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On February 03 2009 04:15 Manit0u wrote: Holding 1 VP and counting on your allies is a bad thing. It's best to capture one VP then go to help an ally, then move to the third one with another ally or go back to the one you captured to recapture it from the enemy. This game is all about non-stop movement and capturing/recapturing. I'm playing like that, am currently on a 5 win streak in 3v3's, always end up champion with ~700 score (as compared to playing capture+hold in the beginning when I was getting like ~400 score). I'll give it a shot. I play SM and I initially went FC+Scout, Scout, ASM, Shotties, ASM, T2. I won practically all of my early skirmishes and had no difficulty holding my area until walkers showed up. Meltas were unreliable so the FC was mainly for Powerfist AV. I wasn't winning the matches though for the aforementioned reasons, the rest of the map would get taken. I was recommended to switch to a more entrenching style with HB Dev squads to lock down an area and tech faster since no power is needed, hopefully getting a dread out earlier with a Powerfist FC for AV. That doesn't seem to work either.
I've been hearing good things about Apoth+ASM though, maybe I should try that? Scout+Apoth, ASM, shotties, ASM, T2. Seems like it would leave me really vulnerable to walkers and vehicles in general though.
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Or just play with friends that are not terrible. Games are not fun to play without friends, preferably RL as well as some online ones.
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Anyone playing right now? I could use some buddies to play with. rkarhu on both steam and live.
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On February 03 2009 05:38 Phyre wrote: I'll give it a shot. I play SM and I initially went FC+Scout, Scout, ASM, Shotties, ASM, T2. I won practically all of my early skirmishes and had no difficulty holding my area until walkers showed up. Meltas were unreliable so the FC was mainly for Powerfist AV. I wasn't winning the matches though for the aforementioned reasons, the rest of the map would get taken. I was recommended to switch to a more entrenching style with HB Dev squads to lock down an area and tech faster since no power is needed, hopefully getting a dread out earlier with a Powerfist FC for AV. That doesn't seem to work either.
I've been hearing good things about Apoth+ASM though, maybe I should try that? Scout+Apoth, ASM, shotties, ASM, T2. Seems like it would leave me really vulnerable to walkers and vehicles in general though.
I play SM too. What I usually get nowadays is FC + scout, scout, tsm, asm (or second tsm squad, depends on what my enemy gets), t2, dread sometimes, t3, predator.
I tend to get tsm before asm (and delay them even further) since I really need this first 20 energy for shotguns on at least 1 scout squad, besides tsm are great all-around unit, later on you can upgrade them with rocket launcher to kill walkers/tanks (especially with techmarine, I managed to kill 2 dreadnaughts at close range with tech + rocket tsm and blessings of omnissiah) or with plasma vs nids.
Gear for FC: thunder hammer - knokbacks are king (and kill animations with this weapon make me hard) sprint armour - getting into the fray faster, chasing retreating heroes (don't forget about knockback) or manouvering out of danger teleporter pack - as above but even better
Apoth + ASM is awesome because of Angels of Death, if your guys can be invulnerable for some time it can really piss enemies off, also free revival and quite strong shooting/combat depending on the weapon you take for him (I managed to solo Carnifex with apoth alone). On a side note: to take out walkers with asm you MUST have a sargeant there.
1 (no more) HB squad can be used early on to hold onto some area but I ceased to make HBs at all since any semi-decent player can take them out easily and if not then you have a pretty useless unit when first walkers arrive on the field. When I see enemy suppression squad setting up I just stop what I'm doing and run behind them with 1 scout squad before they can finish placing, this completely owns them and most beginner players can get really confused and surprised by such a move (they usually expect you to run or die if they bring suppression to the field).
Hope this helps a bit.
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For you people having problems with walkers, try plasma squads if you're SM or brightlance team if you're eldar and if you play nids its either warriors with talons or venom cannons, they all work really well if you place them correctly.
1 particularly efficient combo I use vs walkers is warp spiders with stun grenades next to my brightlance team. just teleport forward, stun the walker and run away while brightlance tears it apart.
And I personally dont recommend using power fist vs walkers, unless its mauling at another walker...
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ASM/banshees can deal with fast walkers, plasma devs and brightlance plats can be easily tied in melee and/or destroyed in seconds, and with eldar you're better off building a walker of your own and buying his brightlance, so you'll have it mobile, much more durable and good at melee as well.
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So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units.
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On February 06 2009 17:42 Eury wrote: So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units.
This is rather disturbing, I liked the fact that you could sometimes win even if you were totally outcapped as long as you got good unit composition and good positional advantages.
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On February 06 2009 17:54 rkarhu wrote:Show nested quote +On February 06 2009 17:42 Eury wrote: So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units. This is rather disturbing, I liked the fact that you could sometimes win even if you were totally outcapped as long as you got good unit composition and good positional advantages.
So let me get this straight, you won the first battle, took map control and deny him resources. Tell me any rts where anyone in this situation has a good chance of a comeback....
And anyways any good player will not just move his army around in one single blob to forfeit map control anyway, winning the first battle does not mean you have won. The focus of this game is unit management, always doing something with each squad/unit, so especially at the start you should be at multiple locations having small skirmishes with the enemy. And anyway why should the game compensate so that the guy that came out on top not get anything out of doing so. Before this patch you didnt get the bonus requisition and when you have more squads you get less req per minute, which was dumb, why should I get less income just because I have more squads and won a fight.
There are a few things lacking from this game, but its generally fun overall.
And lol apoc is bugged in new patch, hes heal doesnt heal his squads (lol) but it does heal heroes a lot more.
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On February 06 2009 18:18 ToyotaDemon wrote:Show nested quote +On February 06 2009 17:54 rkarhu wrote:On February 06 2009 17:42 Eury wrote: So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units. This is rather disturbing, I liked the fact that you could sometimes win even if you were totally outcapped as long as you got good unit composition and good positional advantages. So let me get this straight, you won the first battle, took map control and deny him resources. Tell me any rts where anyone in this situation has a good chance of a comeback.... And anyways any good player will not just move his army around in one single blob to forfeit map control anyway, winning the first battle does not mean you have won. The focus of this game is unit management, always doing something with each squad/unit, so especially at the start you should be at multiple locations having small skirmishes with the enemy. And anyway why should the game compensate so that the guy that came out on top not get anything out of doing so. Before this patch you didnt get the bonus requisition and when you have more squads you get less req per minute, which was dumb, why should I get less income just because I have more squads and won a fight. There are a few things lacking from this game, but its generally fun overall. And lol apoc is bugged in new patch, hes heal doesnt heal his squads (lol) but it does heal heroes a lot more.
I said SOMETIMES. And with that I meant that you could make a comeback if you for instance got a vehicle out when he has no AV or when you can flank a massive army with a few shuriken platforms and mow them down while taking minimal losses. Though these scenarios require your opponent to do some pretty bad mistakes.
And the game is very fun, although shallow. After a 100 matches or so it'll get highly repetitive since every game is the same.
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On February 06 2009 18:18 ToyotaDemon wrote:Show nested quote +On February 06 2009 17:54 rkarhu wrote:On February 06 2009 17:42 Eury wrote: So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units. This is rather disturbing, I liked the fact that you could sometimes win even if you were totally outcapped as long as you got good unit composition and good positional advantages. So let me get this straight, you won the first battle, took map control and deny him resources. Tell me any rts where anyone in this situation has a good chance of a comeback....
But the thing is that you can take map control so extremely fast in DoW 2. It doesn't work the same way in Starcraft there if you win a battle doesn't mean that you gain expansions all over the map in almost an instant. You need to build expansions and workers which a) takes time b) cost resources.
So, now in DoW 2 when you win you get better units, better heroes and a multiple better economy as soon as you win a battle. The opponent will have a very hard time to get back from that when the odds are stacked so heavily against him.
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On February 06 2009 18:44 Eury wrote:Show nested quote +On February 06 2009 18:18 ToyotaDemon wrote:On February 06 2009 17:54 rkarhu wrote:On February 06 2009 17:42 Eury wrote: So they increased the req income from the nodes in the latest patch, and just as I said it would, it lead to games are now very onesided. The games are won by the first battle now as you can chug out units as soon as you get map control while your opponent can barely afford any units. This is rather disturbing, I liked the fact that you could sometimes win even if you were totally outcapped as long as you got good unit composition and good positional advantages. So let me get this straight, you won the first battle, took map control and deny him resources. Tell me any rts where anyone in this situation has a good chance of a comeback.... But the thing is that you can take map control so extremely fast in DoW 2. It doesn't work the same way in Starcraft there if you win a battle doesn't mean that you gain expansions all over the map in almost an instant. You need to build expansions and workers which a) takes time b) cost resources. So, now in DoW 2 when you win you get better units, better heroes and a multiple better economy as soon as you win a battle. The opponent will have a very hard time to get back from that when the odds are stacked so heavily against him.
THis is quite right. What I meant that you shouldnt be punished so immensely by losing a small battle ( unless you're suiciding your whole army into enemy fire, then you deserve to lose).
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Massive patch just went down as I'm sure many of you have realised.
All the details are in the spoiler below, but I recommend you just go here to read it: http://www.counterfeitculture.com/index.php/online-gaming/dawn-of-war-2-multiplayer-beta-patched-2509/ + Show Spoiler +A major update to the Dawn of War 2 multiplayer beta has just hit Steam within the last few minutes, a good sign that the developers are keeping a close eye on progress and lending an ear to player feedback. The patch notes are extensive, consisting of a huge number of balance tweaks and new features. I’ve taken the liberty of bolding some of the more important changes.
For the TLDR crowd:
(1) Ranged weapons nerfed to make getting into melee a bit easier. (2) Explosions now dynamically alter the battlefield by creating craters and debris which can be used by infantry as cover. (3) Grenades and flamers are now more effective against enemies in cover (which is what they’re designed for). (4) And woe are the Eldar–it is not a good day to be a space elf.
Patch notes - 2/5/09
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.
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It's like they nerfed pretty much everything and by a huge margin. Prior to the patch I used to rape everyone with Eldar, now I'm getting my ass handed to me everywhere I go. GIVE ME MY BANSHEES BACK MOFOS!
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On February 06 2009 21:39 rkarhu wrote: It's like they nerfed pretty much everything and by a huge margin. Prior to the patch I used to rape everyone with Eldar, now I'm getting my ass handed to me everywhere I go. GIVE ME MY BANSHEES BACK MOFOS! Yeah I play Eldar too and I this change just forces a slightly different play style.
Rangers are MUCH cheaper and definitely viable. I can now move round the map with instant suppression. Also Falcon tanks are awesome; in the patch notes they didn't mention their cost has been reduced to 375/95. AND they can move backwards with micro. With all the heavy weapons going up in cost (remember Falcons come with a free Brightlance and Shuriken cannon) and reduced melee vs Vehicles; I'm going to be getting these beauties every game.
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On February 06 2009 21:39 rkarhu wrote: It's like they nerfed pretty much everything and by a huge margin. Prior to the patch I used to rape everyone with Eldar, now I'm getting my ass handed to me everywhere I go. GIVE ME MY BANSHEES BACK MOFOS!
Hahahahahaha, this reminds me of "World of Roguecraft 1".
"omg before the patch I killed everyone with my NINJASKILLS but now I'm nerfed so I can't kill anyone."
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Righ now I've lost a lot of interest in DoW2  They've made some awesome changes to the units (rewarding better players mostly) but what they did with resources is absolute horror. It doesn't affect 1v1 much but 3v3 has turned into vehicle spamfest. Today I've experienced 8 vehicles pounding on my main when I had: Farseer, Guardian Squad, Ranger Squad. Sux a lot.
I liked it when you went all happy when you could field 1 vehicle as it gave you nice advantage, right now with AV being nerfed and requisition overflow you're facing 3 new dreadnoughts before you're able to finish off the first one that showed up.
Edit: And in case of Apoth not healing his squads Relic said it's a bug they didn't notice while patching and it's gonna get fixed for 0-day.
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Yeah I agree Manit0u this patch is almost a step backwards. Falcon grav tanks are now massively overpowered. I just played a game against a rank28 where I just rushed to grav tanks, using rangers to annoy him till I could get them out. Once I had 2 out it was game over... so stupid.
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The new requsion points need over a minute to even give the same amount as the old ones, and after that they provide +13 bonus req rate, when your base provides 20 times as much, hardly something that would suddely make games one-sided. The big change regarding req is in 3v3 where they provide double the resources compared to before on top of the other change. 1v1 games aren't much different, you just get a bit more req to increase the game pace.
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On February 06 2009 23:42 lololol wrote: The new requsion points need over a minute to even give the same amount as the old ones, and after that they provide +13 bonus req rate, when your base provides 20 times as much, hardly something that would suddely make games one-sided. The big change regarding req is in 3v3 where they provide double the resources compared to before on top of the other change. 1v1 games aren't much different, you just get a bit more req to increase the game pace.
It's 1min 27 seconds to reach +35 req gain. It's not really visible in 1v1 but it has HUGE impact on 3v3. Not just because of requisition overflow, I can live with that, the problem is that requisition affects EVERYTHING.
Some examples: a) with a shitton of req you can now spam generators all over the map = you get a lot of the most valuable resource that has the biggest impact on the game b) you don't have to trade wargear/tech for units c) ultimate units that usually cost a lot of req (and often zeal) are not expensive any more
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