View Full Version : Suggestion Box Mk II
RawRecruit
9th May 05, 5:10 AM
Squats and Eldar Harlequins! Enough said!
Evil_Scientist
10th May 05, 11:32 AM
Aftermatch chat would be great, at the stats screen. Like C&C Generals. So you can be nice and helpful to the poor sods that you just hacked to bits.
Fivixx
10th May 05, 11:45 AM
My only suggestion for space marines is a "color bearer". I dont know if its correct the name of model. Is the space marine that carries the big banner of the chapter. it will generate a bonus area for the space marines.
the name in spanish is "portaestandarte" ;-)
hybris
10th May 05, 1:03 PM
I bet this has been suggested before, but it can't be said too many times;
Localized chat rooms
Which basically means starting up in a national chat room, like in StarCraft Battle.net, to get rid of non english spam in the larger main chat rooms, and also make it possible for players from the same country to meet and arrange games/tourneys easier....
Can't be that hard to detect the nationality of the ISP atuomatically?
|Mall_Security|
10th May 05, 1:14 PM
I was looking forward to this sort of thread.
To start, I love the game how it is, really, I mean it's gotten me back to wasting all my money on the tabletop game. But some things are glaringly lacking.
- Variation in the units. The miniatures have a ton of different legs, heads, etc. which I think would add a lot to the game if this were included. It would definetly make a game more interesting.
My idea behind this one is just code the game to show a random assortment of the head, torso, legs, etc. when each unit is made.
- Maybe more customization? I was thinking a score of commander units could be incorporated into the Army Painter, the person can choose one for, let's say, the Librarian and one for the Force Commander. This would not only make the Chapters and factions of each species more distinct, but for some it would also make them more true to the actual groups.
- More shoulder pad and banner choices would be great, too. I mean it seems as if the Space Marines were neglected when it came to that.
Anyway, that's my two cents. :)
[EDIT] Also, a way to create your own should pad and banner images would be a great way to add to the experience. It would help fill the gap when a premade image doesn't. :)
ÜberJumper
10th May 05, 2:00 PM
Mall Security:
There was an article somewhere that mentioned there will be a larger variety of units in upcoming add-ons (Winter Assault).
And you already CAN add your own Banners and Badges :-)
http://forums.relicnews.com/showthread.php?t=29879
eventhorizon
10th May 05, 3:01 PM
For Chaos, the other major powers definitely need to be included...perhaps the desecrated stronghold should have an upgrade button for each power (Dedicate to Khorne/Nurgle/Slaanesh/Tzeench upgrade) but you can only pick one, and that would determine the units you can get from the other things you build (daemon pit, etc...)...
Eldar definitely need more aspects, and phoenix lords...
MiddleAged1
10th May 05, 4:32 PM
I know this has been said before, but definatley a campaign for all Races... new units in each race (for example, some discoveries have been made...) more upgrades, more units... personally i think the Eldar need a few more upgrades and some units that can be upgraded or not (there's like one unit that you can upgrade... that's a bright-lance upgrade)... more buildings!!!! :P the turrents for the requesition points are good, but they need to have sub upgrades too (not just for the orcs)... lol i have more but i;m sure they've all been said or if not, you'd be reading this post for 2 hours!
Edit: -Another Suggestion-
(ripping this from WC3) Different armor types... i can take out a base in literally 30 sec with an eldar force because lazer beams damage the buildings quite easily (kinda interesting)... but yeah... heavy, light, medium, hero, chaotic and fortified armor would be sweet... they say in the eldar certain squads are trained especially to take out certain groups... but i just see the warp spider squads owning everything and takeing out a building quite easily (in 30 sec)... especially if it's the HQ... it takes hours to re-build one of those things!!!
Edit 2: -Yet another Suggestion-
have heroes do like they do in WC3 (tho maybe not 10 levels of being upgraded)... give them expierience and have them have special abilities they can earn from gaining levels... special abilities or just a power boost or something! It'd make it uber cool... oh yeah, and creeps too... you can't be serious when you fight over an area and there's nothing else hostile but the people who your main objective is to try to kill... what ever happened to the talking rocks? :P
Epilon
10th May 05, 5:20 PM
This may be a bit opiniated but this is a copy of another post i made in another forum and which was sugested i pasted here and as such i am posting it here unedited. Sorry if it may be a bit well rantful....
You’ll are forgetting many important game play features which could have been incorporated into Dow. There have been many great RTS games released in the past year such as Rome total war and Ground Control 2(not sure if it was released in 2003)--which DOW seems to borrow a lot from flag points and emphasis on combat. The moral system can be greatly improved even to a simplistic form found in previous Total war titles, as I know from my experience so far the moral system in my opinion is quite inadequate considering all the types of great battles one can do with a total war battle system and from other great RTS games.
* Moral could have a greater decrease when units are attacked from the flanks
* Units near a weakening unit also could start losing moral, this introduces the now made famous by RTW rout
* Broken units need to be weakened and even put out of control from the player till their moral is restored.
* Every army has a mob mentality in many respects and units normally tend to have greater moral when in a large group. Each race could have a moral bonus in different aspects of battle. The marines could gain a moral boost when in good formation. Chaos well when the enemies and they are in chaos. Orks from overwhelming numbers and less when in lower numbers. Eldar could get a moral weakening when amassed as such focusing on scrim tactics.
* (An aspect of GC2 and WC3! which in my opinion should have been implemented in DOW) the larger your army is the slower you gain rec and power.
* Also less focus on building and researching or a more focus DOW in my opinion is a very lukewarm option between the two researches doesn’t affect a lot like AOM but it sometimes comes in the way of the battle only tactic of GC2
* Another thing borrowed from AOM, WC3 orcs, and even I think GC2 you could gain rec by attacking the enemies or that certain races get this (Orkies)
* Vehicles would need to be toned down in health from being an over powerful moral killer and be more acceptable to rocket launchers (it takes way too long to take a single dred out)
* Also this could keep more to strategy is that if people get a lot of rocket launchers they would have a disadvantage in the infantry battles--a great one.
* Air units a lot of games have them, best examples CC generals zero hours, WC3, Star Craft!!! Etc.
* I remember somewhere on the forums something about looted tanks and a good example would be CCG in how there could be unpiloted vehicles and certain vehicles upgrading themselves on the wreckage of another. This was done with no lag problems and with no tank reserving attitudes!
* I’ve noticed there being separate chapters in DOW and when I red up on them me it seemed that they were quite diverse and as such each race could be divided into mini generals (CCG Zero Hour and CCRA2) each with their own little unique units and buffs in aspects.
* Increased races don’t necessarily mean worse balance it just means more diversity which many "experienced" players may not like because they haven’t memorized all what could happen or what they should click to counter a unit or another. The best part of the strategy game is in the learning process and how you see an enemy army and see how you can kill it with what you have (Ah good RTW memories ). Surprise is a very nice spice and losing isn’t always bad if you had fun and thought you were close .
* Lets focus more on the strategy part of warfare rather than the research and whoever can mass the largest amount of biggest baddest units--this was new in star craft in 1996. Need new concepts. The above. There is a reason why RTW got second best game of the year from IGN and other great reviews.
* Lets have more cinematics rather than just the opening; it really hooked me and I was expecting more in the game but all I got was an old wc3 little textures wobbling their mouths and in game fighting, which could be good but I liked the cinematics much better.
* Great RTSs are made from both multi and single player and though they say that WA is coming with a good sp I think ill mention this anyways.
* Better character and story development goes a long way in getting people to play. The two page storyline in the manual doesn’t make as good as a universe I have seen in the thick Blizzard Manuals. I actually red up on some on WH30,000s story and found it quite interesting; they had histories on almost every unit! If Relic had included some of this with their manual it would have been nice. A much more player immersing rts such as Blizzard's could have emerged.
* Each charecter could have a more of an rpg aspect to them like Warcraft 3.
I know I may be sounding like I may be biding for the perfect RTS but hey it can be done though the blending of the concepts is up to each to interpreter. There is rapid advancement is tec and all the concepts demonstrated above have been done already. There of course will be new ones introduced and a great game that comes out would incorporate the best of the old ones and new. DOW in my opinion was a good game but not a great game. These are just some of my suggestions on a DOW2 or even an Expansion which could be possible.
BluntForce
10th May 05, 7:36 PM
Well, a moderator sent my post here, though it is not intended for an expansion....go figure.
Id like to see the ork unit be more discernable. As it stands now, the slugga, shoota, and tank busta look very very similar from the rts gamer's view. I know you can tell them apart, but definitely not at a glance.
I'd like to see shootas have a lot more trim color and the tank bustas have their primary and secondary colors flip-flopped so these units can easily be identified. The majority of color on orks will still be green, so no huge change here, but enough to help players see more identity in an ork army.
cheers.
meeper
10th May 05, 10:10 PM
I always liked the aspect of GC2 that you could enter in buildings and use them as hard cover against vehicles and artillery. Also it would make for really good cinematic moments when you have troops in a ruined or abandoned city firing at each other, i would imagine snipers and flamers would be good for clearing out buildings, and making artillery force out troops.
Road-kill
10th May 05, 11:20 PM
Different vehicles; I suggested this somewhere else, but anyway... with the Orks and IG especially, why not slightly different vehicles? A different muzzle break, a bit of chain on the side, another antennae for the radio, that sorta thing.
Phyr_Negator
11th May 05, 2:52 AM
Give Eldar Burrow ability... Or something like Femine Form ability like lowering non-female units morale.
Now seriously... Make LP's and turrets able to choose targets or set priority settings for them - they supposed to have some kind of auto-targeting system in fluff so they SHOULDN'T attack predator when a bunch of scouts sitting near.
Again nearly all fluff mention a lot of suicide troops among cultists - an ability to use one cultist as suicide bomber will be nice - like grenade system(one unit going and throwing grenade), except that "grenade" will run toward enemy and deal some damage(moral as well, and can be upgrades to make suicide bomber run faster or deal more damage).
As mentioned before there should be some "dedication" system...but restricted - there are FAR too many powers - 8 Chaos Legions and so on and so on. Better restrict with 4 or so Chaos Gods/Marine Legions/Craftsworld/Orc Clans with most opposite and representive powers - like Tzeentch(magic) - Khorne(brute power). But not changing whole game concept but providing some bonuses like 15% more accurate or run towards enemy 10% faster.
Better implement some sounds activating when, for exmple, enemy moral broken, enemy using artillery barrage, sign of machines.
Is there any way to cancel LP-abuse?
Why sudden death game type needed?
MAKE HOTKEYS IN REPLAY SYSTEM!!! Like get speed up-down and more speed at all - like 0.5x-5x
IMPLEMENT KHORNE BERZERKERZ WITH BIG AXEZ!!!!>_<
admiral_the
11th May 05, 4:15 AM
Pre set priority targets :- have an option that allows you to set priority tagets for each unit (and different guns within that unit) before you play. So (if available, and unless ordered to attack a specific unit) scouts aim for light infantry, dark reapers heavy infantry etc and switch targets when better ones come in to sight. This will elimiate the problem of being in someone's base and half your squads aiming at the nearest building requiring constant micro to focus on troops.
Equalise economies = plasma gens (but not LPs) should cost the same for each race.
It should take longer to decap points and then you can reduce LP abuse.
Troop bonus for fighting within a certain radius of HQ. Allow for slighlty improved defense.
perser84
11th May 05, 4:41 AM
well if we can choose Tau or the Tyranid or neron race were not bad :-)
Ma1agate
11th May 05, 12:48 PM
I'd like to see tau and/or tyranid armies if there are any plans for a furture expansion, but what I'd really love to see and I've read in several other posts are subarmies. Chaos especially would benefit from this.
I like the idea of devoting your desecrated stronghold to a chaos god of your choice and then getting specific units available to you. Plauge marines, or khorne berserkers would be examples of how your infantry would end up, and there could be a corresponding lesser daemon available to you in your sacrificial pit, like bloodletters, plaguebearers, or daemonettes, etc.according to your allegiance. Then your greater daemon likewise would follow suit with whichever god you are devoted to. Each race having a couple subraces that open up special units would really be awesome.
IIRC, there is a group of orks that are all vehicle heavy that could receive special vehicles or vehicle upgrades based on which warboss the player wants to follow; and the bad moons, i believe are the group that has all the money(teeth) for expensive technology so the Zzzap gun could be made available with an allegiance to that particular warboss. Again, I'm by no means a fluff nazi, but i think that some aspects of the universe that weren't used up to this point could really be fleshed out this way.
I think it would immensly deepen the gameplay which is already plenty deep, but it would also open up the chance to throw in a lot more of the universe that all the fans want to see, as well as exponentially building the fun factor with yet another level of gameplay.
However, this would call for a pretty drastic change to the structure of the game, which makes me think that maybe this idea would have to be saved for the next installment of DoW, if there is to be one. Also, fluffwise, there would have to be something worked out about colors and banners vs. which subarmy the player goes with, because any faithful wh40k follower would balk at seeing Tzneech screamers in Khorne colors, or some other such comparable affront to the established universe. I personally wouldn't be so worried about that, but that's just me.
(EDIT: I've always loved relic's work, and I think they've knocked another one out of the park with DoW. I just hope they plan on doing more installments of it in the future. IMHO I think they are sitting on a goldmine with this property, and especially with how well they've executed it. There is so much material in the 40k universe available for them to make great games out of, I think it would really be stupid for them not to keep it up.)
eventhorizon
11th May 05, 2:04 PM
1. glad to see more people are interested in my updgrade chaos desecrated stronghold to dedicate to a particular power idea anyway...and ma1agate got it right on about your greater daemon depending on your dedication...its about more than the bloodthirster, i want to see keepers of secrets and mounted daemonettes!
2. id also like to see tyranids next appear in an expansion, they got lots of cool stuff like genestealers and gaunts, plus spore chimneys, etc...
3. if necrons are up next, an amazing defense for them would be the pylon, definitely...
|Mall_Security|
11th May 05, 6:52 PM
Another idea may be Tech Marines.
Also, if more depth goes into some of the premade color schemes, an idea may be to give each group a special trait or power. Space Wolves, for example, would start out with units of Blood Claws and the more battle experience they get as a whole, the higher they goe(Long Fangs, etc.). Then there's the specialties behind each Marine Chapter and such that would really make the game more for a strategist(I know they're not really apart of the universe, but an example would be the Soul Drinkers and the fact that their commanders were mutated, which leads to Sarpedon's ability to walk over impassable terrian for example ;), and their specialty was quick and silent attacks).
Raimo
12th May 05, 11:25 AM
I don't know if this was already said as I didn't have time to wane through all the pages but here's mine:
-WSAD screen scrolling. A must for me, I now temporarily edit my windows registry when DOWwing to swap the arrow keys and WSAD, which of course makes chatting painful...
Zanth
12th May 05, 4:28 PM
I wanna see Lightning Claws available for Terminators.
Auto downloading of maps.
Tyranids, seriously, they rock.
Some better anti-vehicle infinitry for Eldar.
EzyKill
12th May 05, 6:01 PM
My suggestions and I'll keep this as manner as possible, also I'll try to keep clear of ballance issues simply because that'll progress as the game progresses, StarCraft didn't have perfect ballance for the first 4 years or so and neither will dow, I can accept that.
Anyhow, I think relic needs to put more time into fixing and progressing the community features.
COMMUNITY FEATURES
1. Players should be able to whisper each other from game to channel, from channel to game and from channel to channel.
2. Observers should be able to communicate with players, to combat "cheating" or accusations of "cheating" you already have it so in replays you can see in game chat. So there would be proof, also observers are only possible in player created games so it's not for ladder or anything.
3, Replay and Map folders should show sub directories with alternate sort methods rather than just chronological.
4. For player hosted games the host should be able to move people around, for example theirself from player to observer and observers to players etc.
5. A lobby and in game /ignore command to combat spam both in game and in lobby.
6. A way to toggle enter/leave notifications of people entering and leaving the lobby channel, I've often found myself speaking to people who have left... I know it sounds stupid but I'm sure I am not the only person who does it. P.S. Yes I know it tells you when your friends have logged off but I don't want to add every1 to my friends list.
BALLANCE ISSUES
Alright I'll whinge a LITTLE about ballance issues but more so about just general things which need fixing IMO.
1. Rhino for CSM and SM need a heavy bolter turret, also they need to be able to dodge rockets better while moving.
2. Tier 1 Uniques should take more damage, only because often I've found that I only margionally lose to an enemy hero and yet the last 50 or so life of their hero takes forever to take down. Just my opinion I know this will be a topic of debate forever and a bit.
3. I don't know if anyone else has tested this or not but mass posessed space marines vs mass assault terminators (as in both players maxxed out) the PSM fully upgraded win. I don't think tier 2 units should beat down tier 3 units when assault terminators are supposed to be an ultimate H2H unit. Anyway I know thats another debatable one.
4. 1 squad of Space marine terminators absolutely annihilate 2 squads of Obliverators? I thought they were supposed to be counterparts? A squad of obliverators will die to a squad of PSM, or almost? Again with tier 3 being rather pointless...
------
I'd just like to say the above "ballance" issues aren't really ballance but rather a concern for the tech tree of Dawn of War, it seems pointless having Tier 3 when Tier 2 units beat Tier 3 units down at Tier 3 units jobs...
If you've read all this thanks for reading it, again relic good work on the patch, I like it even if I'm not comfortable playing my old strategies thats alight, the game will progress and you guys got the patch out around when you said you would so thanks again.
Phyr_Negator
13th May 05, 12:06 AM
MAKE TEXT COLOR DEFINITIONS!!! Like one for allies, one for enemy, and ESPECIALLY make special color for OBSERVERS. For the time beings there are chat logs like that:
(Matchup 2x2)
Ally message by Player1:GOGOGO
Ally message by Player2: RUSHRUSHRUSH
Ally message by Player3:THEYRUSHTHEYRUSH!!!
Ally message by Player4:Helpmehelpmehelpme
Ally message by Player2:they got us! retreat!
Ally message by Player4:Me thech me tech u attack
Ally message by Player1:I got machines soon, hold em
Ally message by Player3:hurrytech to anti-tank!
Ally message by Player4:attack!
Ally message by Player2:reatreat!
Ally message by Player1:Chaaaarge!
Ally message by Player3:run back!
Message:Ehh...what happened just now?(by observer)
Everything with the same color, fading pretty fast...
By the way - make replay random starting player - just now as replay starts you almost 99% know who will be winner, cuz you start replay with that player and for sure 99% of players will post replay with their wins.
sparky
13th May 05, 9:22 AM
Eldar units:
Fire dragons, wraith dudes
I would suggest that you limit the amount of platforms that eldar players can make, 30 is just over powering. and its even more damaging when you have dark reapers or warp spiders.
Chaos
Obviously more daemons
chaos dreadnoughts
terminators
commander upgrades such as terminator armour, newer weapons to make them more uber
Space marines
Chaplin - Make them have death anaimations against daemons as the chaplin performs exorists on them
commander upgrades such as jump pack, terminator armour, newer weapons to make them more uber
tech marine
lighting claws etc
make a type of rule for anti rushing to get the best out of the game as rushing is a cheap way to win for clans. why make non clan members that want to play a good long game of dow suffer because a clan wants to win by catching them off guard. so annoying
Ceallach
16th May 05, 1:24 PM
A few things:
- Some sort of way to stop spamming of any unit. I'm thinking of mass bl's in particular. I think some sort of 'unit cap inflation' measure so when a player has 8 bl's, the next one takes up two vehicle cap. When they have 15, 3 or something like this. It would make people think and maybe explore using other units and stop the cheese monkeys.
- FIX THE SC !! They are slightly better with reduced witchblades time but still far too expensive - and crap - for what they do. I suggest either making the squad smaller and each warlock tougher or maybe even scrapping them. Instead, have a reinforce button on the farseer that allows the building of 4 or 5 warlocks to act as a retinue. This would help make the farseer more useful in late game.Replace SC with a hero that can actually be used.
- Find some way to stop eldar turtling. As an eldar player I avoid using this cheese tactic but eldar n000bs tends to rely on it.
- Buff wraithlord.
a1ph4riu5
16th May 05, 1:54 PM
To deal with the Chaos Sorceror spam:
Perhaps special characters could have to charge their abilities before they can use them for the first time. Even better if it's possible for them to have their abilities ready the first time you build them, but need to charge them the second time... kind of like the Big Mek taking longer to build with the upgrades.
EzyKill
16th May 05, 1:55 PM
Formations? How about some new formations :D and a scatter command...
Better mapping to stop bullets etc from going through walls and mountains etc...
Take cover command for the above, so that units seek cover behind walls mountains etc?
Just some ideas...
predator89
16th May 05, 7:10 PM
more diverse units in all races.!!!!!
the ability to paint the helmets seperatly from the rest of the armor on a space marine
Master Azrael
17th May 05, 8:13 AM
I would love to see Air units because it will greatly multiply hte number of strategies and give you the opportinity to fight out an airwar instead of landwar
mecha_manic
17th May 05, 10:25 AM
i have a very important balance suggestion with the new one point three patch, chaos has become practicaly invincible as you can have as many defilers than marines can dreadnoughts and they are cheaper in the first place, and aslo that possessed are cheaper, i believe in the patch they should have had an increase in price not a decrease or made them cost 4 infantry chaos players frequently build all possesed armies,and bring fire prisms back to thier previous level of availability,on a side note the force commander could have his health decreased slightlyin a one on one fight the only commander unit that can kill an fc is the war boss. i hope that the suggestions will be at least considered
NaHeMoTh
17th May 05, 3:35 PM
I post a thread about it, but it got locked, so I'll just repost it here:
It was often mentioned, that DOW favors ranged units over CC, and that's the main reasons why the most melee-oriented army, the Orks, don't seem good enough on what they're supposed to do.
I recently came up with an idea, which I think could be implemented with the current game mechanics, and it also compliments common sense
The main problem of CC units is that once they engage their ranged enemy, he can simply run from them, moving as fast as they are, or even faster (fof Eldar).
My idea is implementing a timer with a graphical representation, like the setup timer, for units leaving CC. When a squad is ordered to leave CC the timer activates, and in the time it's running the escaping squad does no damage, only receives damage from the other squad.
After the timer has reached an end, the squad (or what's left of it) is allowed to escape.
I don't know ho long the timer should be, but i think something close to the setup time of Heavy Bolter.
In that case ranged units could still dance, but once caught, they wouldn't have it so easy.
Of course implementing such an idea would require some other changes, cause it would make CC units a lot more powerful, especcialy those able to get to melee fast (Banshees, Seer Council, ASM, Raptors, PSM, AT, even regular Terminators).
Killer Of Many
17th May 05, 4:33 PM
i think cover should be more important, and some way to balance with waagh banners and rockets, so orks have a chance against massive space marine rushes, like some way to have them be able to fire and take away morale at long distance but be inaccurate and do as much damage to atleast hold them off for a little, i hate when all u can do is watch space marines blowing away my buildings, because now when i send guys or the newly nerfed wartrakks they are simply slaughtered
Reichstaag
17th May 05, 7:01 PM
Death Company + chaplain for SM.
Bikes for all races!
Transport vehicles could have a rampage ability (like squiggy, that sexy beast) and can charge into a squad knocking a few troops over and stopping the vehicle allowing troops to jump out immediately (handy for orks!).
I think that units put into certain buildings should be allowed to fire outof them, and that they should be classed as in either light or heavy cover. Toward the end of a game the winning player usually has total control and a big army and so the defending player could quickly build some units and put them into their HQ and barracks (possibly a few other buildings) and so the defender could put up more of a fight and possibly counter attack. An ork HQ would look cool if it had orks all over the walls firing like crazy at the SM scum!
If you havent already noticed i like using the orks! I think they need help in terms of an improved CC fighting. Something to stop a squad from leaving the melee so easily.
Ma1agate
18th May 05, 8:19 AM
I love both Tau and Tyranids, but please consider adding Tyranids before Tau. While the Tau are plenty cool, especially if Kroot were to be included as their CC-heavy troops, Tyranids would be a better addition, imo. We already have two ranged-heavy races, the Eldar, and also the upcoming IG. I know the Orks are supposed to be the CC race, but adding Tyranids would better balance out the ranged vs. cc balance in terms of races better than Tau would. Tau would only put the focus more on ranged combat.
If that isn't reason enough, I have one word for you: Carnifex.
Although I dunno if it would work better as a walker or an Uber unit.
Solution9
18th May 05, 12:27 PM
Let heros be customizable in the unit paneter and nameable. Also, bring a flagbarrer back so i can actually see someone holding my banners. Small changes can make the most difference.
ssjmattz32
18th May 05, 2:06 PM
On the board game these are rockets that have infinate range so in game terms would only need a scout or something to fire them....
I WANT THESE FOR RHINOS!!!!! with a cap or limit on range because obviously no one would like a FC to drop in their base and bombard and missile them.... maybe make them work as land mines for vehicles or something... you can only place it on the ground and when a vehicle walks over it they get "locked"
and Chaos has this kinda of blast missile/gernade launcher thing for their vehicles.... I think this would make them a lot more appealing too...
while I am at it how about an upgrade for the non walker tanks to be able to charge squads and break them i e dozer blades.... massing anti vehicle infantry all the time is becoming too easy a stratagy against some races...
Draken2034
18th May 05, 2:41 PM
-zoom out further, like, into the clouds and have air units and titans. when an air unit dies it falls to the ground, if it hits something that something dies or gets damage. and have titans do the same, id love to watch a titan squish everything when it hits the ground.
- more unit cap. i know some peoples comps cant handle it so have it as an option in the game lobby, when you select the map and options. say...20-250?
-destructible terrain
-bigger maps, much bigger. have like...cities that can be destroyed. IG defend and SM defend while chaos has titans sieging your walls.
Road-kill
18th May 05, 11:00 PM
Disabling vehicles? Maybe some kind of mine to blow tracks/wheels off vehicles. It would be repared by the vehicle being, er, repaired for one second or somesuch. Could be a pain though.
haniblecter
19th May 05, 1:32 AM
ORC HEAVY WEAPON SUGGESTION:
Base the # of heavy weapons a squad can have on the size of the squad. So, a squad of 16 can have more weapons than just 3; eliminating some of the shortcomings that large squads have to smaller squads.
haniblecter
19th May 05, 2:52 AM
First, my background:
I'm an old vetran of Warcraft 1/2/3 CC:1/2 RA:1/2 also a bit of Dune and CC: Generals (dont ask).
In every single RTS I play, and eventually master, I've favored Free For All's as my choice of fun. I believe them to be the true test of skill. Also, if someone drops, the game goes on.
This is why Im quite disheartened at this moment. DoW has a crippled FFA enviroment. Eldar find it difficult to compete against CSM and SM. Orcs, if played by a true master and on the ball throughout a possible 3 hour game, can come out on top sometimes.
The reason the two 'unique' races find FFA's difficult is they dont possess uber turrets and the corresponding ability to mass/farm them. Now, this isnt a petition for elder to have stronger turrets or for Orcs to have a turret (banners, are by no means, considered a turret - 800 hp pfft). With uber turrets, SM and CSM can effectively stop advances and cover their areas far better. They can slow down opponants enough to respond to attacks, hold areas ten times better, and make it very difficult for everyone else. Turrets allow SM and CSM to extend out and not have to worry about attacks. Orcs - Eldar to a lesser extent - must always play carefully so as not to over extend.
This is merely a petition to limit the max # of turrets a SM or CSM can build in order to make FFA's fun and engaging late game. I dont want them nerfed nor do I want anything changed except a simple limit on the max number.
Power Gens already have this upper limit, Im sure putting one on turrets will be easy. This wont effect any ladder/automatch games that I know of and will do very little to next to nothing to regular games. Let the open discussion in this thread fix a reasonable max number. (I like 10 personally)
Here's a replay that shows how bad turrets can be abused in FFA's. Fast forward to the 1hour or later mark. The true chedder like cheesiness of Htyrant will be made painfully apparent. Im not talking some minor choke point control, Im talking turret farming. So many turrets it could be made a commodity in the DoW universe.
Replay:
http://dow.sanctuary-network.com/index.php?showtopic=6180&#entry52823
Thanks for your time.
On a side note: What can a brother do to get a FFA ladder around here?
EDIT:
My fave:
http://img270.echo.cx/img270/6885/relic000061va.th.jpg (http://img270.echo.cx/my.php?image=relic000061va.jpg)
Needs more COWBELL!:
http://img270.echo.cx/img270/6847/relic000079ch.th.jpg (http://img270.echo.cx/my.php?image=relic000079ch.jpg)
Uh OH, missed a spot!:
http://img270.echo.cx/img270/4003/relic000080su.th.jpg (http://img270.echo.cx/my.php?image=relic000080su.jpg)
Choke Point? NOW IT IS!:
http://img270.echo.cx/img270/1380/relic000097wy.th.jpg (http://img270.echo.cx/my.php?image=relic000097wy.jpg)
Whoops, forgot this area!:
http://img270.echo.cx/img270/7841/relic000100sh.th.jpg (http://img270.echo.cx/my.php?image=relic000100sh.jpg)
Third relic he almost fully turreted:
http://img270.echo.cx/img270/7233/relic000111rs.th.jpg (http://img270.echo.cx/my.php?image=relic000111rs.jpg)
All in one game. Granted this is extreme, yet not as bad as it can get.
What damage could be done by placing an upper limit on turrets/banners/dcannons to 20? Only good imho.
Thanks to ImageShack for Free Image Hosting (http://www.imageshack.us)
testthewest
19th May 05, 9:35 AM
As eldar: cant you just tech to Fp and waste these towers? or his base??
[RPB]coOLRocKZ
19th May 05, 3:11 PM
Hi,
I don't know if anyone asked about this before but I want to begin a discussion about the Automatches and the starting-screen!
As I think the played map, the nicknames and the races of the players of a automatch should be shown on the loading screen!
I played another RTS before (C&C Generals) and in this RTS the maps, players and races were shown on 'quickstart-loading-screen'. This was really necessary cause in this RTS you need for every race a different strategy! I don't know if other RTS (Warcraft 3/Starcraft) also show this informations onto loading screen...
After the changes in 1.3 in DoW also EVERY race needs a special build-order/strategy vs the different races (above all at EXPERT-LEVEL-GAMING)!
If you start with the wrong BO/strat in a expert-game (only cause you don't know the race of your opponent and bet on the wrong race) you have lost the game from the beginning (and this loss has nothing to do with missing skill but with bad luck on betting on the wrong race!).
SM/Chaos both need a completly different BO/strat vs eldar/orc and vs other Marines.
Also Orcs (without the easy abiltity to go to fast-bikes) and Eldar need a special BO/strat vs each race!
But only the Eldar have with teleport-ability the chance to see early what race the opponent plays!
At one side it is unfair that eldar can know really fast the race of the opponent, but I don't want to focuss the discussion on this fact.
I want to focus the discussion cause its necessary for more skill-based-games and less luck-based games! Also it is a fact that you can see many informations already with the console/diplo-menu! Why can't it be comfortable on the loading-screen?
I think it should be done cause you can in any case see the map (with the console) thats why no need to hide this into screen.
Then, if u have the SLOWER PC you can also see the opponents nickname cause their is a "XXX finished loading" message into console! That's why also no need to punish the one with faster PC not to know who is his opponent before the match begins! After the game begins you can also see the nick of ur opponent into the diplo-menu! Why hide this from the starting screen?
And if the map/nickname is shown there can also be the races on the screen cause I think it is a kind of luck to know the nick of your opponent and his mainrace (above all with all the smurf-accounts!)!
I think these 3 informations (map, nicknames, races) should be seen on starting screen to enable better gaming and make this game more comfortable!
What are the opinions of other players/the officials from relic....idea for next patch?
Greetings
coOLRocKZ
P.S.: I am german...excuse my bad english ;) !
Edit:
It's senseless to hide this cause as I said the most informations you can get with console/diplo-menu in a very uncomfortable way and in EVERY other kind of playing DoW (lobby-matches, other leagues with matches over opened Games through lobby) you can see your opponents race!
This makes the ingame-ladder not representative as other leagues for the real best players I think! And it's also a reason why Eldar-players (with the ability of teleporting worker) dominate the ingame ladder so hard!
BrotherLucius
19th May 05, 5:55 PM
heres one for Winter Assault: Bring back the pattern for army painter. please please please please please please please please please please please please please please please please please...thank you.
Sky61
20th May 05, 9:49 AM
I would like to see an option where you could set "x" amount that you can spend to get units for each side before the game.
Also have the ability to turn on or off the ability, or change the multiplier, for making the "money".
I guess I am just looking for a way to start a game with my friends online where we can start with our own "set" of guys that is pretty even to us. Either that or start with pre-made "sets" of units.
Alot of my friends and I play together and love the game. I guess it would seem more like the tabletop version of it this way.
Thanks!
hangar-8
20th May 05, 9:55 AM
I'll agree with BrotherLucius, if there is a way to implement the use of 2 or more patterns for the same faction simultaneously (player 1 SM has standard SM pattern, player 2 has a half and half SM pattern), could we have it? Existing patterns wouldn't have to be edited. Heck.. new patterns wouldn't even have to be included, but the option to use them would be golden, the community would take up the slack there :D
a1ph4riu5
20th May 05, 10:09 AM
I suggest setting a limit to how many Plasma Guns you can have in one squad, separate from the overall number of heavy weapons available. I'd prefer to see 1 Plasma Gun (and 1 Plasma Pistol if you buy the upgrade from the Armoury) per squad, then balance the weapon around that... i.e. make it stronger against all armour types if necessary. Marines/Chaos have a tendency to mass Plasma and regardless of your opinons about the tabletop rules, it doesn't fit the 40k fluff either. Plasma weapons are rare and ancient artifacts from the Dark Age of Technology. It's really irritating to see 5 or 6 squads with 4 Plasma weapons each... and from a balance perspective it counters everything except heavy armour. Like with the Warp Spiders against Orks, when massing one type of weapon against a varied army works, there's something wrong.
Phyr_Negator
20th May 05, 10:40 AM
Not bat to implement lotz of activated abilities for each of units to make em more unique. Sad to look upon sluggas used like shootas and marines stay simple shooters. War3 method attracts more people - ghoul - can cannibalize, footman(most primitive meatshield) - even he got defend ability.
Chaos:
Chaos Space Marines: Devotion upgrade:
Khorne - +n% damage(or what balance issues demands) when meelee, also when meelee morale restore faster, when ranged - morale slowly going down(only cowards fight ranged!!!). Death of squad member in meelee increase overall suad morale as gift to the Blood God. Bloodthister n% cheaper, Horrors cost n% more. Bonuse to reinforce speed when meelee. Obliterators cost more.
Nurgle - +n% to hit-points, enemy fighting meelee affected with Rot(like after being hit with Chaos Lord's Manreaper, but weaker effect) and something like Plague Grenade - Manreaper's effet to all units in AoE.
Slaanesh - Damaging CSM will help regenerating damage, Increased Accuracy due to... ehh...slaaneshiness and additional organs. Horrors n% cheaper, Bloothister cost n% more.
Tzeentch - Sorceror's abilities restore n% faster and got n% more hitpoints. Penalty to reinforce speed when meelee. n% damage less in meelee. Ability to "sacrifice" cultists by pressing Del(but squad have to be sizeable like 5 or 6+ so people can't sacrifice remaining 2 cultz that fighting and restricted to "no combat" for cults) and benefit for combat bonuses(like 6 cults - less morale damage, 8 - more accurate, 10 - faster deployment of HB and Missiles) for all squads for a suitable(or not) time. Cheaper Posessed Marines, Bloodthister cost n% more.
For those who wish to remain Chaos Undivided , there can be unique bonuses and penalties like cheaper Oblitirators and so.
And one more thing - in DoW 90% of covers are round. Make linear covers and automatic entrenching at them by command(or stance) - that's pretty logical for squad to automatically go to positions at thrench/cover and to make Rhino useful SOMEHOW - make it mobile Heavy/Light cover - again that seems logical to hide behind transport and shoot after disembark. Appeal to logic - give Rhino Hitpoints and armor, transporting personnel means transport will protect infantry, endure lots of damage and deliver strike group SAFELY into the heart of the battle or most unsutable places for enemy.
BiggestMek
20th May 05, 11:48 AM
Automap idea:
As each map has its own set of racial advantages and disadvantages, I think it would be nice if we were allowed to pick 1 map (perhaps more) that we do not have to play on.
Railway, for instance, is often a chore more than a fun game for people. It also favors races with a powerful teir 1 more than those needing tech.
This is a simple change but would add pleasure to my experiences and I imagine others as well. I am not suggesting that we have to be one-dimensional, one-map players, but just that our "most hated" or "least liked" map wont be a problem for us.
muzzwezz
20th May 05, 12:13 PM
Here's mine,:
Have a filters that filter the online servers: e.g.
- Dont show full games
- Dont show maps i dont have
- Dont show password games
- Only show maps beginning with ["user types word/letters"]
- Only show maps for "X" number of players
etc.etc.etc
Also being able to sort games in by their name alphabetically
being able to see all servers in all chat rooms
Being able to see that chat window when in army painter
Being able to "Nudge" or send a warning to a player while in the game server screen [so if they are not ticking in, also useful if someones in army painter etc.]
Have an option for units to go within range of ALL personnel [not just Heavy weapons]
Limit turrets [say 8per stronghold or something]
For it to remind you its Quick-start when game begins [as usually i don't notice]
in the diplomacy thing for it to tell you peoples races
Also changing the "online game setup" to the server name would be nice :)
Have "teck levels" so you can disable vehicles etc, or disable relic induced units etc
give rhinos a gun
give PCSM original cost/hp/dmg of 1.2
If someone drops for their to be a vote whether everyone returns back to the server screen [so you can restart without hustle]
for there to be every-ones loading bar on the load screen not just your own
i have some more but cant remember them right now, :D
Tyconius
21st May 05, 10:26 AM
You know, you could easily stop defiler rushes if the Chaos vehicle cap was dropped to 15 (or lower) and infantry cap higher. Chaos are the race with the least amount of vehicles and by far the most infantry units, but they both have a cap of 20.
If this was possible, a Chaos player should rely more on it's infantry and the orks might have more chances in defeating them.
Just one suggestion. Some male voices for Eldar would be great. With the current voices, it makes you feel that Eldar society is only based on females...
a1ph4riu5
21st May 05, 1:00 PM
The ability to add buddies to your list without them actually being online at the time would be nice... i.e. a box for you to type in a username and add it to your list that way. Often you finish playing with someone you'd like to play with again, but they leave the lobby before you can add them.
van Uber
22nd May 05, 5:35 AM
A slightly lesser cost for reinforcements. Perhaps 5 req per unit?
As of now there really isnt any incentive to reinforce your units, unless your unitcap is full and you have an excess of resources. Why should I bother to reinforce when I can get yet another independent moving group? Its not bad that you reward micro-intense players, but I think reinforcements really should be a valid alternative to yet another unit.
ArkhanTheBlack
22nd May 05, 1:10 PM
It would be nice to see the stats of my units like in 99,99999 % of the other RTS games. It's hard to calculate the usability of a unit if the only thing you see is the squad size, damage and the moral score, but no HP or armor.
Considering new units, I'd really like to see at least one new demon for chaos. With berserkers they get even more a carbon copy of the SM with no race identity of their own.
Kavis
23rd May 05, 12:57 AM
Show the expected value of damage, not maximum and minimum.
Kruniac
23rd May 05, 4:53 AM
My suggestion is simple. Make Dawn Of War EXACTLY like table top. Turn based, etc etc etc.
Failing that, at least give Chaos their proper units, and stop with the lame Horror shit. We all know Chaos has MANY more daemons than that.
Tyconius
23rd May 05, 8:00 AM
My suggestion is simple. Make Dawn Of War EXACTLY like table top. Turn based, etc etc etc.
Lol, fruitcake
KuRtCoS
23rd May 05, 2:50 PM
Not concerning gameplay, but the game:
Sell Dow and WA in one pack, as Starcraft and Broodwar were. Maybe at (WA $cost)+((Dow $cost)/2).
That'd really be amazing. I'd give it as a present for every friend of mine this christmas...
marine captain
23rd May 05, 3:08 PM
Newer races have to be added. For me, Tau and Tyranid come to mind, and being able to choose to be Imperial guard would be cool too. Finally, i think that if the army painter had more options, like making specific bits of armour certain colors would give it a nicer look. i'd reccomend being able to create new logos without all the mod stuff, but we know where that would go. so broadening the logo selection will have to do.
BERSERK3R
23rd May 05, 3:54 PM
I hate it when I always at the same point when I make a game.
I would like that to be random.
snrjefe
24th May 05, 10:57 AM
A chain of command feature with the imperial guard where if a commisar or captain dies within a certain range of troop units, those units break.
Imperial Dane
24th May 05, 11:01 AM
if you add that they should have a group morale thing also, or else it would be unfair for them and would probably cause less usage of such units if it meant your attack getting stopped cold because of a dead commisar.
snrjefe
24th May 05, 11:05 AM
Maybe just if the captain dies then. Any squads under the influence of a commissar would be unaffected, but all other troops would. This would make the IG player more cautious with the captain, and opens a tactic of timely assassination of the IG captain to break the back of the IG.
MercZ
24th May 05, 11:11 AM
I'd like to see some aircraft and maybe some new death animations.
Imperial Dane
24th May 05, 11:37 AM
perhaps but i do think that you just cant give them a disadvantage at an area where they are already somewhat vulnerable without giving them something else.
testthewest
25th May 05, 7:06 AM
Is there a chance that you give the SM some new abilities in WA?
Since SM only get a hero, how about giving them some new upgrades for units?
I would have 2 suggestions:
1. Plasmacannons for tactical SM: 5 seconds setup time about HB range: plasma-fire with area of effect. Good vs big masses of heavy armor units that stand close to another. Available at Tier 3 and armory.
Reason: In TT this is the only true difference between tactical SM and CSM. It would underline the SM more shooty aspect (compared to chaos) and would give them some more options, since they lack the masses of different infantry units like Chaos has.
2. Lightning claws for Terminators: Dmg vs comanders, vehicles, monsters lowered alot, no stun, therefore fast attackspeed and high dmg vs regular infantry.
Reason: First: Simply the imagination of the cool effects makes them worth a include. But strenghtening SM melee capabilities a bit seems fair too me.
Road-kill
25th May 05, 7:19 AM
Maybe just if the captain dies then. Any squads under the influence of a commissar would be unaffected, but all other troops would. This would make the IG player more cautious with the captain, and opens a tactic of timely assassination of the IG captain to break the back of the IG.
So what about the other commander units? or The Avatar? Why not those? They've jus seen their super fighter die, why not them? Even a space marine would be taken aback by the death of their force commander.
Could you keep discussion out of the suggestion box please, this thread is here solely for suggestions to be posted, not for discussion.
Ma1agate
25th May 05, 7:49 AM
I'd like the ability to determine the prioritization of targets of my snipers. There could be an extra button, for targeting or something, that would have 3 options, just like the stances. I want the option to tell them to target squad leaders, or heavy weapons, or just fire at the first available target.
This would add more microing strategy, as well as make scouts more useful in the face of 1.3. You could either take out the special weapons or the squad leader in an enemy squad of Ork, CSM, or SM, and against eldar you could nail the exarch right off. In the event that a special unit is attached to a squad, then the squad leader setting would target the attached special unit.
A mob of orks with a mad doc rushing your space marines? Have a scout squad pick off the mad doc before he uses fighting juice. Makes your job much easier.
Now this doesn't necessarily have to be particular to snipers, it would just be most effective with them. All units could have this ability. So your TSM squad that has plasmas is being rushed by a Warboss leading a nob squad? Pour that fire into the Warboss, or the upgraded members of the squad, whichever you think offers the biggest threat at that moment.
I think this would be an excellent addition to gameplay.
Oh, just thought of one more thing. You could use grenade launchers in your cultist squad/ IG squad (if they still get them) to target an enemy psyker in order to interrupt their casting of a spell.
Takalth
25th May 05, 8:07 AM
What this game needs more than ANYTHING is a big super-unit for space marines. A titan from epic 40K would do nicely, but when it comes down to it, if there were no good options from the board game (and I say this as an avid games workshop fan), gameplay is more important than perfect fidelity to the board game.
Road-kill
25th May 05, 8:16 AM
Titans aren't part of the Marine Chapters IIRC.
I suggest targeting for all turrets, or at least them to prioratise. More than once I've caught my missile turrets getting blasted by an enemy vehicle while the gun turrets go for the vehicle and the missile turret goes for the infantry.
bandersnatch
25th May 05, 10:29 AM
as i have read several times, and heard in some of those videos, that the new units for all armies are filling a noticeable 'gap' in roles. so my question is, what gap is there that the khorne bezerkers are filling? Chaos already has a melee specialist, the PSM. Unless the bezerkers are stronger than PSM, and a tier 3 unit... or maybe they are a tier 1 unit, available with only a baracks. So, what is the gap? Why bezerkers? I don't understand.
if anything, i would suggest things like multimeltas, lazcannons, autocannons for squads (limited to 1 each). For chaos, IMHO the 'gap' are vehicles. give them bikes, or some kinda of fast attack vehicles, like juggernauts, or bikes. what gives?
I would hypothesize that beserkers will be immune to morale, capable of taking on light vehicles and available relatively early. PSM will then be buffed and made into an elite tier 3 unit so chaos gets several gaps filled: a lacklustre tier 3, anti-anti-morale, early anti vehicle (no plasma/haywire grenades or early rokkits to deal with that first light vehicle).
Tadatsune
25th May 05, 11:57 AM
Since the Webway Assembly is essentially a giant webway gate conceptually, can we get the abilty to use it as one for teleportation purposes?
Georgios3377
25th May 05, 12:36 PM
Here are my suggestions:
1) First of all more maps like kasyr lutien. This map is the favourite of players for good reasons. Its balanced, it places the armies oposite each other, the RP's and relics can be equally devided. How about a 3vs3 desert map with no buildings? Just sand dunes.
2) the ability to rearm squads. In many cases i wished i had plasma istead of missles or that i could replace the heavy bolters with missles etc. How about ypu give the ability to the squad to ditch a weapon and replace it with something else? This could be done with the right mouse button and count a the percentage backwards? do req or power should be given back.
3) Make terminators a viable unit. I am an experienced SM player. I do not use terminators because i know that i will loose them fast. If someone attacks my army with terminators i use frag grenades and missle launchers. They die very fast. Its a shame to loose the elite units of an SM army like that.
4) How about adding a couple of stormbolters to the rhino?
5) How removing the deteriorating health issue from the scull probes and giving them the ability to see infiltrator units?
6) why not add lascannons, smoke and flash grenades?
7)When i build an SM squad on the orbital relay i need to teleport it out add squad members and weapons and place it back in the relay again. Same holds for dreadnaughts and terminators. How about giving us the ability to add to those units while they are inside the relay or the barracks?
8) How about giving us the ability to ugrade the force commander and the librarian with terminator armor?
Tyconius
25th May 05, 12:51 PM
Since Chaos doesn't get a tank, but an infantry unit, I suggest you change the Cap system. Instead of 20 for vehicles and infantry each, vehicles' cap is lowered and infantry cap is raised. Chaos have a lot of infantry and few tanks so this should be logical. It will also prevent thos defiler or predator rushes since you can't build a lot of them.
D-coy
25th May 05, 1:09 PM
I think that a new stance for only ranged vehicles should be implemented. This stance would make the unit go after the enemy unit until all of its weapons are in range. This would be added to most ranged units as well.(It shouls be added next to melee and ranged stance) And some ideas on fire dragons: make them cap 3, you should build them in aspect portal and move rangers to webway portals, and they should only buildable after building a soulshrine. In the aspect portal the exarch should have an upgrade to fire pike, to increase range of units in the squad SLIGHTLY, it should get that close combat fist (I don't know the name), and increase SLIGHTLY melee damage. After the mobilize for war research or after building a support portal, you should be able to upgrade all members with fire pikes (individually, just like heavy weapons) to make them useful in late game and to add SLIGHTLY more range and damage.I wrote SLIGHTLY a lot because I don't want them to be overpowered. Cheers,D-coy :joy:
Road-kill
25th May 05, 1:41 PM
D-coy: Sounds logical for the Dragons. Also, youre english was good. I'm english adn I didn't spot any errors, barring the 'Sorry for English' which should be 'Sorry for the english'. :p
EDIT: just to make this mroe relevant: More 'default'/preset paints, and the hud colourings (especially for the Eldar) to change with the colour scheme of the side.
RZetlin
25th May 05, 1:48 PM
For single play, add cheat codes like Godmode and instant build.
Road-kill
25th May 05, 1:56 PM
And silly cheats, of course.
D-coy
25th May 05, 2:39 PM
I know this is not a discussion forum but just one, please: Road-kill: thx, I edited my post, I just asked about my English, (english? :) ) because I'm not English I'm a Hungarian.
And now the suggestion: uhmmm... :Slap: make the ork economy better: I played a skirmish with orks a few minutes ago, and it requires a lot of attention: if you have listening posts, then you don't have enough generators, if you have generators (which require ork resource) you don't have enough requisition and if you have plenty of both, then, you just can't build a "mass" of infranty units, because you don't have enough/plenty of waaaagh!!! banners. I think this needs a little fixing. :smash: (YAY!!! I opened the 23th page :) )
MercZ
25th May 05, 10:04 PM
Here are some small things I'd like to see
-Adjustable pop cap in the skirmish/mp set up screen
-Being able to customize how we want our squadrons to come out (#'s, weapons, etc.) for an additional price
-Drop pods should cause a shockwave when they land
-Vehicles should be more to scale
Shakrith
26th May 05, 2:51 AM
I am not sure if this has already been posted, but what if we could name our heroes? In the army painter there could be a few slots for naming your heroes, e.g. Force Commander [insert name], Librarian [Insert name].
santiago4ever
26th May 05, 6:42 AM
suggestion: Make WA beta so that we can help you with balance issues. Sure you have a balance team but 100 people playing games can find balance issues a lot easier then a few people.
RZetlin
26th May 05, 8:16 AM
A function to track all the idle workers.
It's annoying and unproductive having your worker sit there without realizing it.
Update:
Better execution of patches: Having the patch recomplie the files, take up about 2 GB of disk space and 5-10 minutes to do this is a waste of PC resources.
Relic developers, isn't it better to have the file recompile already in the patch and then have the patch replace the old files?
Bl00d_R4VenS
26th May 05, 2:12 PM
well id like to see more upgrades for the old races like, getting a stormbolter upgrade on the rhino, adding a multimelta upgrade on the landspeeder and such things for old races, would add ALOT to the number of strats used...
RZetlin
26th May 05, 8:10 PM
Make the Obliterators more powerful: These units are still a joke. Fire rate is slow. Slow moving. Only one unit is created by default. HP isn't good.
Recommended improvements: Increase the firing rate. Increase the squad unit to 8 and make 4 units as the default.
Or, if you want, you could make oblits 1 cap and 1 man per squad, that would work great given the unit role.
Hellfires need to have their hp increased to 3880, landspeeders outclass them in every way. Whirlwinds need their barrage ability back(even if heavily nerfed), under the present circumstances they are only good for one or two situations and can't escort a main army. Ork trukks should build faster, and tankbustas need another 100 morale points. Tankbusta melee damage should be affected by upgrades.
Kavis
26th May 05, 11:53 PM
The weak Farseer shoud have more powerful protection in latter game. In earily game, Banshee can do better than Seer Council.
-Seer Councils can appear in tire 2 or latter.
-Seer Councils get Commander Armour type, but decrease their health point or squad members or both.
-Commander upgrade for Farseer can also upgrade Seer Councils.
-Seer Councils get warlock's skill no more.
-Most important of all, witchblade can be upgraded once in Soul Shrine, and every Seer Council can use witchblade all through the game(the same with power claws of Ork Nodz). It may need some other techonlogys have been researched first, and the cost increases. Upgrading every witchblade for every Seer Council is boring.
KPMaker
27th May 05, 12:33 AM
Three Suggestions:
1) Vehicle and infantry following command. Allows one or the other to follow another unit until told otherwise.
2) Group movement. Allow faster units to slow down and only travel at the speed of the slowest unit or squad in the group.
3) 2-man sniper team for the IG. I know it doesn't go with the fluff or TT. But, it would be nice to see a 2 man team, one unit with the sniper rifle and a spotter with binoculers and bolter. This one rifle would be just as strong as the 4 man, 2 sniper rifle team of the space marines, and able to shoot from a farther distance.
Bl00d_R4VenS
27th May 05, 9:50 AM
and it would be really nice to see more heavy weapons...like cyclone missle launchers for termies and stuff
[CSM]PAINKILL
27th May 05, 4:35 PM
:bump:Got a couple of ideas/suggestions i just thought out:bump:
'Changeable weaponry/units'
Enable units ground (foot soldiers) troops to enter their HQ/armoury/barracks/aspect portal in which they can change their heavy weaponry and also change themselves for a different unit, though this would require some req or/& energy back but include the same time to receive the new unit/weaponry.
This would help any problems, which can arise if some units need to get new weapons or change themselves for something to counter a certain enemy, though the buildings would stop any quick changes and it would solve the rather stupid ‘Delete’ key just to get rid of a unit you don’t want and also would stop the annoyance of giving you a unwanted add to the kills score.
'Massacre'
Perhaps a change to add in a patch, not sure if its late to be put in the expansion. In game, with the requisition, there is another box/window detailing kill points.
Each enemy unit killed gives points, getting your own units killed diminish/reduce points. However these points are used for a win condition of the game type: meaning: there is a time limit for how long you have to destroy your enemy or get more kill points then the rest if in game with more then 2 players.
Additionally, if you’re low on req or energy, the points can be used to pay for units.
tyranidsrule
27th May 05, 6:05 PM
each race having a super-heavy unit based on the epic 40k rules, i.e. ork gargantuan squiggoth and the imperial guard baneblade. the eldars should atleast have a scorpion or cobra grav tank and phoenix lords.
space marines and chaos should have more units since they don't use super-heavy ones.
relic should consider making a tyranid expansion with a big 'nid in it, i.e. trygon. :) i know there is a mod out there but nothing beats an original
van Uber
28th May 05, 2:57 AM
Id like to see more incentive to play large Ork Mobs. Today everything speaks in favour of numerous small units instead of few lare ones. With numerous units we get: more Nobs, stikkbombs and heavy weapons. So why should Orks bother with large Mobs?
The solution would be:
- Allow several Nobs in one mob, based on current units in that mob, say 1 Nob for every five mob members to a maximum of 3 Nobs in a mob.
- Allow more heavy weapons in a mob. Start with 3, but add one for every five members to a maximum of 6 heavy weapons in a mob.
- Add one extra stikkbomb when the mob reaches 10 individuals.
- Lower reinforcement cost for each added unit to the mob
This would motivate players to actually use large Orky mobs. It does not take away the usefullness of several small units (theyre still more dynamic and has higher micro-potential), but it does become a valid alternative to it.
tyranidsrule
28th May 05, 11:10 AM
Another idea... can you do something with the CD check? If removing it is not an option, can we get DoW to run from any of the game discs? My disc 1 is beginning to show some wear. For games that require the CD in the drive I usually like to burn a copy of the required disc and shelve the original, and have discovered that's not an option available to me.
Hey powers that be! This is actually a suggestion that should be considered. I'm having the same problem he has. It's sad that you have to buy a whole new game because of a busted disc 1. :(
I also read about someone asking for terminator options for SM heroes. that would be nice, why not give some to chaos too? and ork mega-armor?
Shakrith
28th May 05, 6:12 PM
Ah, always there are cynics who have no faith in anyone but those who are paid for their work.
Anyway, I think there could be more use of terrain: overpasses like bridges, etc like in C&C, and buildings, would be extremely useful and may actually bring some interactivity to the terrain (cover's good and everything, but GCII did a better job of terrain, even though DoW is a better game).
MilkShake
28th May 05, 6:30 PM
Hey producer of Relic of dow,is there gonna be any more new units for the other races?
I have only one suggestion and I don't know if it's been mentioned before, but I only joined this forum to suggest it really:
Pitched Battles
Like "No Base" mode in C&C, players start with a large group of units and fight to the death. No training, no upgrades, no resource gathering, just war. Ideally with some chance to select what units you take (and what upgrades they have), but it'd be a lot easier to just have templates (like "Lots of Guardsmen" or "Lots of Tanks", but with catchier names) and a slider to determine the size of the army (as was used in C&C).
I suggest this not because I was a big fan of C&C's No Base mode - actually, I hated it - but because base-building just doesn't feel very... Warhammery. I'm sure most DoW players would prefer the standard skirmish mode, but a pitched battle option would be a nice nod to its 40K roots.
D-coy
29th May 05, 5:34 AM
Hi every1!!!
Suggestions: I noticed a graphical glitch in the E3 video of WA and I think it's in the original game, too: when a chaos lord transforms into a BT his reaper just dissappears from his hand. It's not good, fix it. Ideas:1., he drops the reaper on the floor when he flies up 2.,when the transformation is complete we can see a BT with a reaper in its hand, and then it suddenly transforms into the axe of Khorne.(with some cool animation) I hope you understood. Also, do this to the sorcerer and the aspiring champions.(with the staff and the chainsword) Increase the buid time of chaos sorcerer from 20 seconds to 60 seconds to prevent spamming. And modify the HP of the BT: for example: if you summon it from the CL then it has 10000hp, better damage, it's faster and can jump a bit farther. If you summon it from the CS then it has 7500 HP decreased damage and normal speed and a special ability to fire deamonic flame from its mouth (powerful ranged spell similar to doombolt, but damages all type of units). If you summon it from an aspiring champion then it has 6000 HP slower movement speed, normal damage, decrased HP DEgeneration(or what? :iws: ) and can't jump. Also I don't think you should be able to build the hero you possesed the BT from until the BT is destroyed. Add more unit voices and PLEASE :Puppy: random appaerance to all organic units. I hope you understood, I can't think of more for now, Cheers D-coy :joy: :banana:
RZetlin
29th May 05, 2:09 PM
Two suggestions for the save replay function.
1) Remove the Save Replay button if the replay cannot be saved. (See my post (http://forums.relicnews.com/showthread.php?p=966582#post966582))
2) Warn users that the replay cannot be saved before the player exits from a game.
tyranidsrule
29th May 05, 11:12 PM
could it be possible that the next expansion be the tyranid race... please?
could space marine heroes have terminator suit options?
could the eldar have a scorpion grav tank or a cobra so they could have an extra kick for the other races? and maybe phoenix lords besides the farseer and avatar?
could chaos have a usable daemon prince and a new hero since the space marines will have 4?
can you guys make a patch so that the other game cds could be used instead of only disc 1? when the 1st disc breaks the games practically useless.
oh... one more thing. can you balance the eldar with everybody else. they seem... weak. its hard to hold a big map with the eldar as your army. most people i know prefer to use SM or CSM since they're the most balanced.
Road-kill
29th May 05, 11:42 PM
could it be possible that the next expansion be the tyranid race... please?
could space marine heroes have terminator suit options?
could the eldar have a scorpion grav tank or a cobra so they could have an extra kick for the other races? and maybe phoenix lords besides the farseer and avatar?
could chaos have a usable daemon prince and a new hero since the space marines will have 4?
can you guys make a patch so that the other game cds could be used instead of only disc 1? when the 1st disc breaks the games practically useless.
oh... one more thing. can you balance the eldar with everybody else. they seem... weak. its hard to hold a big map with the eldar as your army. most people i know prefer to use SM or CSM since they're the most balanced.
Yes to all of them.
*Will* we get them in another Xpack, if at all? Frankly I don't really give a toss.
My suggestion: at the moment we have straight forward you-can't-see-anything-behind-trees or uccilasion. How about a low tech version of occulation or whatever it's called: Green/blue/red dots that show?
Rhode
30th May 05, 7:22 AM
Hello everyone, and thanks for this kind of attention on the forums, nice to give opinion about the game and how to improve it.
1. I would love to build walls with builders, something like those orc walls for every race. It would enable better options for teching. Nothing strong though, just some walls which would give light cover for troops behind it. It would be different from other RTS games.
Also, the walls could enable units from inside to shoot a little (inaccurate & ineffective though). But, maybe better if not able to shoot.
2. Possibility to attach 2 SAME BUILDINGS to one hotkey. Just like in Warcraft 3, it would enable easier macromanagement in battles.
3. Possibility to add units to I.E hotkey 1 with just pressing shit -> select unit(s) -> press one while still holding shift. Its alot faster than shit -> select unit(s) -> control + 1.
4. Faster icons. I find the icon images for things like Jump, squad icon etc. slow. I have to press the icon many times to get what i want or press once and wait a second, which might kill the squad for me. And no, my computer isnt lagging it, i tried with lowest settings: 30-50 FPS all the time in OFFLINE game, it still does it.
NOTE: I am not trying to rant about the game, its great as i finally got my copy of it, but these just are the things i would find good for gaming. And these would help skilled players for easier gaming, just as less skilled.
RZetlin
30th May 05, 10:07 AM
Better support from A.I. ally: I was playing a skirmish match when the Space Marines were pounding me to bits. The A.I. ally had this huge Eldar army built up and it just sat there doing nothing!
The A.I. could have least help me out.
Rhode
30th May 05, 11:16 AM
Hey!
Sorry for another post this soon, but i thought the last one wouldnt be seen to clarify the changes.
1. About the walls again, those could be dropped from the sky for SM and Ork. Then the worker just pull it up and they got a wall. Eldars and CSM could summon it. About Imperial Guard, as i dont know how they build, i suppose some dropship drops some sandbags for the builder to build.
2. Make it easier to add and take away units from hotkeys, especially taking units off of hotkey is hard.
Thanks for great video of Winter Assault, i appreciate it!
THR1LLHOUSE
30th May 05, 12:04 PM
when using the attack ground function of artillery or other weapons, display the attack radius on the minimap.
Just a reminder to everyone, especially Tyconius, that this is not a discussion thread. Please don't comment on other's suggestions.
Road-kill
30th May 05, 1:12 PM
when using the attack ground function of artillery or other weapons, display the attack radius on the minimap.
Ooo, that remnids me: Show the range for the Squiggoth's rampage.
Spectre01
30th May 05, 4:58 PM
I don't think having walls is realistic and wil generally kill the amazing fast pace of this game and make it boring. In a sence of realism, there is a reason why walls aren't used in war now because even the most strongest possible metal wall will easily break from tank fire etc.
Ran Taro
30th May 05, 6:42 PM
In warhammer 40k (and in real life), it is much harder to run once engaged in close combat than in Dawn of War. It's a risky manuever to turn your back on someone who's trying to hit you with something big and pointy, and I think this should be reflected in the game.
The power of Close Combat is a very fundamental (and fun) aspect of the 40k universe. However, because of the effectiveness of 'dancing' (a tactical advance or retreat where one side micromanages some of its squads to run from close combat, whilst others pour ranged fire into opposing pursuers /flee-ers) this is not very well reflected in DOW.
To me this makes this excellent game a bit less fun, and disadvantages CC heavy races (ie orks).
In my humble opinion, an excellent solution to this problem would be to make squads that run from close combat take a significant morale hit. You could still dance (especially with high morale troops like space marines), but it would have a bigger cost involved. I think this would level the playing field significantly.
It would seem an intuitive solution, since a tactical withrawl can easily be seen to turn into a rout if the withdrawers have low morale, or are not discliplined enough to carry out such a difficult manuever under fire.
Currently, to be effective in CC you basically need to have more squads than your opponent (so they can't dance you). This seems to rule out a lot of fun gameplay opportunities, (such as a small squad of elite CC troops staging a glorious frontal charge at a mass of enemies).
Anyway it's my suggestion. Thanks for reading it!
Dope Boy
31st May 05, 12:45 AM
I finally bought Dawn of War after walking 8 miles under 120 degrees to Target. I played the table top game and I was ashamed of what was left out in the Video Game. Like the Chaos Landraider, chaos dread, etc. Theres no different to each chapter so the only different is the color. It's pretty different compare to the table top version. The unit limit really brings this down for me. They should really take another look at the codex of WH40k.
But the game is fun, but I thought there would be multiple looks to each unit.
tyranidsrule
31st May 05, 11:02 AM
Yay! The new 'nids figures are way cool! Maybe it's a sign that they want to be placed in an expansion? :)
Please help the eldar. they're weak. Give them something to even the odds like a super-heavy vehicle and tougher heroes? In one on one combat with the SM or CSM (who are both very blessed but more on the SM) on an 8 player map, it takes me half the day to play it and end up losing anyway.
Xiathorn
31st May 05, 11:05 AM
Apologies if this has already been said, but the amount of posts would probably kill me before I managed to get through them all.
Warcrys. When you select a unit to engage another one in CC, they scream a warcry as they charge across the field. Would be amazingly cool, especially if they were running across an artillery-bombared field. WorldWar1 over-the-top style combat, anyone? :D
THR1LLHOUSE
31st May 05, 8:46 PM
add a stance similar to the burn stance but for anti-vehicle squads (vehicles become a target priority for squads set to this stance).
Add more of those cool videos through the campaign not just the intro ( a' la warcraft3). :up: And 3D unit portraits would be cool too. :up: Make the interface in the menu change, depending on what race you select or you played last. And add more kill/death animations to commanders, walkers, uber units. And finally, add more tracks (music), which are not very depressing (like during the credits, it's so cool, really make you feel like you're on a battlefield). Cheers, D-coy :joy:
tyranidsrule
1st Jun 05, 8:55 AM
could there be more weapon options? what happend to meltas? can the orks have a battle fortress? The squiggoth's way cool, but it could use some help with the coming baneblade.
i applaud you guys for adding models found in epic 40k and those made by forge world. your game made wh40k world more affordable and within the reach for those who can't afford the highly detailed models. i've been lusting over the gargantuan squiggoth model for so long, which is worth 200 pounds, and i'm happy to see it in the game. thank you! thank you!
CrazyThumbs
1st Jun 05, 11:44 AM
What about having a kill animation for ranged units, like if an ork is charging and gets hit with a sniper rifle he gets close lined. Or if a unit gets killed by a heavy bolter hs head gets blown off or something.
I was thinking reload anim for certain firearms rather than firing 500 shots straight from 30-mag.
Also, seeing the amount of kills by unit would be a nice cosmetic.
Nevick
1st Jun 05, 6:01 PM
Some basic formation control. select 2 or more squads and click and hold right mouse button and drag a line on which the squads will be deployed.
The traffic jam effect can be quite annoying. moving armour and troops through narrow passes can really feel like a chore sometimes. once in a while stuff gets stuck trying to get out of eachothers way. this can be devestating in a battle.
friarboy
1st Jun 05, 9:11 PM
do something to improve the unloading of troops from transports. maybe having them "teleport" onto the field? right now, unloading troops directly into combat means lots of time lost as the vehicle drives around looking for empty spots on the map. maybe just having the vehicle stand still while the infantry runs out???
How about a terminator seargeant? preferably one either without a helmet or with a distinctive paint scheme.
decrease micromanagement. make it more warcraft III by allowing you to select subgroups with a main group, and allowing for automation of certain abilities by right clicking on the ability icon. auto rallly, auto fleet of foot, auto grenades, auto entangle???
tyranidsrule
2nd Jun 05, 9:17 AM
How about a terminator seargeant? preferably one either without a helmet or with a distinctive paint scheme.
a terminator seargent is very good! :) can terminators have the missile launcher option?
wouldn't it be nice if the force commander, librarian and the coming chaplain have terminator suit options? that would be really intimidating and way cool! but also preventing them from joining non-terminator squads.
what the heck... the SM are kick-ass enough as they are.
Road-kill
2nd Jun 05, 1:21 PM
Global fleet of foot on/off.
What I mean is right now, if your have three banshee squads you have to activate FOF with them individually-even if you have all three selected. I suggest making it more like the jumping for units: if the eldar tanks, warp spiders or the jump troops for the other sides jump/teleport, ALL the squads than can reach that area will do so. So make FoF do the same: select three squads of Banshees, activate FoF for one and the other two switch it on too.
woody2
2nd Jun 05, 2:44 PM
general- auto beserk/rally/FOf N BOOSTERS ALL IN 1 to be easier
join the bunny clan
Mycateatshair
2nd Jun 05, 2:46 PM
please for the love of god FORMATIONS or smart enough pathfinding that all my units actually go where i tell them
i am sick of losing single ork squads because of the way they move near enemy fortifications/forces when i have told them to move away from them
BeserkWraithlor
2nd Jun 05, 3:20 PM
Nobz have death animations would be nice, like picking some1 up with his claw and shake him around,
Termies have lightning claws,
Chaos Marines getting powers from chaos gods
orks have a tier 1 heavy_inf to counter spiders
about 3 new units to EVERY RACE
Avatar would be quick, and do kung-fo moves to all units not just bloodthirster
any more things about new units would be nice :-) thank you!
BlueJackal
2nd Jun 05, 4:43 PM
I think Orks will get nobz in Tier 1 when the expansion comes out...
But my suggestion is that the super tier 3 units (Bloodthirster, Squiggoth, and Avatar) have their build times reduced. I've already posted a thread on it, so I apologize if this is redundant... but just making sure that Relic hears about it... the thread is called " Bloodthirster needs shorter build time. "
http://forums.relicnews.com/showthread.php?t=64485&page=1&pp=15
chanbrothers
3rd Jun 05, 4:20 AM
It'll be great the contructor unit for all races has auto repair feature. When near any demaged buildings or vehicals, it'll automatically repair without needing you to micromanage.
Fivixx
3rd Jun 05, 5:13 AM
No words, its very simple:
http://www.dowhispano.com/box/tirabombaz.jpg
woody2
3rd Jun 05, 7:54 AM
could you explain that in words?, sorry I don't use orks much?
Road-kill
3rd Jun 05, 8:35 AM
With a Wartrakk, you upgrade from shoota guns to rockets. Then you upgrade from rockets to Lobbas, an light artilliray thingy. He wants to be able to upgrade straight to the lobba.
Can you make it possible to start a battle with pre-determined units maybe some reenforcements at a predetermined time or something? Maybe a switch to turn off the requisition points for all sides during the battle. The battle would be over when the opposite team(s) is eliminated or whatever condition is agreed to?
Then you setup all different kinds of battles, save different armies, try an all eldar jetbike team against an all spacemarine terminator team for example... tons and tons of other possibilities.
Thanks! :D
snrjefe
3rd Jun 05, 10:06 AM
Optional levels of event notification. The only ones I really want are the under attack and losing a strat, crit, relic point. Completed buildings and research just clutter up the list.
Grabnutz
3rd Jun 05, 10:21 AM
I think you can change that in the options whilst in game, but I think there are only 2 settings. Important ons, and the building ones (all) or off entirely. Dunno for sure, you'll have to check.
I would like to see terrain doing its job, i.e blocking line of sight, and can't be shot through or over by magic projectiles.
D-coy
3rd Jun 05, 11:57 AM
Add some more interesting missions. Ideas: You have to fight against multiple forces, different races, simulteanously. You fight with different races simulteanously. You have to bring a little "elit" squad to a location where you meet another race which needs help, and then you defeat the enemy together. You and the enemy both have to complete some kind of objective on the map, the one who complete it faster wins. Make maps that have more parts, "chapters" (a'la warcraft 3 :rofl: ) I hope you understand, more to come. Cheers, D-coy :bandit:
Kargard
3rd Jun 05, 2:19 PM
Please put in interaction between FoF and boosters.
One of reasons i rarely attach platform's to squad is that if you want to move at FoF speed,you have to FoF and booster,then again repeat to turn both off.In fight,this is micro nightmare and one of primary reason plat's are rarely attached.
Please,put in interaction so that if you turn on/off FoF,the booster will automatically do the same.I cannot imagine anyone would want one on,one off.
marine captain
3rd Jun 05, 3:08 PM
Include more urban feel, like having troops in upper stories of buildings. Also, the ability to look through the eyes of a soldier or just have an easier way to see them besides scrolling all the way in would be nice. Also, interactive terrain or stationary weapons built into the map would be cool. Finally, more unique characters from the board game to replace the commanders, like Marneus Calgar for the Ultramarines. Naming would be cool too. And on that note, so would be modifying individual marines, like commanders or seargents.
BlueJackal
3rd Jun 05, 7:47 PM
Suggestion: a "Break Unit" button.
Kills the unit's morale, but gives them the speed increase of being broken. Tier 2 and on, counters can be very punishing, and retreating can be more devastating than fighting. Example: two plasma squads vrs. the same. Deciding to retreat after firing a few rounds can easily cost you 50% of your troops.
Probably shouldn't give this to Eldar, lest they get a 70% increase when fleeing...
Tadatsune
4th Jun 05, 8:41 AM
(edit) Oops. Wrong thread.
While I'm here...
Can we get rid of the "Warlock Power Weapon" upgrade and give all warlocks powerswords to start?
The upgrade is absurdly expensive and illogical. Seercouncil warlocks get powerswords (do they not?) as well as banshees. What self respecting pshychically powered leader of a technologically advanced race would walk onto the battlefield with a piece of dumb metal in his hand, rather than a psychically imbued one.
I almost never get the power weapon upgrade because of its cost. I don't see why it should be necessary in the first place.
IcarusJG
4th Jun 05, 9:01 AM
I would like to see a counter for how many mines are currently left in a field, so that I know if it has 1 or 5 or whatever left.
This applies to my own minefields, of course, not those belonging to others.
haniblecter
4th Jun 05, 9:43 AM
Personally, I would love the level of building control found in War3:
Being able, as the thread maker says, to hotkey multiple buildings of the same type, and pressing ONE hotkey (S for Slugga's) and get 3,4,5 sluggas being built at once.
That, would be tits. Cause as of now, the queue system is good and solid, but being able to religate unit building to simple quick clicks would be monsterous...esp. for orc since you have two slugga-building options from the get go.
CrazyThumbs
4th Jun 05, 10:11 AM
I think they could add more options to the army painter, like painting one half one color and the other half a different color, kind of like the army painter mod. They could also add designs to certain parts of their armor, a stripe down the middle of he head, flames around the ankles like the fire hawks, and other designs.
Magus_42
4th Jun 05, 10:40 AM
This is just a random thought, and not really something I expect to see implemented, but it might be useful to be able to assign a transport unit to a squad. The transport would not be attached to the squad. It could move independently, and transport other units if you liked, but there would be a link between a squad and a particular transport. You could then issue a "load" command to a squad (or group of squads), and the squad and transport would immediately seek each other out and load up.
Transports are not often used in DoW because its difficult to load an unload units. This won't help unloading (that's an AI issue), but it would help to quickly get your units on the road when you need to react to an enemy breakthrough, or beat a hasty retreat, and it has an authentic TT feel to it, as an extra bonus.
lprsti99
4th Jun 05, 11:36 AM
i dont remember what game this is from, but i remember an alt. fire (yes, it was a fps) for a flamethrower that doused a person in napalm:omg:, and then shooting the person, with a gun or the flamethrower, made them take a lot more damage (napalm caught fire and did a mini-explosion). this could be an upgrade:
Napalm Spray: Upgrades the Flamethrower to spray the enemy with napalm before firing, effectively tripling(?) the damage.
just a thought:dyn:
Obtuse
5th Jun 05, 4:48 PM
Allowing the game to switch mods as needed by any game you join would be very handy. As in, if you join a Tau mod game it auto-switches to the mod if you have it, since it can now be done in-game. Also possibly adding in a clickable link to that mod's site (which would be displayed to the user to prevent abuse) if you don't have that particular mod on your computer. This could also extend to maps, with hyperlinking to at community map packs and such when maps from them are being used.
Also, allowing friends to be added by typing their names, since a lot of people leave after a game, making it impossible to add them to your friends list so you can tell when they next come on.
Lastly, allowing people to change slots in-game so that the host doesn't have to always be in slot one and thus the exact same position on maps that using the random start locations would screw up (see: Gates of Ultramar with it's attacker and defender positions)
This would also strengthen the autoteams functionality, since until the game is full the players can arrange themselves as they wish to fit with how the autoteams will team them.
Kargard
5th Jun 05, 4:58 PM
Could we get the charge for banshees back? Or some other tweak, iam not sure, but it seems most of eldar player's gave up on our darling banshees. Now let's face it,who wouldn't want to use bunch of killing psycho women?! Anything that would give us the opportunity would be cool..
General Modicum
6th Jun 05, 7:51 PM
Good question- but some suggestions seem to have made it to patches.
I agree with flamer damage- shouldn't do much but shouldn't just tickle. It should be high damage vs low armoured units (like scouts) and maybe buildings too (they burn also).
I think the chaos flame buy once option needs to be less effective than the pay per unit flamers also. Heavy flamers need to stop damaging the squad firing it and need a little more damage too. (I mean range is bad- currently only part of a second before flamers turn off and my units pull out those little knives- sigh! I thought flamers could be used in CC- granted they will damage own morale and units now I think- but still should be possible)
Other thing that needs a boost is termies. They break too easy- need a sarge - I see there is a mod around that adds sarges + hammers. Seems to be well received. Also a special rocket launcher would be good too. Only 2 max weapons still per squad but having ranged support that cant be disrupted would be invaluable (hellfires have no staying power)- Would make enemy units attempt to close with termies rather than walk around them.
tyranidsrule
7th Jun 05, 1:39 AM
yup. it seems all these suggestions will "probably" end somewhere.
anyway, i hope they make patches like in warcraft 3? were after installing a patch a new mercenary hero is available?
in application, can relic make a patch that could add, maybe 1 hero/unit for each race?
it saves time since the whole program would be smaller.
please dont use this thread for discussions. Relic devs do read it but they dont respond to individual posts.
Da_Fish
7th Jun 05, 4:09 AM
How about termies with cyclone missile launchers! They could be either artillery OR anti-vehicle.
IceCream
7th Jun 05, 2:18 PM
ADD A AUTODOWNLOAD PLZ
MORE CHAOS TANKS
MORE WEAPON UPGRADES AND BIKES FOR SPACE MARINES
MORE LOOTED TANKS AND BIKES FOR ORKS
ELDAR I HAVE NO CLUE
i hope relic will notice this
I have an idea: make it like this. At tier 2 you have a defiler with someone's controlling it (I know it's not so fluffy), so it would just have CC weapons+maybe the BC (and its head would be just a helmet without any lights) . And make an upgrade for it in tier 3 (from the machine pit) which would be called Deamonic possesion or something like that. It would allow all defilers to sacrifice its controller :bombface: , so its head would start to flash (as it is now) and it would get the AC and flamers just then. Hope you understood. Cheers, D-coy :beer:
$gtPopp3r
8th Jun 05, 10:39 AM
Suggestion: decrease the commander units infiltration detection radius.
Spectre01
8th Jun 05, 12:58 PM
Give Termies+Assault termies a SIGNIFICANT buff. They break and die at the rate of my tac squads now. Give Bloodthirster+Avatar a SIGNIFICANT buff, that will actually make people create them for combat and not for "omg I got an Avatar, LOlz" purposes. I always played chaos but played SM today against a Defiler spamming AI. Either make defilers weaker or increase the power of other tanks (a non upgraded predator can hardly take, if not at all, a 4missile tac squad, bull.) Make oblits take 3 pop cap, buff them, or make the squad size 8 like termies. Right now they are a very ineffective pop cap/strength unit.
I would like to see Confessors/Preachers into the game as a unit for the imperial guards in Winter Assault, as a kind of Apothecary the space marines have just that they dont heal, but give the squad they are attached a little morale boost. Also that they wielded a incense burner in the left hand and a chainsword in the right hand and hearing them recite words from the different religous books would be neat. Like "The Emperors wrath knows no limit". While chopping down heretics and other malformed chaos spawn.
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99060108022&orignav=10
Also i do hope they fix the looks on that Commissar. He doesn't look like the tall imposing figure in black storm coat and high black hat with the skull insignia of the officio commissarium. The one they have now just look like a fat aristocrat with a cape that looks like its too small for him.
Make the sentinel we have seen so far in the game, be a Cadian Sentinel Variant since it has been stated now that it is the Cadians that the imperial guard in WA is.
Edit: The Cadian imperial guardmens should be named Cadian Shock troops. And something involved a vox caster tech upgrade or just a graphic installement on one of the troops in a infantry squad would be neat.
BeserkWraithlor
9th Jun 05, 5:29 PM
Relic, Please Show ALL units in Army painter not 3, thx
Cool effects when seeing dead bodies they wont disappear like magic, but maybe decay like showing a guards bones or a SMs armor which is all left over
Space Marines have more firepower,accuracy than Chaos marines
Chaos marines are weaker than SM in units but rely on "chaos powers" like summoning a spell to change the tides of battle
Termies have lightning claws
Every race has a new "uber" unit maybe titans.
Heroes gain levels which gives them new stats and spells
The "driver on wartrakk" shows hes taking damage not some marine squad gunning the driver and the driver acts like a "vehicle" other than inf.
Sajuur
9th Jun 05, 6:56 PM
I'd like to remind you all that this is NOT a disscussion thread.
marauderw
9th Jun 05, 11:45 PM
one option that i think would be cool, is if once you've completed a single-player mission, you should have the option to replay it as any of the races. i know it kinda sounds weird, but i think it would be a lot of fun - clearly the story would be completely thrown, and maybe we shouldn't even see the cutscenes that start it off since they wouldn't make sense. there might be some missions for which certain units are really needed and this doesn't work well, but i think it would be a really easy way for the development team to add tremendous replay value to the campaign missions.
i heard there are going to be 25 missions or so? if that's true, then theoretically you could multiply 25*5 and get 100 new variations to play with little effort involved... note that i'm not asking for the missions to be rebalanced or retuned for each side. maybe some sort of cheat-code for the single player missions that allows you to change your race instantly? that way people wouldn't really expect it to be perfect, but i still think it could be a lot of fun
D-coy
10th Jun 05, 12:21 PM
It would be great if you could clear the campaign levels in Co-op mode with someone over the internet, just like Ground Control 2 did it. There would be more options or the AI would be bigger and better vs2 players :dyn: . Cheers, D-coy (I hope you understood my writing)
Inquisitor_Lord
10th Jun 05, 6:08 PM
Not sure if someone already said this but in melee, seeing units lose limbs would be cool, or in ranged combat, someone being burnt by flamer/burna or utterly destroyed by rocket or plasma. Also, give rhinos guns to make them more useful.
tyranidsrule
10th Jun 05, 9:35 PM
how about a tyranid army on the third expansion? with heirophant included. :)
the_living_god
10th Jun 05, 10:33 PM
Vaul had the idea of attaching the Techpriest to infantry squads (as a mini hero, like the apothercary), and also allowing the squads to build their own things, (without needing him attached) I mean, IG erect their own tents don't they? why shouldn't they build bunkers ect....I don't imagine an army would bring craftsman along with them.
sorry if this has been posted before, but I couldn't be bothered to read 20 something pages........
viruz777
11th Jun 05, 11:57 PM
I'm sure Relic developers CAN do a better job at improving/enhancing/replacing/adding a better killing animation for the avatar when he defeats the bloodthirster! i'd like to see the avatar doing a COOLER and more EFFICIENT killing animation compared to the current one!! or at least switch the killing animations between the bloodthirster and avatar so that you could see the avatar thrashing the bloodthirster with The Wailing Doom and finishing it with a stylish slash or swords dance combo, instead of seeing the avatar's head getting chopped off at the end!!! I can't press this hard enough so please take this into consideration!!!
and i noticed all basic infantry units have at least 2 to 3 killing animations, so why not add more for tier 3 superunits!!?
my apologies for being redundant and repetitive...but i believe that this would substantially and significantly improve the gaming experience for players who crave style and flair in UBER COOL RTS'es like this!! Don't dissapoint me RELIC!!! ;)
THanks loads!!
tyranidsrule
12th Jun 05, 12:26 AM
land raiders should have different patterns, e.g. land raider crusader
wolf
12th Jun 05, 12:36 AM
-more focus on defencive battles or even settings that favour defense like on age of empires 2
-options for a higher pop and veh. cap
MasterSpartan
13th Jun 05, 3:21 AM
Personally I'd like to see an option to be able to request heavy weapons/upgrades on units from their respective buildings.
For example, ordering a fully reinforced Space Marine squad with a Sergeant, and 1 of each heavy weapon, or a regular 4 man squad with 4 Heavy Bolters.
This would reduce the problems/complaints about not having Devestator/Havoc teams and likewise to counter when you've all but lost but have so much to spend! The way this could work without imbalance is to take the time it takes to add on reinforcements/leaders/weapons and add it to the build time of said squad/unit. For example cranking out a fully upgraded with Lascannons predator, Dreadnought or any number of race's vehicles.
I do not mean add a new unit/squad, but when the squad/vehicle is in creation, have these upgrades in the place where they would normally be on the units toolbar (but on the building, currently, in that squad control area, there is nothing.) I believe this could work in practice very simply, but if not that, perhaps when selecting a squad/unit it could be like a build menu where it takes you to another menu which has available upgrades, you could choose to either create normally or add on to it. Of course, these would require the important things, such as Relics/Armories/ etc.
Tyconius
13th Jun 05, 3:51 AM
Change Chaos capping system. Have a deceased vehicle cap and a higher unit cap. This would also make Chaos more distinct from the Space Marines.