PDA

View Full Version : [OPINION] thoughts to Patch 1.3



Biber_Alpha
7th Aug 04, 11:14 AM
Hello.

I played a few games with Patch 1.3 now.
Great changes but there are some things i have to say.

1)Terminators and Oblits. Dont weak them! Make them just rare (maybe number of relics equal number of relic units).
Normal Terminators against Wartrakks. each Terminator made only 10 damagepoints with each hit. Seems very few. Bug?
Oh, they were in CC and morale was not broken.

2)Servo skulls. They are dying really fast. Change that their HP-decreasing is slower, half it. And when in units they dont leave HP that would be great.

3)Reloading Abilities (orbital strike, Eldritch storm) are reloading a way to fast.

4)Changeable amount of resoruce is a very good idea. But a few problems:
With low ressources you have REALLY few RP. I played with low against orcs and it was no fun. Orcs get very chepa units, a bigmek and a orc squad while i just had one normal squad. i was wiped out in a few minutes (although he hasnt rushed me).
High ressource? Why? In medium you get totally enough ressoucres!
What about adding 2 states? Now we have Low, Normal and high Ressource. Great would be adding medium low and medium high.
So medium low (middle between normal and low would be the perfect rate)

5)It is very uncomfortable to reinforce troops when they are build. So you loose a lot of time while you click the reinforce buttons while you have to manage a combat. Yo a "scheme" would be great. You click on that scheme, then the troop is build like normal, but the reinforcements are added automatically like set in you scheme.
So you can build troops, then go to comabt and "forget" them for a while. It is not necessary to go back to base, build them, waiting, then reinforce.

6) The Eldar Fire Prism is a way to strong. It combines the ability of artillery (throwing people away) with the accurayl of Laser with a big area-damage.
So: decrease the damage or the area of effect or make a damage falloff. Units in Center are damage like normal, but further away the damage decreases.

7)Assault Marines seems a bit weak. The most CC Combat units other races eat them while walking through.

8) Landspeeder would work great with an anti-tank weapon like multi-melta. That would make them really usefull.

9) SM Scouts are a lot to weak. They are falling like flies. I know, they arent over-units, but at the moment they are only used to capture points, no chance when going in combat with them.

Yves91FRA
7th Aug 04, 12:57 PM
Agree for all

RomperStomper
7th Aug 04, 11:01 PM
5)It is very uncomfortable to reinforce troops when they are build. So you loose a lot of time while you click the reinforce buttons while you have to manage a combat. Yo a "scheme" would be great. You click on that scheme, then the troop is build like normal, but the reinforcements are added automatically like set in you scheme.
So you can build troops, then go to comabt and "forget" them for a while. It is not necessary to go back to base, build them, waiting, then reinforce.

right click on the reinforce button and you got auto reinforce. just gotta remember it stops once the unit is full and cant be restarted until 1 member of the units dies.

Dragnarr
8th Aug 04, 2:37 AM
Yeah I would very much like the latest vehicles and maybe even the walkers be Relic dependant but Infantry like Termies and Obilirators shouldn't be since they aren't that good and if they are made stronger... well vehicles won't be that special anymore.

Firecrak
8th Aug 04, 2:42 AM
All the scouts need is the ability to reinforce to say, 6 or 8 men. Don't up thier power, they are great little units as it is.

Biber_Alpha
8th Aug 04, 4:07 AM
right click on the reinforce button and you got auto reinforce. just gotta remember it stops once the unit is full and cant be restarted until 1 member of the units dies.

Yeah, i know that. But it obvious you have to go to that unit and que all the reinforcements. With a scheme this would be done automatically after they are dropped. Ok, maybe i am lazy but that would be great, so you can conentrate full on the ongoing battle.

But what you say about the Servo skulls? I think they could need a bit more attention they are so cool but at the moment so useless and bothering to use.

Dragnarr
8th Aug 04, 4:51 AM
Automatic reinforcment? No thank you, that is one of the main things in battle, you see your units fall, you gonna reinforce em with weapons or units, or perhaps none and save when soon you gonna get Dreadnought. That is all about the tactical gameplay.

Trienco
8th Aug 04, 5:12 AM
Automatic reinforcment?

also, the not so greatly named overwatch feature is already coming close. if losses are heavy a simple right click will help, if they arent it shouldnt be too much asked to look after it yourself ,-)

else id want a feature where i just set my "wish" army with priorities and the computer will build everything on its own. maybe placing them all where i want them, so i dont have to play myself anymore and can just zoom in and enjoy the show ,-)

Richtofen
8th Aug 04, 5:24 AM
1. Agree, never see oblits/termies any more. Oblits are kinda fine, termies need sergents, they break as easily as pansy eldar bones.

2. I think the servo skulls need to come out invis and maybe a slightly less rate of HP decay.

3. I can name a million eldar players who will disagree with you on that one :). But 1 million players of other races who will agree 100%. Also i think the accuracy/health upgrade for eldar is a tad too strong.

4. Dont think its needed.

5. The ultimate feature for lazy people :). Could be nice but again, only takes 3-5 seconds to have a squad outfitted, probably not worth the coding.

6. Agreed, however remember it cant attack ground etc like other ord. I think a damage decrease (especially vs vehicles) is needed.

7. Agreed, slightly too weak.

8. Disagree slightly, LS is supposed to be AI in DoW

9. Absolutly disagree, scouts are brilliant.

Also, transports obviously need fixing so...
Rhinos - Increase HP to say, 2000 and give a storm bolter (unless 4th ed rhinos wont have them) and decrease their supply cost to 1 from 2. Smoke Launchers are either bugged or crap. They should create heavy cover in an area for a time and the smoke should stay for the time, not bugger off like it does now.

Wartruk - Increase HP to 1800. It is already a good vehicle and imo best of the transports. Possibly decrease supply cost to 1.

Falcon - Increase HP to 1600. Give it star cannon to start with with bright lance upgrade. This would make it a decent vehicle.

Additionally, maybe add some sort of terrain feature that only vehicles can travel through, making transports more useful.

Grav Platforms need to be made a weapons upgrade for guardians, and they are researched at the webway gates. Currently, guardians become redundant when aspect warriors appear and there are too many people abusing mass platforms.

Also Reapers and Spiders need to be slightly toned down.

Just my 2 cents.
As for a cosmetic change, I think the whirlwind should fire a barrage of rockets (same damage etc as currently, just different attack animation and projectile model). Makes it more of a multiple missile launcher.

I think that would be it.

Biber_Alpha
9th Aug 04, 3:25 AM
I recognized that mines are very underused. Why?

I think it is very uncomfortable to use them! You have to pay 50/50 then use an Servitor to build them (and they need long to build).

So, mines could be hidden very fast and in 40th century it is not to much if i speak of self-digging mines.
What about that: You build playe as normal, they are dropped in (heard the rumour about the SM Whirlwind Rockets with the name "Castellan Mine-layer"?) and then they "build" themself. Maybe a bit faster, they really need long at the moment.
Maybe a bit cheaper?

That would bring them back in the battle, i like mines, it is great to see enemys flying away, hrhr. But how i said, at the moment it is very uncomfortable to use.

Biber_Alpha
9th Aug 04, 12:33 PM
Hey, come on folks. Say something. The ides about the mines is good, isnt it?

ÜberJumper
9th Aug 04, 1:39 PM
3) Eldritch storm recharge is going to be fixed.

Gregari
9th Aug 04, 2:17 PM
hm.. yes. the fire prism is a bit strong..but u can easy counter it with right troops. the scouts are perfect when they are invisible..;)
I think it's pretty easy to reinforce the troops.. but I'm not a hardcore RTS gamer..so maybe it is..(?).
Assult marines is for ambushes in meelecombat against infantery.
that's my 2 cents..:D

Stormrunner
9th Aug 04, 2:27 PM
Thank god, Eldritch storm is NUTS. But it's odd, sometimes it seems to recharge slowly, sometimes it seems like it takes two seconds...and has anyone else noticed that it seems like it can be interrupted? Oftentimes I hit, it goes grey, then pops back up without activating.


)Terminators and Oblits. Dont weak them!

Oblits seem fine, but Terms are subject to morale?!? And I don't think you can even give them a sergeant - I remember being really surprised at that...at least with a sergeant you could rally them. My games don't often last long enough to get them, but when I do I'm always surprised at how fast they break. In the TT, they couldn't break at all...not that that matters ^_^


6) The Eldar Fire Prism is a way to strong. It combines the ability of artillery (throwing people away) with the accurayl of Laser with a big area-damage.
So: decrease the damage or the area of effect or make a damage falloff. Units in Center are damage like normal, but further away the damage decreases.

I don't disagree with your solution, but - this may not be popular, heh - I don't really think it's that overpowered. Compare it to marines - it should be available just after the Predator (due to having to get the aspect stone). It's more powerful than the Predator, but it also doesn't have the versatility. It's great against infantry and good against vehicles - the predator can go either way, but doesn't have the knockaround effect. Then again, space marines also get dreadnaughts - yeah, Eldar have a dreadnaught...maybe it's just me, but that thing seems to die in like two seconds, and it's about as costly as the Fire Prism, iirc. And then again, the Fire Prism is the TOP Eldar vehicle, and will get trashed by a Land Raider when the Space Marines get them.

And I could be wrong, but the Prism has proven to be pretty fragile in my battles compared to other vehicles. Maybe that's just because everyone targets it, I'm not sure.


7)Assault Marines seems a bit weak. The most CC Combat units other races eat them while walking through.

Yes, they do...they don't seem worth the extra 60 req over a standard space marine squad.


8) Landspeeder would work great with an anti-tank weapon like multi-melta. That would make them really usefull.

I forgot about the Landspeeder completely...is it just me, or is the dreadnaught better versus almost anything?

TheDeadlyShoe
9th Aug 04, 2:30 PM
Of course termies are subject to Morale, it's not like they're frigging Deathwing!

On the other hand they can teleport out of combat if they are broken- very useful!

Buzz_NL
9th Aug 04, 2:39 PM
link your FC or Librarian to Terminator(FC with assault squads are evil) to keep there moral up

Biber_Alpha
10th Aug 04, 2:31 AM
I never tried that. Thought it doesnt work like attaching to assault marines.
Anyway, the last 5 games doesnt last so lon that i get Termis :)

But regardless off that, termis are the best units SM can have and their morale breaks so fast? that isnt right!

ANd: What do you think about the underused mines and Servo skulls? Both are quite cool but not very good or impractical at the moment. I would be pleased to see changes in the next Patch...

Buzz_NL
10th Aug 04, 3:19 AM
The reason why mines arent used is because DoW is in essance an offensive game(this is good) so why would you waist time and resources on pure defensive items?

The skulls 1 arrive 2 late in the game(ya need a LP to get them) and they arent as effective as a scout squad which can both infiltrate and even haras the enemey.

So I would suggest either let them be build earlier then the scouts or make them more effective by say giving them an auto-scout function(they scout automaticly no macromanaging) and give them a lil more speed to evade enemey fire)*just my 2 cents

Biber_Alpha
10th Aug 04, 11:27 AM
Yes. But Mines should be changed, so that they are used more often, even if the game is offensive.

Skulls couls be attached to squads. But when dying after a minute this is nearly useless (the squad can look further).

My Idea: Stop auto-dieing when attached to a squad. Tha would be great.

Crested_Ones
10th Aug 04, 12:15 PM
hmm.. i think thats a good idea.. no auto-dying when attached.