Warhammer 40 000: Dawn of War 2
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 3rd Feb 2009 23:06    Post subject:
It all depends on how the mods are made and what they affect, to be honest. FO3 is insanely moddable... and doesn't impact on Live whatsoever -- except in the case of Fallout Script Extender, which disables Live.

Also, doesn't modding affect GTA4's Live status too?
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LeoNatan
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PostPosted: Tue, 3rd Feb 2009 23:08    Post subject:
G4WL can't cope with external content when live. This is the reason Gears of War editor was so limited when compared to UT3's one.
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MistressDeath




Posts: 867

PostPosted: Tue, 3rd Feb 2009 23:14    Post subject:
SpykeZ wrote:
exkalibur wrote:
I see 20 balancing patches and unit upgrades in the first half year after release. And naturally 5 buyable addons.


nothing wrong with that. Dawn of War had awesome expansion ( haven't tried soul storm yet) but dark crusade's campaign style was amazing.

xxax wrote:
So the game is really small scale?


I think it depends on the map. I only did 1v1 with tainted and the map was crammed. Could flicked a booger at him. The units also seem to have this lack of motivation to get their asses moving. It feels like I click shit rapidly just so I know one of those clicks they'll move.

SpykeZ - Please give Soul Storm a try!! That game was amazing fun! I couldn't stop playing it. The Sister's of Battle are great. I went through the campaigns as SOB and it was a lot like Dark Crusade but with more territories to win over with 4 planets. Not much more, but there were more. High production values too. I played DOWII and was very disappointed. The PopCap is ludicrous and there is so much missing! Makes me think of the sound Pac-Man uses when he dies! This was my number 1 game so I am going to give the incredible machine that is the Greendale.....I mean Relic Studios a chance to redeem with the final release. They deserve it. I am hoping they will come up with a huge first day patch that in all essence makes DOWII......DOWI with awesome graphics! This game needs a lot of help and adding a couple new races or maps isn't the solution, it's the upgrades and balancing.

Fingers X!

MD


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SpykeZ




Posts: 23710

PostPosted: Wed, 4th Feb 2009 03:46    Post subject:
MistressDeath wrote:
SpykeZ wrote:
exkalibur wrote:
I see 20 balancing patches and unit upgrades in the first half year after release. And naturally 5 buyable addons.


nothing wrong with that. Dawn of War had awesome expansion ( haven't tried soul storm yet) but dark crusade's campaign style was amazing.

xxax wrote:
So the game is really small scale?


I think it depends on the map. I only did 1v1 with tainted and the map was crammed. Could flicked a booger at him. The units also seem to have this lack of motivation to get their asses moving. It feels like I click shit rapidly just so I know one of those clicks they'll move.

SpykeZ - Please give Soul Storm a try!! That game was amazing fun! I couldn't stop playing it. The Sister's of Battle are great. I went through the campaigns as SOB and it was a lot like Dark Crusade but with more territories to win over with 4 planets. Not much more, but there were more. High production values too. I played DOWII and was very disappointed. The PopCap is ludicrous and there is so much missing! Makes me think of the sound Pac-Man uses when he dies! This was my number 1 game so I am going to give the incredible machine that is the Greendale.....I mean Relic Studios a chance to redeem with the final release. They deserve it. I am hoping they will come up with a huge first day patch that in all essence makes DOWII......DOWI with awesome graphics! This game needs a lot of help and adding a couple new races or maps isn't the solution, it's the upgrades and balancing.

Fingers X!

MD


Ya I just reintalled them all last night since DOWII pissed me off so bad. I have soul storm I just didn't get around to installing it.

So it uses the same campaign style as dark crusade than?


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LeoNatan
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PostPosted: Wed, 4th Feb 2009 03:48    Post subject:
Yes, same Risk-based campaign style, with the new races. I think there are more planets, though, but maybe I don't remember correctly.
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tainted4ever
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Posts: 11336

PostPosted: Wed, 4th Feb 2009 04:33    Post subject:
New record for automatch... it just took it 18 minutes to find a game... ffs Sad


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MistressDeath




Posts: 867

PostPosted: Wed, 4th Feb 2009 04:34    Post subject:
No, you are right on Leo! It is exactly how he says. My only gripe is that they didn't make the continents smaller. Would have been great if there were double the amount of continents/states. I really felt like it went a little to fast for how much fun I was having. So really it's a matter of counting the continents and then comparing the total with Dark Crusade. They are close but there are more in Soul Storm. Yes, definitely worth playing. So funny to read you get pissed by a game. I just got done playing L4D and I was so pissed made me think of you! LOL! Nothing worse than running away from the Tank and getting caught up by everything but the kitchen sink. L4D needs that DLC quick! I don't remember ever getting mad in Soul Storm, great game, great balance and tons of advancements! Have fun!

MD


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Rxsazabi




Posts: 150

PostPosted: Wed, 4th Feb 2009 04:35    Post subject:
What rank are you?
I'm rank 13 atm... it take forever to find a single team match game Sad
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tainted4ever
VIP Member



Posts: 11336

PostPosted: Wed, 4th Feb 2009 06:27    Post subject:
10 with space marines. True rank 25. Matchmaking is broken so badly... goodbye competitive play.


Sense Amid Madness, Wit Amidst Folly
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JBeckman
VIP Member



Posts: 34995
Location: Sweden
PostPosted: Wed, 4th Feb 2009 07:08    Post subject:
http://www.shacknews.com/featuredarticle.x?id=1074

Interview with one of the Relic staff personel.
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tainted4ever
VIP Member



Posts: 11336

PostPosted: Wed, 4th Feb 2009 07:24    Post subject:
JBeckman wrote:
http://www.shacknews.com/featuredarticle.x?id=1074

Interview with one of the Relic staff personel.


Quote:
Our goal from the beginning was to maintain the depth, but simplify it.


Now all they gotta do is consolify it.
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Submiqent




Posts: 1213

PostPosted: Wed, 4th Feb 2009 07:34    Post subject:
tainted4ever wrote:
JBeckman wrote:
http://www.shacknews.com/featuredarticle.x?id=1074

Interview with one of the Relic staff personel.


Quote:
Our goal from the beginning was to maintain the depth, but simplify it.


Now all they gotta do is consolify it.


What? You want to obscure an already complex game with extra fluff that does nothing but get in the way? And it's DoW of all things, if you want impossibly deep games, go play civ4 and eve. I know I do.

That interview is a really good insight into their dev process. It highlights how in today's industry you have to really listen to your customers. It seems like there's no archetypal game that works every time yet. Unlike, say Bond movies. The doom games needed a staunch updating by the time the third one came around. ect ect.
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natz868




Posts: 12

PostPosted: Thu, 5th Feb 2009 15:40    Post subject:
Excuse my question... but:
I know that in single player (campaign) i can't construct buildings...
But i can in multy...
The question is:
Can i play in skirmish mode (single player, off course!) ? and, can i construct buildings in skirmish?
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Thu, 5th Feb 2009 18:02    Post subject:
natz868 wrote:
Excuse my question... but:
I know that in single player (campaign) i can't construct buildings...
But i can in multy...
The question is:
Can i play in skirmish mode (single player, off course!) ? and, can i construct buildings in skirmish?


There is no base building, singleplayer or multiplayer. Not sure where you got that you can build in mp from.
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djaoni




Posts: 8061

PostPosted: Thu, 5th Feb 2009 18:03    Post subject:
The only buildings you can build are turrets.
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Rxsazabi




Posts: 150

PostPosted: Fri, 6th Feb 2009 03:00    Post subject:
Beta update
Feb 05, 2009

Quote:
Update is now live!


Current Change List

Increased the chances for melee sync-kills to occur.
Fixed an issue with all units gaining experience from kills. Only units that fight will gain experience. Heroes will still gain experience just by being near the fighting.
All infantry weapon damage reduced by 15% with the exception of anti-vehicle, sniper and artillery weapons.
All heroes health reduced by 10% to reflect global damage change.
Some melee units reduced in health by 10%.
Suppression units' damage at long range reduced, suppression against cover reduced a little.
melee_heavy damage to vehicle reduced to 0.5, from 1. Damage against building reduced to 0.5, from 1.
power_weapons_pvp damage to vehicle reduced to 0.15, from 0.25.
Plasma damage vs vehicles increased to .2 from .15
Flamer damage vs garrison increased to 3.5 from 2.5, vs heavy cover to 2.5 from 2.
Increased grenade damage modifier to garrison cover to 1.25 from 1.
Reduced grenade pvp damage modifier against generators to 1 from 1.5.
All vehicle deaths now generate heavy cover.
Melee special attacks no longer knockdown retreating units.
Increased uncapture time for requisition and power points to 15 seconds, from 10.
HQ health decreased to 10,000, from 15,000.
Requisition points are now updated to use a new system. Points are worth +10 upon capture, but this value now increases by +5 every 15 seconds up to a maximum of +35. When uncaptured, this value resets to +10.
Requisition points will no longer be reduced in resource rate in larger games.


Space Marines

Avatar and Carnifex are no longer instantly killed by drop pods.
Fixed an issue with space marine base turrets being able to rotate 360 degrees.


Tactical Squad

Missile Launcher reload time reduced to 6 seconds, from 8. Accuracy against large targets increased to 1, from 0.75. Damage reduced to 160, from 175.
Sergeant 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.
Plasma gun damage increased from 65 to 90.
Flamer damage increased from 12 to 14.
Tactical Marine HP increased from 300 to 350.
And They Shall Know No Fear damage reduction modifier reduced to 0.6, from 0.5. Knockback chance decreased to 50%, from 100%. Damage price increased to 1800, from 1200.


Dreadnought

Dreadnought assault cannon upgrade requisition cost increased to 100, from 45


Terminators

Terminator zeal cost reduced to 700, from 900.
Assault terminator zeal cost reduced to 700, from 900.


Scout Squad

Sniper rifle cost changed to 150/35 from 100/60, damage increased to 170 from 150.
Shotgun knockdown chance reduced to 15%, from 25%.
Infiltrate energy drain increased to 1.5/sec, from 1/sec.
Scout Sergeant detection radius set to 30.
Fixed a bug that was causing Frag Grenades to deal far less damage than intended.
Leader cost increased to 60/25 from 50/25
Fixed an issue with Scouts dealing more melee damage than they should have been.


Techmarine

Techmarine Heavy Bolter turret damage reduced to match the other turrets.


Assault Marines

Melta bomb fixed to affect Carnifex mobility.
Fixed an issue that caused Meltabombs to have a chance to miss their target.
Assault Marine Sergeant cost increased to 100/25 from 50/25
Assault Marine Sergeant health increased to 440, from 320.
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

Fixed an issue with the Heal ability not being able to target Terminators.
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 the Omnissiah recharge time increased to 150, from 50.


Predator

Predator Autocannon now has a 100% chance to generate cover when it hits the ground, up from 50%.


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.
Eldritch storm crater now generates light cover.


Guardians

Shuriken Catapult damage decreased to 12, from 14.
Warlock Leader cost increased to 65/15, from 50/15.


Howling Banshees

Banshee War Shout radius reduced to 8, from 15 and will no longer affect retreating units.
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 30.
Long Rifle damage increased to 180, from 160.
Ranger cost decreased to 360/25.


Farseer

Farseer Armor of Asuryan requsition cost increased to 200 from 150.
Farseer Rune Armor health regeneration reduced.


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

Fixed an issue that caused Haywire Grenades to have a chance to miss their target.
Warp Spider Deathspinner damage reduced to 21, from 25.
Warp Spider Exarch damage reduced to 34, from 37.
Warp spider Exarch damage modifier removed.
Exarch upgrade cost increased to 85/15.
Aspect of Warp Spider cost increased to 50/20.
Jump cost increased to 30 energy.


Warp Spider Exarch

Warpspider Exarch Phase Shift duration reduced to 10 seconds.
Warpspider Exarch Entangle duration reduced to 5 seconds.
Warpspider Heavy Gauge Filament energy drain increased to 4.5 per second from 3.5.
Spider's Brood cost increased to 350 requisition, from 125.
Jump cost increased to 30 energy.
Group Teleport cooldown increased to 90 seconds.


D-Cannon

Singularity ability on D-cannon fixed to deal 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.
Wraithlord Brightlance upgrade requisition cost increased to 100, from 60. Power cost reduced to 40, from 60.
Wraithlord Shuriken Cannon upgrade requisition cost increased to 100, from 40.


Fire Prism

Dispersed beam area reduced to 10 meters, Focused beam damage increased to 200, reload decreased to 7 seconds from 8
Fire Prism shot now generates light cover instead of heavy cover.


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


Slugga Boyz

Slugga Nob cost increased to 75/25, from 50/25.


Mekboy

Mekboy Dakka Deffgun power cost increased 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
Supa Tuff Beam energy drain reduced to 3.5/sec from 7/sec.
Electric Shock energy drain reduced to 4/sec from 5/sec.


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 received courage damage modifier reduced to 0.5, from 0.25.


Stikkbommas

Stikkbomb damage reduced to 175, from 260.
Fixed a bug that was causing Stikkbombs to do far less damage than intended.
Stikkbomb explosions now generate light cover.


Stormboys

Stormboy Suicide attack now generates light cover.
Stormboy Nob cost increased to 75/25, from 50/25.


Kommando Nob

Kommando Camo Armor requisition cost increased to 100.
Kommando Kaboom recharge time increased to 20 seconds from 10.
Kommando Extra Equipment energy bonus reduced to 75, from 235.
Kommando Remote Detonation now generates light cover.
Boomtime explosion now generates light cover.


Kommandos

Kommando ambush ability range reduced to 35 meters from 50
Kommando shoota range reduced to 25, from 29, damage increased to 30, from 25.
Burna Bomb damage increased from 10 to 20, damage over time increased to 20 from 15.
Kommando Nob Leader detection radius set to 30.
Kommando Nob cost increased to 75/25, from 50/25.


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 0.985, from 0.98.
Waaagh shout received courage damage decreased to 0.996 from 0.985
Waaagh shout cooldown increased to 90 seconds from 60.


Wartrukk

Detection radius set to 30.


Looted Tank

Ork tank shot now has a 100% chance to generate cover, up from 50%.
Ork tank Boomgun now always generates cover.


Tyranids

Fixed a bug where the death of synapse creatures hurt the Tyranids around them twice instead of once.
Tyrannoformation tendrils now all generate light cover.
Fixed an issue with all Warrior and Zoanthrope synapse auras not increasing in effect with level. Additionally, the bonuses gained from leveling will stack with other synapse creatures.


Hive Tyrant

Brood Nest biomass cost increased to 225 from 175.
Hive Tyrant charge range increased from 10 to 15 meters, cooldown of charge decreased to 4 seconds from 6, speed increased to 4.5 from 4.
Health increased by 200.


Spore Mines

Spore mine explosion radius reduced to 8, from 15.


Lictor

Detection radius set to 30.
Flesh hook damage reduced to 180 from 230, can no longer target platforms.
HP increased to 600 from 500.
Damage decreased to 34, from 51.


Ravener

Ravener Devourer damage increased to 85 from 68, cooldown reduced to 1.4 from 1.8.
Fleet of Claw removed from Ravener squad.
Ravener Burrow now generates light cover.


Ravener Alpha

Ravener Toxic Miasma damage reduced to 15 per tick, from 20.
Catalyst damage taken reduced to 50% over 10 seconds, damage multiplier increased to 2.25, from 2.


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.


Termagant

Termagant knockdown chance while under ranged synapse reduced to 25%, from 35%.


Zoanthrope

Zoanthrope reload reduced to 8 seconds, from 10.3
Fixed an issue with the Zoanthrope losing energy when leveling.


Carnifex

Increased cost of Venom Cannon to 100/30, from 30/10.
Increased cost of Barbed Strangler to 100/30, from 30/10.


Foot Notes

Grenade Spiking, where your squad can drop a grenade at their feet to kill enemy melee units and your squad doesn't take any damage, is an issue we're aware of and will be addressed for the first retail patch.


Link: http://community.dawnofwar2.com/viewtopic.php?f=43&t=8307
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JBeckman
VIP Member



Posts: 34995
Location: Sweden
PostPosted: Fri, 6th Feb 2009 07:06    Post subject:
The 0-day patch following the release of this game will probably be quite big then considering the above update.

Also the game uses Steamworks and some online activation but that might just be Steam itself.

http://worthplaying.com/article.php?sid=59556
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Mussolinka
Banned



Posts: 2782

PostPosted: Fri, 6th Feb 2009 13:52    Post subject:
http://www.shacknews.com/onearticle.x/57111

Meh, so it will run on Steam, that sucks. Now I kinda doubt the "Club keys" will work.


sabin1981 wrote:
Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly.
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noxxle




Posts: 500

PostPosted: Fri, 6th Feb 2009 14:13    Post subject:
Mussolinka wrote:
http://www.shacknews.com/onearticle.x/57111

Meh, so it will run on Steam, that sucks. Now I kinda doubt the "Club keys" will work.


The Club keys don't function as a crack, they just let you log into the MP servers. Just because DoW2 requires Steam to be running doesn't mean the LIVE keys won't work for MP. However a crack will probably be needed to launch the game.
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LeoNatan
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PostPosted: Sun, 8th Feb 2009 06:45    Post subject:
Well, finally got around playing the beta, and this is what I think about it:

 Spoiler:
 

Complete piece of crap, basically. So small scale, such little variance in units and so boring maps, it just felt like a bargain bin "gem" ready from the get go to be trashed away.

Also, after reading a few articles about the planned DLC stuff, I wonder whether at least a map editor could not have been made... Sad
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VGAdeadcafe




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PostPosted: Sun, 8th Feb 2009 09:02    Post subject:
That smiley is so ironic, lol
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LeoNatan
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PostPosted: Sun, 8th Feb 2009 09:16    Post subject:
It expresses the FAIL of DoW2 perfectly, doesn't it? Razz Laughing
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sun, 8th Feb 2009 09:17    Post subject:
Quote:
I do. We had a big argument. Some people have been saying, "This isn't an RTS, this is an RTT, a real-time tactical game." And then Clint Tasker, one of our QA testers, we were kind of debating, "What is the difference between tactics and strategy?"

And he's like, "Well... tactics is just a manipulation of units, and strategy is this grand army." But then he started kind of breaking down the definitions, "One is like a smaller scale of the other, but it's all relative. There is strategy within tactics, and there is tactics within that strategy." [laughs]

This and other answers makes it seem like he's tripping all over himself to try and prove its a good game in the face of everyone who doesn't like it.

That is a pretty clear indication that he realizes its going to blow.


intel ultra 7 265k, 64gb ram, 3070
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LeoNatan
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PostPosted: Sun, 8th Feb 2009 09:33    Post subject:
Well, I don't think it is possible to categorize the scale of games just by their categories. RTT games can have huge scales, for example Total War series, Warhammer Mark of Chaos, Nexus the Jupiter Incident and World in Conflict, they all are great games, certainly better than this.
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Mussolinka
Banned



Posts: 2782

PostPosted: Sun, 8th Feb 2009 10:51    Post subject:
Leo that was my opinion on the first day I played, but damn, I can't stop playing now.

Quote:
such little variance in units


If there would be any more units it would be way to complicated. Realy, give it a DECENT shot before scrapping it after 2h of gameplay. Pretty sure I've seen You say something similiar to retards in other threads judging the game from first impression.

No offence.


sabin1981 wrote:
Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly.
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dsergei




Posts: 4059
Location: Moscow, Russia
PostPosted: Sun, 8th Feb 2009 13:17    Post subject:
The patch introduced some serious bugs ;o
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Mussolinka
Banned



Posts: 2782

PostPosted: Sun, 8th Feb 2009 13:42    Post subject:
Naw, mostly these idiots only made "balance" changes(thus nerfing beyond usability my both favourite races) instead of actualy fixing bugs.


sabin1981 wrote:
Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly.
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Sun, 8th Feb 2009 16:04    Post subject:
Mussolinka wrote:
Leo that was my opinion on the first day I played, but damn, I can't stop playing now.

Quote:
such little variance in units


If there would be any more units it would be way to complicated. Realy, give it a DECENT shot before scrapping it after 2h of gameplay. Pretty sure I've seen You say something similiar to retards in other threads judging the game from first impression.

No offence.


I agree. At first, I was like "WTF?" but now, im starting to catch on to the strategies and stuff underneath the hood. the problem with the game, the strategies and depth aren't really apparent right off the bat or for a while for that matter. I decided to go ahead with my preorder.


1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
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LeoNatan
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PostPosted: Sun, 8th Feb 2009 19:42    Post subject:
Mussolinka wrote:
If there would be any more units it would be way to complicated. Realy, give it a DECENT shot before scrapping it after 2h of gameplay. Pretty sure I've seen You say something similiar to retards in other threads judging the game from first impression.

No offence.

No offense taken! Smile What you say is correct, my rant was mainly a steam release of my initial frustration. Razz

I will certainly play the game more, but not the beta. I will wait for the full game to come out with the 0day patch. Smile
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Rxsazabi




Posts: 150

PostPosted: Sun, 8th Feb 2009 19:45    Post subject:
I like the game better pre-patch, its was more about micro and tactics.
Now with this new patch its just a spam war.....
Its about who spam T2 or T3 fastest.....
Hope they fix this soon
Sad
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