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# 1 |
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Member
Join Date: Aug 2009
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Dawn of War 2: Codex Edition
Dawn of War 2: Codex Edition
![]() NOW COMPATIBLE WITH CHAOS RISING! This is the NEW RELEASE of Codex Edition, 2.0. The time has come, my fellow hereteks, to unveil the Emperor's Light! BEHOLD the bastion of His Fury! Let the bolters rain EXPLOSIVE death on xeno and heretic alike! Thank you for your interest in our new mod for Dawn of War 2. Codex Edition is an attempt to recreate the feel and intensity of the Warhammer 40k universe in a way that many players felt was lacking in the origninal DoW 2. Specifically, it is a blend of TT elements and background/fluff from 40k material to provide a more exciting and immersive tactical war game. -Steam Group for DoW2: Codex Edition: http://steamcommunity.com/groups/DoW2-CE EVERY player needs to join this Steam group! Go on group chat to find games. We have hundreds of players in the group, and the best way to find Codex Edition games is to join the group, and go to group chat to find other players. Before Chaos Rising came out and made the old version incompatible, there were people in the chat room all the time. -UPDATE 2.0 live version, featuring RagnarR40k/Xenenator and H-8's Excellent Chapters and Badges mod, as well as Shuma's amazing models and textures, and Darrius88's Chaplain model and textures. Special thanks to them. This is the current Codex Edition 2.1 version which is compatible with Chaos Rising:[\b] http://www.filefront.com/16764435/D...Final.rar<br /> -Official Thread: http://forums.relicnews.com/showthread.php?t=239552 [b]CHAOS RISING: CODEX EDITION CHANGE LOG CHANGELIST from 2.1 to 2.2 I am gonna go ahead and finish my update, and upload the new CE to mega upload. Changes thus far: - Fixed the spammable shotty blast, and other bugs with grenade abilities. - Increased the damage and health of stormboyz. - Increased the health of dire avengers. - Made capillary towers melee-targetable for everyone. - All melee weapons do less damage to the hq's, usually by about 30%. - Normal melee damage reduced against commadners slightly. - Working on a new version of "Bladestorm" for the Dire Avengers that will work like Luv Da Dakka, without knockdown. It's a targeted area-suppression power. This will make them an attractive alternative to GU Shuri plats, as they are faster, more durable, have longer range on their normal guns, and they can do targeted suppression. Plats still have better DPS and can be used as potent area denial weapons, but DA can redeploy faster and aren's as vulnerable to aoe's (increased health). - Mekboy will get Call Da Boyz. - Wave Serpent's missile launcher will be fixed, and no longer collide with terrain. - Passive waaagh generation from orkz will be reduced. - SM call-ins for Dread and Termies will be increased by about 50 to 100 zeal. - Warboss will get Charge in T1. - Weirdboy Frazzle damage reduced. - Blood Sacrifice cost reduced and spawns more bloodletters. - Chaos Lord Bloodfeeder will be fixed so that you can use auto-attack while in power armor with it equipped. - Looking forward to adding Nurgle Lord Termie with Shuma's excellend models and artowrk, just waiting on the Manreaper and some custom weapons for him so he's not the same as the Khorne Lord. CHANGELIST from 2.0 to 2.1 Space Marines: Snipers and lascannons have been changed. -Snipers now grants 2 sniper rifles with 30% less overall dps, and in addition sniper damage to commanders is now 30% less than it was before. Snipers will be nowhere near as effective at killing heroes as they were previously. IF you went Scouts Snipers, and you buy the scout sergeant, he will also get a rifle boosting dps a bit, but the Sniper damage template on the whole still does 30% less to Commander and Super Heavy Infantry armor, less to generators, and 10-15% less dps to Heavy Infantry. The total damage with a squad leader is still pretty good, not as much as 2 rifles are doing in 2.0 right now, but Snipers will still be powerful and a significant threat. They will just require more investment and cannot be gotten so quickly. The suppression damage of snipers has also been significantly lowered. -Scout Shotguns have been improved to the point that they should now be an equally attractive alternative to Flamers for fighting swarms, especially shooty swarms. The knockback effect works more often (shotties only knockback light inf, so no worries about cheaping out SM or CSM with them), and they do 10% more damage at close and medium range (slightly longer than flamer range). They do less damage than bolters except at point-blank range where they are almost equal (49 to 50 damage per shot). - Lascannons have had their range lowered to 70, and their damage lowered by about 150 per salvo. So, 2 lascannons hitting a target should do 500 damage at level 1, not 650-700-ish. The lascannon turrets on the predator tank has been lowered by about 20%. - Vortex of Doom damage and area reduced. It will no longer one-shot squads, and cannot suck up a whole army. -The FC's Lightning Claw will no longer demolish buildings. Chaos Space Marines: The lascannons and lascannon turret for the predator have been adjusted to mirror the Space Marines' changes. -Khorne Berzerkers can now retreat. -Rubric graphical glitches fixed. -Chainswords for CSM tacs now cost 20 power instead of 25. Eldar: Some eldar squads got hp buffs, such as Warp Spiders and Striking Scorpions. -Warp Spiders' weapons will continue to fire now when Haywire Grenade stun is on a vehicle (strange bug, but will be gone in next patch). Warp Spiders are getting an HP boost. -Striking Scorpions' HP is getting a boost so they can out-melee SM Tacs and CSM Tacs (without chainswords) better. -Rangers' sniper weapons are now the same as scouts - 2 rifles, 70% dps as before, 70% versus Commander and Super Heavy, 90% versus Heavy Inf, less suppression per volley. Rangers can now get a Pathfinder leader who provides the holofield ability and carries an extra rifle, bringing dps up (but not to current insane levels, and still not quite so much versus heroes, generators, etc.) -The Seer Council will now get an extra 100hp per member (that's 500 for the squad) and the Warlock that leads the Wraithguard squad now gets Warp Throw. -Warp Throw (on the Warlock Hero also) is now capable of affecting Super heavy infantry such as Terminators and the Tyrant Guard. -Wraithguard range and attack radius increased, they can compete with plas cannons for range and do higher dps. -The Wave Serpent's missile launcher will do more damage to vehicles. Plasma Missile will no longer hit terrain. Tyranids: The Death Leaper's adrenal glands will now grant him additional health as intended. Also, his vanguard upgrade will give him free infiltration. -Zoanthrope health increased by about 200. -Spore mine drop costs 125 red and spore mine detonation now is 4 seconds instead of 5. Also, spore mine drop recharges every 60 seconds instead of 180. -Death Leaper is now harder to knock back, tacs and chaos marines shouldn't be knocking him around like that. -Assault Jump on warriors, lictors, and the Death Leaper will no longer knock down your own troops in the area. Orkz: The Warboss won't crush his banner anymore. -Orkz are a bit more suppression resistant, especially nobz and flash gitz, and ork boyz now properly grant req refund. Also, ork boyz have 50% more courage. Global changes: I am lowering the red rate for orkz and nids somewhat, but I don't want to overdo it. If this isn't enough I'll focus more on global power and zeal/waaagh rates next time. -Abilities that use a "line" in the ground will properly draw the line. -Plasma is now more effective versus super heavy infantry like terminators. They will do about 20% more damage to super heavy inf. Previously, due to T3 supreheavies' extreme hp, they weren't quite as effective as they should have been. -Various tooltip and text fixes. Give me more input, I'm not uploading the patch for a few days - I want to make sure EVERYTHING is found and fixed first. More to come... -Codex Edition content I will post a comprehensive overview of all the races and the new weapons and whatnot, but for now, here's a synopsis: Orkz: Oi! Orkz is back and betta than eva! The Orkz are a race that favors swarmy tactics with combined arms, and cheap/fragile but offensively powerful vehicles. All ork "boyz" are considered Fodder units, meaning that they refund some requisition when killed. Nobz and vehicles are considered Elites. Preview : http://www.youtube.com/watch?v=bxpxlgP90JE Eldar: Fast and powerful on the offense, the Eldar army is defined by mobility and firepower. They have the lowest hp but can bring the most suppression to bear on enemy troops. Fleet of Foot costs no energy now, and all Eldar troops can fleet except for Warp Spiders, who can teleport. DO NOT GET stuck in with nobz/ASM's or the dreaded warrior broods, Eldar are incredible when well played but get EATEN in close combat. The banshees deal good damage but are not really tanks; the only "melee tanks" that the Eldar get are the Striking Scorpions, the Wraithlord, the Warlock, the Farseer, and the Seer Council; and all but the wraithlord are not durable enough to send in alone. All guardians and storm guardians are fodder; Warlocks and all Aspect Warriors are Elites. Preview : http://www.youtube.com/watch?v=a9ZmiYLRUmc Space Marines: The most powerful individual units, but few in number. Space Marines favor aggressive tactics that pursue the enemy and prevent them from getting "built up" to overwhelming numbers. This faction is elite, but subject to being overrun. Space Marines infantry are all considered Elite, and they possess no Fodder units in their army. Meaning, when a unit dies, the cost of it's acquisition/reinforcement is gone. Chaos Space Marines: Similar in power to Space Marines, the Chaos Space Marines gain additional powers from choosing Marks of Chaos. Their abilities differ from loyalist Space Marines, and although some of their ranged weaponry is older and don't have quite the ranged output of their loyalist counterparts, their Choas powers more than make up for this. This faction is elite, but subject to being overrun. Chaos Space Marines infantry are all considered Elite, and the only Fodder units in their army are Cultists. Chaos gets Daemon units to supplement thier forces. Tyranids: The Nidz are not only swarmy, they are aggressive: with a new economic model based on biomass and a focus on deep striking nids as needed with the new global spore abilities, Tyranids have been completely revamped. Look for all-new biomorphs on every unit and a complete overhaul of the nids faction. All hormas and termas are Fodder; every other nid life form is Elite. Preview: http://www.youtube.com/watch?v=IwyP43SvEW4 -Feedback/Changes To Be Made - Recent Fixes] -FAQ: -Credits [spoiler]Special thanks for the valuable feedback to the balancing team and community, and to Xenenator for organizing this page. HEROES OF THE IMPERIUM: Take a moment to honor these brave souls, without whom the Light of the Astronomican would have gone out long ago... Smokin' Joe NL, 1st Company Captain (organizing games, getting new people into the mod, being a top player since the very first release, balance info, and overall support) Swarmlord Sovereign, The Great Devourer (helping to organize games and get new people into the mod, balance info, becoming a top player and writing some of the up-coming player guides, being a source for lore and tt accuracy, especially for SM and Nids) Shuma, Master of the Armoury (models, textures) RagnarR40k, Master Artificer and Codicier (artwork, chapters and banners, game ideas) Jaylo138, Master of the Armoury (models, textures for terminator Chaplain) Hangar-8, Keeper of the Chapter Heraldry (artwork, chapters and banners) Darrius88, Master Reclusiarch (chaplain model and textures) Unusualfashion/OneProduct, Master of the Librarium (coding, many instances of help getting things to work) Miguel, Master of the Librarium (coding, many instances of getting wargear and other issues cleared up) Last edited by Gabriel Gorgutz : 25th Jul 10 at 6:32 PM. |
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# 8 |
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Member
Join Date: Aug 2009
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I just loaded it up fine. I went to the Dow2 directory and made a shortcut from my dow2.exe. I then moved it to my desktop, editied the "properties" so that it uses the -modname DOW2CodexEdition parameters.
I didn't use -dev or -steamapp or anything. Everyone get on steam chat with me. Swiley117 Try restarting your computer, the other day I had the "getting ready to laungh" thing from steam and nothing would launch, it's a steam thing, not DoW2. Then I rebooted and it worked fine. I will be online for a while. Make sure the new .module file is in the Dawn of War 2 directory, and the shortcut is from the actual "DoW2.exe" in the game's root directory and not the default one that the steam program makes on your desktop. |
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# 11 |
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Member
Join Date: Apr 2009
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well, something is definitely not right with ours since its crashing either a second or two after the match begins. the furthest ive been into is selecting my warboss.
playing against the AI if that matters. you might wanna fix the names of all the units in the army painter. some of the models also seem to have issues (mainly the jaws of the bigger orks, they might be mega nobz, not sure) |
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# 12 |
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Member
Join Date: Aug 2009
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Yes I am aware of the minor cosmetic things like jaws, models being imperfect etc... I just wanted to get it playable.
Sorry about the crash folks, it is not happening for me. Just tried to get into a coop match with another friend and it crashed. OneProduct is talking me thru the fix now, I am sure it will work soon. Alright, mirror matches work so far, and siwal frontier works... trying to narow down the problem. I uploaded a new archive in the DOW2CodexEdition.rar, try downloading that and over writing the old gameattribcodex.sga that I gave you earlier. There was some sp campaign and last stand stuff in there I got rid of. Perhaps that will help? |
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# 13 |
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Member
Join Date: Dec 2009
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I am getting the same problem
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# 14 |
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Member
Join Date: Aug 2009
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Update: No idea what causes the crash, but several people can play it now.
Siwal frontier works, and oneproduct and I have tried every commander, they all work now. Still working on the crash issue, but you should at least be able to see the mod in action now. |
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# 19 |
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Member
Join Date: Dec 2006
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I can play it with both new and old files. My mod too has such wierd bugs that only happen to some people at random. I'm not sure what does it.
It seems very good, but some units / abilites need tweaking. We just uncovered a very nasty tyranid bug with Gorgutz. I'll try to get a BAT file to start this mod in a few days. |
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# 20 |
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Member
Join Date: Aug 2009
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Play the hell out of it and report all bugs on here.
I need the following: Jaylo to help with skins/textures. Someone who can do AI well to help make AI opponents more tactical/less cheesy. Also the computer doesn't seem to recognize some of the units on the roster, and can apparently spam special abilties without cooldowns, like tyranoformation. Human players cannot do this. |
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# 21 |
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Member
Join Date: Dec 2009
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No real problem here, just some cosmetic stuff. Icons not showing (SM commander abilities in commander selection), some incorrect descriptions (kraken rounds ability uses dragon-whatever rounds description), model glitches.
Awesome mod anyways, glad to see armies played as they should be, good balance and great feeling when you go through swarms of nids or boyz. (I'd like to know if you're going to edit some models, ex. regular SMs looking a bit too flashy/advanced right now). |
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# 22 |
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Member
Join Date: Aug 2009
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I'd rather release it now so people can enjoy it over the holidays, and then in a week or two we'll fix any bugs we find, rebalance things that need balancing, and adjust the .ucs descriptions and model issues. I am hoping that Jaylo and other modelers will give us custom skins anyway. This is the earliest, raw version of Codex Edition, and it will only get better.
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# 24 |
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Member
Join Date: Apr 2009
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alright, ill play the new version asap.
so far bugs: some of the global abilities for space marines in the hero choosing section are missing icons you can surpass the number of tacs u are allowed to field using drop pods (not sure if this was intentional or not) the techmarine automatiocally gains the sweeping ability that he should get from his armor some of the techmarine's abilities dont have tooltips other things i noticed: the bolter explosions were rather loud imo, the effect was nice, a tad large but acceptable. i recommend lowering the volume of the explosions a tad, they hurt ur ears if u have default sound settings and when u have a few tacs and a devestator squad shooting this is just me, but i dont really like the beakie helmet on the FC. i think one of the Veteran Marine heads from Tarkus' squad would fit better. |
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# 25 |
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Member
Join Date: May 2009
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Amazing fun mod, wowza. Great fun. I have only played SM so far, but it is freakin awesome so far. The boltguns are amazing. They actually explode. Some minor issues so far, nothing terrible. Some icons are missing from the commander menus (SM only from what I have seen). The Sgt. upg for SM Vans and Sterns says T2 required, when it seems that T3 is actually required. Those are the only issues I have seen so far. Holy crap Gabriel, this is what DoW2 should have been like. Good work, and I look forward to seeing more on this mod in the future. Merry Christmas!
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# 26 |
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Member
Join Date: Mar 2009
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Thanks and very well done. Many mods are overhyped by the modders but I have to say this one lives up to expectations and definitely stands out from the crowd. I particularly like the bolter effects and the dust clouds around the predator each time it fires.
As always, the pop cap never feels enough so I'll increase that slightly for myself. Other than that I can't fault it from a gameplay standpoint. Bravo. I hope you can quickly update the mod when the chaos expansion is released. |
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# 27 |
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Member
Join Date: Sep 2006
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I really like the increased squad sizes. You can still uses squads tactically without having to retreat and reinforce every time one squad member dies. Today was first time I've played DOW 2 in several months, all thanks to you. I really appreciate you doing this. In fact, I'm almost inspired to finish my own mod.
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# 30 |
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Member
Join Date: Aug 2009
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You can't alter the pred's animation, just like you can't add flamer animation to other gun models. Some animations are tied to the firing weapon's model, and some projectiles are actually part of the firing animation... I thought the pred rocked a bit hard too, but it looks cool and hey, it's got an authentic autocannon now right? The bolters were the FIRST thing I modded lol before any gameplay changes. They HAD to be authentic, or SM just felt lame... oh and the popcap is meant to feel like it's "not quite enough" when playing Space Marines - that's the only real caveat to playing that race, no one is expendable and you can't have "everything on the field."
Many units can fill particular roles such as AV, suppression, melee tank etc. depending on how you tool them up, but they all fill that role in a different way; heavy bolters are area suppression heavy support weapons, flamers are point-blank area suppression weapons with a large area clicky, plasma cannons are artillery while missiles can hit av targets well and have an anti troops clicky but don't fill either role as well as the more specialized heavy weapons. For example, lascannons are MUCH better av than missiles, but require long setup times, longer interval between shots, and make the unit more vulnerable to melee. Missiles allow you to run-and-gun, although you have to stop for a second to shoot, and you can surprise enemy troop formations with a frag missile shot to knock them around. Try to combine abilities to play to your units' strengths. For example, tacs are good melee tanks, and get frags to start. Melee heavy infantry will charge and leap into close combat, knocking light infantry over in the process. As tacs, I throw a nade into an approaching enemy mob of gaunts/sluggas (or even better, termas/shootas) and then immediately queue up a melee charge. The nade goes off, bodies fly everywhere and the enemy gets momentarily suppressed... then the tacs charge in, knocking them flying again, and begin to wail on them. This type of move was inspired by the "concept video" of DoW 2, you know, the pre-alpha one you can see on youtube. It has tacs leaping into a mass of guardians and beating them silly, with superhuman strength. Aaaand... I hope everyone noticed that Space Marines move fast now. There was never any reason to make them "walk" everywhere... they get the same base speed as most other units, except the "Very fast" ones like scouts, upgraded gaunts, banshees, and rangers. Thanks for the props, keep on looking for things to update. I am going to take a break from all the editing for a week or 2, so unless you find something game-breaking, I will wait for all the suggestions to pour in and then fix them all at once. I am very glad you're all enjoying it; I feel like the last few months spent on this mod were worthwhile. And I hope you're all having a great xmas. |
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# 31 | |
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Member
Join Date: Jul 2006
Location: Melbourne, AU
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Merry Christmas guys!
Can any of you please give some indepth impressions? I really want to know how all the new units, and changes look and feel. The new fx for the Bolters sound pretty some! Has anyone used Storm guardians yet? How do they look and feel? What about the new Tyranid economy and all their changes? Gah...too much I want to know and see! Quote:
I agree, the Veteran helmet would look a lot cooler - especially paired with the cape. |
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# 32 |
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Member
Join Date: Dec 2009
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Registered entirely because of this mod. Many kudos, bro.
Only played against the ai so far in order to get a feel for it. First thing I noticed is that the space marine guns feel a heck of a lot more powerful. I also love that there are more weapons to be placed on the squads. All the races feel a lot more customizable as well, especially the Eldar. Being able to do so much with the platform addons to the guardian squad means that even if you're losing you can just build a bunch of those and try your luck at turret kitting with fleet of foot. Anyway, things I noticed about each race. -The force commander's hair clips through his helmet. Also, the sm have broken images for some of their globals. -A lot of the text reads wrong. Terminators say they only need a lv2 base instead of lv 3. The four carnifexes only have 2 names. I see from reading the other thread that you're still working on that though, so no worries (not like it's a big deal). -I was able to summon a venerable dreadnought from the SM global and then summon another from the base, but I can't build 2 at the base or summon 2 from the global. -Farseer seems broken. She has an elcetric storm spell which deals dot to anything in a fairly large field. Against eldar, ork, and nid, I can turn her field on and run her in even at level one and decimate the squads while my guardians and storm guardians suppress everything. -Some wargear is broken. The farseer's ghosthelm, for example, gives her an ability she starts with. -Love the nid changes. The only thing that could make them better is if the brood nests created creep (or whatever the nid equivalent is). There's a good sense of their swarm nature as you slowly terraform the map around you. At the same time, I have a feeling that it would be harder for nids to come back because each or those brood nests is a biomass investment. In the early game you can make do with horms and terms and in the late game you should have enough nests to afford losing one or two, but in the middle I'd assume losing one or two would be hugely detrimental. -Tank shock is a welcome addition. It makes me wonder why it wasn't in the vanilla since it seems so natural. It does seem like the range is a bit too long, but I've only played on the small maps so far. -Bases seem really weak. Almost any vehicle can single-handedly drop a bases defenses. -The mod hates alt-tabs. Hugely. -Haven't played as orks yet, but playing against them is a blast. Fire seems a bit too effective against them though. Will put up more as I experience more. |
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# 35 |
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Member
Join Date: Aug 2009
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I am fixing the text errors, the farseer's storm might need to get nerfed at some point.
The Ghosthelm gives her a more powerful version of Mind War, and the Techmarine's second armor gives him a more powerful version of Sweep. It's not a mistake. Those 2 heroes start with a basic form of those abilities, and wargear can give an enhanced version. I should note that in the .ucs entries. I 100% guarantee that you get the reinforcement cost of a fodder unit back when they die. You can check this on the ebps file for that unit, give_resource_to_owner_on_death or something. I made sure it was working. Fodder units are: For nids, hormas and termas, for orkz, any "boyz," but not nobz/leaders/meks, and for Eldar, any guardians/storm guardians. Vehicles and monstrous creatures never give req refund, and Space Marines get no fodder troops. Base turrets should get more hp, I gave bases and gens more hp but forgot to do turrets. I'll release beta 1.1 in a week or so. Nid structures increase the rate at which biomass comes in. Generators, brood nests, and capillary towers increase your biomass income, but it's capped at 4 per second, so you can't get the bar to insta-fill if you tyranoform a few times. Biomass from combat comes in at the normal rate. If you lay several brood nests, you'll reach the point where you're getting max biomass faster (I think 2 full gen farms and 3 brood nests does it), so killing nid structures wherever they are found is a top priority for the other races. Now, regarding tank shock - what range would you think is appropriate? This was the default range for the Venerable Dreadnought's charge ability. The FC's charge ability and the Warboss' charge ability use the default range for the Hive Tyrant's charge. Everyone want FC with a standard helmet? I figured that the Corvis pattern helm was an older one, so a veteran champion might use older gear. The only helmets we get are the Corvis pattern and the standard "angry" helmet, so I gave him a beaky one. Orkz and nids are supposed to be vulnerable to fire, plasma cannons, and d-cannons. Smart human players will use stormboyz and wartrukk charge/dismount to beat flamer units. Also, shotguns/spinefists/shootier snazzguns will disrupt flamer units (scouts in particular, Tacs are immune to shotties/spinefists, but snazzguns will knock them down) so they can't fire, and knocking them down also disrupts Cleansing Flame/Do tha Burny Dance. Stealthing and throwing a grenade is a good way to interrupt that ability too. We need a lot of human vs human matches to really find balance issues. Try using the farseer against human opponents who are aware of Psychic Storm, and see how that works. I know it isn't as effective against warrior broods as it is against Gaunts. It's meant to allow her to tank/finish off swarms. Last edited by Gabriel Gorgutz : 25th Dec 09 at 12:54 PM. |
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# 36 |
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Member
Join Date: Apr 2009
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just played a 1v1 game with another person. marines vs marines
anyways, scouts w/ sniper rifles are overpowered, even he admits it. terminators seem to be a tad on the strong side too, assault termies can take down a dreadnought in a second or two. do scouts gain an attack bonus when shooting from infilitration? Do SternMarines have something to counter heavy vehicles/walkers? one of their munitions only penetrate light armor i think Assault Marines kinda have an arbitrary power cost of 51 and about that fodder thing, does the entire squad have to die or do u get refunded per unit? |
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# 39 |
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Member
Join Date: Aug 2009
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You get refunded per unit down.
Scout snipers are overpowered, you say - what particularly? Damage per hit, range, rate of fire? Please be more specific. They don't get an attack bonus when shooting from infiltration. Assault termies could get their damage lowered. I will round off the ASM squad's power cost to 50. Let's do what we all used to do when Relic would post patch changes. Give me a list with points on it, and I will post the "change log" to be made on the main page. So, for example: Scouts: Sniper rifles too strong vs marines. Suggest reducing rate of fire, or damage per hit, either the weapon dps or sniper damage type vs. heavy infantry. ASM's: Round off power cost to 50 (currently it's 51). Termies/Assault Termies: Attack power too high vs. vehicles, suggest lowering damage of thunder hammers or melee_heavy vs. vehicles. Everyone check the first post, if there's changes/suggestions you want to make, list them in the thread and they will be posted in the change list. Check to see if your suggestion has already been listed first. Last edited by Gabriel Gorgutz : 25th Dec 09 at 4:04 PM. |
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# 40 |
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Member
Join Date: Apr 2009
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ok, following your format
Scouts: Sniper Rifle damage is superb against Space Marines, suggest raising the cost, or lowering the damage vs whatever armor Space Marines use Marine Flamethrowers: Not 100%, but their Cleansing Fire ability seems to slow down retreating units as well, allowing the Marine's squadmates to easily pick them off Devestators: Heavy Bolters cause suppression too fast imo, suggest reducing the amount of suppression it deals, and/or reduce the rate of fire/damage. I could hold off an entire Tier 1 Tyranid Army led by a hive tyrant with an apothecary and a devestator squad. Vanguard Marines: Absolutely destroy any vehicle in their path, with or without melta bombs. Suggest reducing their damage against vehicles. Keep them effective, but dont let them destroy a vehicle in 2-3 seconds. Questions: Was lowering the cost of the Tier3 upgrade intentional? Overall Race Suggestions: Give all races some sort of minor anti-tank weapon. Melta Bombs come in at Tier 2 i believe, and so do practically every other anti-tank unit/equipment. Possibly reduce the damage of ALL Space Marine units, they seem to be the most overpowered of all the races. Increase the speed of units that are retreating. Space Marines can keep up with other Marines that are retreating, so theyll run and gun the retreating Marines down. |
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# 43 |
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Member
Join Date: Aug 2009
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You held off a sizeable nid army w/hive tyrant charging your devs? What map was this on? The HT should be able to get his 1st armor, charge, and start tearing up the devs. Warrior broods can jump on them now too. What's your name on steam? I take it you're a good coh/dow2 player. Let's have some games and you can show me what needs to be changed.
Thanks for your feedback, by the way! |
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# 44 |
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Member
Join Date: Apr 2009
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actually, im a fairly bad CoH/Dow2 player. i think the holding out against the 'nids happened cause he wasnt fairly sure what to do
I dont remeber the EXACT map name, but it was an industrial 2v2 map, an it was VP game mode. all our bases started out in a little corner, i built a tac marine first, then a dev asap. i just kinda camped outside the nids base, and when they tried to breakthrough, all their hormas/termas got supressed, not sure if they had any warriors or not. my eldar teammate was tying up the other Ork player, i kept one or two Tacs with flamers that i had built on reserve, in case the nids managed to break through. Snipers are only truly overpowered in a 1v1 game where they go for sniper rifles as a high priority and keep their scouts alive. But you should definitely increase unit's move speed when theyre retreating, they die simply too fast. |
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# 50 |
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Member
Join Date: Aug 2009
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Comp stomp notes: The AI is bugged. It produces units WAY faster than you can in-game, it's especially noticeable with Space Marines.
The comp will spam tyranoformation, often in the same spot, for no apparent reason. Sometimes it will tyranoform most of the map. While this is indeed fluffy, it was not intentional. The AI will get fixed later. Right now, we need human matches! Get that feedback posted on here, beta 2 will be in about 2 weeks. |
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