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View Full Version : [1.4] Beta : Relays, Dolts, bloody hell.



Troubleshooter
3rd Jul 09, 9:31 AM
All relic news dolts, angle gate... meat grinder... nuff said.

Really, its a great replay... I even had enough to get a VD, but had maxed out on pop cap :p

Lots of fun, ggz people!

PS: if this doesn't highlight the new utility of relays... nothing will... just about the only thing keeping SM in the game IMO.

BudgetMessiah
3rd Jul 09, 10:01 AM
I'm only 7 minutes in, and already both space marine players have lost all their scout squads. They made (I believe) 4 between them.

This is because they are needed to be frontline troops. The tacticals are cowering behind them in each exchange...embarassing. Is this the shape of space marines as intended by the devs?

swizzle1million
3rd Jul 09, 10:47 AM
Watched the whole thing, and there were some definite huh-wha? moments.

Fight between a shuriplat in the open and a HB in a building ended with the HB retreating with 1 survivor and the shuri falling back with 1 casualty. Seems...kind of backwards.

In the middle right around the 15 minute mark, 4 tac squads were trying to take down a gen farm. They killed the generators okay, but the relay node just sat there mocking them with 33 health through a couple of missile shots and several volleys of plasma fire until they wound up retreating to support an ally. Reminded me of the 5% armour bug in CoH kinda.

Several times where the AC dread was stomping around with his gun set to 'tickle' fighting guardians.

Healing aura on the relays seemed to be about 10hp/sec healing an 800something hp warlock. Don't know what his natural regen is, but regardless, that seems kind of slow.

And where were the global hits on the relay? One good eldritch storm woulda netted thousands of req worth of troops.

Deionarra
3rd Jul 09, 11:01 AM
The heavy bolter in the building was at exreme range to the shuriplat so neither of them were doing any damage to each other. It was the rangers shooting at the building for at a minute that did all the damage.

The AC cannon dread was absolutely murdering everything Eldar so I don't know what you're talking about. They always have, always will and always should. I never should have told Trouble how good they were vs platforms. :D

I never had enough zeal all game to use an Eldritch Storm, they cost way too much now with the reduced income rate.

The late game Tac spam was a little bit crazy still but mostly because my team lost too much trying to attack the relay when we should all have just held the rest of the map and forced them to come to us.

swizzle1million
3rd Jul 09, 11:28 AM
Didn't see the rangers. They are sneaky after all.

The barrage rocked everything it touched, but the basic volley seemed curiously ineffective against anything in cover.

I can't help but feel that if there'd been a banshee for every tac on the field, things would have gone very differently.

*edit: and raveners. Where were the raveners. Best thing ever to fight tac blobs with. Massive disruption, power weapon claws and with their upgrade, massive aoe stun disruption?

Troubleshooter
3rd Jul 09, 1:16 PM
I never should have told Trouble how good they were vs platforms. You know, ever since then I have heavily favored AC's for just about all occasions. I get kited too easily.

Chris
3rd Jul 09, 7:16 PM
And where were the global hits on the relay? One good eldritch storm woulda netted thousands of req worth of troops.

We simply didn't have enough ZEQ. I was playing Tyranids, who have the cheapest global "nuke" and I still didn't have enough to use Tyranoform. By the end of the game I believe Octo was the only player on our team with enough ZEQ to use a global nuke.


my team lost too much trying to attack the relay when we should all have just held the rest of the map and forced them to come to us.

Yeah, totally underestimated the healing aura of relay + apoth. Although we managed to hang in the game, that was clearly the point where the game was over.

Troubleshooter
4th Jul 09, 9:57 AM
Yeah, totally underestimated the healing aura of relay + apoth. Although we managed to hang in the game, that was clearly the point where the game was over.

IIRC we had some early scares with the relay, in the form of Spore mines and nid blobs. ;) I think your team did a fine job of keeping us bottled into the relay area for quite some time... I think the HB dev that gave us breathing room needed to make break out moves. (yes, more back patting for me :p) Really, anytime Dein is on the other side, I expect to be getting worked over with a vengence - if not for the TM's new prowess, I think this would have been about as one sided as the first game we played. Nids are still very tough to manage.