HardtargetThere Are Four LightsVancouverRegistered Userregular
edited January 2009
it really bugs me that when you left click on empty terrain it doesn't deselect your currently selected units
also the entire cover mechanic just seemed to work better in CoH for some reason, you would run your guys into cover, set up an emplacement, and stay there. For me (so far) it just doesn't seem liek that's what you'd do with the space marines, also when you have a group of them select and you click for them to go into cover only the highest up dude (so say the hero unit) actually goes into cover.
it really bugs me that when you left click on empty terrain it doesn't deselect your currently selected units
also the entire cover mechanic just seemed to work better in CoH for some reason, you would run your guys into cover, set up an emplacement, and stay there. For me (so far) it just doesn't seem liek that's what you'd do with the space marines, also when you have a group of them select and you click for them to go into cover only the highest up dude (so say the hero unit) actually goes into cover.
the whole thing is just really weird right now
For the clicking thing you can turn off sticky targeting in options.
EDIT: Argh got it fixed, apparantly my live account didn't register correctly in regards to region, had to go through the region settings to make it not clash between where it thought I was and where it saw I was.
NATIK on
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HardtargetThere Are Four LightsVancouverRegistered Userregular
edited January 2009
well that's a new option, interesting that it's on by default, thanks for the heads up.
I'm very curious if this beta is based on the build that went gold a couple days ago, there seem to be lots of little wiggly niggly issues (although apparently there will be a big zero day patch when it gets released)
it really bugs me that when you left click on empty terrain it doesn't deselect your currently selected units
There is an option to turn off sticky selection.
I really like how the cover works out so far, makes you want to move from cover to cover, leap frogging units and planning attacks from multiple directions instead of just selecting all and pointing them at your enemy.
Runs flawlessly at max everything with my 8800gt. We'll have to see how it holds up in larger games, I've only done 1v1 so far.
I'm not sure if I am liking DoW2 yet or not. Its sort of fun, but I really fucking suck at it. One thing I am not particularly fond of is how there seems to be an overabundance of unit abilities, and completely nonsensical keybindings for them, and no way to rebind anything. So I tend to play just using the arrow keys to control the map and click on everything, and I suck. I am horrible at switching squads and using abilities when they would be most effective.
Basically, this would be the best game ever if it was turn-based instead of real-time.
eelektrik on
(She/Her)
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ArchonexNo hard feelings, right?Registered Userregular
edited January 2009
Liking it so far. There's balance problems with Space Marines, though. I've gotten up to rank 3 using them alone and I can say that they're pretty damned squishy. Considering how expensive they are, they need to be a bit more durable. Right now there's no reason not to play Eldar if you want the tactical shooter experience that the Space Marines seem to give.
That being said, i've won some stunning victories with the Tech-Marine. Even had a member of the opposing team claim I was cheating at one point, after my epic defensive setup at the plaza in the desert map allowed me to hold off all three player's tyranid swarms all at once with minimal casualties until we won.
The Tech-Marine's probably the best commander out of the bunch at the moment. The Force Commander, though really good at melee combat, will at best be a distraction to enemies if they're paying attention since they'll just retreat their units the moment he lays into them. The Apothecary is sort of lack-luster compared to the other two in terms of globals as well. Though i've seen some incredibly cheap/unfair crap done with an Apothecary early-game that's pretty much the equivalent of rushing to take a player out of the game. Hope they fix that for release.
Archonex on
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HardtargetThere Are Four LightsVancouverRegistered Userregular
edited January 2009
hmm
i used force commander for my quick game tonight, definitely going to try tech marine tomorrow.
did everybody else use space marines as their first game? I couldn't bring myself to try any of the other ones first.
(also I miss Chaos, they were my go to class in DoW!)
hmm
i used force commander for my quick game tonight, definitely going to try tech marine tomorrow.
did everybody else use space marines as their first game? I couldn't bring myself to try any of the other ones first.
(also I miss Chaos, they were my go to class in DoW!)
Was Space Marines all the way for me. Though, I did try the Warboss once. Just spammed Slugga Boys and zerged the opposition. At one point I had so many of them running at a devestator that they reached melee range by virtue of there being too many targets to shoot at.
If you're going to go Tech-Marine, make sure to build lots of turrets. Each turret is pretty much a twin-linked bolter, and can cause suppression. Relay's are good too, if you can manage to set up a defensible spot in the field.
Archonex on
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HardtargetThere Are Four LightsVancouverRegistered Userregular
edited January 2009
DoW/WA/DC spoiled me, I miss the Chaos/Imperial Guard/Tau/Necron races!
I didn't bother with Soulstorm but that added two more! (Dark Deldar/Sisters of Battle)
well that's a new option, interesting that it's on by default, thanks for the heads up.
I'm very curious if this beta is based on the build that went gold a couple days ago, there seem to be lots of little wiggly niggly issues (although apparently there will be a big zero day patch when it gets released)
I would guess the demo is a branch off of code from about a month ago. The gold version is probably more stable.
I agree on the marine commanders analysis. I tried the force commander a couple of times, and he always just ended up dead early game, and I couldn't spare the req to ress him. The apoth seems useful for ressing/healing important infantry units/himself. But the tech marine is pure ranged, so you don't have to worry about him charging a carnifex, and his turrets and teleport beacon are super useful.
Well, after a few hours and reaching rank 2 on my space marines, I'd have to agree that for the cost the marines are WAY to squishy. Of course, this could be remedied either by making them more damage resistant, or just scaling back their cost somewhat.
I'm still somewhat bewildered as to what the big advantage is for the tactical marine squad. Granted they have a better selection of weaponry but they're ridiculously expensive and difficult to get out for very limited effect. Then again, maybe I'm missing something where they're concerned.
I will say, I'm pretty happy with how terminators turned out though. The force commander get a hell of a lot less squishy once you put him in terminator armor, though it sucks that he loses all the stuff you've bought for him once he puts it on.
It's like with every Dawn of War game, Relic are taking out the stuff I don't like about RTSs, and putting in stuff I love.
DoW? Harvesting, gone. Encouraging aggressive play, in.
DoWII? Base building, gone. Wargear and micromanagement, in.
I really like what they've done here, but it's very different. It's going to take a bit to get used to always watching your troops in combat 100%, but it's a much better system IMO.
Holy shit Carnifex is unstoppably strong. Once i got him in there, equipped my tyrant for ranged combat, and tossed in a big swarm of gaunts and rippers, my force was basically unstoppable. Rippers are really nice for screwing up ranged attackers while my gaunts and the fex move in to decimate them. I dominated the entire map this way, even when the enemy combined their forces i just tore them apart in seconds. The Carn + ranged tyrant took out 3 dreads absolutely no problem, they tore them apart like nothing barely took any damage.
Not to mention the nids are extremely more mobile than the other races seem to be so far. With the exception of the eldar if they use a warp spider exarch.
On the downside Lictors seems to be entirely useless so far, mainly i think because infiltration sucks in this one.
I still think they went a little too heavy with the micromanagement. I don't mind commander units with a lot of abilities, but please, put some AI in to automate the other squads and not turn the game into a manual dexterity test, as the default hotkeys(Which you can't rebind, at least not in the beta), are fucking nonsenical and all over the god damned place.
The only problem I have is that squads will die and they won't say anything. Mostly because they die before they can. And that happened in DoW 1, so I guess I have no problems with the game.
Well, after a few hours and reaching rank 2 on my space marines, I'd have to agree that for the cost the marines are WAY to squishy. Of course, this could be remedied either by making them more damage resistant, or just scaling back their cost somewhat.
I'm still somewhat bewildered as to what the big advantage is for the tactical marine squad. Granted they have a better selection of weaponry but they're ridiculously expensive and difficult to get out for very limited effect. Then again, maybe I'm missing something where they're concerned.
I will say, I'm pretty happy with how terminators turned out though. The force commander get a hell of a lot less squishy once you put him in terminator armor, though it sucks that he loses all the stuff you've bought for him once he puts it on.
They stand up pretty decently to most other units from t1, as long as they aren't outnumbered. They can shoot well, and do pretty decently at melee. Plus they don't have setup time like the HB/Plasma Cannon squads.
But they will get slaughtered by anything focused slowly on either shooting, or on melee if you try to do the same. So if it's melee units, try to kite them, if it's ranged units, try to get into melee.
Honestly I think marines best T1 unit is the assault marines though, they shred most infantry units, and can jump to get at them.
On the tech marine turrets: I'd be interested in seeing how balanced/useful they were, if you were limited in the amount you could have at any one time, but they only cost energy from the techmarine, like the apoth heal. That way using them didn't suck up your much needed power/req.
On the downside Lictors seems to be entirely useless so far, mainly i think because infiltration sucks in this one.
Yeah the energy costs for using infiltration turns it from an ambush power, to an assault power. Seems to fit the more attack oriented flow to DoW2, but I prefered it the other way.
Honestly I think marines best T1 unit is the assault marines though, they shred most infantry units, and can jump to get at them.
Yeah, I just tried them out and was pleasantly surprised. They're surprisingly nasty provided you can afford them. I guess I'm just so used to using tac squads from DoW1.
By the way, has anyone had any luck using the scout squad sniper rifles? I tried them out but was seriously underwhelmed. CoH sniper effective they definitely are not, I think I like the shotguns alot more.
I had an interesting 3 vs 3 match where the other side was composed entirely of techmarine leaders. They were able to apply those turrets really well for defense of the victory points.
I only managed to get enough spare power to get sniper rifles for one squad of scouts, once. I think they killed one eldar unit that happened to be running by close enough. But I wasn't looking at that area at the time, so I only heard the shot/death. It's another instance of helping you win once your already in the lead.
I would say go with the shotguns normally, the knockdown/suppression/aoe seems to be much more effective cost wise.
I still think they went a little too heavy with the micromanagement. I don't mind commander units with a lot of abilities, but please, put some AI in to automate the other squads and not turn the game into a manual dexterity test, as the default hotkeys(Which you can't rebind, at least not in the beta), are fucking nonsenical and all over the god damned place.
welcome to RTS dude. Its really not that hard to use Tab to switch between selected groups and click the powers. Thats how I've been doing it so far, and I don't see much issue with it.
Now, I love Orc's but can't for the life of me make them effective at all. I had one good game with them and I can't replicate it. I started off using the Melee hero, but I think I might go with the Mek hero for turrets and range.
I still think they went a little too heavy with the micromanagement. I don't mind commander units with a lot of abilities, but please, put some AI in to automate the other squads and not turn the game into a manual dexterity test, as the default hotkeys(Which you can't rebind, at least not in the beta), are fucking nonsenical and all over the god damned place.
welcome to RTS dude. Its really not that hard to use Tab to switch between selected groups and click the powers. Thats how I've been doing it so far, and I don't see much issue with it.
Now, I love Orc's but can't for the life of me make them effective at all. I had one good game with them and I can't replicate it. I started off using the Melee hero, but I think I might go with the Mek hero for turrets and range.
Anyone have any good tips?
There was an ork breakdown a few pages back. I think it was mostly, slugga boys + spam waaagh, then deff dreads/nobs.
I still think they went a little too heavy with the micromanagement. I don't mind commander units with a lot of abilities, but please, put some AI in to automate the other squads and not turn the game into a manual dexterity test, as the default hotkeys(Which you can't rebind, at least not in the beta), are fucking nonsenical and all over the god damned place.
welcome to RTS dude. Its really not that hard to use Tab to switch between selected groups and click the powers. Thats how I've been doing it so far, and I don't see much issue with it.
Its also really not that hard to make a post that isn't so condescending. I'm not a complete noob when it comes to RTS games, though I will be the first to admit I am not fantastic at them and generally only play against friends who are of equal skill level. But the interface in Dawn of War 2 is far too clunky for how much micromanaging they want you to do. It might be a good game if the default interface wasn't rubbish. Whoever is responsible for leaving the ability to rebind keys out of the beta needs a swift kick in the nuts.
So guys...screenies? or will big men in suits hunt you down for sharing the love? I'm interested in seeing some Terminators up close and Tyranid units.
GFW Live can go suck a dick now. "Oh, you can't play until you can get a Internet Connection and we log onto our service" Despite me being on the internet now, and already logged into steam, and the GFW Live network on Fallout 3 5 minutes ago
Didn't get too much opportunity to play yesterday, mostly did a few fights against the AI. Mostly played Tyranids with a quick interlude to try the Tech Marine out as a commander. I tried the three Tyranid Commanders out, and I had the most luck with the Lictor, though he was also the last of the three I tried. I'm planning on going back and giving the Hive Tyrant and Ravener another shot later today.
I'm pretty terrible so far, but I should probably hop on and play a few games with the rest of you. My username for GFWL is "DamustheWolf" for reference.
So far, the only race I haven't tried out is the Orks.
At first, Tyranids confused and upset me, but after playing them a bit more I can conclusively say they are excellent.
For 1v1s the Hive Tyrant is awesome. First thing my power goes into is getting him the upgrade that gives extra health and the Charge ability. Fuck shuriken platforms, fuck Heavy Bolter space marines, everything goes flying and my gaunt hordes swarm over them.
And his first Biomass ability is RIDICULOUS.
You can reinforce your units at a little cancerous bunker thing you put up, and it reinforces all nearby Gaunts for FREE automatically.
And considering the vast majority of units you'll have initially are Gaunts, well...
For team games, the Ravener can revive your team's commanders, dig tunnels that any of your teammates can use with a range of like like a third of the freaking map, and he does decent ranged damage, especially with his upgrades.
So far, the only race I haven't tried out is the Orks.
At first, Tyranids confused and upset me, but after playing them a bit more I can conclusively say they are excellent.
For 1v1s the Hive Tyrant is awesome. First thing my power goes into is getting him the upgrade that gives extra health and the Charge ability. Fuck shuriken platforms, fuck Heavy Bolter space marines, everything goes flying and my gaunt hordes swarm over them.
And his first Biomass ability is RIDICULOUS.
You can reinforce your units at a little cancerous bunker thing you put up, and it reinforces all nearby Gaunts for FREE automatically.
And considering the vast majority of units you'll have initially are Gaunts, well...
For team games, the Ravener can revive your team's commanders, dig tunnels that any of your teammates can use with a range of like like a third of the freaking map, and he does decent ranged damage, especially with his upgrades.
Posts
also the entire cover mechanic just seemed to work better in CoH for some reason, you would run your guys into cover, set up an emplacement, and stay there. For me (so far) it just doesn't seem liek that's what you'd do with the space marines, also when you have a group of them select and you click for them to go into cover only the highest up dude (so say the hero unit) actually goes into cover.
the whole thing is just really weird right now
For the clicking thing you can turn off sticky targeting in options.
I'm very curious if this beta is based on the build that went gold a couple days ago, there seem to be lots of little wiggly niggly issues (although apparently there will be a big zero day patch when it gets released)
I really like how the cover works out so far, makes you want to move from cover to cover, leap frogging units and planning attacks from multiple directions instead of just selecting all and pointing them at your enemy.
Runs flawlessly at max everything with my 8800gt. We'll have to see how it holds up in larger games, I've only done 1v1 so far.
LoL: BunyipAristocrat
On a side note, when do you unlock stuff and what lvls do you need to do it?
Basically, this would be the best game ever if it was turn-based instead of real-time.
That being said, i've won some stunning victories with the Tech-Marine. Even had a member of the opposing team claim I was cheating at one point, after my epic defensive setup at the plaza in the desert map allowed me to hold off all three player's tyranid swarms all at once with minimal casualties until we won.
The Tech-Marine's probably the best commander out of the bunch at the moment. The Force Commander, though really good at melee combat, will at best be a distraction to enemies if they're paying attention since they'll just retreat their units the moment he lays into them. The Apothecary is sort of lack-luster compared to the other two in terms of globals as well. Though i've seen some incredibly cheap/unfair crap done with an Apothecary early-game that's pretty much the equivalent of rushing to take a player out of the game. Hope they fix that for release.
i used force commander for my quick game tonight, definitely going to try tech marine tomorrow.
did everybody else use space marines as their first game? I couldn't bring myself to try any of the other ones first.
(also I miss Chaos, they were my go to class in DoW!)
Was Space Marines all the way for me. Though, I did try the Warboss once. Just spammed Slugga Boys and zerged the opposition. At one point I had so many of them running at a devestator that they reached melee range by virtue of there being too many targets to shoot at.
If you're going to go Tech-Marine, make sure to build lots of turrets. Each turret is pretty much a twin-linked bolter, and can cause suppression. Relay's are good too, if you can manage to set up a defensible spot in the field.
I didn't bother with Soulstorm but that added two more! (Dark Deldar/Sisters of Battle)
going back down to 4 is sad!
I had this really cool one, too.
I would guess the demo is a branch off of code from about a month ago. The gold version is probably more stable.
I agree on the marine commanders analysis. I tried the force commander a couple of times, and he always just ended up dead early game, and I couldn't spare the req to ress him. The apoth seems useful for ressing/healing important infantry units/himself. But the tech marine is pure ranged, so you don't have to worry about him charging a carnifex, and his turrets and teleport beacon are super useful.
He makes it hard to tech up, however.
I'm still somewhat bewildered as to what the big advantage is for the tactical marine squad. Granted they have a better selection of weaponry but they're ridiculously expensive and difficult to get out for very limited effect. Then again, maybe I'm missing something where they're concerned.
I will say, I'm pretty happy with how terminators turned out though. The force commander get a hell of a lot less squishy once you put him in terminator armor, though it sucks that he loses all the stuff you've bought for him once he puts it on.
DoW? Harvesting, gone. Encouraging aggressive play, in.
DoWII? Base building, gone. Wargear and micromanagement, in.
I really like what they've done here, but it's very different. It's going to take a bit to get used to always watching your troops in combat 100%, but it's a much better system IMO.
PSN/XBL: dragoniemx
Not to mention the nids are extremely more mobile than the other races seem to be so far. With the exception of the eldar if they use a warp spider exarch.
On the downside Lictors seems to be entirely useless so far, mainly i think because infiltration sucks in this one.
They stand up pretty decently to most other units from t1, as long as they aren't outnumbered. They can shoot well, and do pretty decently at melee. Plus they don't have setup time like the HB/Plasma Cannon squads.
But they will get slaughtered by anything focused slowly on either shooting, or on melee if you try to do the same. So if it's melee units, try to kite them, if it's ranged units, try to get into melee.
Honestly I think marines best T1 unit is the assault marines though, they shred most infantry units, and can jump to get at them.
On the tech marine turrets: I'd be interested in seeing how balanced/useful they were, if you were limited in the amount you could have at any one time, but they only cost energy from the techmarine, like the apoth heal. That way using them didn't suck up your much needed power/req.
Yeah the energy costs for using infiltration turns it from an ambush power, to an assault power. Seems to fit the more attack oriented flow to DoW2, but I prefered it the other way.
Yeah, I just tried them out and was pleasantly surprised. They're surprisingly nasty provided you can afford them. I guess I'm just so used to using tac squads from DoW1.
By the way, has anyone had any luck using the scout squad sniper rifles? I tried them out but was seriously underwhelmed. CoH sniper effective they definitely are not, I think I like the shotguns alot more.
I had an interesting 3 vs 3 match where the other side was composed entirely of techmarine leaders. They were able to apply those turrets really well for defense of the victory points.
I would say go with the shotguns normally, the knockdown/suppression/aoe seems to be much more effective cost wise.
welcome to RTS dude. Its really not that hard to use Tab to switch between selected groups and click the powers. Thats how I've been doing it so far, and I don't see much issue with it.
Now, I love Orc's but can't for the life of me make them effective at all. I had one good game with them and I can't replicate it. I started off using the Melee hero, but I think I might go with the Mek hero for turrets and range.
Anyone have any good tips?
There was an ork breakdown a few pages back. I think it was mostly, slugga boys + spam waaagh, then deff dreads/nobs.
Its also really not that hard to make a post that isn't so condescending. I'm not a complete noob when it comes to RTS games, though I will be the first to admit I am not fantastic at them and generally only play against friends who are of equal skill level. But the interface in Dawn of War 2 is far too clunky for how much micromanaging they want you to do. It might be a good game if the default interface wasn't rubbish. Whoever is responsible for leaving the ability to rebind keys out of the beta needs a swift kick in the nuts.
Also: any badass/witty voice quotes yet?
Currently playing: GW2 and TSW
Love it you guys.
Also DOA are you okay? You vanished.
Its pretty much exactly what I hoped it would be.
Apparently no one has an idea what my problem is, I seem to be damned to fight the computer for all eternity
I vanished? I invited you for another game like 3 times and you didn't respond so I went to do a ranked.
KINDERPARTY, I LOVE YOU. YOU MAKE ME SMILE.
I'm pretty terrible so far, but I should probably hop on and play a few games with the rest of you. My username for GFWL is "DamustheWolf" for reference.
At first, Tyranids confused and upset me, but after playing them a bit more I can conclusively say they are excellent.
For 1v1s the Hive Tyrant is awesome. First thing my power goes into is getting him the upgrade that gives extra health and the Charge ability. Fuck shuriken platforms, fuck Heavy Bolter space marines, everything goes flying and my gaunt hordes swarm over them.
And his first Biomass ability is RIDICULOUS.
You can reinforce your units at a little cancerous bunker thing you put up, and it reinforces all nearby Gaunts for FREE automatically.
And considering the vast majority of units you'll have initially are Gaunts, well...
For team games, the Ravener can revive your team's commanders, dig tunnels that any of your teammates can use with a range of like like a third of the freaking map, and he does decent ranged damage, especially with his upgrades.
Marines have chainswords. Nuff said.