View Full Version : What should be in the next patch?
Rosicrucians
25th Sep 04, 8:01 PM
Ok, the message on the online board says the patch will be out soon. some people say the seer concil needs to be balanced. So, I ask what should be changed in the next patch?
Accaris
25th Sep 04, 8:17 PM
This is a mundane question, but I'll shoot.
Fix choppiness, script issues and other known bugs and problems.
I wish there was the option to choose the AI difficulty for *each* computer opponent, ala C&C Generals. I think this is a crucial feature that shouldn't have been overlooked.
Orks should be fixed somehow. Yeah, I know plenty of people play orks and do well, but that doesn't remove the fact that they're way behind everyone else in terms of usage. Maybe make a key unit say 15 requisition cheaper or something, and that would be enough to give them the right boost
Simultaneously, I wouldn't say "nerf" the Eldar, but making their barracks just a tiny bit more expensive (or something equally tweaky) could help balance out the ferocity at which they can rush.
XavionDeosXIV
26th Sep 04, 1:51 AM
First of all, there is NO need to nerf the eldar. Yes they do get tier-2 grade tech really early, but they have NO heavy weapon upgrades and are still the worst side overall in CC. The only good CC units they have are Banshees and the Seer Council. Oh, and about all u ppl out there getting seer council rushed, news flash: you cant beat the Eldar in the early game tech race. Period. Don't bother, don't even try. Focus your reasources on tac squads and youll be fine. Besides, the council takes a while to reinforce and is quite expensive. As in the beta, If you let someone get a near-or-fully reinforced council on your ass, you deserve it. Besides, heavy bolters/big shootas tear up most eldar units.
Requests for a patch:
1. add a "select start point" option, something that can be enabled or disabled in game settings. The reason behind that should be obvious, espically in large team games.
2. Turrets still need tweaking. Its still way to easy to turtle behind lotsa turrets, and low/mid tier infantry just doesn't do enough damage to take them down, espically since rocket turrets disrupt infantry enough for a single tac squad to break them. This makes early-mid game turret spamming really effective, espically on larger maps and in team games. Im really worried that this is a concession to noobs who can't micro enough in the early game to beat a hero rush. As far as the remedy, damage seems to be fine, either their HP or their ROF needs a slight nerf.
Bug fixes.
Additional unit balancing (making the seer council less über comes to mind).
Fix/upgrade to move AI. Things like dreads, khans, etc. sometimes get stuck even if there is plenty of space between them.
Option for setting default unit attack mode in the buildings, just like with the default stance.
Option for editing keyboard shortcuts.
More multiplayer maps.
And of course the game editor that never shipped with the game.
LittleDonkey
26th Sep 04, 2:44 AM
Custom hotkeys is really needed. If you want to get good in this game, you hvae to move all hotkeys to the left hand keyboard.
Cycle through idle workers, rather than all workers would be nice.
Possible count taking a strategic point as a "channeling" action, and only accept other orders after pressing "stop" or when done.
Do something please about the annoying unit sounds. Hearing a 2-3 second phase every move is annoying, like most RTS, don't repeat the sound when issuing several orders without selecting anything else in between.
Well, lots of small tweaks in the interface mainly.
BRAINoff
26th Sep 04, 2:58 AM
i'm an eldar player:
-make mobilizing for war as prerequ. for seer council
-make mobilizing for war cheaper (~-100/100 or smth like this.)
-make vehicle building (forgot the name) the same amount more expensive, then MoW has been made cheaper
bug fixing and stuff :D
ANARCHY666
26th Sep 04, 5:13 AM
we need way more maps
maybe even some assault maps (one faction has to defend some structure or something is cool)
AI fix, they don't use turrets, which might be quite important
indeed, some units won't move even when there is loads of space to move for them
development kit for modders and mappers
i for one like to make maps but know very little of how to do it, i would a really simple editor
raise terrain, plant building, set borders
not too programmy, if people can make maps and mods easy it'll make the game go along alot longer
(i must say i'll be playing this for a long time since i need my necron. tau, tyrannid, dark eldar shot, so i gotta keep playing till mods/expansion :P )
sverkuijlen200
26th Sep 04, 6:15 AM
SM:
this is surely the most balanced side of all, no cheesy or uber stuff though assualt marines could use a bit of a boost in CC damage.
Eldar:
This one needs work.
(as brainoff said)-set mobilise for war as a preq. for the seer council.
(also as brainoff said)-cheapen mobilize for war a bit
-up haywire grenade damage vs vehicles
-cut down prism tank damage vs vehicles (it's arty, not a tank killer)
Orcs:
Hmm not 100% about this one.
-maybe make the initial size of a slugga squad 1 orc bigger for the same pop cap?
-up the buildtime on big mek a tad? (since hes a CC god other races should get time to at least get a reasonable counter)
Chaos:
-up the cost of possesed marines? or maybe tier 2 preq?
Since they have no equal in tier 1 they should be nerfed (bad idea imo) or placed a bit higher up the tech tree so people can counter them.
Chaos and SM:
Give the rhino a heavy bolter and -1 support cap already!
SoundWave
26th Sep 04, 6:17 AM
i haven't played online but in the campaign and skirmish i believe. i've seen many lascannons and things go right through tall terrain and even chunks of buildings. i think terrain should block line of sight weapons and maybe even block some vision.
cadianUK
26th Sep 04, 9:15 AM
to prevent rushing what about an optional 'peace time' wherein players cant attack each other, and balance out the eldar a bit.
seraph313
26th Sep 04, 9:50 AM
This game ROCKS! Thank You Relic!
Eldar are qirky.....
Maybe upping the number of items that can be in the squad upgrade que so (if you have the cash) we can make upgrading a squad, initially, a one time visit thing.
SubZero
26th Sep 04, 10:19 AM
lol nobody likes Eldar.
FirePrism - Impossible to control, it targets what it likes, why nerf it when we cant tell it what to shoot at?
Seer Council - Our only decent H2H Unit achievable in most games. Takes at least 10-20mins to upgrade fully on Standard resource maps. Nothing a few Heavy Bolters couldnt destroy.
Haywire Grenades - More than enough damage.
Mobilize for War - Fine as it is, its expensive enough, and slow enough to hold back vehicles that could easily swing the battle.
Actual Suggested Improvements..
Eldar - Make Howling Banshees bit cheaper or bit tougher
Eldar - Swooping Hawks? FireDragons? Striking Scorpions?
Chaos - Make Pink Horrors actually do something?
Marines - Ability for Apothecary Tier 3, can reclaim a dead Marine ... some ability that could give a free member when one dies, with a big delay on it. Only on Squads Apothecary is in.
Orks - Psykers?
Sling848
26th Sep 04, 11:40 AM
Nobody likes eldar? thats a sweeping statement. The Eldar are a great force.
Basically i dont recon the first patch should do anything towards re-balancing the armies. Relic spent ages with the beta doing that sorta stuff, and the games only been out for a couple days, give it time, maby a couple months before we cast our opinion on the balancing,
I think the only thing the patches should do at the moment is fix the sound bug, and couple other bugs (like the compatability online)
Shadow_Slayer
26th Sep 04, 11:43 AM
lol as another Eldar player.
-Seer council IS one of our only decent CC units, but after upgrades they just become obserdly powerful. As I said in another forum, I think they should be treated like one of the Eldars heros concidering the Avatar is next to imposible to get as quickly as any other races second heros, and the other races have Terminators, Landraiders, Bloodthirsters, and the Squiggoth anyways. I say keep them AVAILABLE the way they are now, you already need mobilize for war to give them there witch blades. BUT I say to initialy start out, you should have a squad cap for them of like 5 or 7 (Not 14!!!) this will make them just as strong as any other hero character. As they are one of the Eldars ONLY good CC squad, I say that you should be able to increase this proposed squad cap by upgrading the "Hero Upgrades" as I have already stated they pretty much are the TRUE Second Eldar hero.
This way you fix the mass seer council rush problems, but you also keep there versitility as a CC unit. If they truely want to have a massive SC force, they will have to upgrade up to it. keeping there place as one of the eldars only good CC units, but preventing 14 squad SC + 2 guardian squads to own ALL in early games. I say have the first Tear SC squad cap be 5, Post first "Hero" upgrade to be 10, Post Second "hero" upgrade to be what ever the squad cap is now. DO NOT NERF THERE STATS.
As someone earlier said in this post, Seer councils can be dealt with if you make the right preperations, All any SM or CSM player needs to do is get three tactical squads, two with nothing but heavy bolters and a reinforced meat shild squad and pretty much ANY force an early eldar player can throw at that will get mowed down by the heavy bolters INCLUDING the seer council. you only realy start to run into problems with them when there are massive amounts of them concidering that they are nearly imposible to kill. I still have a replay where a squad of 9 seer council men stood its ground, broken for almost two minutes against a full squad of dark reapers, rangers, three seer council men, a farseer, a sqad of guardians, two brightlances and a vyper. There true brokeness is the fact that you can get so many of them early game AND upgrade them rather quickly. Just fix that by low initial squad cap, but you can increase the squad cap with "Hero" upgrades.
Also, I say make guardian squads a bit more usefull from the get go. There base weapon is too weak to stand up on its own against any kind of SM or CSM force, and if I remember correctly, the shiriken catapults where supposed to be more deadly then the heavy bolters simply becuase they had almost identical stats, but a much higher rate of fire in the TT game. As it is right now, a full squad of scout marrines can hold of a squad of 8 or less guardians. If it was'nt for the fact that we rely on guardians so much early game, concidering it takes alot of time for us to roll out our aspect warriors compared to all the other races. This is WHY Eldar players need to seer rush half the time. Becuase Guardians are pretty inefficiant as a decent fighting force. A single squad of unmodified tactical marines can mow down two squads of guardians pretty easily. So lets not beat around the bush. As things are right now, Seer council is going to get Nerfed one way or another the way people are complaining. But please don't leave all our guys out in the open. It takes too long for us to get out heavy weapons like a shiriken catapult platform, and reapers (the only kind of warriors that can stand up to marrines. And usualy by the time you can even roll them out good SM players already have Assault squads to counter them) take a very long time to build. So a few squads of Tactical marrines decimate eldar forces without SC, and even then, if they storm in with HB's its pretty much game over for eldar players.
Assides from that here are some basic things to change that I don't have to write an essay about,
-Lower Dark reapers Build time, (There the only thing we have that resembles a heavy weapon early game and there slow to reach the front lines early game without FoF)
-Make Banshee's alittle tougher, (With SC most likely getting Nerfed one way or another, these will be our ONLY other option for CC)
-Fix vehicle bug problems (some where I read that the Fire prism's where supposed to give SUPPORT not run up into the fray next to there target and then target an infantry squad engadged in CC with you.)
-fix crash bug problems for us using ATI cards (yeah I'm one of those guys)
XavionDeosXIV
26th Sep 04, 12:21 PM
lol as another Eldar player.
-Seer council IS one of our only decent CC units, but after upgrades they just become obserdly powerful. As I said in another forum, I think they should be treated like one of the Eldars heros concidering the Avatar is next to imposible to get as quickly as any other races second heros, and the other races have Terminators, Landraiders, Bloodthirsters, and the Squiggoth anyways. I say keep them AVAILABLE the way they are now, you already need mobilize for war to give them there witch blades. BUT I say to initialy start out, you should have a squad cap for them of like 5 or 7.
Finally...someone who has something intellegent to add besides crying nerf! Unfortunalely, the way the game is structured, i doubt that would be implementable. If Relic is going to alter the reinforcement system, it will be a massive global alteration, and its probably a month or two down the road at least (if ever).
But i reiterate my point. With the time it takes to reinforce the council and give them witchblades, if u let someone get it fully upgraded and reinforced, u deserve it and should have some kind of viable counter by then. The argument that its an early game rush is bull, plain and simple. Your example is flawed because of the presence of vehicles. If any side has their vehicle building available, its not an early game rush. The problem some people are having, I say again, is that people are teching too much against the eldar when they should be massing tac squads. And ur absolutely right: the council IS the 2nd eldar hero. Treat it as such. But kudos on the fact that u actually thought out your post instead of losing once and whining like most ppl on here r doing.
The kind of eldar bashing ive seen going on here is the same as what was going on during the beta. Its sad ppl. If u play the eldar, youll realize that any of the nerf ideas ive heard would go too far and cripple the eldar.
Oh, and 1 more thing about the patch...PLEASE OVERHAUL THE NET CODE! Granted half of the problems are likely gamespy (why Relic...WHY!?!?!?!?!?), but even direct TCP/IP is inconsistent (if its still so after the patch...youll b hearing from me in bug report in a big way). The beta was more consistent online than this version is.
PS2MAN
26th Sep 04, 12:24 PM
I say REMOVE the limit on the number of the seer countcil, make there cap 10 insted of 15, and have them require all 3 of them barrack stones and mobalize for War reasearch.
Elder need to be able to feild a Terminator killer/Tank killer. ATM they only got 1.......
ELDER NEED AN ACTUAL ANTI TANK INFANTRY SQUAD!!! Warp Spiders Special doesnt cut it as u dont have it early game!
On a side note
Some abilitys, Like the Grav boosters on Lancerbeams and the other turrent only effect 1 out of the selected group. It would be nice it it turned on the booster for ALL of them.
Also orks need a small boost somehow. ATM i pwn orks as eldar and thats without a SC rush. the only thing they got that anoy's me is big meks. still orks need some help but i dunno wat!
theres my 2 pence.
Phyr_Negator
26th Sep 04, 1:38 PM
Let's remember WarIII
Replays:
Why it's impossible to see what is building/upgrading when clicking on building? It'll give a lot of info about player's build and give some reason why that squad so easily beaten those.
Game:
Rhino - man it's not a transport, it's a box with foil armor - it's transport vehicle - it must protect. Right no Rhino can be blasted even by grot.
Noriego
26th Sep 04, 2:27 PM
Let's remember WarIII
Replays:
Why it's impossible to see what is building/upgrading when clicking on building? It'll give a lot of info about player's build and give some reason why that squad so easily beaten those.
This is an issue IMO as well. Viewing a structure's build queue or a squads weapon upgrades easily would be a great relief. As it stands one must simply look closely at the building as it produces or at the units gun type to figure these things out. I don't even know how one figures out what kind of accuracy upgrades have been made on a unit.
Replays are a major reason why War3 is so strong as a community. Thery're fun to watch and easy to decipher the dynamics a situation at any given moment. I think that an inadaquate replay system will severly hurt the game's sales in the long run.
Just my 2 bits. Thanks.
Please fix the colors on the mini-map when playing multiplayer... The requisition points and your team-mates are both the same color blue... Is there anyway to change that? Makes it hard to distinguish between them... Maybe make requisition points green or something?
Jumjalum
26th Sep 04, 2:49 PM
It's a small thing, but I'd like to be able to tell what tier a building is at without knowing exactly what little details get changed. Even at tier 3 the SM main building still says Stronghold when you click on it, same goes for the CSM building. I guess game balance is a lot more important at this stage though. I agree about the replays, it would be helpful to tell whats being built/upgraded by clicking on the buildings.
johnfloyd
26th Sep 04, 7:13 PM
There needs to be a Turret Limit. As it is now, when you reach late game you are so loaded with requisition and power that you can flood the map with turrets! which is just silly. Id say cap em around 15 per player, thats plenty enough to cover their base, without covering the world in em.
Sarkon
26th Sep 04, 11:03 PM
Occasionally, I've noticed soldiers firing up and through cliffs or walls and hit buildings or units on the other side. Missiles or plasma bolts visibly seen passing through. A line of sight issue, I suppose. That's all I can think of.
XavionDeosXIV
26th Sep 04, 11:57 PM
There needs to be a Turret Limit. As it is now, when you reach late game you are so loaded with requisition and power that you can flood the map with turrets! which is just silly. Id say cap em around 15 per player, thats plenty enough to cover their base, without covering the world in em.
Turret spamnming is a slight problem yes. I really think that the turret upgrades should be a bit more expensive (except for the orks). Also, i think the special anti-vehcile/building moves should be able to take a turret down outright. Melta bombs for example do only about 50% of Chaos turrets for example. Thats retarded.
A cap won't happen. Get that idea out of your head right now. What r u going to do, cap Waaagh! banners too? No way, no how. No Soup For You! :down:
Also a mod menager would be a good addition, since there seems to be a lot of mods under construction. :)
Daeleron
27th Sep 04, 7:42 AM
*cough* the hold ground stance bug. Units get not threated if they are in close combat if hold ground is on. And AFTER fixing that bug i would suggest making the hold ground stance default for reapers. Its pitiful when they get killed because they run around and don't deploy their guns. You always have to set them manually to hold ground to make them actually work. Another thing is: are they really supposed to suck that bad vs light infantry ? Killing heavy works decen but killing cultists or scouts is always a pain.
Oh, and the helptexts disappear and can't be turned back on, the entire menue is bugged.
Do somthing with the rhino smoke laucher - its a joke in its current form.
dark_Ork_Boy
27th Sep 04, 8:42 AM
only problem i have is the land raiders... imean u can have 4.....they r just 2 powerful....i mean the squigoff (f**king fun to have) can be killed easily
drblind
27th Sep 04, 9:01 AM
1). Fix the firing through walls/rock bugs
2). Increase Orks pop cap
3). Improve SM Terms somehow... make them take up 3 squad cap, instead of 4. Or make them more powerful
...thats all.
Pergamos
27th Sep 04, 9:33 AM
1) Make vehicles obey the "stand ground" stance please! They just drive all over. With Orks I could understand, :D but Marines are supposed to be disciplined.
2) Bug with servitors sometimes just sitting by vehicles when you've told them to repair them. Moving the vehicle a little lets the servitor work again but this is annoying.
3) Pathfinding needs work with large groups and narrow passages.
About the firing through walls and hills, in other posts it seems that Relic has said that it WON'T fix that as it is too much of a cpu hit. That sounds kinda weak to me. It looks really lame seeing missles fly through things. I bet if someone sat down and worked on it for awhile they could come up with a reasonable way to solve it. Other RTS's have, haven't they?
An option to let us rename the ingame name of the replies!
I have been following the reply-thread for the last week and already I have problems with remembering which reply is which. :hmm:
=MetalHead=
28th Sep 04, 5:55 AM
I think before any races are balanced or the gameplay tweaked at all the serious bugs have to be fixed first. Many people can't even play the game because of constant crashes (I haven't played more than 20mins because of errors).
I'd like to see the "more-than-2-players-connecting" (via Direct Connection or via LAN/VPN) bug fixed. (There's a thread about it in the bugs-forum)
StenFLASH
28th Sep 04, 7:15 AM
First patch is OUT
Basically all it does is fix the problem where English versions and Non-English versions of the game couldn't play one another online. To get the patch(1.01), if you haven't already, simply do the following:
Multiplayer -> Online -> (Login with your Account) = Checks & downloads update if you haven't got it already.
The main kind of fixes I think they need to address are things that can be abused. The stand ground stance bug where a players unit wont go into close combat but continue to shoot even where you've send your melee units right onto them.
EldarRaven
28th Sep 04, 7:40 AM
For the eldar I think they should try a craftworld system where when you pick one of the craftworld colors you get different setups for units. Yeah I know that would be a long way away or somekind of x-pac. But I think it would be cool.
What I think should be in the next patch should be Scorpions. Where are they? there my fav. aspect unit in the game and there not in there. I also think the eldar side is way way to shootie. They look like Tau in this game. The eldar are about CC as much as they are for range combat. I think you should remove the Rangers form the aspect portal and put the scorpions in there spot. And then put the rangers as a buildable unit with the bonesinger and normal guardians. And as the other people said don't nurf the SC just limit the number you can build in the unit. I don't need 15 man squads running around like that.
I think that what you need is a mod and not a patch, EldarRaven. :p
EldarRaven
28th Sep 04, 9:45 AM
I think that what you need is a mod and not a patch, EldarRaven. :p
Yeah for the first part. But the 2nd part it wouldn't be too hard to just put in a unit (yeah it may be a bigger patch). Oh another thing that would be cool in a patch would be the IG as a playable side. They are all ready in the game so all you would have to do is put them together. I'm guessing there all locked away in the code.
I'd like to see hotkeys to select buildings. Something like hitting the build bind key with no units selected.
I frown at balance changes yet. It's way too early to say if any particular race is better. People haven't adapted skillsets yet.
When 1 race wins every tournament, and you can't win unless you're that race, then I'll cry foul.
strategery
28th Sep 04, 1:23 PM
SM - Not alot to tweak here. Just make assault marines a bit more useful, or make em cheaper....
Orks - nada, they seem fine.
Chaos - PSM at tier 1 are insane. Granted with micro and snipers you can beat em.. But still wow.....
Eldar - My one and only beef with eldar comes in the seer council(surprise surprise). they seem to be able to reinforce faster than you can kill them with 2 tac squads and a force commander.... Gaurdians seem useless too. Perhaps a little buff is in order for them(to compensate for tweaking the seer council).
Other than that. Bug fixes. Crashing, etc.
Tumbler
28th Sep 04, 2:53 PM
Lots of people with lots of ideas.
Personally I like the idea of not touching the races balance wise for a little longer. A lot of people think Orks need a boost, and as an ork player I don't agree. Their biggest problem is the combat stance bug. They are an extremely powerful army if you know what u are doing.
-Fix weird gameplay bugs (shooting while in H2H)
-Fix Automatching weirdness (works 75% of time)
The other times it just sits there saying joining game...
-Display skill rank in game creation. (stars would be fine)
-Make the Leman Russ Blast Radius 5x bigger and 10x dmg
Hehe, I can dream can't I?
Sandanjuu
28th Sep 04, 3:05 PM
I would be perfectly satisfied if breaking the morale of a seer council actually did something more then add red circles under their feet.
It just disgusts me how effective a SC remains after its morale is broken.
FerociousBeast
28th Sep 04, 5:56 PM
I want more army painter options. But sadly that's probably unlikely.
Oh yeah, the stand ground bug needs an EMERGENCY fix. It's almost a game breaking bug.
Also, an option in skirmish mode for choosing a random army. Not race, but army. It's annoying having to choose an army for your opponents all the time if you don't want to keep facing the same one.
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