Yes they do. Unless, again, the person playing them is hardly functional.
A single ork taking three shots to die and three shots being the likely point at which the first ork dies are separate things. The only thing - and I'm not sure how this works - that screws with this is the Energy Shields that Guardians set up; Heavy/Light cover has no effect on it otherwise.
If that gets changed (if it can be installed and played on two machines in the same house), I'll pick it up. I might pick it up anyway, but it's harder to justify purchases that she can't also play.
Yes they do. Unless, again, the person playing them is hardly functional.
A single ork taking three shots to die and three shots being the likely point at which the first ork dies are separate things. The only thing - and I'm not sure how this works - that screws with this is the Energy Shields that Guardians set up; Heavy/Light cover has no effect on it otherwise.
Yes they are, which is why I said that it takes at least three shots to kill one ork. Which, if you were paying attention, means that the ork player hits that dandy little "X" button on his keyboard after three shots, or runs a wartrukk up, or whatever you want to make the rangers stop shooting the lootas. See, because that takes about 15 seconds and if you don't pay attention to squads for that long you won't win anyway.
Seems like removing the suppression is actually pretty good. I don't really think that you should just get to kill all lootas because you made rangers. In any case, I definitely don't use lootas. Usually by tier 2 I am at near max pop cap anyways...and whatever I have remaining I use for tankbustas.
Seems like removing the suppression is actually pretty good. I don't really think that you should just get to kill all lootas because you made rangers. In any case, I definitely don't use lootas. Usually by tier 2 I am at near max pop cap anyways...and whatever I have remaining I use for tankbustas.
Kill all. Kill any. Same thing.
Goomba on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited March 2009
How the fuck are you near pop cap by t2 with Orks.
If that gets changed (if it can be installed and played on two machines in the same house), I'll pick it up. I might pick it up anyway, but it's harder to justify purchases that she can't also play.
Its HIGHLY unlikely, like 99.99999 percent unlikely they will unlink co-op from online only because it seriously messes with the pirates. Same reason Red Alert 3's co-op is online only. Alot of people would just want to play the co-op, and never actually play online against other people. So now companies are forcing online only co-op and such. Give it a while and LAN options will disappear too cause they will just reason that it enables pirates to play their game and they'd rather have $$$ then let a few people play over LAN.
They need to include the part where he loses for building scout/dev/scout/dev. Wehrmacht and US compared very much the same way. By the time your 4th rifle was out your income was shot to like 210-220 req from 300. Wehrmacht would still be about 280-300.
When eldar get a supply depot (god, I can't even remember the name. Has it been that long?) maybe that'll work out.
This seems like a really bad way to compare them still. A heavier pop squad like tacts or assault marines with sargent would cause a greater decrease, wouldn't it? After all, it takes the highest upkeep units and makes sure they're the ones subtracting.
The difference doesn't seem this clear cut in the actual game...
You're missing the point as to why dev/scout vs guardian/guardian was chosen. The new upkeep system, which is now the only one that applies to SM, is based on the req cost of a unit and a certain amount is deducted as a set percentage based on that req cost from your global income.
Dev + Scout squad = 550 req
Guardian x2 = 540 req
So the figures aren't exact, but are pretty damn close to a real world scenario in which both players spend the exact same req on troops, but one gets less upkeep by far than the other.
That was so irritating. I had two Tac squads with missile launchers, but they seemed more interested in running up and meleeing the fucking tin can.
There are still some serious bugs with units not realizing they aren't in melee anymore. I'm getting this a lot with devs in sp: they get jumped by melee units, I sprint a good distance away but they still think they're in melee so they just run back to hit the enemy.
This game needs a 'stand ground' button too. So many times my ranged units spend more time repositioning behind the same bloody piece of cover than actually firing back. Just stand fucking still and shoot for the love of god.
That was so irritating. I had two Tac squads with missile launchers, but they seemed more interested in running up and meleeing the fucking tin can.
There are still some serious bugs with units not realizing they aren't in melee anymore. I'm getting this a lot with devs in sp: they get jumped by melee units, I sprint a good distance away but they still think they're in melee so they just run back to hit the enemy.
This game needs a 'stand ground' button too. So many times my ranged units spend more time repositioning behind the same bloody piece of cover than actually firing back. Just stand fucking still and shoot for the love of god.
His guys were also being shot by a mekboy with a deff gun. So they were gettin suppressed and wouldn't shoot anyway.
So the all ork team with Cake and Scosglen was pretty fun. Except for the drop hack bullcrap.
This game needs a 'stand ground' button too. So many times my ranged units spend more time repositioning behind the same bloody piece of cover than actually firing back. Just stand fucking still and shoot for the love of god.
Dear god yes. I agree completely. I find myself really missing the stances from DoW 1 oddly enough. Mostly because my space marines seem to have a love of being unable to decide clearly between melee and ranged, especially in single player.
I dislike looted tanks. I'll build one if I won't have the req for nobs for awhile or I need something faster then it takes to build and upgrade nobs. But with the poor pathing in 3v3s and the fact thats its alot easier to kill then to eliminate a whole squad of nobs I perfer them in t3.
Sonelan on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
They should have used the Battlewagon IMO. Make the Ork unit more unique in comparison with the stupid predator. Possible Upgrades include wrecking ball, Zzapp cannon, claw to hold vechicles in place. And enough space to hold da boyz!
My rant earlier about tyranids warriors was just to highlight there ridiculous abilities. Its just so irratating trying anything against them as eldar.
I mean really anyone with a little micro can tap x at the right time, never lose a squad and eventually just overwhelm you with sheer numbers.
Anyways, I look forward to tau in the upcoming expansion.
Smaug6 on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited March 2009
You mean Imperial Guard trying to stave off a Biel-Tan strike force on a forge world.
You are right I meant a Tau strike force trying to annex a forge world protected by the imperial guard for the greater good. Unfortunately this world was a terraformed tomb world and the necrons have awoken when the inquisition discovers an thousand son chaos artifact buried on the world.
I've stopped playing tyranids for a while until iron halos/energy shields are fixed (I've had 2 AG warrior squads and hormagaunt squad soloed by a thunderhammer/iron halo force commander who was at best lvl3), and until plasma's aren't just so fucking amazing and undercosted that I can't say no to them.
I'd also like to see some anti-building unit for T1 that isn't lol-spore mines since those are completely unreliable in my experiances, working only about 1/3rd of the time at getting rid of people in a building. Doubt that will happen though.
Oh, and for my god damn nid abilities to FUCKING WORK! My flashhooks are doing the animation, and not doing the pull or even the damage over 50% of the time now, and Tyrants Bioplasma can be interupted by a sneeze, and yet the energy and cooldown are activated, completely annoying.
Also, out of the 12-15 3v3 games I played today, I only counted about 3 nids players, none of them were higher then TS18 or so, while allthe TS30+ were SM/Eldar with an odd ork player every so often. I didn't think the patch changed much but did the pop cap bug really change peoples views that much?
Posts
Its HIGHLY unlikely, like 99.99999 percent unlikely they will unlink co-op from online only because it seriously messes with the pirates. Same reason Red Alert 3's co-op is online only. Alot of people would just want to play the co-op, and never actually play online against other people. So now companies are forcing online only co-op and such. Give it a while and LAN options will disappear too cause they will just reason that it enables pirates to play their game and they'd rather have $$$ then let a few people play over LAN.
It's two whole more key strokes and the keys are what 3 inches apart?
That's serious manual labor.
I make a lot of orks.
is there any other way to play Orks?
I hope not.
The real green tide is gobbo's.
You're missing the point as to why dev/scout vs guardian/guardian was chosen. The new upkeep system, which is now the only one that applies to SM, is based on the req cost of a unit and a certain amount is deducted as a set percentage based on that req cost from your global income.
Dev + Scout squad = 550 req
Guardian x2 = 540 req
So the figures aren't exact, but are pretty damn close to a real world scenario in which both players spend the exact same req on troops, but one gets less upkeep by far than the other.
There are still some serious bugs with units not realizing they aren't in melee anymore. I'm getting this a lot with devs in sp: they get jumped by melee units, I sprint a good distance away but they still think they're in melee so they just run back to hit the enemy.
This game needs a 'stand ground' button too. So many times my ranged units spend more time repositioning behind the same bloody piece of cover than actually firing back. Just stand fucking still and shoot for the love of god.
Currently playing: GW2 and TSW
His guys were also being shot by a mekboy with a deff gun. So they were gettin suppressed and wouldn't shoot anyway.
So the all ork team with Cake and Scosglen was pretty fun. Except for the drop hack bullcrap.
Dear god yes. I agree completely. I find myself really missing the stances from DoW 1 oddly enough. Mostly because my space marines seem to have a love of being unable to decide clearly between melee and ranged, especially in single player.
I play with sound off so I can hear vent.
HA! ZOG THAT!
don't ask how i know this
Currently playing: GW2 and TSW
I mean really anyone with a little micro can tap x at the right time, never lose a squad and eventually just overwhelm you with sheer numbers.
Anyways, I look forward to tau in the upcoming expansion.
I'd also like to see some anti-building unit for T1 that isn't lol-spore mines since those are completely unreliable in my experiances, working only about 1/3rd of the time at getting rid of people in a building. Doubt that will happen though.
Oh, and for my god damn nid abilities to FUCKING WORK! My flashhooks are doing the animation, and not doing the pull or even the damage over 50% of the time now, and Tyrants Bioplasma can be interupted by a sneeze, and yet the energy and cooldown are activated, completely annoying.
Also, out of the 12-15 3v3 games I played today, I only counted about 3 nids players, none of them were higher then TS18 or so, while allthe TS30+ were SM/Eldar with an odd ork player every so often. I didn't think the patch changed much but did the pop cap bug really change peoples views that much?
Yes, I have surrounded his base with Techmarine turrets.
GFWL = Gamers Failed by Windows Live.