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# 1
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Relic Producer
Join Date: Dec 2003
Location: Vancouver
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Relic Announcement -- Patch 1.3 Release Imminent!
Hello all,
We're happy to announce the imminent release of Patch 1.3 for Warhammer 40,000: Dawn of War. The Winter Assault dev team has been hard at work over the past few months to get this patch out to you, and we're really excited about it. This patch not only fixes many small issues with the game, it also introduces some brand new features and functionality, including an Observer Mode (added for pro gaming tournaments after Dawn of War's acceptance into the World Cyber Games), the ability to make Friends Lists to support the continued growth of the online community, and Arranged Team Automatch to simplify the process of setting up multiplayer games with your friends. In addition to various bug fixes, performance improvements, and balance tweaks, we've added some new functionality to support the Mod Community. Probably most exciting are some wide-ranging fixes to the Stance system. We've done extensive testing on this in-house and with THQ QA, and we feel these improvements to the stance system make Dawn of War even more fun! Patch 1.3 is currently in its final round of testing at THQ QA, and we hope to be able to release it very soon. Stay tuned for more information! Regards, Raphael van Lierop Assistant Producer Relic Entertaiment, Inc ------------------------------- Warhammer 40,000: Dawn of War -- Patch 1.3 Release Notes New Features - Added an Observer Mode to the game to support the professional games circuit. - Added a Friends List feature to support the growth of the Online community. - Added an Arranged Teams Automatch feature to simplify the process of automatching games with Friends. - Added Mod Manager to facilitate switching mod versions from the Main Menu. Mods are now also listed in the Join Game screens. - Added support for Lobby News messages in non-Latin character fonts (full unicode support). Improvements - Game performance has been improved through the use of the Intel Performance Primitives library - Enemy detection code has been improved for better performance in the late game on large maps. - Selection focus key (') has been added to the defaul keybindings. NOTE: The keybindings file has been changed and is no longer compatible with previous versions. - Improved the targeting priority system for vehicles and units with multiple weapons. - Major update to game camera system, including fixing many bugs. General Fixes - Fixed several bugs with the Automatch system. - Thorough overhaul of the Stance system which fixed many bugs with the Melee and Ranged stances. Overhaul includes the removal of Versatile Stance. - Fixed several minor issues with the game camera, including increasing the default range for the limited camera so it matches the distance of the free camera. - Fixed several minor issues with save games and playback files. NOTE: The save game format has been changed and will no longer be compatible with previous versions. - Fixed several minor issues with the playback mode. - Fixed several infrequent crash bugs in Online screens. - Fixed rendering issues with the Intel 915 IGMA. - Fixed Mission 4 bug where third Whirlwind disappears. - Fixed bug where Toth was damaging himself with special attacks. - Fixed occasional SCAR crash in Mission 7 when capturing bridge. - Fixed NIS cameras for all missions. - Fixed various bugs in game chat system. - Fixed various bugs in Army Painter. - Fixed bug where NIS speech wouldn't play under Windows 98 (unsupported OS). - Fixed various bugs in Multiplayer Game setup system. - Various cosmetic fixes to various screens. - Fixed bug where the Ork Wartrack Twin Rokkit Launcher upgrades will get stuck in an infinite loop when overwatching the upgrade. - Fixed bug where a Shroud button which has no function would appear in the build-menu of a Webway Gate while it is being built. Ability Fixes - Fixed bug where Word of the Emperor ability would not function. - Fixed bug where Bad Doc Healing Aura ability did not heal commander units. - Fixed bug where Bad Doc Healing Aura ability only affected the Mad Doc and attached squad. - Fixed bug where Exarchs could not be added to Aspect Sqauds while the squad was moving. - Fixed bug where Exarchs could be built while the squad was moving. - Fixed bug where Howling Banshee War Shout ability would affect friendly units. - Fixed bug where Eldar Plasma Grenade was inheriting incorrect attributes. - Fixed bug where Stormboyz speed research effects only the Stormboyz leader. - Fixed a range of bugs where abilities were incorrectly affecting friendly units as well as enemy units. - Fixed bug where Grav Falcon Brightlance was invisible. Balance Changes Ork Changes - Reduced damage of Trukk Big Shoota. - Increased population requirement for Trukk/Mekshop from 31 to 46. - Increased population requirement for Wartrakk from 46 to 61. - Wartrakk build time increased. - Decreased damage of Wartrakk Rokkit against all infantry significantly. - Increased build time of Wartrakk Rokkit and Mortar from 9 to 20 seconds. - Put a 46 population requirement on Ork Rokkit Launchers. - Reduced Big Mek's Mega Blaster damage. - Increased build time of Bad Doc to 15 seconds. - Increased cost of Bad Doc by 10 requisition. - Increased damage output of Nob Leader Power Klaws. - Decreased build time of Ork Nob Power Klaws from 15 to 12 seconds. - Increased damage of Ork Nob Leader Power Klaws. - Big Mek now takes longer to build after researching Custom Tellyporta. - Big Mek now takes longer to build after researching Custom Force Field. - Big Mek now takes longer to build after researching Tank Bustin' Kit. - Reduced range on Ork Listening Posts that have the first Listening Post upgrade. Eldar Changes - Reduced damage of Fire Prisms Shuriken Catapult against Heavy Infantry (Medium). Also reduced damage against Medium Vehicles. - Reduced damage of fire prism Prism Cannon vs. all buildings, all vehicles (slight), reduced morale damage, reduced minimum damage, reduced area of effect from 10-8. - Reduced morale damage on Eldar D-Cannon Turret. - Reduced damage of Vyper Missile Launcher against all infantry types. - Increased time cost of Vyper Missile Launcher weapon upgrade. - Increased vertical aiming ability of Brightlance platforms (slight). - Increased range of Ranger Long Rifle from 32 to 35. - Increased morale damage output of Ranger long rifle from 40 to 60 per hit. - Removed charge modifiers from Howling Banshees. - Created dependencies on Vyper/Wraithlord aspect stones before Fire Prism can be researched. - Decreased time cost of Seer Council Witchblade weapon upgrade. - Dark Reaper Exarch now does more damage to Heavy Infantry . - Dark Reaper weapon upgrade now has the same range as its original weapon. - Increased Time cost of Warp Spider Aspect Stone - Increased Power cost of Warp Spider Aspect Stone. Chaos Changes - Reduced cost of tier 3 to 400/150 and 100 seconds. From 500/200 and 125 seconds - Chaos Aspiring Champions and Space Marine Sergeants now benefit from the bionics upgrades (+20% health) - Furious charge should now be giving +15% damage bonus to chaos_knife_cultist and chaos_knife_tactical. - Chaos Heretic costs 0 supply cap, however there is a limit of 5 Heretics at any given time. - Increased cost of Cultist, increased hit points, increased build time, decreased to starting with 4 units. Increased base weapon damages by 30%. Decreased min damage on Cultist Laspistol from 2.5 to 1.5. - Increased time cost of Cultist Aspiring Champion. - Reduced Cultist Grenade Launcher damage by 35%. Increased build time of Grenade Launcher. - Increased damage output of cultist plasma gun, slightly increased cost. - Defiler hitpoints increased from 2300 to 2700. - Defiler now costs 2 Support cap. - Reduced cost of Possessed marines, decreased attack/hp/build time accordingly. - Reduced cost of Horrors, decreased attack/hp/build time accordingly. - Reduced melee damage of Raptors against building low. - Chaos Rhino now costs 1 Support cap. - Smoke Grenade research time/cost reduced. Space Marines Changes - Reduced cost of tier 3 to 400/150 and 100 seconds, from 500/200 and 125 seconds. - Reduced stun time of SM Force Commander from 4 to 2 seconds. - Scouts do less ranged damage to infantry_low, infantry_med, and infantry_high. - Reduced Scout accuracy while moving from .55 to .35. Reduced Scout morale damage. - Reduced melee damage of Assault Marines against building low. - Rhino now costs 1 Support cap. - Smoke Grenade research time/cost reduced. - Cultist reinforce time when in combat set to 12 seconds. - Updated help text to reflect balance changes. Mod Support - Mods can now disable tutorials by leaving a blank field in the FEDefaults.lua file. - Multiple fixes in the Attribute Editor. - Game now validates more fields from the attribute files. Also validation of starting units and buildings has been removed. - New binary file format for all attribute files. - Added support for exclusive win conditions. - Several unused attribute fields have been removed. - Added flag for weapon line-of-sight being blocked by entities. We recommend not using it, as it is terribly slow. - Added multiple flags to Scenario files in the Mission Editor, including being able to turn off sky, terrain and water rendering. |
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# 2
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www.relicnews.com
Join Date: Sep 1999
Location: South Surrey, BC Canada
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HUGE!
Thanks Tacit! haha "- Added flag for weapon line-of-sight being blocked by entities. We recommend not using it, as it is terribly slow." So you CAN get the game to have weapons NOT shoot through terrain! |
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# 4 | |
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Guest
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Quote:
Yea, this had been known fora while as to why they let them shoot through things. Interestingly, it seems the thread listing changed before (which everyone said was rubbish) seems to be pretty much accurate. |
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# 9
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This is my boomstick!
Join Date: Sep 2004
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Excellent fix list, a couple of clarifications please:
1. Does the overhaul of the stance system mean that the old F2 bug is properly fixed now? (ie will units attacked in CC now fight back in CC regardless of their stance?) 2. Does the "various bugs in multiplayer game setup system" include the highly annoying "kick bug" (whereby players will randomly be told that they have been kicked by the host...even though they havent)? Anyway, great work guys - I cant wait to see all of this in action. Edit: Heggie - the orks dont really need their morale bug fixed...fixing it could make them too powerful, if it was up to me Id fix it in winter assault so it could be balanced in along with the new units. |
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# 10 |
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Guest
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Wow thats all the stuff the loosers were complaining about:
-the fireprism -sm scouts -ork wartrakks -the defiler being to many points -arranged team games -a friends list -the pathetic range of rangers Of course theyll probably show up and say that its to little to late or some more doommongering that they usually do. |
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# 11 |
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Member
Join Date: Aug 2004
Location: WA, Australia
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Awesome fix list. Thanks relic.
A big "I told you so" to all the people who doubted the fix list recently posted on these forums from a russion website which listed most of the above changes (and everyone here claimed was fake). |
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# 13
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Storm of Swords
Join Date: Oct 2004
Location: Leeds, UK
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Excellent to see the patch coming, and the changes look.. intersting. (Want to start playing with it, especially that heretic change). Hard to tell what'll do to the game balance (probably totatlly throw it off and we'll have to start relearning ^_^).
All I want to know now, is if you plan to reset stats? ^^ |
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# 14
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Lootmaker
Join Date: Nov 2004
Location: Tobo, Sweden
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Yeeees!! I worship thee for all eternity! Ave Relic!
Quote:
Yea, seems like it. Though the reason that people didn't beleave that list migh have been cause it wasn't the ful thing, so people thought that cultists had got a major nerf for example... |
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# 15 |
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Member
Join Date: Aug 2004
Location: HINT : The country im in is about the size of a dot on the world map
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I hoped that includes the infamous kick bug.
I caught quite a few spelling errors,and the cultist reinforcement time is mysteriously under the space marine section...... Time for speculation on whether the changes are good.Most are.In particular the wartrak changes.Some stuff like "banshee charging modifiers" seem to make no sense however,as they were hardly an issue. |
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# 23
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IG Expert
Join Date: Dec 2004
Location: Mississauga, Canada
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Looks like eldar get hit hard. Im worried about SM dealing with the gaurdian rush now, since scouts were nerfed all round (but thank god no 2 pop, smart move by relic) but gaurds are still the same, well at least scout HP i still intact so u can tie up those GU's. Orks hit hard by those vehicle nerfs but i think it was needed. Orks vs marines is definetly gonna improve on the side of marines. Im worried about CSM vs SM, that no pop heretic is gonna make the CSM rush hard as hell to deal with, especially combined with weaker scouts (they already arent that great vs CSM, only in the rush.) well at least scout dmg to CSM squads is the same.
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# 25
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Storm of Swords
Join Date: Oct 2004
Location: Leeds, UK
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I don't know if you can consider it a masterpeice before we play it..
I thought of some more questions, is the Ork Moral bonus fixed? (otherwise they're looking at a lot of nerfs to tracks, which were needed... for very little return :P Unless the Nob damage is high now ^^). Also did you fix all those minor stats issues, like Stormboyz doing basically no damage to normal orks..? |
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# 26 |
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Member
Join Date: Mar 2005
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To #10
Actually thats the stuff everyone has been complaining about. I hope that the reduced psm/horror cost and abilities/hp/attack accordingly really works accordingly. If u know what i mean Overall looks like a pretty good patch. |
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# 28 |
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Guest
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Hip Hip, Huzaa!
Hip Hip, Huzaa! Hip Hip, Huzaa! Heh, still to bad about the morale bug (After three patches I guess its a "feature"), I think that fixing it would.... *sigh* I don't want to be a whiner before the patch is out. Regardless I am sure it will play brilliantly ![]() |
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# 29 |
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Guest
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well its great to hear about the patch... except for the nerf the eldar stuff, im kinda worried that the only choice will be to mass brightlances and shurikens... hope im wrong.
anyway its too soon to talk about that... thanks to relic tfor continuing to support the community =) |
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# 31 |
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Member
Join Date: Aug 2004
Location: WA, Australia
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Question to relic about adjusted reinforcement speeds during combat. This was featured in earlier betas (but removed due to time contraints on balancing it). Several times during post release Relic staff stated it would return after the balance had been worked out.
Is this featured in the patch? If not, can we expect it in a future patch? Or perhaps the expansion? |
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# 36
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Relic Producer
Join Date: Dec 2003
Location: Vancouver
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Wait, spelling mistakes in the release notes...I guess we'll throw the patch back into the QA cycle for another month or so then...[frothing at the mouth ensues]...
As with all patches, people will see things they like and don't like (depending largely on which race you prefer to play). We're hoping you guys can remain patient and give the patched game a try before you make any judgments about it. |
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# 39
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In Ur Gubbinz, Makin' Dem Orky
Join Date: Sep 2004
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I'll wait until I've played it before passing judgement; but off hand, I can't say I'm entirely convinced the Ork changes are going to be well balanced... When I saw the leaked details, I assumed that "Nob Leaders" refered to the Slugga/Shoota/Stormboyz squad Nobz, and that if this was a true reflection of the patch, they were being boosted as the counter to Spiders and other ork-whacking imbalances. But if by "Nob Leaders" they are refering to the Nob Squadz, the only unit which can at present have a Klaw purchased by the player, then these changes seem horrible in theory. In particular, the Nob Leader with the Boyz squads are the main counter to Warp Spiders, which don't appear to have had damage or cost changed, only their aspect costs increased... Once the aspect is up, Eldar still be likely to churn out the spiders when they see you, and destroy orkz with them just as fast as before. And as vehicles have been both nerfed (which was fair enough I agree) and ALSO moved backwards in time and cost, Ork now have less, not more ways of dealing with spiders, or so it seems at first glance. The other races seem to have had their ork-smushers balanced (Chaos Grenade Launchers), but the shadow the spiders cast is still worrying...
Anyway, I salute the wide array of new features, bug fixes, and mod support. It's certainly obvious Relic has put a lot of hard work in. But it's a cautious salute for now, until we get our hands on the patch, and I can play them myself to get da ladz view on it all. Incidentally, can we get an official word on whether there'll be a stat wipe with this patch? |
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# 40 |
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Guest
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I agree with Tacit on this one, the balance changes are many and heavy, so lets not judge until we've played it ok gentlemen?
Incidentley Tacit, is a release date hint possible at this stage? P.S. As for the Nob balance issues, I beleive that the extra time it takes eldar to get the spiders out will give ork enough time to get an economy to hide behind. The problem (as Ork, btw I play random to a high 1400s level) as Ork atm is getting the Nob leaders fast enough to stop spiders, not stopping spiders at all. Ork can quite happily kill spiders (FJ's Big shootas, Stormboyz with Nobz etc) its just atm the spiders come before Ork has its counter ready. As for the vehicle changes....10/10 |
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# 41 |
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Member
Join Date: Aug 2004
Location: HINT : The country im in is about the size of a dot on the world map
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Here are my thoughts on the balance changes.....
Balance Changes Ork Changes - Reduced damage of Trukk Big Shoota. - Increased population requirement for Trukk/Mekshop from 31 to 46.- Increased population requirement for Wartrakk from 46 to 61. - Wartrakk build time increased. - Decreased damage of Wartrakk Rokkit against all infantry significantly . - Increased build time of Wartrakk Rokkit and Mortar from 9 to 20 seconds. Looks like relic decided to make early vehicles less available to orks.Major complaint was the availability.And they nerfed the power of the guns too.IMHO,good change. - Reduced Big Mek's Mega Blaster damage. Based on feedback about it wiping out entire squads of heavy infantry i suppose.Good. - Increased build time of Bad Doc to 15 seconds. To help prevent mad dok spamming(along with fightning juice) i guess.Good. - Increased cost of Bad Doc by 10 requisition. See above - Increased damage output of Nob Leader Power Klaws. Great,now that upgrade will be finally worthwhile to get! - Decreased build time of Ork Nob Power Klaws from 15 to 12 seconds. Hmm i guess it did take a bit long to get that upgrade.More like a year and a half for a full squad of powerklaws.... - Increased damage of Ork Nob Leader Power Klaws. Errr i dont get this?It already says it was increased above. - Big Mek now takes longer to build after researching Custom Tellyporta. Sounds fair,a tricked out BM would naturally take longer to get than a non-tricked out one.The main problem was that the BM by itself was incredibly cheap and easy to spam out though,when compared to FC/CL,the cost effectiveness really hurts SM/Chaos - Big Mek now takes longer to build after researching Custom Force Field. See above. - Big Mek now takes longer to build after researching Tank Bustin' Kit. See above. - Reduced range on Ork Listening Posts that have the first Listening Post upgrade. Excellent,the first LP upgrade made them have a horrendous range. Eldar Changes - Reduced damage of Fire Prisms Shuriken Catapult against Heavy Infantry (Medium). Also reduced damage against Medium Vehicles. I suppose this was needed,FPs shouldnt do this much damage.It should be anti-building firepower and morale. - Reduced damage of fire prism Prism Cannon vs. all buildings, all vehicles (slight), reduced morale damage, reduced minimum damage, reduced area of effect from 10-8. Bad IMHO,the prism canon itself does nearly no damage by itself,its the shuri cats.The morale damage was extremely low(all things considered) in the first place.The only compalint was avaialbility for such a unit(disruption,high damage vs everything,etc) - Reduced morale damage on Eldar D-Cannon Turret. Fair,turrets dont really matter much anyway. - Reduced damage of Vyper Missile Launcher against all infantry types. Fair,keeping it in line with trakk rokkits - Increased time cost of Vyper Missile Launcher weapon upgrade. See above - Increased vertical aiming ability of Brightlance platforms (slight). What will this actually change? - Increased range of Ranger Long Rifle from 32 to 35. God,YES.Should be 40 really,but anything is a welcome change. - Increased morale damage output of Ranger long rifle from 40 to 60 per hit. Does this mean they will actually be cost-effective now?We will see. - Removed charge modifiers from Howling Banshees. Why,what was wrong wtih them in the first place?It was easy to dance and cut them down anyway,if you had good enough micro. - Created dependencies on Vyper/Wraithlord aspect stones before Fire Prism can be researched. Bingo.Just what was needed. - Decreased time cost of Seer Council Witchblade weapon upgrade. Great,now it no longer takes about 10 minutes to get the upgrades. - Dark Reaper Exarch now does more damage to Heavy Infantry Desperately needed,maybe now it will be the anti-heavy infantry monster its supposed to be - Dark Reaper weapon upgrade now has the same range as its original weapon. See above - Increased Time cost of Warp Spider Aspect Stone This wont stop mass rapage of sluggas once the WS comes out,it will just make it easier for orks to gain map control with their buildings before the first WS squad comes out.It will also nerf using WS to harass as first aspect(it was very expensive in the first place,and slow) - Increased Power cost of Warp Spider Aspect Stone. See above Chaos Changes - Reduced cost of tier 3 to 400/150 and 100 seconds. From 500/200 and 125 seconds Makes tier 3 more available.Overall,good. - Chaos Aspiring Champions and Space Marine Sergeants now benefit from the bionics upgrades (+20% health) But do they get the target finders upgrade?And why didnt eldar exarches/warlocks/seer council warlocks get the upgrades too? - Furious charge should now be giving +15% damage bonus to chaos_knife_cultist and chaos_knife_tactical. This was a bug. - Chaos Heretic costs 0 supply cap, however there is a limit of 5 Heretics at any given time. Compensates for weak power of cultists early game coupled with "rule of 10".Not bad. - Increased cost of Cultist, increased hit points, increased build time, decreased to starting with 4 units. Increased base weapon damages by 30%. Decreased min damage on Cultist Laspistol from 2.5 to 1.5. Makes them function a bit longer at canon fodder.Great. - Increased time cost of Cultist Aspiring Champion. Yea the original time was a little bit out of whack. - Reduced Cultist Grenade Launcher damage by 35%. Increased build time of Grenade Launcher. Fanstastic.Simply fantastic. - Increased damage output of cultist plasma gun, slightly increased cost. I doubt many people will use them anyway.Not at tier 2.Its like scouts and plasma guns. - Defiler hitpoints increased from 2300 to 2700. Not really needed in the first place,seeing as how artillery units dont normally get shot - Defiler now costs 2 Support cap. Coupled with lower cost,more hp,lower build time,decent CC attack,decent AC/flamer weapons and a better artillery weapon,this simply makes whirlwinds look bad.Horrendously bad. - Reduced cost of Possessed marines, decreased attack/hp/build time accordingly. The main problem was the availability,not the cost ower ratio.....All this will do is make eldar players sweat more(seeing as how they dont have decent anti-monster_med weapons)- Reduced cost of Horrors, decreased attack/hp/build time accordingly. Cant comment,horrors were one of the most perfectly balanced units. - Reduced melee damage of Raptors against building low. Sounds fine - Chaos Rhino now costs 1 Support cap. People still arent going to build it. - Smoke Grenade research time/cost reduced. See above. Space Marines Changes - Reduced cost of tier 3 to 400/150 and 100 seconds, from 500/200 and 125 seconds. Makes tier 3 more available, good. - Reduced stun time of SM Force Commander from 4 to 2 seconds. This fixes the perma stun right? - Scouts do less ranged damage to infantry_low, infantry_med, and infantry_high. Excellent.Takes the bite out of scout rushes. - Reduced Scout accuracy while moving from .55 to .35. Reduced Scout morale damage. See above. - Reduced melee damage of Assault Marines against building low. Okay. - Rhino now costs 1 Support cap. People still wont build it. - Smoke Grenade research time/cost reduced. See above. - Cultist reinforce time when in combat set to 12 seconds. Oh,SM get cultists now?I didnt know. - Updated help text to reflect balance changes. Why bother?It wasnt remotely accurate in the first place. |
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# 42
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THE GOGGLES DO NOTHING!
Join Date: Sep 2004
Location: U.K, SE Essex
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The main thing that worries me is the 0 pop heretic combined with the 2 pop defiler creating the 'new' fireprism rush. I am also slightly worried that space marines will now struggle even moreso against guardian rushes and CSM massing. However if you notice it doesn't say that scout damage will be nerfed against heavy_med armour, so they'll still be deailing the same damage to CSMs. Perhaps all the changes made to the cultists will balance out with the 0 pop heretics, time will tell.
Very interested by the balancing of PSMs/Horrors, I wonder if they'll be viable in tier 1 and I also wonder how the new horrors will stack up against plasma marines for cost efficiency. Nice to see rangers getting another buff, with a range of 35 they will match heavy bolters and with a damage increase... who knows maybe they'll have a use. ^__^ The dark reaper exarch buff was needed, he was far too expensive for what he did. I'm not sure how to take the WS nerf, it will obviously slow down the first warpspider squad however without knowing the exact details we wont know how it will affect their ability to reach critical mass. Orks at first glance appear to be hit the hardest by this patch and I don't honestly know if orks are going to be WORSE off against eldar after this patch. I think the nerf to trakks/trukks was needed, although I don't know if the rocket launcher nerf was a little too harsh. Again, time will tell however with their ability to build trakks pushed back and their infantry just as vulnerable to WS as ever, I can't help but think orks are going to struggle even more than they do now vs eldar. Quote:
1 word. w00t! |
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# 44
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IG Expert
Join Date: Dec 2004
Location: Mississauga, Canada
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Titler, all ork nob leaders and get power claws. You get them from an upgrade at the armoury. You've probably never heard of them becuase they sucked horribly (worse DPS then the choppa vs most targets) now they are going to make them actually worthwhile.
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# 45 |
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Guest
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Thanks Relic, for the communication.
Very happy with the changes to wartraks and ork-y missles: assuming the stormboyz damage bug and morale bug have been fixed. Otherwise, orks might be screwed. Chaos got most of the love it needed: odd, however, that oblits weren't buffed. 0 supply heretics are going to lead to some very interesting builds, personally I think it's a great idea. Spiders didn't get nerfed. hrmfph. I hate how they (almost) always dominate in eldar vs. eldar and ork vs. eldar matches. Hopefully the aspect stone cost increase is extreme enough to make warp spiders a dumb choice for an eldar's first aspect stone. Odd that the spider's counterparts (assault marines and raptors) recieved nerfs to building damage--but spiders are apparently still the same old wrecking crew. Scouts won't be able to dance as easily, but tenative on seeing the actual patch, I don't think they got enough of a nerf. Hopefully, I'm wrong. |
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# 49 |
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Guest
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This patch made pro ork vs. eldar games a JOKE, there's no way an ork can beat an eldar unless they literally delete their Webway Gate at the start of every game, and even then... lol this is just ridiculous.
All this patch did was leave SM about where they are, bump Eldar more firmly into top position, possibly bump good Chaos players right behind eldar, and kicked orks out of the top 100 altogether. |
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# 50 |
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Guest
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Wisgh the same cud be said for the Warlock upgrade, oh well, can't have everything.
TY Tacit for being specific with your info :P I don't mind, aslong as it comes... P.S. Saiith, just....no comment, atleast post some damned backup for such claims. For example, reasons? |
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