DLC and free content plans for the second WARHAMMER game. If CA has to pull the same stunt as the Chaos Warriors where a partially finished army is turned into a preorder bonus, I'd be the most comfortable with the Dogs Of War being pulled out for that role. Still,
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# ? Sep 1, 2016 16:56 |
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If Dogs of War were an actual, honest-to-Sigmar faction where you play as a horde, hiring yourself out to factions for cash, it may beat Empire for my favorite faction. Victory conditions are quite simply getting all that https://www.youtube.com/watch?v=zQrdKtPJxI0.
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# ? Sep 1, 2016 17:05 |
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NoNotTheMindProbe posted:GW completely missed the central drama of WHFB being about mostly regular humans trying to protect their empire from all sorts of bullshit monsters and evil gods and replaced it with invincible armour men with big shoulder pads. They're doing a fair bit to ruin that image for 40K's Imperial Guard as well. While the Guard before have always had the same fascist catholic vibe as the rest of the Imperium, the Tempestus Scions army list (previously just stormtroopers, but name wasn't gothic enough) is literally just a Waffen SS training manual. The dog loyalty test is replaced with another human, though.
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# ? Sep 1, 2016 17:06 |
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Chaos aren't partially finished. They're fully modeled and built. It's just that their mechanics are awful. But fully made, complete awful
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# ? Sep 1, 2016 17:06 |
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Do Boar Boy Big'Uns and Boar Chariots benefit from the Betta Stickaz upgrade? There needs to be some more settlements in the central badlands. I get all the stuff hugging the mountains, but that expanse in the middle is just so drat boring. There's a gigantic piss stain swamp with huge attrition penalties attached to it, but you will never need to cross it because there is nothing there.
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# ? Sep 1, 2016 17:09 |
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Chaos just looks incomplete compared to Beastmen, but then again most factions do.
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# ? Sep 1, 2016 17:10 |
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My game fucks up every time I alt tab, anyone else getting that? The screen freezes but the game continues.
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# ? Sep 1, 2016 17:14 |
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If a unit has the anti large trait, does that mean that they do better against large targets than they do against infantry, or is it a bonus on top of their stats? Like big'uns have a slight anti large and I've had better success using them against trolls than I have dwarfen warriors
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# ? Sep 1, 2016 17:48 |
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Arcsquad12 posted:If a unit has the anti large trait, does that mean that they do better against large targets than they do against infantry, or is it a bonus on top of their stats? Like big'uns have a slight anti large and I've had better success using them against trolls than I have dwarfen warriors Hover over their weapon damage. It tells you the way the damage is spread. The anti-large part of it is only in effect when they're attacking large targets, the normal weapon damage is their baseline. The dwarf warriors thing is probably because dwarf warriors have high armor, though.
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# ? Sep 1, 2016 17:50 |
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Arcsquad12 posted:If a unit has the anti large trait, does that mean that they do better against large targets than they do against infantry, or is it a bonus on top of their stats? Like big'uns have a slight anti large and I've had better success using them against trolls than I have dwarfen warriors It means they have a discrete weapon damage bonus against large (all mounted units and big monsters). You can hover over the weapon damage to see the exact size of the bonus. Note that the bonus is subject to armor and other mitigation.
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# ? Sep 1, 2016 17:52 |
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Arcsquad12 posted:If a unit has the anti large trait, does that mean that they do better against large targets than they do against infantry, or is it a bonus on top of their stats? Like big'uns have a slight anti large and I've had better success using them against trolls than I have dwarfen warriors The trait bullet points are not real things, they are more just some advice on how to use the unit. Anti large usually corresponds to a bonus to damage that is applied when attacking large enemies. Try hovering your mouse over the weapon damage listing.
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# ? Sep 1, 2016 17:53 |
Dre2Dee2 posted:let us reach train sim levels of dlc The flc portion so far has been great, I think it's closer to a civ 5 then trains so far. All races being free as opponents is so great. I don't really care about beastmen, but it's fun to kill them.
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# ? Sep 1, 2016 17:56 |
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Oh my loving god, Vlad. I just I don't even know how to portray how incredibly broken and overpowered he is. Just --- Oh my loving god, VLAD. Edit: To clarify a bit further for those who haven't tried it yet, remember how insane Mannfred is? Vlad makes him look like a goddamn pussy, as he well and truly is. Mannfred is a great melee fighter, but guess what? Vlad has a trait that makes him a melee expert in combat. He also gets abilities that destroy the stats of an army. As in for 36 seconds he can reduce any unit's melee attack short of heroes, lords, and really late game units to effectively zero. He can do this every ninety seconds. But perhaps you're still a weirdo and a fan of Mannfred. But wait, you say! Mannfred has a host of spells that invalidate necromancers into anything but healbot and casting bot support roles! Well...gently caress you, because so does Vlad. Vlad can also deploy his units in vanguard status. Can Mannfred do that? Can any Legendary Lord do that? And I don't mean a few units. I mean all of them. Anyone familiar with enveloping tactics knows that this is a complete game breaker for anyone that gets that smashing one army into another is stupid. It also makes the Beastmen look tame by comparison seeing as how you can effectively turn every fight into some master tier strategic and tactical ambush. But wait, you say! Vlad doesn't have a Varghulf! Varghulf's are loving ridiculous, after all. You're right of course. He doesn't need them. He starts out not only with a unit of Vargheists but also freaking Blood Knights. The premier cavalry unit of the campaign. Couple that with judicious spells and Vlad's ability to knock 46 (Forty loving six! That's enough to reduce many early and mid game's units to zero melee attack!) melee attack off of any enemy on the field and you have a bunch of murder machines. Especially with the Vargheists, seeing as how they can crumble easily. You can just plow them into something isolated and have them butcher something wholesale since they can't fight back. And you know what the best part is? They totally sold how loving awesome he is even without his stats. You know how Mannfred likes to talk like some sort of renaissance era Vampire the Masquerade LARPer with a smattering of old timey speech mixed in with modern? Vlad doesn't do that poo poo. Just by existing he shows up Mannfred as being a whiny nerd by talking like a normal person with an accent. Archonex fucked around with this message at 18:08 on Sep 1, 2016 |
# ? Sep 1, 2016 17:57 |
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After a few quick matches against dwarves their cost reductions and buffs might just make them no longer the worst mp faction. Maybe it's just that grave guards with great weapons got a slight nerf to fighting infantry but both battles I fought against the dwarves just now have been really close when usually it would be a massacre since dwarves are so predictable and easily countered. For some reason the ghoul king on the terrorgheist gets heavily staggered by quarreler fire so probably best to only bring him when you're not expecting missiles. At the end of the fight, he was barely clinging to life and quarellers staggered him in front of 3x gold chevron cannons. RIP. Also noticed that if you bring a necromancer on the top tier corpse cart you don't get to bring the corpse cart aura regen. It'll show up if you hover over the last corpse cart but it doesn't add the ability and you can't buy it like you usually can with mount abilities. Just a regular corpse cart might've made the winning difference in my battle. My ghoul king on the terrorgheist was low, crumbling, unable to invocate himself since he was crumbling so I brought him over to the corpse cart and the regen from it was enough to stop the crumbling so I could heal and keep casting abilities.
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# ? Sep 1, 2016 18:17 |
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I hope Vlad is around as an AI opponent to fight. Sounds like he would be rather interesting.
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# ? Sep 1, 2016 18:21 |
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Fangz posted:I hope Vlad is around as an AI opponent to fight. Sounds like he would be rather interesting. I don't think the AI abides by legendary lord unlock rules so he'll probably show up, yeah. But also the AI doesn't make use of Vanguard Deployment, really, so that's going to be one less vagary to take into account when fighting him.
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# ? Sep 1, 2016 18:35 |
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I think Chaos are definitely the worst faction now. Heck, even trollhammer torpedoes are sort of useful against factions you expect to bring lots of monsters. They absolutely slaughter crypt horrors, for instance.
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# ? Sep 1, 2016 18:38 |
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# ? Jun 10, 2024 11:30 |
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Volkmar sounds too posh imo.
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# ? Sep 1, 2016 18:55 |