This game is fun. It's not balanced perfectly yet (we're just playing the beta) and it may never be (it's made by Relic). It's not the same as the first Dawn of War, and it's also not exactly like Company of Heroes--it's kind of straddling a middle ground between the two flavored with a dash of Warcraft 3.
It also looks amazing.
http://www.gametrailers.com/player/43666.html
I've been playing it for a couple of weeks now, ever since the beta started up. It's a free download through Steam. You need a Games for Windows Live account to play the beta, but that's not a big deal, since they're free and all. All in all, it's a pretty painless process to get the beta up and running. You'll deal with some crashes here and there, but I've played something like a hundred games already and I'm still enjoying it immensely.
So, who wants to play?
System Requirements as offered by Relic:
Minimum Requirements
* Windows XP SP2 or Windows Vista SP1
* P4 3.2 GHz (single core) or any Dual Core processor
* 1 GB RAM (XP), 1.5 GB RAM (Vista)
* A 128MB Video Card (Shader Model 3) - Nvidia GeForce 6600 GT / ATI X1600, or equivalent
* 5.5 GB of Hard Drive space
Recommended
* Windows XP SP2 or Windows Vista SP1
* AMD Athlon 64×2 4400+ or any Intel Core 2 Duo
* 2 GB RAM (XP and Vista)
* A 256MB Video Card (Shader Model 3) - Nvidia GeForce 7800 GT / ATI X1900, or equivalent
* 5.5 GB of Hard Drive space
It's worth noting that the game will not run at all if you don't have a Shader Model 3 video card. But if you've bought one in the past two years or so you're pretty much guaranteed to be able to run it.
It's also worth noting that most people who have tried running the game with a single core CPU have had atrocious results. YMMV, at least give it a shot.
How to play skirmish games against the AI, and how to view replays:
The beta currently lets you play only publicly accessible custom games, or Automatch games (1v1 or 3v3) that are arranged by Live's Trueskill ranking system. It can take forever to find a game sometimes, but it tends to work eventually, and most of the time you'll be matched up with someone(s) of relatively equal skill.
If you want to play a skirmish against the CPU, just create a public custom game and then add CPUs of appropriate difficulty to the slots you want them to fill. You can boot anybody who joins and then start the game. Be aware that the multiplayer AI is kind of retarded so it won't put up a very intelligent fight, but it can be useful to experiment with the different factions and units. (One of Relic's lead designers claims that they're going to revamp the skirmish AI pretty soon--possibly before the retail release)
Saving and viewing replays is only a minor issue. Relic made a very halfhearted attempt to disable the replay function for the beta, but it's easy to work around--after every game, a replay is automatically saved in (My) Documents\My Games\Dawn of War 2 Demo\playback\ with the filename "temp.rec". If you want to save a replay, just go to this directory before you play another match and rename the file to "whatever.rec" and it won't be overwritten by your next game.
To view replays while in-game, choose Game History from the multiplayer options and you should see a list of all the replays you've downloaded or renamed. They won't have their names listed, but you can click on each one to see who played in the game and what map it was on, so it's possible to tell which is which. The "View Replay" button is grayed out and disabled, but if you just double click on the replay you want to watch, it will reload.
How Tyranids' synapse effect works:
The basic units for the Tyranids are Hormagaunts (melee swarm unit) and Termagaunts (ranged attack swarm unit). They're kind of shitty by themselves, but if you keep them near other Tyranid units that that project synapse auras, they will be much more effective.
If you're interested in hearing more about this, you should just check out
this excellent guide that's been posted at gamereplays.org.
A list of proposed balance changes that Relic plans to implement soon:
The following changes are being tested in-house. Please feel free to reply with your comments and suggestions.
Current Change List
Increased the chances for melee sync-kills to occur.
All infantry weapon damage reduced by 15% with the exception of anti-vehicle, sniper and artillery weapons.
Suppression units' damage at long range reduced, suppression against cover reduced a little.
Some melee units reduced in health by 10% to avoid them getting out of control against the reduced ranged weapons.
melee_heavy damage to vehicle reduced to 0.5, from 1.
power_weapons_pvp damage to vehicle reduced to 1.15, from 1.25.
Plasma damage vs vehicles increased to .25 from .15
fixed a damage bug with frag grenades and stikkbombz
increased grenade damage modifier to garrison cover to 1.25 from 1
Reduced grenade pvp damage modifier against generators to 1 from 1.5
Space Marines
Tactical Squad
Missile Launcher reload time reduced to 6 seconds, from 8.
Leader cost increased to 75/25 from 50/25.
Fixed an issue the with tactical marine sergeant having a shorter range than the rest of the squad which would cause him to run up to the enemy.
Terminators
Terminator zeal cost reduced to 700
Assault terminator zeal cost reduced to 700
Scouts
Sniper rifle cost changed to 180/40
Shotgun knockdown chance reduced to 15%, from 25%.
Infiltrate energy drain increased to 1.5/sec from 1.
Scout Sergeant detection radius set to 35.
Fixed a bug that was causing Frag Grenades to do far less damage than intended
Leader cost increased to 60/25 from 50/25
Techmarine
Techmarine Heavy Bolter turret damage reduced to match the other turrets.
Assault Marines
Melta bomb fixed to affect Carnifex mobility
Leader cost increased to 100/25 from 50/25
Leader health increased from 320 for 440
Assault Marine Jump energy cost increased to 70, from 55.
Force Commander
Force commander teleporter pack armor req cost increased to 100.
Force commander 2 handed hammer special attack damage reduced to 30 from 50.
Force commander flesh over steel stun duration reduced to 8 seconds from 10.
Apothecary
Apothecary armor of purity health increase reduced to 100.
Apothecary armor of purity heal cooldown reduction bonus reduced to 0.65 from 0.5.
Apothecary heal tuned to heal heroes more, heal over time effect reduced
Apothecary chainsword damage reduced to 33 from 38
Apothecary sanguine chainsword damage reduced to 50 from 65
Apothecary power axe damage reduced to 85 from 100
Angels of death cost increased to 500 from 400, cooldown increased to 3 minutes from 1 minute
Techmarine
Techmarine mine cost increased to 65 energy from 50.
Blessing of omnissiah recharge time increased from 50 to 150.
Eldar
Falcon and Fire Prism can now reverse.
Webway gate psychic might cost increased to 125 from 90.
Fixed an issue with the FLeet of Foot tool tip not saying that it causes a damage reduction.
Guardians
Warlock Leader cost increased from 50/15 to 65/15
Shuriken Catapult
Shuriken Catapult damage decreased from 14 to 12.
Banshees
Banshee War Shout radius reduced to 8, from 15.
Banshee charge speed bonus reduced to 2 meters/s from 3 meters/s
Banshee Exarch leap damage reduced to 20 from 40
Knockdown from Banshee leap removed
Banshee Exarch gains knockdown on leap with Executioner upgrade
Executioner special attack no longer affects allies
Aspect of Banshee changed to provide Warshout and Exarch Executioner
Exarch upgrade changed to provide squad speed increase
Exarch upgrade cost increased to 85/15 from 50/15
Rangers
Detection radius set to 35.
Farseer
Farseer armor of asuryan req cost increased to 200 from 150.
Seer Council
Seer council zeal cost reduced to 600
Seer council req cost reduced to 700
Seer Council Singing spear damage reduced to 80 from 100
Warlock
Warlock providence now affects ethereal slash cooldown.
Warlock energy drain on merciless witchblade reduced to 30 per hit from 60.
Warlock witchblade of kurnous cost increased to 125/30.
Warlock warp throw power cost increased to 45.
Warlock warp throw recharge time increased to 45 seconds.
Warp Spiders
Warp spider deathspinner damage reduced from 25 to 21
Warp spider exarch damage reduced from 37 to 34
Warp spider exarch damage modifier removed
Exarch upgrade cost increased to 85/15* Aspect of Warp Spider cost increased to 50/20
Warp Spider Hero
Warpspider exarch phase shift duration reduced to 10 seconds.
Warpspider exarch entangle duration reduced to 5 seconds.
Warpspider heavy guage filament energy drain increased to 4.5 per second from 3.5.
D-Cannon
Black hole ability on D-cannon tuned to do damage at correct time.
D-cannon damage increased to 220 from 120, damage table changed
Wraithlord
Wraithlord Shuriken Cannon damage reduced from 300 to 200.
Wraithlord Brightlance damage reduced to 100, from 170.
Fire Prism
Dispersed beam area reduced to 10 meters, Focused beam damage increased to 200, reload decreased to 7 seconds from 8
Avatar
Avatar cost increased to 1000/250, hp increased to 7000 from 6000, leveling curve on hp decreased to 10% per level from 15%, build time increased to 90 seconds
Orks
Kommando, Slugga, Stormboy, Kommando Nob leader cost increased to 75/25 from 50/25
Mekboy
Mekboy dakka deffgun power cost inscreased to 30 from 20.
Mekboy dakka deffgun damage reduced to 350, from 450. Damage tuned such that the Mekboy's deffgun does not ramp up as highly in damage at close range.
Banner aura speed bonus reduced to .25 from .45
Banner Aura received damage modifier reduced to .94 from .91
Banner Aura received courage damage modifier reduced to .94 from .91
Banner Aura damage modifier reduced to 1.06 from 1.09
Warboss
Warboss Kustom Shoota changed to light weapon knockback.
Warboss Kustom Shoota knockback chance reduced to 10%.
Warboss Huge Choppa special attack changed to affect only enemy troops
Warboss Boss Pole suppression resistance reduced from .25 to .5
Stikkbommas
Stikkbomb damage reduced to 175 from 260
Fixed a bug that was causing Stikkbombs to do far less damage than intended
Kommando Nob
Kommando camo armor req cost increased to 100.
Kommando kaboom recharge time 20 seconds from 10.
Kommando extra equipment energy bonus reduced to 75 from 235
Kommandos
Kommando ambush ability range reduced to 35 meters from 50
Kommando shoota range reduced from 29 to 25, damage increased from 25 to 30
Burna Bomb damage increased from 10 to 20, damage over time increased to 20 from 15
Kommando Nob Leader detection radius set to 35.
Ork Waaagh shout ability
Waaagh shout speed bonus reduced to .07 from .1
Waaagh shout damage bonus reduced to 1.015 from 1.02
Waaagh shout received damage reduction decreased to .98 to .985
Waaagh shout received courage damage decreased to .996 to .985
Waaagh shout cooldown increased to 90 seconds from 60.
Wartrukk
Detection radius set to 30.
Tyranids
Hive Tyrant
Brood Nest biomass cost increased to 225 from 175.
Hive Tyrant charge range increased from 15 to 18 meters, cooldown of charge decreased to 4 seconds from 6, speed increased to 4.5 from 4.
Health increased to 1200 from 1000.
Spore Mines
Spore mine explosion radius reduced to 10, from 15.
Lictor
Detection radius set to 35.
Ravener
Ravener Devourer damage increased to 85 from 68, cooldown reduced to 1.4 from 1.8
Fixed an issue with the Fleet of Claw ability costing energy and thus preventing the unit from using the ability.
Ravener Alpha
Ravener toxic miasma damage reduced to 15 per tick from 20.
Warriors
Increased damage of warrior melee with adrenal glands to 60, from 42.
Increased cost of warrior adrenal glands to 100/30, from 50/15.
Zoanthrope
Zoanthrope reload reduced to 8 seconds from 10.3
Who Is Playing This Shit
(Forum name --
GWFL gamertag)
Captain K --
I Am Captain K
Urian --
Fathom216
Butters --
InTheButters
No Great Name --
NoGreatName
Hobnail --
DeltaHobnail
Posts
http://forums.penny-arcade.com/showthread.php?t=81413
But that OP sucks, and I didn't make it so I'm biased against it. I'll make this OP even better than it is now and see which thread wins.
TKO
Always a good time.
lovin' this shit
tyranids rule
had the most epic match last night, we were more or less controlling the game right off the bat and then they pulled off some wacky coordinated shit and took map control and had us playing defense for the rest of the match.
my friend and i took back most of the bottom map and then just had to siege the last vp but we couldnt make a good enough push because of all the defense there.
until this
i ran in a cloaked scout, saw the army they were foolishly massing all in one spot and laid down the most righteous orbital strike
it was glorious
but whenever i try to get into a match it's just all SEARCHING FOR BURLY MEN TO GANGBANG YOU and then thats it
Gonna steal you into the dark with my lictor, bitches.
also because i never played WC3
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Every time I boot up one of these games I think "man, I love how true these guys are to GW lore"
tyranids rool, 4 the hive
(seriously relic give me genestealers in some dlc or something)
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I'm not sure if this will run on my old CPU, but I am going to try, goddamn it.
Me too
I feel like this game has some sort of lameo connectivity issue probably associated with my exact specs
also fuck man somebody make a full-conversion mod for baldur's gate II based on the imperial inquisition
and a full CGI feature length film
I want to see cracky names and ips and all that jazz
also damnit damnit I need to go look for a traitor guard mod for soul storm
http://www.youtube.com/watch?v=C3YWNmZa2fI
naknaknaknaknak
FUCK
YES
https://www.paypal.me/hobnailtaylor
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I will be rocking the :arrow: shoulderpads
Man as who? I couldn't get more than half the map as Tao. That one orc map with their 3 or 4 basis is almost impossible. I could only beat it with Necron because they give you two Monoliths.
I did it as the Tau.
What kind of units did you use? Because if you're not using a full array of Fire Warriors, Kroot Carnivores, Vespid, all backed up by various armored units, you'll get pasted by everyone.