•Fixed an issue that was causing the Warlock's and Chaos Lord's Immolate to deal too much damage to generators
•Autarch's leap no longer resurrects unconscious heroes upon landing
•Genestealers now display the healing effect when adrenal rush is activated
•Apothecary Master Crafted Bolter now properly sets his stance to ranged
•Fixed an issue that could cause the turret on the Baneblade to twitch
•Fixed an issue that was preventing the Baneblade cannon's muzzle flash from displaying
•Added Eyefinity setup instructions to readme
•Inquisitor's Judgement ability can no longer target victory points, requisition points or power points
•Fixed a bug that caused Heretics to be reinforced with improper weapons (which could also cause them to enter melee while equipped with Grenade Launchers)
Balance
Lord General
•Fixed an issue that prevented certain Lord General abilities from obeying their maximum range
Inquisitor
•Judgement no longer affects vehicles, the Carnifex, the Tyrant Guard or the Swarm Lord
Commissar Lord
•Powerfist damage reduced from 170 to 110
•Fist of Brockus damage reduced from 170 to 110
Catachan Devils
•Improvised Explosives now have a portrait and description when selected
Land Raider
•Explosive Barrage no longer affects retreating units
•Explosive Barrage damage slightly lowered
Wraithlord
•Wraithsword special attack damage increased from 50 to 110
•Wraithsword special attack damage cone increased from 180 degrees to 220 degrees in front of the Wraithlord
Sorcerer
•Curse of Tzeentch now affects Imperial Guard units
Bugs
•Apothecary Master Crafted Bolter now properly sets his stance to ranged
•Fixed a bug that caused Heretics to be reinforced with improper weapons (which could also cause them to enter melee while equipped with Grenade Launchers)
Balance
Lord General
•Fixed an issue that prevented certain Lord General abilities from obeying their maximum range
Commissar Lord
•Powerfist damage reduced from 170 to 110
•Fist of Brockus damage reduced from 170 to 110
Catachan Devils
•Improvised Explosives now have a portrait and description when selected
Fantastic! I hate those stupid ranged into melee bugs. Now Heretics will be slightly less retarded as will the Apoth.
Poor Commissar I think he won't survive till the end of this beta.
I won't mourn for the powerfist. It was pretty silly. His DPS will still easily match that of the other power-fists, he just swings faster (which is why he can't have the same damage value).
Baneblade is pretty slow, and I find it's secondary weapons completely useless, once you get into the minimum range of its two main guns, it can barely hurt you (of course...even then it still take forever to kill it).
Land raider is the reverse, if you have any vehicle snare, it won't be able to get in range to use most of its weapons.
Then we have the Swarm Lord, now that's broken.
pedro0930 on
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited February 2011
The inquisitor makes a monty python reference
this is pleasing
Melee is pretty good against the baneblade, I can agree with this. I killed one with pretty much a bloodletter squad and plague marines. There might have been more, I can't account for what Retzinsky was also using about halfway through. Bloodletter DPS is still insane.
With even minimal troop support (suppression or knockback) to keep melee off it's back it is pretty much indestructable. There are very few ranged weapons that do good sustained AV DPS, fewer of which can't be instant killed (looking at you, brightlance)
* Wraithsword special attack damage increased from 50 to 110
* Wraithsword special attack damage cone increased from 180 degrees to 220 degrees in front of the Wraithlord
Welp, time to get my Walker on again and see how it goes.
subedii on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited February 2011
Main Cannon instagibbed a wraithlord
Whoops
Fucking Baneblade
Zen Vulgarity on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited February 2011
I mainly want to be able to get one out and not feel like I'm a giant asshole for getting it
The single target attack does 500 damage in a tight radius. It's entirely too much damage, can easily one-shot space marine squads if they're in cover, kill any tier 3 tank almost instantly and generally knock out whatever hope an enemy has of dealing with the baneblade.
Corp.Shephard on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited February 2011
But melee hurts it*
*if the guard player is retarded and doesn't slaughter whatever poor fucking melee unit is running up to the baneblade first
Isn't the baneblade good? I've never used is so I don't know.
Seeing as how I don't like micromanaging it's main gun(s), no. (Suppose it could do with a bit less damage, but then the micro rapidly becomes pointless)
Personally, I feel that the problem isn't that the Baneblade is too cheap but that everything else is too expensive, both in resources and pop. This is Imperial Guard we're talking about here after all...
Personally, I suppose we probably could've done without the super units considering the small scale of DoW2. (The Manticore is also too big for this scale)
The AoE abilities of certain heroes/units could use some tweaking. In my matches as the IG against an Ork, Chaos SM, and another IG player, they all used AoE abilities that are capable of devastating the fragile Guardsmen squads in a second.
Ork: I forgot which hero I was up against (probably the support one), but he used an ability that appears to be a meteor shower on my forces. It 2-shotted an IG bunker, and destroyed my squads in retreat.
Chaos SM: It was a Chaos Lord who used some sort of "red AoE plague"on my Guardsmen, it wasn't nearly as devastating compared to the Ork's ability, but their HP was instantly dwindled to 5-10%.
Manticore: I heard the sound of the missile volley, and was about to retreat my units when it destroyed my squads a second later.
No, I don't have slow reflexes, and I react fast to situations most of the time (I've played enough ranked CoH matches which would attest to this) But I really can't stand the, "1-second arty" utilised by certain units. Either slightly reduce the damage that Guardsmen squad take from AoE, or allow for more warning time when using AoE abilities.
Prisca on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited February 2011
The meteor shower is a huge cost zeal global ability
The AoE abilities of certain heroes/units could use some tweaking. In my matches as the IG against an Ork, Chaos SM, and another IG player, they all used AoE abilities that were capable of devastating the fragile Guardsmen squads in a second.
Ork: I forgot which hero I was up against (probably the support one), but he used an ability that appears to be a meteor shower on my forces. It 2-shotted an IG bunker, and destroyed my squads in retreat.
Chaos SM: It was a Chaos Lord who used some sort of "red AoE plague"on my Guardsmen, it wasn't nearly as devastating compared to the Ork's ability, but their HP was instantly dwindled to 5-10%.
Manticore: I heard the sound of the missile volley, and was about to retreat my units when it destroyed my squads a second later.
No, I don't have slow reflexes, and I react fast to situations most of the time (I've played enough ranked CoH matches which would attest to this) But I really can't stand the, "1-second arty" utilised by certain units. Either slightly reduce the damage that Guardsmen squad take from AoE, or allow for more warning time when using AoE abilities.
The Ork one, like Zen said, was likely Roks. It's one of the slowest and random global abilities, but also one of the most devastating. It's far from a one second arty. Are you sure you weren't distracted? I find Roks to be one of the hardest to dodge.
The Chaos Lord's Red AoE Plague I can only assume is Let the Galaxy Burn! It's one of his most powerful abilities that shoots four fireballs at an area and burns it for huge damage. Normally it is used at long range so you can see the fireballs coming (although they are quite fast moving). However, it can be used at point blank range to make it almost impossible to dodge. There's only one real way to see it coming and that is if the Chaos lord stops, then rears back before leaning forward and vomiting fire all over your forces. Remember you can always see what armor the enemy is wearing by clicking on him. Hard to do in a battle, but it can save lives.
Manticores are bullshit. The audio cue for their missiles is almost simultaneous to their missile strikes and the visual red circle:
1) Does not actually represent the center of the blast and can actually mask the real target
2) does not give enough time to react to the danger.
And it is quite the danger. Even one of the four missiles can instantly wipe out a squad.
The Manticore needs to be more like the Nebelwerfer from CoH. The audio cue needs to be deliberate and loud so you know to pan back over to your forces or capping squads and look for the danger. I know that DoW2 has fewer squads and you are looking at the bulk of your forces for the majority of the time. It needs to be faster than a CoH artillery for this reason, but as it stands it is too fast.
The reaction time inherent to the Autauch's drop in grenades seems like a good balance. Honestly, it might be too fast: I don't think I've ever seen a set-up team escape either of these weapons alive.
They should've never given us the Manticore anyway. Something like a Griffon, or probably even mortar teams would've probably been better to scale and probably more like how DoW vets remember the Basilisk in function.
They should've never given us the Manticore anyway. Something like a Griffon, or probably even mortar teams would've probably been better to scale and probably more like how DoW vets remember the Basilisk in function.
I kind of agree with this. The manticore is one of the most powerful artillery pieces available to the IG in the fluff and in the TT and doesn't really work well here. The Griffon would've been a better option, leaving manticore/basilisk batteries for global call ins of wargear.
Also fuck the Inquisitors cutesy ima "hit T2 and immediately drop a power free Banewolf directly into your gens to guarantee a gen farm slaughter before it is humanly possible for you to have built AV and maybe I'll send it into your base phlegm whatever units you've retreated and then drop napalm on them" bullshit.
Thankfully the last time some idiot tried this on me I was kicking his ass and teched first, so I had a falcon and banshees to kill the fucking banewolf. Thanks to the pressure he flubbed the sticky goo and missed his napalm strike.
As the game neared it's end I proceeded to force a mass retreat, followed him into his base and Eldritch Stormed all of his units, killing all but one. Motherfucker.
Its dps seemed pretty bad, and we were using it on guardmen, against chaos or sm i'd imagine its abysmal. But I never thought to test it on gens.
If its good for burning down power I might give it another look, but given its low dps I didnt see too much of a use for it initially, figured Id rather spend my red on a heavy turret.
CanisAquilus on
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Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited February 2011
Is it even supposed to be anti-infantry?
Also I want to add that the Manticore is the ugliest piece out of the imperial armory and personally I think the firing animation looks weird and rocket hits lack the visual impact (although they still annihilate everything and oh god I hate them)
Gods, I remember us having a steam group or something. Save me from just randomly queing. Last game, one player on my team was afk the whole game the other was basically worthless. Which explained why early on I was fighting a 2v1 for the power generators on the bottom of the map.
Its dps seemed pretty bad, and we were using it on guardmen, against chaos or sm i'd imagine its abysmal. But I never thought to test it on gens.
If its good for burning down power I might give it another look, but given its low dps I didnt see too much of a use for it initially, figured Id rather spend my red on a heavy turret.
I think the Banewulf's chemical spewer is basicly another kind of flamer: units in cover, units in buildings and the buildings themselves (gens and turrets) are what it excels at killing.
It's ability is also a main part of it, basicly identical to the one you get with the Plague Champion's Bile Spewer, and good for keeping melee from your IG squads (when you Sentinel is away/on cooldown/destroyed) or keeping targets in one spot before they retreat.
I'm no expert, but I believe in terms of fluff it's supposed to be primarily anti-infantry and near useless against buildings because the chemicals it spews are supposed to disolve organic material. So it is rather odd that it's primary use is melting buildings, but that may be due to changes in the internal beta.
Banewolf's damage type is flamer_pvp at 18.67 dps. So it's firepower is only slightly stronger than flamer, not the most amazing, but not that bad either...it also slow down the unit it hits by quite a bit.
pedro0930 on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited February 2011
You can also just drop it down near the enemy's power farm and fuck their day up
Posts
They must be dancing with joy at the thought of not having to bow to microsoft to authorize every tiny patch.
I never asked for this!
Bugs
•Fixed an issue that was causing the Warlock's and Chaos Lord's Immolate to deal too much damage to generators
•Autarch's leap no longer resurrects unconscious heroes upon landing
•Genestealers now display the healing effect when adrenal rush is activated
•Apothecary Master Crafted Bolter now properly sets his stance to ranged
•Fixed an issue that could cause the turret on the Baneblade to twitch
•Fixed an issue that was preventing the Baneblade cannon's muzzle flash from displaying
•Added Eyefinity setup instructions to readme
•Inquisitor's Judgement ability can no longer target victory points, requisition points or power points
•Fixed a bug that caused Heretics to be reinforced with improper weapons (which could also cause them to enter melee while equipped with Grenade Launchers)
Balance
Lord General
•Fixed an issue that prevented certain Lord General abilities from obeying their maximum range
Inquisitor
•Judgement no longer affects vehicles, the Carnifex, the Tyrant Guard or the Swarm Lord
Commissar Lord
•Powerfist damage reduced from 170 to 110
•Fist of Brockus damage reduced from 170 to 110
Catachan Devils
•Improvised Explosives now have a portrait and description when selected
Land Raider
•Explosive Barrage no longer affects retreating units
•Explosive Barrage damage slightly lowered
Wraithlord
•Wraithsword special attack damage increased from 50 to 110
•Wraithsword special attack damage cone increased from 180 degrees to 220 degrees in front of the Wraithlord
Sorcerer
•Curse of Tzeentch now affects Imperial Guard units
MWO: Adamski
It was the same way with GFWL Beta, it was only for patching the Live game that they had the huge delays and roadblocks.
MWO: Adamski
Inquisitor nerfs
Zen is not pleased
But yeah, the inquisitor needs those nerfs and then some I think.
http://beta.humugus.com/index.php/auth/register/inv/1966
Can't play the game right now but I can imagine 3v3 is all about having 1-2 players per team go for the super unit.
Fantastic! I hate those stupid ranged into melee bugs. Now Heretics will be slightly less retarded as will the Apoth.
Poor Commissar I think he won't survive till the end of this beta.
I never asked for this!
Land raider is the reverse, if you have any vehicle snare, it won't be able to get in range to use most of its weapons.
Then we have the Swarm Lord, now that's broken.
this is pleasing
With even minimal troop support (suppression or knockback) to keep melee off it's back it is pretty much indestructable. There are very few ranged weapons that do good sustained AV DPS, fewer of which can't be instant killed (looking at you, brightlance)
Welp, time to get my Walker on again and see how it goes.
Whoops
Fucking Baneblade
Also the battlewagon still sucks
Considering I have had the main cannon fail to one-shot a Deff Dread, I refuse to belive that the wraithlord in question was at full health.
I don't give a shit it shouldn't do that much damage
And his AOE ability is dumb too ahhhhh
*if the guard player is retarded and doesn't slaughter whatever poor fucking melee unit is running up to the baneblade first
Seeing as how I don't like micromanaging it's main gun(s), no. (Suppose it could do with a bit less damage, but then the micro rapidly becomes pointless)
Personally, I feel that the problem isn't that the Baneblade is too cheap but that everything else is too expensive, both in resources and pop. This is Imperial Guard we're talking about here after all...
Personally, I suppose we probably could've done without the super units considering the small scale of DoW2. (The Manticore is also too big for this scale)
Ork: I forgot which hero I was up against (probably the support one), but he used an ability that appears to be a meteor shower on my forces. It 2-shotted an IG bunker, and destroyed my squads in retreat.
Chaos SM: It was a Chaos Lord who used some sort of "red AoE plague"on my Guardsmen, it wasn't nearly as devastating compared to the Ork's ability, but their HP was instantly dwindled to 5-10%.
Manticore: I heard the sound of the missile volley, and was about to retreat my units when it destroyed my squads a second later.
No, I don't have slow reflexes, and I react fast to situations most of the time (I've played enough ranked CoH matches which would attest to this) But I really can't stand the, "1-second arty" utilised by certain units. Either slightly reduce the damage that Guardsmen squad take from AoE, or allow for more warning time when using AoE abilities.
Chaos Lord does a fuckload melee damage
Manticores are horseshit and need to be changed
The Ork one, like Zen said, was likely Roks. It's one of the slowest and random global abilities, but also one of the most devastating. It's far from a one second arty. Are you sure you weren't distracted? I find Roks to be one of the hardest to dodge.
The Chaos Lord's Red AoE Plague I can only assume is Let the Galaxy Burn! It's one of his most powerful abilities that shoots four fireballs at an area and burns it for huge damage. Normally it is used at long range so you can see the fireballs coming (although they are quite fast moving). However, it can be used at point blank range to make it almost impossible to dodge. There's only one real way to see it coming and that is if the Chaos lord stops, then rears back before leaning forward and vomiting fire all over your forces. Remember you can always see what armor the enemy is wearing by clicking on him. Hard to do in a battle, but it can save lives.
Manticores are bullshit. The audio cue for their missiles is almost simultaneous to their missile strikes and the visual red circle:
1) Does not actually represent the center of the blast and can actually mask the real target
2) does not give enough time to react to the danger.
And it is quite the danger. Even one of the four missiles can instantly wipe out a squad.
The Manticore needs to be more like the Nebelwerfer from CoH. The audio cue needs to be deliberate and loud so you know to pan back over to your forces or capping squads and look for the danger. I know that DoW2 has fewer squads and you are looking at the bulk of your forces for the majority of the time. It needs to be faster than a CoH artillery for this reason, but as it stands it is too fast.
The reaction time inherent to the Autauch's drop in grenades seems like a good balance. Honestly, it might be too fast: I don't think I've ever seen a set-up team escape either of these weapons alive.
1) Hoard power
2) Build Baneblades
3) Rush Middle
4) Build Repair Bunkers
5) GG
I kind of agree with this. The manticore is one of the most powerful artillery pieces available to the IG in the fluff and in the TT and doesn't really work well here. The Griffon would've been a better option, leaving manticore/basilisk batteries for global call ins of wargear.
Thankfully the last time some idiot tried this on me I was kicking his ass and teched first, so I had a falcon and banshees to kill the fucking banewolf. Thanks to the pressure he flubbed the sticky goo and missed his napalm strike.
As the game neared it's end I proceeded to force a mass retreat, followed him into his base and Eldritch Stormed all of his units, killing all but one. Motherfucker.
Didn't really seem worth the cost. Thats interesting its good on gens though, I might play with that if I ever use the inquisitor.
If its good for burning down power I might give it another look, but given its low dps I didnt see too much of a use for it initially, figured Id rather spend my red on a heavy turret.
Also I want to add that the Manticore is the ugliest piece out of the imperial armory and personally I think the firing animation looks weird and rocket hits lack the visual impact (although they still annihilate everything and oh god I hate them)
Ugh.
I think the Banewulf's chemical spewer is basicly another kind of flamer: units in cover, units in buildings and the buildings themselves (gens and turrets) are what it excels at killing.
It's ability is also a main part of it, basicly identical to the one you get with the Plague Champion's Bile Spewer, and good for keeping melee from your IG squads (when you Sentinel is away/on cooldown/destroyed) or keeping targets in one spot before they retreat.
I'm no expert, but I believe in terms of fluff it's supposed to be primarily anti-infantry and near useless against buildings because the chemicals it spews are supposed to disolve organic material. So it is rather odd that it's primary use is melting buildings, but that may be due to changes in the internal beta.