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[OMNOMNOM on] Dawn of War 2: Realistic Nids!

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  • SpiritbardSpiritbard Registered User regular
    edited March 2009
    I was in that game with Velmeran and to be honest it was pretty retarded how fast his units got raped by more or less even forces.

    It was kind of a bad day for Velmeran tho... his units took it in the butt in a few games last night xD

    Spiritbard on
  • AkiraAkira Registered User regular
    edited March 2009
    Is Steam chat down again?

    Akira on
    akira.gif
  • GoombaGoomba __BANNED USERS regular
    edited March 2009
    So you get two AG warriors and you think you have room to complain?

    Right.

    Goomba on
    [SIGPIC][/SIGPIC]
  • randombattlerandombattle Registered User regular
    edited March 2009
    Goomba wrote: »
    So you get two AG warriors and you think you have room to complain?

    Right.
    AG warriors killed steam chat?

    randombattle on
    itsstupidbutidontcare2.gif
    I never asked for this!
  • GoombaGoomba __BANNED USERS regular
    edited March 2009
    Steam chat works, Akira is just annoying and slow.

    BEEP BEEP ANSWER ME BEEP BEEEEEEEP

    Goomba on
    [SIGPIC][/SIGPIC]
  • VelmeranVelmeran Registered User regular
    edited March 2009
    Quite frankly Velmeran, if you think that the imbalance lies on the SM's side then you need your head examined for signs of intelligence.

    I don't like to insult like that, but seriously? The iron halo I've made use of against Tyranids falls in seconds to AG Warriors. That sprint you commented on? Uses energy, that's right, shield energy, and a good chunk of it too. Same goes for Battlecry, which is the only thing that could realistically keep two AG squads at bay and only for a short while.

    An fully wargear'd tier 2 FC might be able to hold off two full hp AG Warrior squads, for a short while at least thanks to Battlecry, but it certainly isn't winning that fight by any means. Maybe if he were level 10 and the Warriors level 1, but I'd say that's still iffy.

    God forbid the Space Marines have a single unique unit which can beat a single AG Warrior squad. It isn't the only hero who can do so, either.

    Edit: Ugh I got trolled into a Tyranid balance debate again.

    The Sprint ability is activated, but that gear also gives a default speed boost which is what I'm talking about. I was just saying that pulling a commander out of a fight like that with the flesh hooks (if it even fucking works) doesn't really counter anything cause he will be back in the fight quite fast.

    Also, you think its balanced for 1 unit in T2 to be able to KILL 1240 req and 90 power worth of units with out his energy bottoming out? I don't want to be a terrible person and throw around insults either, but your in more need of getting your head checked then me it seems.

    I could go on all day about how easy it is to counter melee nids with SM but I think you'd just put your fingers in your ears and prance about singing a tune.

    Velmeran on
    Vechloran.png
  • PancakePancake Registered User regular
    edited March 2009
    Velmeran wrote: »
    Quite frankly Velmeran, if you think that the imbalance lies on the SM's side then you need your head examined for signs of intelligence.

    I don't like to insult like that, but seriously? The iron halo I've made use of against Tyranids falls in seconds to AG Warriors. That sprint you commented on? Uses energy, that's right, shield energy, and a good chunk of it too. Same goes for Battlecry, which is the only thing that could realistically keep two AG squads at bay and only for a short while.

    An fully wargear'd tier 2 FC might be able to hold off two full hp AG Warrior squads, for a short while at least thanks to Battlecry, but it certainly isn't winning that fight by any means. Maybe if he were level 10 and the Warriors level 1, but I'd say that's still iffy.

    God forbid the Space Marines have a single unique unit which can beat a single AG Warrior squad. It isn't the only hero who can do so, either.

    Edit: Ugh I got trolled into a Tyranid balance debate again.

    The Sprint ability is activated, but that gear also gives a default speed boost which is what I'm talking about. I was just saying that pulling a commander out of a fight like that with the flesh hooks (if it even fucking works) doesn't really counter anything cause he will be back in the fight quite fast.

    Also, you think its balanced for 1 unit in T2 to be able to KILL 1240 req and 90 power worth of units with out his energy bottoming out? I don't want to be a terrible person and throw around insults either, but your in more need of getting your head checked then me it seems.

    I could go on all day about how easy it is to counter melee nids with SM but I think you'd just put your fingers in your ears and prance about singing a tune.

    I think that's pretty balanced.

    You know, considering how overpowered tyranids are. At least something can kill them.

    Pancake on
    wAgWt.jpg
  • GoombaGoomba __BANNED USERS regular
    edited March 2009
    Velmeran wrote: »
    Quite frankly Velmeran, if you think that the imbalance lies on the SM's side then you need your head examined for signs of intelligence.

    I don't like to insult like that, but seriously? The iron halo I've made use of against Tyranids falls in seconds to AG Warriors. That sprint you commented on? Uses energy, that's right, shield energy, and a good chunk of it too. Same goes for Battlecry, which is the only thing that could realistically keep two AG squads at bay and only for a short while.

    An fully wargear'd tier 2 FC might be able to hold off two full hp AG Warrior squads, for a short while at least thanks to Battlecry, but it certainly isn't winning that fight by any means. Maybe if he were level 10 and the Warriors level 1, but I'd say that's still iffy.

    God forbid the Space Marines have a single unique unit which can beat a single AG Warrior squad. It isn't the only hero who can do so, either.

    Edit: Ugh I got trolled into a Tyranid balance debate again.

    The Sprint ability is activated, but that gear also gives a default speed boost which is what I'm talking about. I was just saying that pulling a commander out of a fight like that with the flesh hooks (if it even fucking works) doesn't really counter anything cause he will be back in the fight quite fast.

    Also, you think its balanced for 1 unit in T2 to be able to KILL 1240 req and 90 power worth of units with out his energy bottoming out? I don't want to be a terrible person and throw around insults either, but your in more need of getting your head checked then me it seems.

    I could go on all day about how easy it is to counter melee nids with SM but I think you'd just put your fingers in your ears and prance about singing a tune.
    I'm going to go with my gut and experience and say you fucked something up royally for that to happen. I haven't even had that happen as Eldar.

    Goomba on
    [SIGPIC][/SIGPIC]
  • AkiraAkira Registered User regular
    edited March 2009
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.

    Akira on
    akira.gif
  • GoombaGoomba __BANNED USERS regular
    edited March 2009
    Akira wrote: »
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.
    Well in t1 what you do is get plasma devestators and then in t2 you just get a few dreads with a predator to support them.

    Goomba on
    [SIGPIC][/SIGPIC]
  • KinderpartyKinderparty Registered User regular
    edited March 2009
    Hive Tyrant has the exact same abilities to tank that the Force Commander does, as well as deal the damage. He's even better because he can not be suppressed either.

    Kinderparty on
  • LurkLurk Registered User regular
    edited March 2009
    Hive Tyrant has the exact same abilities to tank that the Force Commander does, as well as deal the damage. He's even better because he can not be suppressed either.

    His forceshield is crappier, but his Venom Cannon is pretty hot.

    Lurk on
    415429-1.png?1281464977
  • KinderpartyKinderparty Registered User regular
    edited March 2009
    He kind of makes it up with more HP. And as Eldar.. he's really easy to deal with, the Force Commander. It's a lot easier to keep him down by suppressing him with rangers. I've always just seen my FC die whenever I use him against Nids. Had to stick to Apothecary to have any success.

    Kinderparty on
  • SonelanSonelan Registered User regular
    edited March 2009
    Cake and I need one more for a 3v3.

    Sonelan on
    [SIGPIC][/SIGPIC]
  • Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited March 2009
    So a Ravener called Walnut bullshit when an explosive shotgun wrecked most of his army.

    Whoops!

    Zen Vulgarity on
  • LurkLurk Registered User regular
    edited March 2009
    Tyranids wouldn't be so scary if everyone was armed with a shotgun.

    Lurk on
    415429-1.png?1281464977
  • SonelanSonelan Registered User regular
    edited March 2009
    I freaking hate glitching with the mines on the mekboy. Freaking oneshotted my dread in melee with it.

    Sonelan on
    [SIGPIC][/SIGPIC]
  • rtsrts Registered User regular
    edited March 2009
    Yes! Made Sonelan totally quit for the night.

    Also, your Dread wasn't one shotted by mines, it was hit twice by tankbustas, twice by beamy deffgun and once with a stack of mines.

    rts on
    skype: rtschutter
  • MorkathMorkath Registered User, __BANNED USERS regular
    edited March 2009
    Goomba wrote: »
    Akira wrote: »
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.
    Well in t1 what you do is get plasma devestators and then in t2 you just get a few dreads with a predator to support them.

    Wait what? I'm confused.


    How do you get plasma devastators in tier1?

    Or do you mean plasma tacs and HB dev's?

    Morkath on
  • SonelanSonelan Registered User regular
    edited March 2009
    cakemikz wrote: »
    Yes! Made Sonelan totally quit for the night.

    You didn't. These freaking bugs and glitches are starting to annoy me. All night i've had problems with squads not retreating or my commander not responding. Its really getting annoying.

    Sonelan on
    [SIGPIC][/SIGPIC]
  • rtsrts Registered User regular
    edited March 2009
    Morkath wrote: »
    Goomba wrote: »
    Akira wrote: »
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.
    Well in t1 what you do is get plasma devestators and then in t2 you just get a few dreads with a predator to support them.

    Wait what? I'm confused.


    How do you get plasma devastators in tier1?

    Or do you mean plasma tacs and HB dev's?

    Thats the joke.

    rts on
    skype: rtschutter
  • EliminationElimination Registered User regular
    edited March 2009
    Pancake wrote: »
    Velmeran wrote: »
    Quite frankly Velmeran, if you think that the imbalance lies on the SM's side then you need your head examined for signs of intelligence.

    I don't like to insult like that, but seriously? The iron halo I've made use of against Tyranids falls in seconds to AG Warriors. That sprint you commented on? Uses energy, that's right, shield energy, and a good chunk of it too. Same goes for Battlecry, which is the only thing that could realistically keep two AG squads at bay and only for a short while.

    An fully wargear'd tier 2 FC might be able to hold off two full hp AG Warrior squads, for a short while at least thanks to Battlecry, but it certainly isn't winning that fight by any means. Maybe if he were level 10 and the Warriors level 1, but I'd say that's still iffy.

    God forbid the Space Marines have a single unique unit which can beat a single AG Warrior squad. It isn't the only hero who can do so, either.

    Edit: Ugh I got trolled into a Tyranid balance debate again.

    The Sprint ability is activated, but that gear also gives a default speed boost which is what I'm talking about. I was just saying that pulling a commander out of a fight like that with the flesh hooks (if it even fucking works) doesn't really counter anything cause he will be back in the fight quite fast.

    Also, you think its balanced for 1 unit in T2 to be able to KILL 1240 req and 90 power worth of units with out his energy bottoming out? I don't want to be a terrible person and throw around insults either, but your in more need of getting your head checked then me it seems.

    I could go on all day about how easy it is to counter melee nids with SM but I think you'd just put your fingers in your ears and prance about singing a tune.

    I think that's pretty balanced.

    You know, considering how overpowered tyranids are. At least something can kill them.

    Looks like hes saying its imbalanced because something actually stands a chance against AG warriors.

    Elimination on
    PSN: PA_Elimination 3DS: 4399-2012-1711 Steam: http://steamcommunity.com/id/TheElimination/
  • MorkathMorkath Registered User, __BANNED USERS regular
    edited March 2009
    cakemikz wrote: »
    Morkath wrote: »
    Goomba wrote: »
    Akira wrote: »
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.
    Well in t1 what you do is get plasma devestators and then in t2 you just get a few dreads with a predator to support them.

    Wait what? I'm confused.


    How do you get plasma devastators in tier1?

    Or do you mean plasma tacs and HB dev's?

    Thats the joke.

    Man thats dumb, goomba your dumb.
    Just kidding. Thanks, long day, reading comprehension is zero.

    Morkath on
  • rtsrts Registered User regular
    edited March 2009
    Son and I need 1 more for a 3v3.

    rts on
    skype: rtschutter
  • GoombaGoomba __BANNED USERS regular
    edited March 2009
    Morkath wrote: »
    cakemikz wrote: »
    Morkath wrote: »
    Goomba wrote: »
    Akira wrote: »
    Please tell me how easy it is to counter melee Tyranids as Space Marines! I would love to know the secret to not losing.
    Well in t1 what you do is get plasma devestators and then in t2 you just get a few dreads with a predator to support them.

    Wait what? I'm confused.


    How do you get plasma devastators in tier1?

    Or do you mean plasma tacs and HB dev's?

    Thats the joke.

    Man thats dumb, goomba your dumb.
    Just kidding. Thanks, long day, reading comprehension is zero.
    I'm dumb but you think you get plasma guns in t1.
    It's a joke don't hate me.

    Goomba on
    [SIGPIC][/SIGPIC]
  • stopgapstopgap Registered User regular
    edited March 2009
    so am i crazy or does the warpspider require a very different play style than the other eldar? it seems as though he Needs to stay in a group with another player, but maybe im just crazy here.

    stopgap on
    steam_sig.png
  • PancakePancake Registered User regular
    edited March 2009
    stopgap wrote: »
    so am i crazy or does the warpspider require a very different play style than the other eldar? it seems as though he Needs to stay in a group with another player, but maybe im just crazy here.

    All the tacky gold jewelry does weigh him down despite the light and airy silk hawaiian shirt he wears.

    Pancake on
    wAgWt.jpg
  • Ant000Ant000 Registered User regular
    edited March 2009
    Anyone know a good place to start reading up on general strats and concepts?

    I was actually pretty good in CoH eventually, but I'm definitely 1 for 6 in 1v1s so far in this... haha... :|.

    Ant000 on
  • AkiraAkira Registered User regular
    edited March 2009
    Ant000 wrote: »
    Anyone know a good place to start reading up on general strats and concepts?

    I was actually pretty good in CoH eventually, but I'm definitely 1 for 6 in 1v1s so far in this... haha... :|.

    Well replays are a good place to start, mostly at gamereplays.org, and if you play anything but Tyranids some people around here can give you some general advice regarding build orders and the like.

    Akira on
    akira.gif
  • Ant000Ant000 Registered User regular
    edited March 2009
    What's the general consensus on the Tech Marine hero?

    I'm just trying to learn SM's first, so yeah any build order examples would be cool. I'll definitely check some replays right now, too.

    I think I've fought 5 Eldar and 1 SM so far, and SM was the time I won... fucking Eldar...

    Ant000 on
  • PancakePancake Registered User regular
    edited March 2009
    Ant000 wrote: »
    What's the general consensus on the Tech Marine hero?

    I'm just trying to learn SM's first, so yeah any build order examples would be cool. I'll definitely check some replays right now, too.

    I think I've fought 5 Eldar and 1 SM so far, and SM was the time I won... fucking Eldar...

    The techmarine is decent in 3v3, but I wouldn't use him in 1v1. The other two are fine in 1v1.

    Build orders are hard because it can depend on the map, your opponent's race, and your opponent's strategy. It's best not to get stuck in a build order. The first two or three units, sure, but you do need to stay flexible.

    Mix and match tac squads, ASM, and heavy bolters right out the gate, but you generally don't want two of anything but tacs. Double tac is pretty viable. Double ASM can be pretty iffy. Double heavy bolter would be pretty bad. Once you have two or three units built, not including your scouts and commander, t2 as soon as possible is usually good policy.

    Pancake on
    wAgWt.jpg
  • AkiraAkira Registered User regular
    edited March 2009
    The Techmarine is pretty hard to work with, especially 1v1 and when you're still new to the game. The Apothecary and Techmarine are both pretty specialized and wargear dependent, so they can be kind of weak 1v1 especially early game. You're probably better off starting with the Force Commander at least until you get the basics down.

    As for build order Tactical Marines -> Heavy Bolter Devastators and Tactical Marines -> Assault Marines are both pretty solid general-purpose starting builds. You want your first unit to be a Tactical Marine squad or a Scout squad, since you won't have the power for Assault Marines for a while and Heavy Bolter Devastators are really vulnerable if you build them first. Tacs give you a lot of general purpose strength, just remember to use their melee attack against other ranged units, while Scouts are good if you want faster initial capping or are planning to run multiple upgraded Scout squads (which can be strong especially vs Tyranids).

    Akira on
    akira.gif
  • rtsrts Registered User regular
    edited March 2009
    One thing is for sure, don't buy the techmarines plasma gun...because it blows. Unless it has some special ability I don't know about...it blows. And this is from someone being shot by it...not someone using it.

    rts on
    skype: rtschutter
  • EndomaticEndomatic Registered User regular
    edited March 2009
    It has an ability that increases fire rate, but it's still quite awful.

    Endomatic on
  • randombattlerandombattle Registered User regular
    edited March 2009
    Akira wrote: »
    The Techmarine is pretty hard to work with, especially 1v1 and when you're still new to the game. The Apothecary and Techmarine are both pretty specialized and wargear dependent, so they can be kind of weak 1v1 especially early game. You're probably better off starting with the Force Commander at least until you get the basics down.

    As for build order Tactical Marines -> Heavy Bolter Devastators and Tactical Marines -> Assault Marines are both pretty solid general-purpose starting builds. You want your first unit to be a Tactical Marine squad or a Scout squad, since you won't have the power for Assault Marines for a while and Heavy Bolter Devastators are really vulnerable if you build them first. Tacs give you a lot of general purpose strength, just remember to use their melee attack against other ranged units, while Scouts are good if you want faster initial capping or are planning to run multiple upgraded Scout squads (which can be strong especially vs Tyranids).
    What what?

    Apothecary weak and wargear dependent in the early game? Are you mad? Hell he is probably the best hero in the early game since his heal will pretty much double the life of a single squad making early encounters pretty one sided if it's one on one.

    randombattle on
    itsstupidbutidontcare2.gif
    I never asked for this!
  • AkiraAkira Registered User regular
    edited March 2009
    Akira wrote: »
    The Techmarine is pretty hard to work with, especially 1v1 and when you're still new to the game. The Apothecary and Techmarine are both pretty specialized and wargear dependent, so they can be kind of weak 1v1 especially early game. You're probably better off starting with the Force Commander at least until you get the basics down.

    As for build order Tactical Marines -> Heavy Bolter Devastators and Tactical Marines -> Assault Marines are both pretty solid general-purpose starting builds. You want your first unit to be a Tactical Marine squad or a Scout squad, since you won't have the power for Assault Marines for a while and Heavy Bolter Devastators are really vulnerable if you build them first. Tacs give you a lot of general purpose strength, just remember to use their melee attack against other ranged units, while Scouts are good if you want faster initial capping or are planning to run multiple upgraded Scout squads (which can be strong especially vs Tyranids).
    What what?

    Apothecary weak and wargear dependent in the early game? Are you mad? Hell he is probably the best hero in the early game since his heal will pretty much double the life of a single squad making early encounters pretty one sided if it's one on one.

    These are just my opinions of course, but he has the lowest health of all commanders (even lower than the Mek), and at level 1 his heal is doing 120 plus a bit from the heal over time (about 80 on Tac squads). A Tactical squad has 1050 health at level 1, so you're healing for about 1/5th (200ish health) with your heal. Then he has such low health himself that if he gets focused the heal isn't likely to be enough to buy him more than another couple seconds at best. His healing abilities were severely nerfed in the Beta balance patch.

    Now with some wargear like the power axe, stims or rites he can be very strong, but early game he still feels extremely weak to me.

    Akira on
    akira.gif
  • rtsrts Registered User regular
    edited March 2009
    Isn't that 120 per unit though...

    rts on
    skype: rtschutter
  • randombattlerandombattle Registered User regular
    edited March 2009
    Akira wrote: »
    Akira wrote: »
    The Techmarine is pretty hard to work with, especially 1v1 and when you're still new to the game. The Apothecary and Techmarine are both pretty specialized and wargear dependent, so they can be kind of weak 1v1 especially early game. You're probably better off starting with the Force Commander at least until you get the basics down.

    As for build order Tactical Marines -> Heavy Bolter Devastators and Tactical Marines -> Assault Marines are both pretty solid general-purpose starting builds. You want your first unit to be a Tactical Marine squad or a Scout squad, since you won't have the power for Assault Marines for a while and Heavy Bolter Devastators are really vulnerable if you build them first. Tacs give you a lot of general purpose strength, just remember to use their melee attack against other ranged units, while Scouts are good if you want faster initial capping or are planning to run multiple upgraded Scout squads (which can be strong especially vs Tyranids).
    What what?

    Apothecary weak and wargear dependent in the early game? Are you mad? Hell he is probably the best hero in the early game since his heal will pretty much double the life of a single squad making early encounters pretty one sided if it's one on one.

    These are just my opinions of course, but he has the lowest health of all commanders (even lower than the Mek), and at level 1 his heal is doing 120 plus a bit from the heal over time (about 80 on Tac squads). A Tactical squad has 1050 health at level 1, so you're healing for about 1/5th (200ish health) with your heal. Then he has such low health himself that if he gets focused the heal isn't likely to be enough to buy him more than another couple seconds at best. His healing abilities were severely nerfed in the Beta balance patch.

    Now with some wargear like the power axe, stims or rites he can be very strong, but early game he still feels extremely weak to me.
    Using the heal is that amount to every single unit not just the squad and also buffs their regen rate by like 2500% for a couple seconds and fires off every 30 seconds increasing by huge amounts each level. So as long as you keep your apoth with the rest of the squad he can and will change the tide of battle.

    I have pretty much used the apoth straight as he just has so much versatility compared to the other spess mehreens.


    Not to mention plunking him into a squad of termies with advanced healing on and not even the god emperor himself could stop them.

    randombattle on
    itsstupidbutidontcare2.gif
    I never asked for this!
  • kaliyamakaliyama Left to find less-moderated fora Registered User regular
    edited March 2009
    Akira wrote: »
    Ant000 wrote: »
    Anyone know a good place to start reading up on general strats and concepts?

    I was actually pretty good in CoH eventually, but I'm definitely 1 for 6 in 1v1s so far in this... haha... :|.

    Well replays are a good place to start, mostly at gamereplays.org, and if you play anything but Tyranids some people around here can give you some general advice regarding build orders and the like.

    Watching hours of replays seems interminable though. Why hasnt wisdom been distilled down to text?

    kaliyama on
    fwKS7.png?1
  • MorkathMorkath Registered User, __BANNED USERS regular
    edited March 2009
    Good games tonight, thanks for dragging my noob ass along! :P

    It seems like I was getting better as we went along, or everyone we started going up against really sucked. But I am getting better at retreating my marines before it's too late. And at least putting iron halo on my FC to scare people away. :P

    So far I have been having good luck with building a HB squad first, then making a tact squad. As soon as they saw the HB they would run, buying me time to finish building up. Or the HB would get there and setup right as the melee started, and would swing the fight for my marines/FC.

    Got my rare scout armor, woo?

    Speaking of scouts, my dumb moment of the day, is forgetting I retreated my scouts after the first fight, and having them sit back at my base until I had 2 predators and went, "Oh I can put a sniper rifle on these guys now".

    Also goomba, you say that like I don't already!
    j/k

    Morkath on
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