Meh, I really dislike how easy it is to break through cover. I'll set up a defensive position behind cover, with 2 heavy bolter teams, two plasma cannon teams, a force commander, and a sniper team. And a carnifex just charges into the group instantly shredding the cover and scattering all the troops. Not to mention the force commander just got his ass thrown out of the way even though I had him in position to try and stop the carnifex so he couldn't do exactly that. So I am now out 3-5 squads, even though I had the tactically superior position/troop layout.
Or the hive tyrant using its charge ability to just run right down the firing line of 3 heavy bolter teams firing right at it, with no other troops in front, and it blowing through the cover again, pretty much spelling the defeat of the troops behind it once all the guys behind the tyrant catch up. I think the charge abilities really need to stop once they break through the first object, not be a direct line of clear all cover from point A to point B when it goes an entire screen distance. Or the unit needs to take a lot more damage by charging a unit. Charging a group composed entirely of weapons that are designed to kill that unit type should not be a valid option.
Basically what my point is, heavy bolters/plasma cannons/cover are all pretty fucking useless as soon as tier1 is over. They need to add something like the sandbags from CoH, but actually make it sturdy so it isn't instantly destroyed when anything looks at it. So you can actually protect your units that require setup time, at least from one side. I thought the whole point of the setup units/structures was you were supposed to try and attack from the side they aren't covering, not just run into their barrel and give it a hug and eat the wielder.
My only other complaint is how power hungry the space marines are, I usually only have a couple squads due to the high costs, and I am still struggling to get any upgrades for them. Hell sniper rifles take *90* power to make, so even with a full upgraded power node, it was taking over a minute to get enough power to get them. The shotguns are nice, but again they take power I usually can't spare to make, and don't really help with the units squishiness. But I do like how they were implemented.
I know I play kind of defensively but of the games I did play, I basically wanted to just quit out once the other team started getting most of the points. There was no way I was going to make a comeback when they already wiped out all of my squads with basically one unit, and are now pouring out tanks/armored units to camp my base, while I am slowly waiting for 500 req to gather to actually make a unit that can do something without being knocked down, and having to spend 4-5 seconds resetting up, just to be knocked down again. Or waiting for the power to slowly trickle in so I can make a single anti-armor unit that will probably just be chain knocked down as well.
Overall it seems like a good upgrade from DoW1/CoH. But I don't think I like it so far, due to the above, and the fact that once a side starts winning, they are going to win due to all the units that you need to counter t2/3 stuff requiring power, which you don't have if you are losing.
Maybe if someone mods it so it's more like singleplayer, where you have a force of X units and can only reinforce them, I will get it. Or maybe if my opinion changes from playing more. But now, eh, I don't really want a game where I may as well quit out after the first 5-10minutes, since the game is already decided.
Oh and not a complaint, but is it just me or is the space marine missile launcher incredibly short ranged? My marines kept moving within one carnifex width distance before they would open fire with it. Which put them waaay to close to melee range to be useful.
-there's no way to use the Tab key to give individual squads specific orders when they're part of a control group. You can use Tab to select individual squads for upgrade/reinforcement/ability usage purposes, but as far as orders like move, attack, capture, melee--it doesn't work. This is really frustrating. I used this feature in CoH so frequently that it's difficult to remember it doesn't work in DoW2--I frequently give my units bogus commands because I'm trying to tab-command them.
Thiiiiiis! This game plays with the gameplay precision of CoH, but without the same precision of command.
Oh: Tyranid Warriors with melee upgrade = rofldeath for dreads. MWAHAHAHA!
(edit: Is there any interest in a Verr-esque summary for Tyranids?)
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2009
So I'm looking at the steps it says I have to take, and I need a scan of my cd-key, with my info on it, and a copy of my receipt, which i dont have, as the game was bought when it first came out.
Man, shit. Should I just buy the game again? Is the beta worth it?
Dreads really are brutal. And the assault cannon upgrade completely gimps them. Same issue if you get termie armor and put an assault cannon on him. The AI goes "woo, I'm a pure ranged unit now!". I couldn't find an AI mode button anywhere.
Base destruction is hilariously easy to prevent as well, which is nice. My un upgraded force commander was soloing Deff Dreds due to the healing aura for being next to the base.
I don't get melee stats at all though. On a number of occasions I had my farseer walk up and solo hive tyrants without clicking a single ability. It seemed like she was spam interrupting it's rather slow melee?
Oh...except the lack of an over map like CoH has when you hit numpad0.
And Spacebar not taking you to the battle notifications.
Those two things suck incredibly hard, dear Relic please make with the fixing.
Breaking through cover so easily makes me raise an eyebrow.
It makes me curse as I watch my units who are outnumbered 3 to 1 are now being swarmed in melee.
Just from initial impressions, not going doom and gloom here. It seems like space marines are at a pretty big disadvantage at the beginning of the round due to unit costs/size. Taking over as many points as possible is so very important at the beginning, yet our main troop costs 500 req just for 3 guys, not counting any special weapons/sergeant for them. Scouts are pretty cheap at 210, but seem to die pretty fast without shotguns/sniper rifles.
Sooo I just locked down an entire map using the Techmarine. Turrets really do own the christ out of things, if they are set up right. Using his abilities, you can set up like 3 MG's with overlapping fields of fire.....and ridiculous range, then toss down proximity mines (which only cost energy) and you have a rockhard defense that only t-3 units will probably break...or else hordes and hordes of lesser units sacrificed to Khorne. Stopped any advances out the side of their base, while I spammed scouts to keepthem penned in on the other.
Also...you can reinforce past the original unit cap, at least for marines. The Teleporter Beacon is really nice for something like that. Fallback point, healing and reinforcing, all in one. Put it down in front of said turrets, and you even have your guys defended while fleeing. I do agree with Marines being really high cost.
Oh...except the lack of an over map like CoH has when you hit numpad0.
And Spacebar not taking you to the battle notifications.
Those two things suck incredibly hard, dear Relic please make with the fixing.
You forgot certain people not being able to play, for no reason
BTW, for whoever was wondering how to force things to hit people in melee (say Dreadnought with Assault Cannon or Wraithlord with Brightlance) the hotkey is Z to do so. Or else click the little fist under the squad commands (attack move, stop, melle assault, attack ground, flee)
are the video setting (high/medium details option) grayed out for you guys? I cannot figure out why, and my pc spec is the following:
Core 2 Duo E6300, 2 gig RAM, and ATI HD4850.
ObstSkwerl on
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
So does the beta have a tutorial mode or offline mode for practice? Cause I heard that they changed a lot of stuff from DoW1 and I'd like to familiarize myself with it before going online.
So does the beta have a tutorial mode or offline mode for practice? Cause I heard that they changed a lot of stuff from DoW1 and I'd like to familiarize myself with it before going online.
host a game, and close all the slots except one, and set that one to a computer.
So does the beta have a tutorial mode or offline mode for practice? Cause I heard that they changed a lot of stuff from DoW1 and I'd like to familiarize myself with it before going online.
You can set up an online game, then add bots to block players from coming in.
Edit: Hey also, who's playing this on a computer that's just so dang low-spec they can't even believe it?
I'm either buying this now for my shitty computer, or waiting until the summer when I can build a better one.
Will report in 67%.
See, I saw something about SS and $7.50. I blacked out, and next thing I know my credit card is out, DoWII beta is downloading, and it's all sticky in my pants.
wenchkilla on
PSN/XBL: dragoniemx
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2009
So I caved and bought another copy of SS over steam. I install the beta. Now it's saying something about not finding a supported hardware rendering device. Is there any way to fool the system? Or am I fucked?
So I'm thinking of actually buying SS tomorrow to get into the beta, is there anything I need to do after I buy SS? Do I need to install it or can I just download the beta over steam as soon as I buy it?
Posts
I'd trade you problems. I am horrible with hardware stuff.
3ds friend code: 2981-6032-4118
yeah hope yours gets fixed. Gonna go to bed and hope someone has an answer tommorow for my problem.
Meh, I really dislike how easy it is to break through cover. I'll set up a defensive position behind cover, with 2 heavy bolter teams, two plasma cannon teams, a force commander, and a sniper team. And a carnifex just charges into the group instantly shredding the cover and scattering all the troops. Not to mention the force commander just got his ass thrown out of the way even though I had him in position to try and stop the carnifex so he couldn't do exactly that. So I am now out 3-5 squads, even though I had the tactically superior position/troop layout.
Or the hive tyrant using its charge ability to just run right down the firing line of 3 heavy bolter teams firing right at it, with no other troops in front, and it blowing through the cover again, pretty much spelling the defeat of the troops behind it once all the guys behind the tyrant catch up. I think the charge abilities really need to stop once they break through the first object, not be a direct line of clear all cover from point A to point B when it goes an entire screen distance. Or the unit needs to take a lot more damage by charging a unit. Charging a group composed entirely of weapons that are designed to kill that unit type should not be a valid option.
Basically what my point is, heavy bolters/plasma cannons/cover are all pretty fucking useless as soon as tier1 is over. They need to add something like the sandbags from CoH, but actually make it sturdy so it isn't instantly destroyed when anything looks at it. So you can actually protect your units that require setup time, at least from one side. I thought the whole point of the setup units/structures was you were supposed to try and attack from the side they aren't covering, not just run into their barrel and give it a hug and eat the wielder.
My only other complaint is how power hungry the space marines are, I usually only have a couple squads due to the high costs, and I am still struggling to get any upgrades for them. Hell sniper rifles take *90* power to make, so even with a full upgraded power node, it was taking over a minute to get enough power to get them. The shotguns are nice, but again they take power I usually can't spare to make, and don't really help with the units squishiness. But I do like how they were implemented.
I know I play kind of defensively but of the games I did play, I basically wanted to just quit out once the other team started getting most of the points. There was no way I was going to make a comeback when they already wiped out all of my squads with basically one unit, and are now pouring out tanks/armored units to camp my base, while I am slowly waiting for 500 req to gather to actually make a unit that can do something without being knocked down, and having to spend 4-5 seconds resetting up, just to be knocked down again. Or waiting for the power to slowly trickle in so I can make a single anti-armor unit that will probably just be chain knocked down as well.
Overall it seems like a good upgrade from DoW1/CoH. But I don't think I like it so far, due to the above, and the fact that once a side starts winning, they are going to win due to all the units that you need to counter t2/3 stuff requiring power, which you don't have if you are losing.
Maybe if someone mods it so it's more like singleplayer, where you have a force of X units and can only reinforce them, I will get it. Or maybe if my opinion changes from playing more. But now, eh, I don't really want a game where I may as well quit out after the first 5-10minutes, since the game is already decided.
Oh and not a complaint, but is it just me or is the space marine missile launcher incredibly short ranged? My marines kept moving within one carnifex width distance before they would open fire with it. Which put them waaay to close to melee range to be useful.
But really more screens prz
Thiiiiiis! This game plays with the gameplay precision of CoH, but without the same precision of command.
Oh: Tyranid Warriors with melee upgrade = rofldeath for dreads. MWAHAHAHA!
(edit: Is there any interest in a Verr-esque summary for Tyranids?)
Man, shit. Should I just buy the game again? Is the beta worth it?
Base destruction is hilariously easy to prevent as well, which is nice. My un upgraded force commander was soloing Deff Dreds due to the healing aura for being next to the base.
I don't get melee stats at all though. On a number of occasions I had my farseer walk up and solo hive tyrants without clicking a single ability. It seemed like she was spam interrupting it's rather slow melee?
Ever.
Also I wish I could save replays because half the games I've played tonight have been ridiculous close.
Fuck Eldar early on. Damn shuriken cannons.
Other than that DoWII is so good.
Oh...except the lack of an over map like CoH has when you hit numpad0.
And Spacebar not taking you to the battle notifications.
Those two things suck incredibly hard, dear Relic please make with the fixing.
Beta downloading though!
Once shit gets busy, my sound just crackles, lags and goes apeshit. It's not like I'm using some shitty built-in sound card here.
home base, special building from your support class, and usually a tier2 vehicle(razorback, trukk, ect)
It makes me curse as I watch my units who are outnumbered 3 to 1 are now being swarmed in melee.
Just from initial impressions, not going doom and gloom here. It seems like space marines are at a pretty big disadvantage at the beginning of the round due to unit costs/size. Taking over as many points as possible is so very important at the beginning, yet our main troop costs 500 req just for 3 guys, not counting any special weapons/sergeant for them. Scouts are pretty cheap at 210, but seem to die pretty fast without shotguns/sniper rifles.
Also...you can reinforce past the original unit cap, at least for marines. The Teleporter Beacon is really nice for something like that. Fallback point, healing and reinforcing, all in one. Put it down in front of said turrets, and you even have your guys defended while fleeing. I do agree with Marines being really high cost.
I love it.
my download is only at 10%
*tear*
do we still all get to hear "waiting for bloody roar"?
We need to get the band back together
You forgot certain people not being able to play, for no reason
That needs fixing too
3ds friend code: 2981-6032-4118
I wish we fought some guys who were more aggressive. as it was, we just swooped across the map
They come back through reinforcing I think.
steam why are you being so slow!
Until now.
BTW, for whoever was wondering how to force things to hit people in melee (say Dreadnought with Assault Cannon or Wraithlord with Brightlance) the hotkey is Z to do so. Or else click the little fist under the squad commands (attack move, stop, melle assault, attack ground, flee)
Core 2 Duo E6300, 2 gig RAM, and ATI HD4850.
That was a good game though, and we spread mayhem tonight. Undefeated? heheh.
host a game, and close all the slots except one, and set that one to a computer.
Will report in 67%.
See, I saw something about SS and $7.50. I blacked out, and next thing I know my credit card is out, DoWII beta is downloading, and it's all sticky in my pants.
PSN/XBL: dragoniemx