|
Third World Reggin posted:who else is excited to be let down tomorrow
|
# ? May 31, 2017 01:46 |
|
|
# ? Jun 10, 2024 12:56 |
|
I don't even know what tomorrow brings
|
# ? May 31, 2017 02:40 |
|
I'm excited for the Terminator's doctrine to actually work completely. Right now if you need to reinforce devastator squads the reinforcements do not gain the benefit of the doctrine. EDIT: The doctrine makes it so that devastator squads no longer have a set-up/tear-down when moving. Brutakas fucked around with this message at 02:46 on May 31, 2017 |
# ? May 31, 2017 02:41 |
|
longpost EDIT: (pretty page for patch notes are here https://www.dawnofwar.com/article/patch-notes-may-31-2017 ) Patch Notes: May 31, 2017 MAY 31 - KAT_RE PATCH OVERVIEW New Leaderboards have been added Improved Opponent AI The Codex now includes all Elite units Balance update (multiplayer only, balance changes do not apply to the campaign) GENERAL Gameplay Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes Base Requisition rate increased from 260 per minute to 340 per minute Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage) Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage) Escalation Phases Phase 1: Increased refund on unit loss from 25% to 35% Phase 2: Increased refund on unit loss from 15% to 25% Phase 4: Decreased resource rate bonus from 50% to 25% SPACE MARINES Servitor Bug Fixes Fixed an issue where Servitors could see over some sight blockers Tactical Marine Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25% Ranged damage increased from 2.85 to 4 Melee damage increased from 4.6 to 5.5 Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power Bug Fixes Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged Fixed a bug that caused Tactical Marines to gain resources when Overcharged Fixed a bug that prevented Tactical Marines from being able to melee when Overheated Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously Scout Sniper Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons Doctrines Hidden: Now gains a 10-second speed boost after firing Assault Marine Power Sword upgrade is now available at Tier 2 Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power Jump charge generation time increased from 65 seconds to 90 seconds Doctrines Assault Leap: Damage reduced from 75 to 20 Lascannon Devastator Added a resource bar to display three tiers of beam intensity Beam intensity will no longer decay when switching targets Beam intensity will decay slowly when out of combat Beam intensity will reset when stunned, knocked back, or placed into stasis Beam intensity 1 damage increased from 1.5 to 1.875 Beam intensity 2 damage increased from 3 to 3.75 Beam intensity 3 damage increased from 5.5 to 6.5 Whirlwind Bug Fixes Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points Predator Destructor Health increased from 2250 to 2750 Area of effect increased from 3 to 5 Visual effects have been updated to match the new area of effect Kill Team Ironmaw Ranged damage increased from 4 to 5 Melee damage increased from 6 to 8 Bug Fixes Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport Jonah Orion Max number of units hit per squad decreased from unlimited to 5 Gabriel Angelos Removed knockback from Critical Strike Critical Strike (passive) damage increased from 80 to 85 Terminators Added knockback on Teleport arrival Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds Bug Fixes Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod Venerable Dreadnought Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target Ranged damage increased from 240 to 350 Imperial Knight Solaria Removed the slow from Gets Hot! Attack range increased from 40 to 45 Gatling Barrage knockback increased from 8 to 12 Gatling Barrage range increased from 45 to 55 Additional Changes Increased shields granted by Plant The Standard from 350 to 450 Drop pod damage versus buildings currently under construction from 1750 to 350 Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post Population Servitor: Decreased from 2 to 1 Assault Marines: Increased from 10 to 13 Scout Snipers: Decreased from 10 to 9 Heavy Bolter Devastators: Increased from 9 to 11 Lascannon Devastators: Increased from 9 to 10 Landspeeders: Increased from 10 to 13 Dreadnought: Decreased from 18 to 17 Predator Annihilator: Decreased from 18 to 17 Predator Destructor: Decreased from 18 to 17 Whirlwind: Increased from 10 to 12 ELDAR Bonesinger Warp now starts on cooldown when the unit is first spawned in Warp range decreased from 100 to 70 Dire Avenger Ranged damage reduced from 40 to 30 Shields reduced from 20% to 10% Howling Banshee Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power Quick Strike damage reduced from 65 to 30 Doctrines Hunt: When in stealth, Quick Strike will reveal you in the casting phase Hunt: Speed bonus no longer stacks with Fleet of Foot Hunt: Damage bonus reduced from 100% to 25% Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage Ranger Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power Bug Fixes Fixed a bug where additional firing would not reset their stealth revert timer Fire Prism Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power Ranged damage increased from 275 to 320 Superheated damage type changed from Normal to True Superheated damage increased from 100 to 150 Superheated activation time reduced from 3 seconds to 2 seconds Removed knockback from Superheated Bug Fixes Fixed an issue where units could not teleport out of a Fire Prism attack Striking Scorpions Hunt damage bonus reduced from 100% to 25% Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100% Hunt tooltip now displays speed and damage bonuses Critical Strike (passive) damage type changed from True to Normal Farseer Macha Psyker Blast damage decreased from 150 to 125 Psyker Blast damage mitigation increased from 50% to 75% Bug Fixes Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing Jain Zar Silent Death initial damage reduced from 100 to 75 Silent Death return damage increased from 250 to 275 Changed the visual effects when Silent Death is on its return path Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning Warp Spiders Slow mines activation time decreased from 7 seconds to 3 seconds Wraithlord Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase Doctrines Wraith Recall: Range reduced from global to 100 Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount Bug Fixes Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles Additional Changes Edlritch Storm: True damage per tick reduced from 5 to 2.5 Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form Webway Gates health decreased from 700 to 600 Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected Improved Webways: No longer allows Webway Gates to relocate in Tier 1 Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds Population Dire Avengers: Increased from 6 to 8 Howling Banshees: Increased from 10 to 11 Dark Reapers: Increased from 8 to 11 Rangers: Increased from 8 to 9 Shadow Spectres: Increased from 9 to 12 Wraithblades: Increased from 12 to 16 Vyper: Increased from 5 to 9 Falcon: Increased from 12 to 17 Fire Prism: Increased from 15 to 19 ORKS Gretchin Doctrines Find the Goods: Places a single mine on top of the Scrap pile that you teleport to Find the Goods: Now stealths for 15 seconds, or until detected Boy Doctrines Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50% Trukk Doctrines Suicide Bomma: Damage reduced from 350 to 200 Suicide Bomma: Damage versus objectives reduced from 350 to 100 Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5 Deffkopta Increased health from 450 to 550 Killa Kan Doctrines Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration Deff Dread Doctrines Bigga Scrap Shield: Shields increased from 300 to 500 Bigga Scrap Shield: Duration increased from 5 to 10 seconds Big Trakk Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power Kill 'Em Far now applies a slow to vehicles, instead of a stun Stormboyz Suicide Bomma's damage versus objectives reduced from 350 to 175 Max number of units hit per squad decreased from unlimited to 5 When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50% Doctrines Kamakazee: Changed hotkey from Q to X Weirdboy Zappnoggin Damage type changed from Normal to True Area of effect damage removed from ranged attack Scrap Blast shields increased from 200 to 225 Max number of units hit per squad by Scrap Blast decreased from unlimited to 5 Ere We Go no longer does damage Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds Mad Dread Health increased from 4250 to 4750 Tunnel cooldown decreased from 45 seconds to 30 seconds Gorkanaut Ranged damage increased from 15 to 20 All Da Dakka damage increased from 80 to 100 Bug Fixes Fixed an issue where All Da Dakka did no damage to Shield Generators Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability Additional Changes Fixed an issue where Roks could become unresponsive if picked up and dropped Population Boyz: Decreased from 8 to 7 Shoota Boyz: Increased from 8 to 9 Nobz: Decreased from 25 to 16 Deffgun Lootas: Increased from 8 to 9 Tankbustas: Increased from 6 to 10 Trukks: Increased from 8 to 9 Deffkoptas: Increased from 5 to 7 Killa Kans: Increased from 10 to 11 Deff Dreads: Increased from 12 to 15 Big Trakks: Increased from 18 to 19 BUG FIXES Achievements Fixed assorted issues with achievements not being awarded when completing the campaign Audio Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens Fixed incorrect sound effects on Sky Portal death Fixed missing sound effects on Ork Shoota Boyz Fixed an issue with the level up sound effects playing on repeat Fixed an issue where setting Voice volume to zero was not silencing unit barks Campaign Fixed an issue where mission progress wasn't properly carried over between PCs Fixed an issue where Assault Marines could bypass a gate in Mission 1 Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2 Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4 Fixed missing animation on a bridge in Mission 4 Fixed missing dialogue at the end of Mission 4 Fixed a rare bug that would block progression when defending your base in Mission 5 Fixed issues with deck gun effects and sound effects when loading a save in Mission 7 Tuned Diomedes' health in Mission 8 Fixed an issue where units joining the player could become hostile in Mission 11 Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12 Fixed an issue with debrief imagery in Mission 12 Fixed an issue with stacking Webway Gates in Mission 13 Fixed a rare crash when destroying the first Webway Gate in Mission 14 Fixed an issue with missing health bars on some units in Mission 16 Fixed an issue with missing objective indicators in Mission 16 Fixed an issue where Elites would not gain experience at the end of Mission 16 Fixed issues with damage from Mission 17's boss's swipe attacks Fixed issues with boss behaviour in Mission 17 Save & Load Fixed an issue where incorrect Elites could appear in some save games Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active Multiplayer Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war Fixed an issue where paused AI games were not actually paused Units & Abilities Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma Fixed an animation glitch on the Striking Scorpions Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods Fixed an overly large hit box on the Doctrine Chapel User Interface Fixed stacking debuff icons caused by Gorgutz' melee attacks Fixed inconsistencies with audio and video options and forced restarts Adjusted several incorrect ability and upgrade icons Fixed an issue where some tooltips would be missing text for non-deployed Elites Fixed incorrect behaviour on several gameplay UI options Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep Art Fixed additional instances of effects seen through the fog of war Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher Fixed missing effects on the Temporal Mine ability Fixed missing effects when the Venereable Dreadnought is destroyed Fixed timing issues on destruction effects for resource add-ons Fixed an issue where the effects and sound effects for Pin did not end Fixed an issue with persistent teleport effects when the target building is destroyed Offline Play Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions Performance Improved performance on 4K monitors in various option and info screens Improved performance when using the Roks ability Third World Reagan fucked around with this message at 16:37 on May 31, 2017 |
# ? May 31, 2017 16:05 |
|
Looks promising.
|
# ? May 31, 2017 16:18 |
|
This... actually looks pretty good?
|
# ? May 31, 2017 17:20 |
|
Good changes. Obviously there's still a lot of work to be done to balance the unused elites and doctrines, which barely were touched, but this is a good starting point.
|
# ? May 31, 2017 17:22 |
|
I like the look of these. All except maybe the Dire Avengers change. I haven't tried a game with these changes yet but on paper dropping half of the Dire Avenger's shield and a quarter of their damage seems like a huuuuge overnerf. Especially since Shootas were untouched and Tactical marines got better too.
|
# ? May 31, 2017 17:57 |
|
Reads an awful lot like "deleted Eldar from the game, added Space Marines."
|
# ? May 31, 2017 17:58 |
|
They seem like good changes but I wouldn't get my hopes up for some great revival of the game.
|
# ? May 31, 2017 18:01 |
|
The notes address most of the burning fires, but do nothing to the underlying structural problems. It also seems like there's now a hidden mechanic where reinforcing units in phase 1 is actively a bad thing to do since letting them die is cheaper - unless the refund is per-model, which I doubt.
|
# ? May 31, 2017 20:09 |
|
DatonKallandor posted:The notes address most of the burning fires, but do nothing to the underlying structural problems. It also seems like there's now a hidden mechanic where reinforcing units in phase 1 is actively a bad thing to do since letting them die is cheaper - unless the refund is per-model, which I doubt. Its per model, only giving you a refund when the squad is wiped would defeat the purpose of the mechanic.
|
# ? May 31, 2017 20:23 |
|
Had a couple of games where the eldar players tried to just business as usual things with mass banshee charges, nice to see them slam their faces into a brick wall.
|
# ? May 31, 2017 20:24 |
|
watched a bit of filthyrobot's stream and i like what i'm seeing seems like there are more units fielded in the earlier phases while the increase in unit costs, specifically power, has delayed teching for most builds. unit spamming is less viable and the patch is encouraging using a variety of units and losing early engagements is no longer an automatic loss. so far, so good?
|
# ? May 31, 2017 21:58 |
|
Pretty much, the increase in base Req also speeds up setting up the economy in early game and means you can afford to field heavy weapon teams without it basically losing you the game if they went for the counter at the same time.
|
# ? May 31, 2017 22:17 |
|
I wonder if lascannons are good at killing non-skimmer vehicles now or if there's just too much CC for them to ever build to good damage levels and stay there.
|
# ? May 31, 2017 23:08 |
|
teepo posted:watched a bit of filthyrobot's stream and i like what i'm seeing It seems so, but it's hard to tell since it's day 1, and people are trying out everything. The top Eldar players are all pretty upset though. They feel that matches vs SM are hard, and matches vs Orks are actually impossible for them to win. The best streamer in the game for Eldar was consistently losing vs random ork players in matchmaking. Again though, it's Day 1 of the patch, so people need at least a few weeks to adjust. Space Marines do seem in a good place. Assault marines are still being used for harass/front line, just not massed, which is perfect.
|
# ? May 31, 2017 23:59 |
|
The best eldar player on twitch was probably bikerush right? If it was him, well he is a good player but he has no idea why he was winning. He is an idiot that just happens to of found a good op strat for eldar then for space marines. He doesn't think things through though. He was a guy who complained about true damage on assault space marines killing his dire avengers despite it not adding damage against them. I wouldn't be surprised about him losing until he finds something op. He can't react very well to what people were doing. He didn't understand the patch notes as he read them. And he only won using webways with super regen or mass assault marines. edit: if it was cataclaw, same thing, but different retard Third World Reagan fucked around with this message at 00:31 on Jun 1, 2017 |
# ? Jun 1, 2017 00:28 |
|
Third World Reggin posted:The best eldar player on twitch was probably bikerush right? It was both of them. Like I said though, it's way too early to tell anything yet. Need to give them 2-3 weeks to adjust. As for your other comments-- That's a mighty strong judgement from a random person on the internet about two players who have consistently proved themselves in tournaments and general play. Everyone was using the same strats, but those two players were consistently winning with them. I don't normally watch Bike Rush, but I can say Cataclaw often explains his thought process on stream, and he didn't seem like an idiot to me. Perhaps they aren't the most knowledgeable about every inner working on the game, but the fact that they win despite that just means their play is that much stronger. Writing them off as idiots who relied on overpowered strats seems like an urge to tell off the popular kid.
|
# ? Jun 1, 2017 00:47 |
|
I think the webway nerf is what hits hardest as it removes the early game mobility of eldar, where they can be all over the place and hard to pin. I think it's good tho, I main eldar and when it came to loadout composition it was always webway doctrine, scorps as an elite, and avenger doctrines because the synergy was just nuts. It was way, way too valuable and everything else felt weak in comparison. I took a breather from the game about a week ago cos it was very samey in play, so keen to get home and give it a bash now. Prior to taking a break I was doing some shadow spectre rushes to harass and shield gen wipe for an early game advantage, and it was risky but fun. Really interested to see if more variety is going to come out of this. Also rear end marines got a well deserved pounding. gently caress the ven dread doctrine.
|
# ? Jun 1, 2017 01:15 |
|
Frozenfries posted:I think the webway nerf is what hits hardest as it removes the early game mobility of eldar, where they can be all over the place and hard to pin. I think it's good tho, I main eldar and when it came to loadout composition it was always webway doctrine, scorps as an elite, and avenger doctrines because the synergy was just nuts. It was way, way too valuable and everything else felt weak in comparison. Just had an amazing comeback against an Eldar who destroyed both my shield generators and a turret and even got the core to about 50%. The pacing changes need a little work IMO - I wish the "only a few units on each side" phase of the game lasted longer - but seeing far more units be relevant is very cool.
|
# ? Jun 1, 2017 01:27 |
|
Corbeau posted:Reads an awful lot like "deleted Eldar from the game, added Space Marines." This is good. All elves must die.
|
# ? Jun 1, 2017 02:20 |
|
Apparently the Dire Avenger patchnotes are wrong - the real nerf is to their range, not damage, and the shield nerf applies only to their doctrine, not their base stats.
|
# ? Jun 1, 2017 03:24 |
|
Yeah, though it didn't stop a lot of eldar players from saying their DAs suck balls now, even though it was just a range nerf. I read it this morning on their main site and saw it as just a range nerf, which was fair as they had really good range. As I said before, the webway nerf is the hard hitter. That mixed with DAs and their range was super powerful. They can still bleed units well but without early webways and the extra range, you have to be really careful about positioning and the overheat mechanic, so now they're legitimate hit and run units rather than hit and sonic dash away. Frozenfries fucked around with this message at 03:34 on Jun 1, 2017 |
# ? Jun 1, 2017 03:31 |
|
So many complaints about dire avengers just being bad now Also in true relic fashion "Kat_RE [developer] Hey everyone! There is an uncommon bug where some people may be seeing old versions of the patch notes. To clear this up, here are the comprehensive Dire Avenger changes: Range reduced from 40 to 30 Avenger Shield doctrine: Shields reduced from 20% to 10%" Not only did they get the range part wrong and some people thought it was damage, the shield nerf was just a doctrine change so dire avengers were only changed a bit. What really hurts is tactical marines are better, they never touched dps or number of jumps for rear end marines, and eldar players never facing orks because it is a mystery.
|
# ? Jun 1, 2017 15:19 |
|
Megasabin posted:As for your other comments-- That's a mighty strong judgement from a random person on the internet about two players who have consistently proved themselves in tournaments and general play. Everyone was using the same strats, but those two players were consistently winning with them. I don't normally watch Bike Rush, but I can say Cataclaw often explains his thought process on stream, and he didn't seem like an idiot to me. Perhaps they aren't the most knowledgeable about every inner working on the game, but the fact that they win despite that just means their play is that much stronger. Writing them off as idiots who relied on overpowered strats seems like an urge to tell off the popular kid. lol
|
# ? Jun 1, 2017 15:22 |
|
Third World Reggin posted:What really hurts is tactical marines are better, they never touched dps or number of jumps for rear end marines, and eldar players never facing orks because it is a mystery. They increased the cooldown time between jumps, and the charge time for a jump is now 90 seconds instead of 60 or something. They nerfed the assault charge so it does something like a quarter of what it did and moved power swords to t2. The unupgraded dps for assault marines was never particularly impressive so it didn't need addressing.
|
# ? Jun 1, 2017 15:39 |
|
Artum posted:They increased the cooldown time between jumps, and the charge time for a jump is now 90 seconds instead of 60 or something. They nerfed the assault charge so it does something like a quarter of what it did and moved power swords to t2. The unupgraded dps for assault marines was never particularly impressive so it didn't need addressing. There is no difference between in ASM dps before and after power swords. Power swords just change damage type from normal to true. In other words power swords never made any difference in how effective ASM were against t1 units like Dire Avenger, Boyz or Banshees. All putting power swords into t2 does, is that you have to wait until then before you can use ASMs to harass resource nodes or snipe objectives. It doesn't even particularly hurt ASM anti-armor capabilities, considering that first units with heavy armor get online at same time space marines get access to power swords.
|
# ? Jun 1, 2017 16:16 |
|
The ASM nerfs and Tac buffs are pretty clearly aimed at changing the SM early game so that instead of pushing out ASMs and Scout Marines until your economy can support upgraded Tac Marines, you take the Tac marines as your everyman early infantry, theoretically using their large healthpool and reduced reinforce cost to keep them around until your economy is up and running.
|
# ? Jun 1, 2017 16:39 |
|
I hope if they do add more races/factions it isnt just for multi. I was replaying WA and playing as chaos is pretty fun. But this game seems more multiplayer focused, so that leads me to believe they will just focus on that and we will not get anything campaign based.
|
# ? Jun 1, 2017 18:14 |
|
rocket_man38 posted:I hope if they do add more races/factions it isnt just for multi. I was replaying WA and playing as chaos is pretty fun. But this game seems more multiplayer focused, so that leads me to believe they will just focus on that and we will not get anything campaign based. They made it pretty clear they're sticking to the same sort of expansions they've always done, so like a year after release we'll see the necrons.
|
# ? Jun 1, 2017 19:25 |
|
How is this game just for the campaign/vs AI? My buddy and I are itching for a new RTS to play together, and the game is half off at green man gaming. I'd play the campaign, but together we only ever play against the AI, how are the computer opponents in this game? Decent? And is the game decently optimized? I need to upgrade my gtx 760 soon but it might be awhile before I get around to it. I vaguely remember fond feelings for DoW1, but I didn't like DoW2, and the videos Ive seen for this one look like lots of fun.
|
# ? Jun 2, 2017 01:01 |
|
PlushCow posted:How is this game just for the campaign/vs AI? My buddy and I are itching for a new RTS to play together, and the game is half off at green man gaming. I'd play the campaign, but together we only ever play against the AI, how are the computer opponents in this game? Decent? Campaign is surprisingly good. It's more like the Dawn of War II: Retribution campaign than the vanilla DoWII or Chaos Rising campaign (fewer RPG elements, more options for what heroes to send in to different missions, more races), but that is all right. I was impressed by the fact that the campaign is actually difficult on Hard, which few RTS campaigns have been in my experience. The AI seems decently good - in playing 3v3s I've definitely noticed situations where people have disconnected and the AI takes over for one player without screwing their side. I think it might cheat on high difficulties, but that's strategy game AI for you.
|
# ? Jun 2, 2017 04:36 |
|
the ai is kindof annoying as gently caress to play against -- it's good
|
# ? Jun 2, 2017 04:39 |
|
Fetterkey posted:Campaign is surprisingly good. It's more like the Dawn of War II: Retribution campaign than the vanilla DoWII or Chaos Rising campaign (fewer RPG elements, more options for what heroes to send in to different missions, more races), but that is all right. I was impressed by the fact that the campaign is actually difficult on Hard, which few RTS campaigns have been in my experience. The AI seems decently good - in playing 3v3s I've definitely noticed situations where people have disconnected and the AI takes over for one player without screwing their side. I think it might cheat on high difficulties, but that's strategy game AI for you. teepo posted:the ai is kindof annoying as gently caress to play against -- it's good Sounds good, thanks; I'm going to pick it up
|
# ? Jun 2, 2017 17:51 |
|
The campaign AI doesn't exist though. It literally will only move units when scripted to do so or when you poke a group of units. If you don't initiate a fight and the mission script doesn't tell it to "do an attack on this specific point with these specific things (that we'll spawn for you)" it will do nothing and simply wait for you to build up your forces. Don't buy DoW 3 for the campaign, it's really bad. Especially the Eldar missions, holy poo poo those are awful. The skirmish AI is okay as RTS AIs go. Not brilliant, lots of cheating, but it knows how to micro it's units in a fight.
|
# ? Jun 3, 2017 02:50 |
|
DatonKallandor posted:The campaign AI doesn't exist though. It literally will only move units when scripted to do so or when you poke a group of units. If you don't initiate a fight and the mission script doesn't tell it to "do an attack on this specific point with these specific things (that we'll spawn for you)" it will do nothing and simply wait for you to build up your forces. Don't buy DoW 3 for the campaign, it's really bad. Especially the Eldar missions, holy poo poo those are awful. There are a few missions where you have the luxury of building up a big army to smash the AI at your leisure, but that's true of most traditional RTS campaigns - the awesome Wings of Liberty early missions were greatly marred by the trivial mid-late missions where one can simply amass a Battlecruiser victory fleet, for instance. The thing that impressed me about this campaign was the number of missions where other constraints both feel fair and cause the campaign to be legitimately challenging .
|
# ? Jun 3, 2017 04:36 |
|
I do really love the ork missions where you're limited by what your gretchin can cobble together from the scrap.
|
# ? Jun 3, 2017 05:00 |
|
Yeah the Orks in general are fantastic. They're hands-down the best part of the game.
|
# ? Jun 3, 2017 13:05 |
|
|
# ? Jun 10, 2024 12:56 |
|
DatonKallandor posted:Yeah the Orks in general are fantastic. They're hands-down the best part of the game. I've finished the campaign and I agree, the Orks were very fun, and the Space Marines were great. The Eldar though were a loving drag. I didn't like their heroes until you get to the later ones, and most of their units were boring. I think I was starved for power on most of their missions and never really got to build many of the powerful endgame units. Macha was strong but I would've liked a tank-like hero more, her best attribute was the no-death-just-cooldown for your elites. Overall pretty happy with the game. The battles could get pretty chaotic and flashy and I enjoy that in a RTS; the elites are fun and add some spice to the game. Fetterkey posted:There are a few missions where you have the luxury of building up a big army to smash the AI at your leisure, but that's true of most traditional RTS campaigns - the awesome Wings of Liberty early missions were greatly marred by the trivial mid-late missions where one can simply amass a Battlecruiser victory fleet, for instance. The thing that impressed me about this campaign was the number of missions where other constraints both feel fair and cause the campaign to be legitimately challenging . Agree, completely. Even at the endgame missions where you get the super-elites, the missions could be really hard and I had to restart a few missions. I played on normal and thought the challenge was very good. My only complaint is that after Starcraft 2, I think a full-priced RTS needs something more than a campaign and multi, something like SC2's co-op mode. I'm pretty happy with my purchase but I didn't pay full price either.
|
# ? Jun 11, 2017 15:30 |