WH40k: DOW--That's it?!

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Rogue 9
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Post by Rogue 9 »

Shinova wrote:
InnocentBystander wrote:Need.... more... Brightlances! Arggh. :D

Your efforts are futile, Mon-Keigh. Go... cry to your God Emperor!

At least with the patch your Fire Prisms are getting the nerf they rightly deserve! :D


And we Space Marines get our tier 3 faster now. :P
:shock:

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Post by Brother-Captain Gaius »

AAAUGH. They buffed Defilers?! Those things are uber enough already!

Why oh why didn't they make Predators the tier 2 "armor crutch" instead of belittling our venerable brothers entombed within Dreadnoughts?
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Post by Duken »

Petrosjko wrote:Or if you want to get really sick, there's always the Million Brightlance March.
One Hundred Orks with 75 rokkit launchers. :D
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Post by InnocentBystander »

Duken wrote:
Petrosjko wrote:Or if you want to get really sick, there's always the Million Brightlance March.
One Hundred Orks with 75 rokkit launchers. :D
That's easy to kill, now 30 brightlances, that'll take some doing to kill ;)

I don't worry about buffed defilers, brightlances to the rescue!
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Post by Petrosjko »

Duken wrote:
Petrosjko wrote:Or if you want to get really sick, there's always the Million Brightlance March.
One Hundred Orks with 75 rokkit launchers. :D
As IB said, easy kill. Defilers, hell even a force of Whirlwinds will be bouncing them around so badly they'll hardly get a chance to fire, and their morale will break quickly.

Frickin' Brightlances, on the other hand... no morale if they're not attached, all you can do is whittle them down with concentrated bolter fire.
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Post by Shinova »

Plasma fire is better. There's also a more far-out strategy of massing scouts with plasma or snipers, if that's what you wanna try to do. They're light infantry, so Dark Reapers do little damage to them.
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Post by Rogue 9 »

JediNeophyte wrote:AAAUGH. They buffed Defilers?! Those things are uber enough already!

Why oh why didn't they make Predators the tier 2 "armor crutch" instead of belittling our venerable brothers entombed within Dreadnoughts?
Because tanks > mechs. :P
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Post by The Yosemite Bear »

I wonder which is sucks more to be...

a dead marine trapped inside a dreadnaught
a dead eldar trapped inside a wraithlord
or a dead chaos trooper trapped inside a demon possessed metal spider....
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Post by The Yosemite Bear »

mind you I just want to hear the Wraithlords/Dreadnaughts say

"Please kill me" just once....
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Post by XaLEv »

I'd love it if they changed it so you can use letters for unit selection hotkeys as well as numbers.
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Post by Brother-Captain Gaius »

Rogue 9 wrote:
JediNeophyte wrote:AAAUGH. They buffed Defilers?! Those things are uber enough already!

Why oh why didn't they make Predators the tier 2 "armor crutch" instead of belittling our venerable brothers entombed within Dreadnoughts?
Because tanks > mechs. :P
Thus I would think my proposed change would make you happy, as Dreadnoughts would no longer be necessary just to goddamned survive past tier 2. As it stands, that particular aspect of DoW is a gross defilement of Marine tactics and organization. Dreadnoughts are Elite choices (up with Veterans and Terminators), not Heavy Support like Predators, and most Chapters are lucky to even have three total.
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Post by Shinova »

XaLEv wrote:I'd love it if they changed it so you can use letters for unit selection hotkeys as well as numbers.

How would you differentiate command hotkeys like stop, attack-move, and special abilities? Most of the alphabetical keys all have some command attached to it.
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Post by The Yosemite Bear »

yeah, and land raiders should at least have storm bolters

come to think of it give me some vindi's and some 'backs
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Post by XaLEv »

Shinova wrote: How would you differentiate command hotkeys like stop, attack-move, and special abilities? Most of the alphabetical keys all have some command attached to it.
Hold some other key. I believe that's how it's done in Total Annihilation, for instance; hold ctrl to designate, then alt to select.
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Post by Shinova »

The Yosemite Bear wrote:yeah, and land raiders should at least have storm bolters

come to think of it give me some vindi's and some 'backs

Land Raiders do have storm bolters, or at least one of them, I think.
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Post by Brother-Captain Gaius »

Shinova wrote:
The Yosemite Bear wrote:yeah, and land raiders should at least have storm bolters

come to think of it give me some vindi's and some 'backs

Land Raiders do have storm bolters, or at least one of them, I think.
Twin heavy bolters and twin Godhammer-pattern lascannons. A storm bolter is a peashooter compared with that armament. You can throw on a crew-served or remote pintle-mounted storm bolter in TT, but unless you're up against light infantry it's not going to make an appreciable difference.
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Post by The Yosemite Bear »

opps slip there

I ment that in addition to the smoke dischargers even the lowly rhino should have some light infantry muching goodness attached to it.
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Post by Duken »

Warhammer40k: Assistant Producer wrote:Hello everyone,

We know you're all anxiously awaiting the release of Patch 1.3, so I wanted to jump in here and give you an update on status and what's going on.

Patch 1.3 Update

This week we worked with THQ QA to verify that all fixes were in the game and working as expected, and that everything else was looking solid. They uncovered some additional bugs (as often happens -- sometimes you fix something only to uncover a new bug that was hidden before the fix) which we fixed over the course of this week. So, the patch content is looking really solid.

Unfortunately, yesterday we encountered a bug in the way the game handles unicode text support, which is important for many of our international versions. If we had released the patch 'as is', it would have meant anyone using a non-English version of the game would have been stuck at 1.2, and they wouldn't have been able to play with 1.3 people. Rather than proceed with a patch that would only work with the English game, we decided to take an extra day to fix this bug. It's better for the whole community, which is very international (remember, DoW is available in 11 languages) to have this patch at the same time, we think.

We're about to submit the patch to QA again so they can run it through their test cycle. Our revised ETA on the patch release is some time Tuesday of next week.

Patch 1.3 and the Mod Community

Some of you may have noticed in the release notes I posted last week an entry related to us updating the attribute file format used in Dawn of War. This was related to our work on Winter Assault and was also part of our efforts to speed up load times.

A consequence of us adopting this new attribute type is that all mods created using 1.2 or earlier versions of Dawn of War, will now be broken. Also, the Dawn of War Mod Tools will no longer work properly with the 1.3 version of Dawn of War.

Obviously, we're not trying to break the good work the DoW Mod Community has done, so we're going to help you guys fix your projects. Basically, once Patch 1.3 is out the door, we're going to repackage and re-release the Mod Tools, along with documentation on how to make the conversion from 1.2 to 1.3.

The ETA on this is less than a week after Patch 1.3 release, but I'll keep you posted when we have more specific dates. The important thing to keep in mind is that we're going to help you get through this transition with the minimal impact to your previous work and the ongoing development of your projects.

So, in summary:

- Patch 1.3 should be coming out in the first half of next week.
- Patch 1.3 will break mods created so far, but we're going to give you the tools and info you need to convert your mods to the new attribute version.

Hope this information answers some of the questions you've no doubt been having, and thanks for your patience as we get this patch out the door and into your hands.

If you post questions in this thread, I'll do my best to answer them. I won't answer any questions related to balance -- I'd prefer to let the patch itself answer those questions when it goes live.

Kind regards,

Raphael van Lierop
Assistant Producer
Relic Entertainment/THQ Canada Inc.
Totmacher (Relic Entertainment) wrote:Hi All,

Just to answer the most common question: yes, there are several other bug fixes that are not mentioned in the release notes. Among them is the Ork Mob bug.
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Post by Petrosjko »

I love the game and all, but damn are their patches ever a pain in the ass.
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Post by Brother-Captain Gaius »

Petrosjko wrote:I love the game and all, but damn are their patches ever a pain in the ass.
Agreed. I haven't been terribly impressed with the patch support. It's the first true A-grade mainstream game for 40k, and I can't help but feel it's not getting the attention it needs. I'm hoping Winter Assault remedies that, and it may be a bit of a pipedream but a sequel using the Company of Heroes engine would be divine.
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Post by Shinova »

Dude, DoW hasn't even been out for a year and they've already released three patches, two major ones. And you say they give very little support for their game?


Shame, man. :P



EDIT: And they fixed the Ork Mob bug. Whipee!! That should show some more variety in Ork tactics from now on.
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Post by Petrosjko »

Shinova wrote:Dude, DoW hasn't even been out for a year and they've already released three patches, two major ones. And you say they give very little support for their game?


Shame, man. :P



EDIT: And they fixed the Ork Mob bug. Whipee!! That should show some more variety in Ork tactics from now on.
It's not that. It's when you have to start a stickied thread in your forum for issues installing the frickin' patch that sucks.
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Post by Shinova »

Oh installing the patch you mean.


Ah well, that's just your problem then. :P


Ork Mob bonus! Imagine Orks charging into marines pouring HB and sniper fire.... The Orks may die, but they won't break! Wahahahahahaatsu!!
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Post by SirNitram »

'Ork Mob Bug'?
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Post by Brother-Captain Gaius »

SirNitram wrote:'Ork Mob Bug'?
Da humie mek boyz forgot dat da Orks iz neva afraid o' nuthin' as long as we got enuff boyz! 'ERE WE GO! 'ERE WE GO!
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