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Old 24th Sep 05, 1:57 AM Child's Play Donator Forum Rules   # 1
Moe
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Suggestion Box Mk. III - "The Doombringer"

The old suggestion box now has in excess of 600 posts, the expansion is out - time for a new one. The old one is archived here.

What the heck is this?
This is the Suggestion Box Mk III, aka the Doombringer. The title is completely random and borrows slightly from certain Futurama episodes. You can drop off any suggestions you have for the game here.

Will my suggestions make it into the game?
Well, with the expansion out and no further expansion or sequels confirmed (although there have been very vague hints that something *might* happen), the stuff you suggest may not be implemented. But there are always patches, so there is a chance that the ultra-cool new feature you thought up might suddenly appear in the game.


Any rules?
Yep. This is a suggestion box, not a discussion box. That means you do not comment on your predecessor's suggestions.. Think of it as a little black box with a slot on the top where you drop off your suggestion on a piece of paper. You don't take out some other person's papers and start writing comments on them.
Other than that, the usual rules apply - keep it civil, and legible. "omfg nukez wud rule can u put them in plz kthx" type of posts will be shot at sight.
Also please don't use this place to vent your frustration. Remember the title, "suggestion box", not "rant box".

That is all. Suggest away!
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Old 24th Sep 05, 4:56 AM   # 2
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I have a few suggestions about the IG. I know they are new, and the expansion hasnt been out long, but here are some of my suggestions for making the IG alittle more competitive.

1. Bump kasirkins to T2. By T3 the fight is already over and IG despratly need something better than their basic infantry.
2. If not the kasrkins, then make basic infantry only cost 1 pop cap. IG are supposed to be swarmy, thats what relic called them.
3. Leman Russ needs splash damage, its a big freaking cannon firing HEAT rounds, those explode.
4. IG heavy bolters seem weak compaired to CSM and SM HB. They seem more like the bolters the SM and CSM are armed with.
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Old 24th Sep 05, 5:01 AM   # 3
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A simple patch to put a high-res character models option into the graphics options wouldn't go amiss. Options to adjust the amount of fogging and some kind of toggle to remove all toolbars, message bars and status bars for the purpose of taking screen shots and such would also be good. These are all already possible to a large extent, but introducing these would still be useful for the less tech-savy among us.
 
Old 24th Sep 05, 5:07 AM   # 4
ChaplainGreyus
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Necrons playable in a new expansion
I guardsmen squads should at least have a missile launcher in a squad.....
Chaos SM Demon prince as super uber unit
Space marine plasma cannons/lascannons and melta guns in tactical squads
Eldar get jetbikes
Ork get Scorcha trukk (i think thats what its called)
Lastly.....i think that Space marines should get a Command Squad....that would be cool
 
Old 24th Sep 05, 5:09 AM   # 5
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Better gamecode for older machines
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Old 24th Sep 05, 5:59 AM   # 6
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hope they make more expansions before jumping to a DoW2...
 
Old 24th Sep 05, 6:24 AM   # 7
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Firstly do something about the distributing.Theres something wrong when so many people have problems getting the game on the release date.Some get mysteriously pushed back orders at for over a week,some have mysteriously vanishing reserved copies,some stores have not the slightest clue what dawn of war is.Im not sure if its the stores that screw up,but its annoying to people.

Secondly please do something about the asian situation.Okay its bad enough we all get it in october or end of september,at least a week later than the europe release,but jesus.Dawn of War is so unknown here.I know singapore is a tiny country but the amount of "whats that?" replies is just totally stunning.In the wrong way.Slap them with a trout or something........
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Old 24th Sep 05, 6:29 AM Forum Rules   # 8
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Oh yeah, Question, for your info, TechDrome has said that Winter Assault will be available in their stores on the 29th. I'm going down to Sim Lim on that day! Yea!

Back to the topic.

I haven't played the game yet so I can't erally offer much suggestions here. But judging from the reviews I seen here, I was just wondering.

Can the Chaos Space Marines have their heavy weapons back, please?
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Old 24th Sep 05, 9:11 AM   # 9
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Please, pretty please, add widescreen support back in.
 
Old 24th Sep 05, 9:16 AM   # 10
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Thier has been complaints of no kill cam on these forums. Add a kill cam in the next patch, and make AI pathfinding better.
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Old 24th Sep 05, 9:50 AM   # 11
MetalMilitia
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This is sort of unfixable for THIS expansion, but I was really hoping for a new CG movie like the Blood Ravens vs Orks in the last one. Maybe next time?!

I also have to agree that a hi-res model option would a really excellent patch. It really couldn't be that hard, could it?
 
Old 24th Sep 05, 11:43 AM   # 12
Draptor
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Add some code that supports random skins/models for all races and all units. Relic doesnt even have to make the skins or models, leave that for the community to fill in. That way you can have your SM team look all special, and everyone else use somthing generic or what have you.
 
Old 24th Sep 05, 11:47 AM   # 13
CrimsonHellkite
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1. Give the Mega Armored Nobz's powersuit ability a hotkey.
2. Let us choose between the Dawn of War or Winter Assault voices for the heroes.
3. Make an official map that takes place inside a Necron tomb
 
Old 24th Sep 05, 12:08 PM   # 14
sparky
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Imperial guard need better units close to the beginning of a game. Is it true that terminators have been moved down the tech tree... how are guard going to cope with the amount of heavy units coming towards them.

Kasrkin squads need to be in teir 2.
Sentinels need to have more of a punch because 1 dread can destroy a full guard army.
A leman russ needs to be brought back into 3rd year. About 20 minutes down the line and your just able to bring out 1. What if you get rushed. Basilisks aren’t able to knock out armoured units as you can to keep targeting.

They need units that can destroy vehicles. i mean look at space marine squads they have rockets... give guard units rockets and flamers. Something that would take the pressure of scrambling to the last tier.

the only reason WHY im saying this is because the amount of resources spent on getting your army. getting into 4th tier. Time spent. in that amount of time a space marine, or whatever will have there top units out and ready to move in. i and a friend of mine were playing guard lastnight. tested out some things to see how they fair against those vehicles... leman russ (4th teir) baneblade (4th teir) they did the trick. Is there any chance of giving the imperial guard commander some more health. He seems to get owned very quickly
 
Old 24th Sep 05, 12:13 PM   # 15
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Make UPS suck less. My copy of WA has been sitting at a processing plant 7 miles from me for the last 50 hours and UPS won't let me pick it up =/

And here's my vote for a bittorrent based web-release of future games! With tit-for-tat going full-blown, the entire community could easily get the game within hours of the release date.

/vote
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Old 24th Sep 05, 12:15 PM Forum Rules   # 16
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Add a little of the complexity back, we don't need babysitting by lumping certain (many) upgrades into one button click.

Remove the upgrade indicators on the marines (glowing skulls on ths shoulderpads etc). I know which upgrades I've used, again.. I don't need babysitting. I know some people like them..could they at the very least NOT glow like some halloween lantern glued to his shoulderpad? Perhaps it could be an option?

For the fluff guys (never played TT but even I have been noticing this).. give chaos back some of their weapon upgrades. This will allow players to choose whether they want to go all CC and daemonic (Khorne, World Eaters) on you or a more SM route (Iron Warriors I believe are much like a marine chapter, more arty and fewer daemons).

I'd agree with the previous posts, we all know about fullres_teamcolor by now, it's a simple edit, but a checkbox in the graphics option screen couldn't hurt.

My 2c.. 'tis suggestions after all ;P
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Old 24th Sep 05, 12:40 PM   # 17
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I want to add in that all abilities need a hotkey.Kaskrins should probably be moved to tier 2.

And guard,needs a anti-tank unit that is infantry based.

Remind me again.Why were fire dragons added in?Thats right,because eldar lacked infantry based AT.

Then they turn around,and do the exact same DoW "mistake" in WA,to the IG.

Next expansion : The IG gets heavy weapon teams [insert reasoning for fire dragons here]

Now.You want to make IG weak in infantry,fine.But this AT thing sounds like a bit too far out of the line.Basically IG cant touch vehicles till they get the building AND research.That can be a bit FATALLY slow.

Another possible solution : allowing leman russ in T2 or 3.I dont get why leman russ is in t4.I mean,think of chaos preds.Okay now think of them as in the same tier as blood thirster.Makes sense?Not really.Or dreadnaughts.

Sentinels as AT also create another problem.The problem that 1 las pred will kill many times its own number in sentinels.....the supposed direct counter.Other races can counter las preds with missles,horrors,tankbusters or fire dragons.IG sentinels get eatern alive by the thing they are supposed to counter,which ironically was also made to counter them.

So we get a situation where multiple sentinels fall too quickly to the things they are supposed to counter.Maybe some sort of armor upgrade in T3?Say 2000-3000 hp and vehicle_med?

Last edited by Question : 24th Sep 05 at 1:23 PM.
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Old 24th Sep 05, 1:21 PM   # 18
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agreed but will relic add this ability into a patch? do relic members even read these forums? at the end of the day it will only take relic a day to sit down and create a rocket for imperial guard infantry squads. you dont want to create the same error that was made with eldar
 
Old 24th Sep 05, 1:54 PM   # 19
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For a future expansion/sequel-

It would be cool to add a Marks of Chaos upgrade systems for the five marks of chaos. They'd be tier 2-3 upgrades, maybe even have it where you'd actually upgrade them in the field (they'd do a little ceremony for a bit etc., kind like mutating Zerg units from StarCraft...probably be priced as a new unit too, or maybe slighty discounted due to the initial CSM purchase). Chaos Undivided marks would yield Chaos Space Marine Veterans, which would be kinda like fully-upgradable DoW CSMs, they'd have full access to heavy weapons (still 2 max like WA),
have improved morale regen, and passive veteran skills to compensate for no bionics 'n stuff...and then of course there would be Noise Marines, Plague Marines, Berzerkers, etc. This would be nice because while the tech-tree/re-balance in WA is a nice improvement over DoW 1.4, CSMs become crappy for even just support troops at tier 2+ in this system. These guys are definitely very tier 1-ish infantry and have zero-AV...they can help 'zerkers against infantry, but because melee is comparatively weak vs. vehicles, CSMs become obsolescent quick (even laying down fire behind melee squads), and generally need to be replaced w/ daemon packs at that stage in the game.

Fleshing out the Necrons would be cool too...as would be having another new spoiler race (seems almost like a tradition after IG in DoW and Necrons in WA).
 
Old 24th Sep 05, 3:51 PM   # 20
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how about a better manual that gives some usefull info,like some numbers or descriptions of abilities,just so you can get a little better understanding of exactly whos who and whats what.

and better AI and Pathfinding.it was very irritating trying to move my army in some of the campain maps.watching my army getting shot and my tough guys are square dancing away from the fight.

and yes,more hotkeys.
 
Old 24th Sep 05, 5:10 PM   # 21
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Well I could go on all day about little things I'd like to see if I wanted, but the main things on my list would be: Adding tyranids, doesn't the image of a squad of SM's hunkered into a trench unloading on a mass of genestealers being followed by the hive tyrant just bring a tear to your eye? (I know everyone is tired of hearing about this but c'mon this is WH40k, you gotta have the 'nids) Other than that Id like to see a little more fleshing out of the armies. More unit choices/upgrades (Ork Warbikes, artillery teams, chaos termies, pulsa rokkits!!!). That was half the fun of TT 40k (building a well-rounded force with a limited number of points) and I would like to see that aspect of variety in this game.
 
Old 24th Sep 05, 7:33 PM   # 22
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I have a few suggestions for the next expansion/game.

1. Basic Squad behavior when ordering a group of quads to attack. Let me explain. If I'm IG and I have 5 squads selected and I tell them to attack something the first squad will go up and get in range and fire(and get slaughtered) while the others will not. Can it be made so that when many squads/vehicles/other stuff is selected that ALL things in that group will do their best to close into firing range. Even making the front units move forward so the back ones can get in range. This is somehting all RTSs lack when it is a very good gameplay enhancement.

2. Necrons and Tyranids. After seeing the Necrons in WA we have to have them in DoW2(or an expansion) We'll need them in the next expansion/game.

3. Story. I loved the Story of WA but I wanted even more to play as the Captain Angelos(sp?) from DoW and command my Space Marines in conquest against Khorne. If the story can be made to include The Blood Ravens while also allowing the player to use IG or Eldar to defeat the new threats posed to them by the enemies then the game will be for the better. Multiple mission paths was something WA got into but not much.

4. Larger and Better Maps with even more objectives. I'm a fan of the simple misisons of build your base and complete objectives but since computers are getting better then we can have bigger maps and more events in them(going along with my #3).

5. Missions and Camapign Length. There is easily enough material to make 2, 20 mission, camapigns. If the Necrons and Nids are in then its very easy to fill out sinc that would bring the faction count up to 7. Now you wonder how we give each side its due. Very simple, you make the player choose at the beginning their faction and they play the rest of the game as that. Objectives would be different and there would be changes but it would give immense replay value.

6. New Intro Movie. The first one was great....please make one with the Necrons now.

Thats all I have to say but I can't stress the importance of #1.
 
Old 24th Sep 05, 7:55 PM   # 23
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Well Im not going to go into the talk about expansions and such although there are several things I'd like to see happening myself.. Im happy enough with the game as it is and I think the expansion BUT there are a few things I'd like to see.. or more like.. dissappear and I hope and think those should be fairly easy to do.(And as a note Im not sure if these changed with the expansion since I dont have it yet, cursed delay in the arrival)

1. The icons over the units. While I understand the importance of these, it is for an experience gamer easy to see if they units are in cover or not and it could be informed somewhere else but personally those icons bother me. It would be neat to see them dissappear(and option perhaps?)

2. Pause and replay text. Just for good screenshots and such it would be neat if these texts faded after a few seconds.

Tell me what you think folks?
 
Old 24th Sep 05, 8:06 PM   # 24
Vajper
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My suggestion is fairly straightforward, and should have been addressed a long, long, long time ago.
Fix the NAT lag!
Ferchrissakes, it's about time. 2-3 second delay on issuing commands ingame...I've had to live with this for the entire history of Dawn of War. Fix it please!
ps. I have a Netgear DG814 router, and yes all the required ports are open.
 
Old 25th Sep 05, 4:16 AM Forum Rules   # 25
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im going to re-suggest my dedicate to chaos god idea: you all know it by now-
chaos HQ has 4 buttons that 'unlock' certain units- named 'Dedicate to Khorne/Nurgle/Slaanesh/Tzeench' which supply chaos with the units associated to that particular god incl. the marines with those marks, and the greater daemons.

dedicating would add an extra button at the barracks for either khorne 'zerkers, noise marines, plaguemarines, or rubric marines, in addition to undivided marines. t2 would probably be best for the extra units. it would also change the daemon type at the pit.

i have decided not to suggest including lesser daemons in the dedicate idea this time, as i feel those who choose to leave undedicated would benefit more from the power of chaos unidivided in being able to use all the lesser daemons at the expense of the gods specialised marines and greater daemon. hard to implicate and balance, maybe, but i think it would add a great personal touch to the chaos army.

i would like to see necrons in an expansion (*if* there is another one) and both necrons and tyranids (if possible to justify) in a DoW2 (*if* there is one).

additional units i would like to see for existing armies now include swooping hawks for eldar.

that is all for now. btw moe, i love the 'doombringer' thing, nice work!
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Old 25th Sep 05, 6:10 AM   # 26
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This is suggestion for future WA patches. Please bring back the "deleted units."

Chaos SM/Raptors heavy weapons:

(1) Easy Way. Just give them back with stats similar to 1.4, with no other changes. The lack of bionics, target finders, and max weapons upgrade for Chaos already ensures that the player can't rely on solely CSM, and that they won't become overpowered. They'll be kind of redundant yes, but it's called aesthetics and fun factor.
(2) Hard Way. Rework Chaos tech tree so if player decides he wants heavy weapons for CSM and Raptors, he can't have Sacrificial Circle. This can also result in choice between Bloodthirster vs Daemon Prince as uber unit.

Ork LP2 and Waagh Banner level 2:
I don't want my LP2 and banner lvl. 2 to look like LP3 and banner lvl. 3. The deletion of the intermediate models was a strange aesthetics decision. Lvl. 2 had its own models! Now that LP3 is worth the money, you don't have to worry about that model never being used.

Wartrakk customization options:
How about upgrading to twin shootas + chukka, from twin rokkits + chukka?
Or how about cheap/fast upgrading from twin shootas to twin rokkits to twin rokkits + chukka? No new modeling required. WA-version stronger trakkz means this upgrade is worth it.

Chaos/SM Predator customization options:
A big draw with this game was its unit customization options. It should not be sacrificed for "racial diversity" that no one complained about. No one complained about Chaos and SM Predators having the same upgrade options. No one.

Hellfire customization options:
Same reason as above.

Force Commander weapon:
How about upgrading from power sword to daemonhammer? Makes more sense especially after playing DoW single player.

Chaos Lord weapon:
How about upgrading from Manreaper to the new weapon? Make it fun for Chaos too, eh?
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Old 25th Sep 05, 8:48 AM   # 27
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Well since all the units have bcome more hs and more powerfull, wouldn't it be in order to give buildings more hitpoints! atleast being able to research it. For me its insaine to have a 10 000 hp monster tanks and demons when a base even fully upgraded get smacked silly uber fast, it just take seconds for a base to get torn a sunder when you get your defences down... plus the now so common shelling a base to smitterins from a distance is a pain in the ass.
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Old 25th Sep 05, 9:09 AM   # 28
Yoshiro
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Next expansion

Convert the hole game over to the "essence" engine. I know I'd pay the money for it (ie: another 50 USD)
 
Old 25th Sep 05, 9:11 AM   # 29
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Give rockets to IG infantry at t2 or 3
make Kasrkin t2, Or make them 2 pop
scale down tank factories a little bit
make chimeras have more armor, or make them cost less pop
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Old 25th Sep 05, 10:25 AM   # 30
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1. put the amount of damage a turret or listening post does in the HUD
2. put the maximum health of a squad. instead of saying N/A N/A make it N/A 300 for space marines for example. That way you know how helpful the health upgrades are
 
Old 25th Sep 05, 11:16 AM   # 31
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- Instead of giving chaos more tact options - give them noise marines. morale breaking units that make crazy noises and knock back enemies.

- give the chaos lord his voice back. the new one blows
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Old 25th Sep 05, 12:47 PM   # 32
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"1. Bump kasirkins to T2. By T3 the fight is already over and IG despratly need something better than their basic infantry."

impossible. have you seen what Kasrkin do to troops? once you get 2-3 fully reinforced Kasrkin squads on the ground, if your enemy doesnt have enough vehicles, youre going to mop the floor with them. if you can get Kasrkin at t2, when everyone else is just building their machine pits and such, you can get those 2-3 squads out and tear through your enemies troops with an incredible ease, and then rush into their bases with the incredibly cheap and effective sentinels. ffs, space marines dont get heavy bolters, plasma, or rockets til tier 2, and when the price for the additional heavy weapons upgrade is factored in, the cost of all those heavy weapons is more than the cost of a Kasrkin squad, which comes right out of the barracks with a devastating hellgun. not to mention, by tier 2 you can have essentially 11 heros out, (3 Commies[immune to morale!], 3 priests[immune to damage!], then the Commander and his retinue of your choice! and then, you still have 3 Psykers to be built, who i like to call Hero Hunters because of their Strip Soul ability. Imperial Guard has it better than i think most people realize.

a lot of people are pining for a Hi-Res button in the options...but, if you do that, chances are a lot of people with sub-par computers are going to leave it on, and thus create some pretty unbearable lag online. not enough people who play online know that if they set their graphics options to over the limit of their systems, it creates a whole world of hell for the other players.

what do I want?

Space Marines: make the heavy bolter tier 1 again (that or buff vanilla bolters?), its the only thing that can stand up to the Imperial Guard's grenade launchers. secondly, buff termies. them being only 3 pop is nice, but itd be better if they could stand up to Obliterators. i love the skull+shinyness on the shoulder pads after the upgrades, but i dont like how the armory upgrades were dumbed down. make whirlwinds tier 2 again. if imperial guard gets the Basilisk tier 2, i think the Space Marines should get something that can hassle the IG right back.

Chaos: no real complaints here, but i think they need a fast anti-infantry vehicle, maybe a bike? although, that might make them a wee-bit too Space Marine-y again. i love beserkers.

Ork: dont play them enough to really know, MAN's are fun, and i hear Ork players say they like the new setup.

Eldar: again, dont play them enough to give a detailed spiel. plats are still spammable, and i have yet to see any eldar player online make Fire Dragons.

Imperial Guard: almost get vehicles out TOO fast, but i suppose thats on purpose, and it adds a different flavor and depth to the game that i like. the Earthshaker round is a BEAST, and i love it. except when it takes 2 of my Marine squads out in one well-placed shot. :joy:

In conclusion:
i love Winter Assault, except for a few personal biased let downs.

Last edited by klotzy : 25th Sep 05 at 1:23 PM.
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Old 25th Sep 05, 1:38 PM   # 33
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Buff the vindicare. CONSIDERABLY.
Then, include different assassins, though I imagine balancing them would be hell.
Leman Russes to tier 3, not worth getting at tier 4 (if you still need them at that time, you're basically screwed).
A BIG feature which originally atracted me to DoW was the ability to customise squads and vehicles. I have been robbed of that feature now.
The GREATEST feature of DoW which made me interested in 40k universe was the story. I say bring back the special characters (like Brom and Toth), make more dialogues and script more scenes, maybe even introduce some of the trademark 40k characters (Yarrick, Ursarkar Creed and Kell, Gaunt and his Ghosts, Schaeffer, the SM chapter masters, Abaddon, Ghazkull, Wazzdakka etc.) to DoW?
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Old 25th Sep 05, 4:13 PM Forum Rules   # 34
Robert Frazer
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I haven't had an opportunity to play the game myself yet, so I can't give my own opinions, but when assessing other people's comments reviewing Winter Assault, I've observed that a considerable number of people have admitted that whilst they enjoyed the single-player campaign, it still remained too short to be fully satisfactory.

Given that the brevity of the single-player experience seems to be a sticking point, then, I was wondering if Relic might rectify this by organising a "Community Campaign Pack". This would be organised along the lines of the Community Map Pack, with the best of the modders' single-player custom scenarios and campaigns being collated to help bulk out the single-player experience.

Incidentally, I am also somewhat disturbed by reports that substantial proportions of the researches and upgrades have been cut out. Again, as I haven't played the game itself yet, I'm not in the most appropriate position to comment but even as a spectator I'd have to agree that their removal does seem like "dumbing down" and I'd prefer that they were reinstated.

Last edited by Robert Frazer : 25th Sep 05 at 4:42 PM.
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Old 25th Sep 05, 5:26 PM   # 35
Silverdeath
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Allow Chaos to choose which dark god to worship, which gives distinct abilities and weaknesses. As well as distinct greater deamons.
 
Old 26th Sep 05, 1:29 PM   # 36
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I don't know why this wasn't done a long time ago, it's not difficult:
Make more units viewable in the Army Painter!
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Old 26th Sep 05, 3:59 PM   # 37
ColonelSeldon
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AT is sorely lacking for the Guard infantry, maybe a good idea would be to give Guardsmen and Kasrkin access to Meltaguns? Use the animations from the fire dragons, since they have essentially the same weapons, both are heat rays for melting through armoured hulls.
 
Old 26th Sep 05, 6:56 PM   # 38
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Thank you for the suggestion box. I hope some of these great suggestions make it into the patches.

My suggestions:

I sure wish my beloved marines had heavy bolters in Tier 1 again. I can no longer crush orks and whatnot at will. Although I admit that I don't much mind the simplification of the bionics in the upgrades.

I'd like to see whirlwinds back in Tier 2. Where's my fire support???

The guard could use something meatier before Tier 3. If you don't push the vehicles and hard, you're dog meat right off the bat.

Chaos could use some of their snappy weapons back.
 
Old 26th Sep 05, 11:15 PM   # 39
Col. Garm
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This goes out to any upcoming Winter Assault patches, and patches in general so it would affect Dawn of War as well. I really hope Relic is listening to this so I don't seem like some kind of whining fan boy. Not to mention I only regged on the forums just to post this! >_<

1.) Fix the Basilisks in skirmish so they operate more like Whirlwinds. Basilisks are artillery, not tanks. To increase this function, the Basilisks should have a "siege mode" not unlike the Siege Tanks from Blizzard's RTS game Starcraft. When the mode is activated, the Basilisk operators will lower bracers into place, allowing the artillery to fire. The cannon cannot fire unless the Basilisk is in siege mode, and cannot move again until siege mode is deactivated.

2.) Correct the firepower of the Leman Russ tanks to be more faithful to their DOW Campaign predecessors, and only allow four to be built at any one time.

3.) [MANDATORY] Make Trim 4 for the Space Marines act for the eyes like it does for the Eldar and Chaos, so that people can go back to fully customizing their Space Marine armies.

4.) To fix the balance issue for the Imperial Guard's lack of an "air" unit, and the lack of ability to summon reinforcements from orbit like the Space Marines, they should be able to summon an Elysian Drop Troop Squad and be able to call for Valkyrie Airbone Assault Carrierscarrying fully reinforced Guardsmen or Kasrkin squads.

5.) Give the General the ability to call in a Tactical Bombing like that seen in the start of the Order campaign. This would be used as an anti-armor/anti-building calldown as opposed to the anti-infantry Strafing Run the General can also issue, which should do much more damage to infantry squads.

6.) Introduce an Imperial Colonel/Brom for the Imperial Guard, an Inquisitor/Toth for the Space Marines and a Daemon Prince for Chaos for future skirmish & multiplayer games.

7.) The Vindicare should be tweaked slightly. By default their firing rate should be doubled, but their firepower halved. They would still be able to kill a minor unit like a Scout in one hit, and totally break that squad's morale in the process. The "Assassination Scope" ability would be toggled, meaning that when the scope is equipped, the firing rate is lessened and the firepower and range is greatly increased. He should also be able to kill all minor units in melee in one or two hits, giving him a slight chance of survival if he were to be noticed by Scouts, Heretics or Cultists. Were he to be noticed by a Space Marine or any unit with equal or higher power, these would prove a major challenge that he would most likely not survive.

8.) In accordance to the newly introduced option to leave bodies on the battlefield, it would be an excellent addition that units, when near or atop the bodies of their fallen allies, would gradually lose Morale until their squad is broken.

9.) [MANDATORY] The General should be attachable to regular squads, but when attached he wouldn't have the ability to reinforce with a Commissar, Priest or Psyker.

10.) Like the default Space Marine Dreadnaughts, a Sentinel's default weapon should be an Autocannon. It should gain the ability to upgrade & replace that weapon with a Heavy Flamer or Lascannon.

11.) [MANDATORY] The new Space Marine unit, the Chaplain, should be built from the Sacred Artifact like the Librarian and Apothecary. He should also be the most potently effective unit against Daemon units and be able to attach to squads.

12.) The Imperial Guard should only need one Mechanized Command to produce the max amount of armored units and the Baneblade. The Mars Pattern Command should renamed and be used to call down Elysian Drop Troop Squads, Valkyrie Airbone Assault Carriers, and research the special attacks the General can call for.

13.) Since the Marines get access to three separate optional weapons, the Imperial Guard should get the ability to equip squads with a two-handed Meltagun like the Guardsmen in this image is using on the right. And the Plasmagun should be changed to that of the one in that image as well just to distinguish the Guard's version from the ones used by Space Marines. While on the subject, Kasrkin's should also be able to equip Meltaguns, Flamers and revamped Plasma Guns to be 100% effective against heavy units and enemy armor.

14.) [MANDATORY] Allow players to select their starting positions on multiplayer and skirmish maps.

15.) Going back to the original DOW campaign and take a page from it's chapters. Standard Guardsmen units should be able to greatly reinforce their squads to the supreme number of 15 per squad that they originally had, giving 'em a true fighting advantage in multiplayer games with seasoned players; 1 Sergeant w/sword and laspistol & 14 Guardsman with the ability to gain 5 special weapons per squad.

16.)
Quote:
Add a new unit to the Imperial Guard: Heavy Weapons Platoon. Pop cost would be 3. Initially two regular guardsmen, but can be reinforced to six. Three special weapon slots, three possible special weapons: Lascannon (effective against vehicles), Autocannon (effective against infantry: medium range, high damage) and Mortar (effective against all kinds of infantry, but less damaging than the Autocannon: long range, medium damage). Now here's something trickier: each special weapon should be manned by two members of the platoon, and if one dies, the weapon can't be operated. Alternatively, treat each pair of guardsmen as one unit that has the same health as two guardsmen, so when it dies, both soldiers fall.
17.) [MANDATORY] Revert all vehicles, and others units that may apply, back to their original combat effecitvness, giving them the ability to upgrade with specific weapons configurations. My friends and I find it rediculous that Predator tanks, for example, can no longer upgrade to do more damage against buildings. And it seems the same goes for all other units. If this was done just to give the Imperial Guard a fighting chance, it was a bad choice. The soldiers of the Imperial Guard are known for undertaking dangerous to suicidal missions. Either that, or give their standard squads some sort of reputable Anti-Armor weaponry.

18.) [MANDATORY] It looks as though certain firing animations were left out. The impact of shells upon the ground when fired from the Winter Assault Leman Russ and DOW to WA Predators and their other army equivalents no longer exists or shows up as really, really small. Please fix this.

19.) The sounds for the Kasrkin's Hellguns should get a bit of a tweaking to make 'em sound more menacing. While it may not be in my place to say, I'd highly suggest the sound effects used for the Accretia Empire's chaingun toting mecha seen in Sega's Rising Force Online trailer at timecode 01:27. Also, Guardsman lasrifles, while good as is, don't really pack enough "oomph." My suggestion would be a sound used for a specialized rifle used to deliver an anti-virus the in old WB cartoon, Batman Beyond. It was for a short period of time during the final half of the episode called 'Splicers.' Sadly I can't seem to track down a .wav sample of these sounds, though I pray Relic knows what I'm talking about and looks into it.

20.) A very minor change: Remove the "masked" standard Guardsman that shows up in each Guardsman squad. Instead perhaps replace them with a Guardsman that would look like a communications expert, just like how the miniatures are setup. It would help make the Kasrkin's that much more unique as all of their soldiers, minus the Sergeants, wear full helmets.

21.) Research the ability to turn a member of an Imperial Guardsman squad into a Medic who would serve as a weaker version of a Priest and who would be armed with a special scoped lasrifle that would make up for the lack of convential Guardsman armor.

22.) Instead of the Imperial General being able to reinforce his Command Squad with Commissars, he should get Cadian Lieutenants instead. They would come complete with stylish cap, bolt pistol (not laspistol) and a Power Fist that would dimly glow with the same fire colored energy that the General's own customized Power Fists issue when he calls for a strafing run.

23.) It would be kind of cool if Chaos Sorcerers were able to gain the ability to resurrect fallen Imperial Guardsmen, allowing 'em to control Cadian Plague Zombies. They'd be slow, very vulnerable, come in squads of 20 that could NOT be reinforced, but would be able to take an excessive amount of punishment from all normal weapons. If they manage to latch onto an ill prepared enemy squad, that entire squad and those nearby would take splash damage from the intense amount of plague rolling off the zombies.

They would attack by biting and clawing, though some kill animations might involve them using their old Guardsmen weapons upon their victims. The major advantage Chaos would have against the Imperial Guard when using this vile unit is that any standard Guardsman that are felled by a Plague Zombie would quickly rise again on the spot to form the start of another Plague Zombie squad that COULD be reinforced. The Imperial Guard's primary means of defeating a horde of Plague Zombies would be to call in a pair of Hellhounds to burn the cursed creatures and give the spirits of undead the sweet embrace of an angel's kiss by fire.

24.) To prove the powers of Chaos can corrupt any and all, Possessed Marines should be fitted in the armor of an Ultramarine or Blood Raven rather than Chaos, making it seem as though the Chaos had managed to taint a nearby Space Marine company.

25.) Guardsman and Kasrkin Sergeants should have the ability to upgrade their standard swords to Chainswords.

26.) All construction units should have a build cap:

Chaos Heretics = 6
Eldar Bonesingers = 4
Imperial Guard Techpriest Enginseers = 4
Ork Gretchins = 8
Space Marine Servitors = 4

They should not add to Squad Cap. Imperial Guard Techpriests must also be weaker in terms of defense like other construction units, but be armed with a plasma pistol instead of a laspistol to compensate.

27.) For a bit more variety when it comes to weapons, Commissars should use Storm Bolters instead of laspistols.

28.) [MANDATORY] I've encountered an error that's developed in the Whirlwind's programming since the release of the 1.4 patch. At random times I've been having to click "Stop" after they unleash their payload, otherwise they get stuck in an infinite loop of reloading. The only way to fix this problem seems to happen when the Whirlwind is set to Attack Stance.

29.) [MANDATORY] Correct an error that's developed in the Dreadnaught's programming, both normal and Hellfire. Since the release of the 1.4 patch, the Dreadnaughts will sometimes randomly start and stop talking as though they were just built from a Machine Cult.

30.) When it comes to both DOW and WA skirmish modes, it'd be nice if the Space Marine Force Commander kept his melee weapon from the campaign. As awesome as it is to see Gabriel with a Daemonhammer, he just looks so much more menacing with a Power Sword.

31.) The Chaos and Space Marine Rhinos should be upgrade to hold up to at least 2 full Squads rather than 1. It would save players resources and provide an improvement for assault players overall.

32.) [CRITICAL] In Mission 3 of Winter Assault's Order campaign, it looks like there's a glitch in the Requisition and Power resources. They won't collect at an increased rate, no matter how many plasma generators are constructed or how many strategic points are captured, reinforced, upgraded and researched from. I've seen the Requisition listing my resources coming in as 122+ yet it only added resources as though I had around 20+ coming in.

33.) Increase the speed of the Space Marines' Orbital Bombardment so it actually seems like a capital ship is firing it's main guns. This means the salvo of each laser battery would strike the battlefield eight times in a matter of seconds. The color of the beams, however, should no longer be blue, but the vibrant color of orange. The resulting explosions would look as though a Whirlwind missile had impacted, just much larger, like the one in this screen;
http://media.pc.ign.com/media/730/7...mg_2951894.html

Also - Include a new unique Orbital Bombardment-like attack specific to the Inquisitor called "Emperor's Wrath." It would maintain a singular ray of teal light that illuminates the blast area in the telltale anti-gravity field for a few seconds before the attack impacts in a HUGE dome-shaped emerald explosion that would slow down the game in the immediate area, killing all minor units in the vicinity except for certain vehicles, Avatars, Bloodthirsters, and the Daemon Prince.

And also - Give a similar special ability to the Chaos Lord. It'd be called "Spear of Malevolence" and would be nearly identical to "Emperor's Wrath" but with a few differences; It'd be the brilliant red color of Chaos magic and would take exactly 10 seconds to cast. During this time the Lord would be completely open to attack while he was speaking the spell. The direct & splash damage ratios would be increased three-fold when compared to the Inquisitor's version, meaning that it would typically kill all enemy and allied units in the blast zone instantly, including the Lord that cast it.

34.) In conjuction with suggestion #6, if an Imperial Colonel/Brom is introduced into the Imperial Guard for multiplayer and skirmish, he should be able to call in for Strafing Runs just like the General.

35.) [CRITICAL] In skirmish and multiplayer, include the option to tweak the AI for each NPC player, be it allied or enemy. It's been such a hassle during games when I, a friend of mine, and an allied NPC have been fighting against insane odds. We would be heavily in need of help, being attacked on numerous fronts while praying for support...

...only to discover that all our NPC ally had built for units were nothing but three or four Scout squads, three or four Listening Posts and a single Chapel Barracks! What's the bloody point of having a computer player as an ally when all they do is cause you more harm than good?! The only thing they seem to do correctly is steal all of the strategic points inside your own BASE! And then they don't even bother to fortify them! I mean COME ON! What's up with THAT?! Seriously, guys, help us loyal players out here!

Last edited by Col. Garm : 16th Oct 05 at 1:17 AM.
 
Old 27th Sep 05, 12:52 AM   # 40
ColonelSeldon
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Few more ideas from me, they probably suck, but I can post 'em anyway.

The Guard is meant to have numbers to nearly rival the Tyranids. I'd say scrap the Guardsmen squads in favor of the platoon, two sets of four men (reinforce to nine and a sergeant for ten) each with three special weapons available to them and a third subsquad of four men (maybe with laspistols and chainswords), with a nifty Junior Officer at the head of the subsquad. The Junior officers can each be upgraded individually to have a power sword and/or a bolt pistol. The squad would cost 4 pop and be more expensive, but the Guard is meant to be unwieldy. In Tier 2, maybe add the ability to attach three heavy weapon teams to each platoon, adding 2-6 warm bodies for no pop? That'd be neat, fix the fluff with the guardsmen supposedly having "overwhelming numbers" and "massed firepower." To lessen the problem of this in the early game, when the squad is sent to take over the point, only the subsquad with the junior officer will attempt to take the point while the other two subsquads stand nearby for fire support. Maybe set it up so that if any of the subsquads are engaged in close combat, the junior officer and his subsquad go in to bail them out while the rest of the unit continues to act as firing support. Yes, unwieldy in the early game. But it'd also provide an excuse to tone down the stormtroopers' (Kasrkin) hellguns and bump them to Tier 2 and 2 pop each, without them negating the reason to ever use a regular Guardsmen squad.

It'd take some balancing, and I'd imagine it'd make things difficult in the early game where I, at least, tend to use two or three squads to capture points... but it would fix the problem (in my opinion) that the guard unfluffily do not outnumber space marines and can actually outshoot them with even odds.

If you do decide to implement the heavy weapons teams, the candidates I'd most like to see would be autocannon and lascannon, because they look more like artillery pieces than the heavy bolter and missile launcher, with the distant third being mortars, possibly having a long range "attack ground" option for even more infantry-disrupting, oops-I-shelled-an-ally-and-now-they're-all-dead goodness.
 
Old 27th Sep 05, 1:46 AM   # 41
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For the next patch, could the official maps get a tag so its easy to recognize them in the list and the lobby (much like Blizzard does with their SC/WC maps).
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Old 27th Sep 05, 8:17 AM   # 42
Thaylon
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PLEASE remove this uber annoying cd protection check, at least for online playing.
 
Old 27th Sep 05, 10:27 AM   # 43
thechaosengine
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Quote:
PLEASE remove this uber annoying cd protection check, at least for online playing.


Why do you find it annoying?

The user license even goes as far as to say you can make a backup copy to use in place of the originals if you're worried about them being damaged.

I can't really imagine what the problem could be with needing to have the disk :-)

S
 
Old 27th Sep 05, 11:52 AM   # 44
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How about giving Imperial Guard an option to research added Support Cap for those instances where buildable area is at a premium?
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Old 27th Sep 05, 1:28 PM Forum Rules   # 45
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IMO, the IG need more stealth units, and less stealth detectors.
More infantry options (perhaps infiltrating Ratling with melta weapons?) which solve the hardships with AV a bit. They'd act like tankbustas somewhat.

EDIT: and give the grots some damn sync kills
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Old 27th Sep 05, 2:05 PM   # 46
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I'd be perfectly happy if the IG had some AV ability at tier 2 and the kasrkin were also moved to tier 2.

I keep getting spammed really early by the stronger races and never make it to T3

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Old 27th Sep 05, 3:06 PM   # 47
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suggestions

0. FIX THE FORUMS. They are slow all the time and stop responding constantly. In fact they stopped responding when I tried to post this the first time. I have no patience for forum lag, so many other places have no trouble but whatever you guys use or however you have it setup it is constantly lagging out and not responding.

1. When a player leaves a game early, IE quits or is disconnected, his army/resources should be distributed to his team mates. IE if a 3on3 game starts and one player doesn't make it, the remaining 2 players should get his resources and control of his army. (Higher scoring player will get control of the army or if game is just starting player is chosen with higher ranking)

2. Army Painter. More areas to customize. You still cannot choose a color for marine chest armor that is unique. In one of the loading screen it shows a gold imperial hawk on a marine with black shoulder trim... Can't do that with the army painter atm.

3. Pathfinding. With the imperial guard the pathfinding bugs have become even more of a problem. Units should find the shortest path and if it's blocked, they should wait, not go half way around the map to get 10 feet away. And hopefully the unit blocking them should move automatically.

4. Vehicles should be able to knock most enemy combatants out of the way. It's ridiculous that a tank has to stop and manuever around enemy soldies. Certain units can be exceptions but most should get tossed aside with no damage taken. (mabye this can be an upgrade, bulldozer blade?)

5. Gamespy Online game matching system is inconsistent at best. When you look for games to join the list populates, then disappears, then repopulates. Number of players in a game is almost never correct, and once you are in a game you cannot see the name of the game room to help advertise that you need players.

Have to say though I am extremely happy with WA and hope you continue to make expansions and improve this game.

0. FIX THE FORUMS. They are slow all the time and stop responding constantly. In fact they stopped responding when I tried to post this the first time. I have no patience for forum lag, so many other places have no trouble but whatever you guys use or however you have it setup it is constantly lagging out and not responding.

1. When a player leaves a game early, IE quits or is disconnected, his army/resources should be distributed to his team mates. IE if a 3on3 game starts and one player doesn't make it, the remaining 2 players should get his resources and control of his army. (Higher scoring player will get control of the army or if game is just starting player is chosen with higher ranking)

2. Army Painter. More areas to customize. You still cannot choose a color for marine chest armor that is unique. In one of the loading screen it shows a gold imperial hawk on a marine with black shoulder trim... Can't do that with the army painter atm.

3. Pathfinding. With the imperial guard the pathfinding bugs have become even more of a problem. Units should find the shortest path and if it's blocked, they should wait, not go half way around the map to get 10 feet away. And hopefully the unit blocking them should move automatically.

4. Vehicles should be able to knock most enemy combatants out of the way. It's ridiculous that a tank has to stop and manuever around enemy soldies. Certain units can be exceptions but most should get tossed aside with no damage taken. (mabye this can be an upgrade, bulldozer blade?)

5. Gamespy Online game matching system is inconsistent at best. When you look for games to join the list populates, then disappears, then repopulates. Number of players in a game is almost never correct, and once you are in a game you cannot see the name of the game room to help advertise that you need players.

Have to say though I am extremely happy with WA and hope you continue to make expansions and improve this game.
 
Old 27th Sep 05, 3:32 PM   # 48
fsck
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Okay I'm going to start by saying these are all my opinions and im going to catagorise already suggested ideas into two groups.


Good Ideas

Big Changes
Quote:
Allow Chaos to choose which dark god to worship, which gives distinct abilities and weaknesses. As well as distinct greater demons.

This would be awesome but a lot of work I'm not sure we could realistically expect that in a patch.

Small Changes

Don't just go into grenade range when attacking non-squads(except turrets) - This is pointless and can be very annoying if your men aren't in range and u only notice when its too late to destroy the building before you're intercepted (as you've been multitasking and didn't notice it).

Quote:
Buff the vindicare. CONSIDERABLY.

Nothing needs to be added really....

Quote:
How about giving Imperial Guard an option to research added Support Cap for those instances where buildable area is at a premium

Or at least have some sort of building (outpost?) or add-on to do the same job in less space.

Quote:
put the maximum health of a squad. instead of saying N/A N/A make it N/A 300 for space marines for example. That way you know how helpful the health upgrades are

Heh in the current health section it could show an average of the squads health (across all members) too that would be invaluable in a large battle!

Quote:
Leman Russ needs splash damage, its a big freaking cannon firing HEAT rounds, those explode.

yeah, seconded

Quote:
IG heavy bolters seem weak compaired to CSM and SM HB. They seem more like the bolters the SM and CSM are armed with.

They're the same afaik though i'd like to see these improved abit at least give them an extra HB as IG are meant to be defensive....their limited range would stop turret farms anyway so it wouldnt effect anything that much.

Quote:
Let us choose between the Dawn of War or Winter Assault voices for the heroes.

This could be in the options menu

Bad Ideas
Quote:
make the heavy bolter tier 1 again (that or buff vanilla bolters?)


I think this is a bad idea simply because they're balanced now.

Quote:
secondly, buff termies. them being only 3 pop is nice, but itd be better if they could stand up to Obliterators.


Oblits are meant to be *vastly* better so this would be counterproductive also termies have long been overpowered and now you get more...please, please do not buff them or we'll be back to OMG lolz u iz late game SM *quit* situations.....endless deepstriking terms and dreads used to make it impossible to win in really big(and long) dow games - the very ones that could have been the most fun.

Quote:
make whirlwinds tier 2 again. if imperial guard gets the Basilisk tier 2, i think the Space Marines should get something that can hassle the IG right back.


This would take away IGs forte it'd be like giving IG an equivalent to termies later on - copying taking away the other races strengths and making all of them the same.
 
Old 27th Sep 05, 4:31 PM   # 49
ShadowB
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First of all, the simple ones, fairly easily implemented (Most of them are IG enhancements):

- Add anti-vehicle weapons to the Imperial Guard's infantry squads. The prime choice would be rocket launchers (check out the guardsman on the far right).

- Improve the AV damage dealt by the Leman Russ Battle Tank, making it worth the whole trouble the player has to go through to be able to produce it.

- Improve the both the anti-infantry and anti-vehicle damage of the IG Heavy Bolter Turrets in normal and missile modes, respectively. They take almost as much space as four SM/Chaos turrets, but are nowhere near as effective. The Guard's supposed to be a defensive faction after all.

- Improve the weapon range of the listening posts and turrets of all the factions (well, at least the IG, SM and Chaos), since almost every ranged unit out-ranges them.

- Make Sentinels more resistant to damage and/or boost their AV damage.

- Raise the Techpriest Enginseer cap to 4 (or more). 3 is just not enough when defending several flanks against a relentless enemy.

- Boost the vehicle cap bonus of the Guard's Tank Factory to 8, 9 or 10, since they're BIG and sometimes there just isn't space to build more than one of them.


Now for the hard ones, possibly implementable in later patches:

- Basilisks should have two special attack stances: long-range and short-range. The first one would immobilize the vehicle, but it'd raise its barrel and fire far away, outside a set minimum range. The second one's the current mode, in which the Basilisk can move, but fire at short distances with the cannon at zero degrees. The vehicle should be able to fire automatically in both modes (as of the now, Basilisks only fire automatically in what would be later known as short-range stance, and you have to micromanage them to have them fire at long ranges).

- Add a new unit to the Imperial Guard: Heavy Weapons Platoon. Pop cost would be 3. Initially two regular guardsmen, but can be reinforced to six. Three special weapon slots, three possible special weapons: Lascannon (effective against vehicles), Autocannon (effective against infantry: medium range, high damage) and Mortar (effective against all kinds of infantry, but less damaging than the Autocannon: long range, medium damage). Now here's something trickier: each special weapon should be manned by two members of the platoon, and if one dies, the weapon can't be operated. Alternatively, treat each pair of guardsmen as one unit that has the same health as two guardsmen, so when it dies, both soldiers fall.
 
Old 27th Sep 05, 5:30 PM   # 50
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A few suggestions for the IG

As an avid IG player on the TT for the past 7 yrs, I was quite pleased to finally get to use them in DoW. However there are a few things I feel need addressing.

No Deep Striking Abilities: Every other race has a unit that can Deep Strike or fly. The other day a friend and I were stuck on the map 'Into the Breach' stalemating against 2 Hard Orks for 6 hrs. If we had been able to fly some squads over the wall into their base we could've created diversions to allow our main forces to move through the pass.

The Leman Russ is uninspiring: In the TT the Leman Russ is the pride of any IG commander. It is a tough, all purpose vehicle. In WA the all Heavy Bolters, with a turret gun that doesn't cause explosions where it fires is rather uninspiring. A lascannon in the hull (perhaps an upgradable option?) would be nice, as well as ordnance that actually makes the enemy fear the IG again.

Low amount of Guardsmen: I was quite disappointed to find each of the guardsmen squads take up 2 requisition resulting in being limited to 10 guardsmen squads total. The key to cannon fodder is to have a TON of it. Having a maximum of guardsmen as an opponent SM or CSM could have is a little lopsided.

Bunkers made of paper: When infantry are running up and knocking down a rockrete structure specifically designed to withstand damage, then it's time to sue the contractor. Axes and blades shouldn't be able to tear a solid bunker down so quickly. The bunkers also do not do enough damage (Even when full) to really make up for this weakness.

Lack of AT: Besides the Sentinel, there is little in the IG that has any significant AT ability. There is of course the Baneblade, but I felt from time to time that Sentinels seemed more effective against things like Killa Kans even more than a Baneblade. Even the Leman Russ proved not very tough against vehicles. Allowing the user to create rocket launcher teams would be a nice addition. Perhaps melta guns in Guardsmen/Kasrking squads would be a better addition. Kasrking with Krak Grenades would also assist. Although overall I feel like most of the armies (particularly Chaos) had their AT really stripped out.

A few other suggestions for other armies.
Killa Kans are way too tough: When you have 2 killa kans ripping your baneblade a new one, then it's a bit lopsided. Once again I refer to my 6hr fight against the orks on 'Into the Breach'. When Killa Kans started coming through the pass, we tried to focus fire on them, but it was no good. They'd reach our bunkers and tanks and just start plowing through them. Overall I felt that little garbage cans fitted with a few bolts and slapped on sawblades should be a bit weaker.

Chaos AT ability stripped out: As I said earlier, I felt that Chaos really got shafted on AT ability. No more lascannons on Preds, no more of anything but Heavy Bolters on tactical squads really made them lack in any sort of character. ALso the limiting of the Heavy Bolters to 2 per squad REALLY cut out their AP ability as well. Smurfs even got an EXTRA choice of weapons....

I still absolutely LOVE WA, but those are a few things I felt caused some issues. Not looking for HUGE changes here, just making a few suggestions
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