Dawn Of War 2 Beta is out. - Page 14
| Forum Index > General Games |
|
lololol
5198 Posts
| ||
|
rkarhu
Finland570 Posts
| ||
|
Bosu
United States3247 Posts
That being said I have not played the new patch enough to tell if they overnurfed them. They probably did. | ||
|
maybenexttime
Poland5755 Posts
On February 07 2009 18:13 rkarhu wrote: Yea, it feels like the changes they made were too extreme. I mean I'm not sure how overpowered Wraithlords for example were prior to the patch, but look at what they did to them! Shuriken cannon damage was cut from 300 to 200 and the cost went up from 40 to 100. And it's the same with brightlance, almost worse (tho they lowered the power cost). Makes me wonder how much REAL testing they did or did they just think that "Look, these guys are too powerful at the moment so we'll need to nerf them. How does a 90 % reduction in damage and 70 % increase in cost sound? At least they wont be overpowered anymore." That's what they seemed to be doing in every DoW1 patch - constantly shift imbalance from one race to another, over nerfing and overbuffing stuff. O_o | ||
|
lololol
5198 Posts
Huge balance changes, random new bugs introduced(it looks like someone changes/deletes a few random things in the game files for fun every single patch) and lots of things left unfixed and imbalanced. Seriously, how could they not notice that grenades and stikk bombs weren't dealing the intended damage, all it takes is to throw a grenade once and it's damn obvious plasma nades deal a ton more(while they should be similar), now with the new patch the apothecary doesn't heal infantry(again you just need to use it once to see that and they were doing internal testing for at least a week on that patch). What kind of retarded internal testing misses such things is beyond me. In soulstorm(the third expansion to DoW) there are still bugs that were introduced in the first expansion and even after the year late "hotfix" and patches, there are still hundreds of bugs left, so how can't the developers fix them, even considering the community supplies them with the full buglist and it takes a day(without any internal tools from the devs) to make a full bugfix mod. Not to mention that SoB and Necrons are still clearly the worst races, but imbalances aren't unexpected, when you see how pathetic their design is... DoW has 15 armor types, and every weapon has a unique percent damage value for every single armor type and the damage values are 54.6865% damage to one type, 53.9434% to another, i.e. random numbers and similar to about half the armor types. It's pretty obvious to anyone with at least a bit of knowledge about game design that such clusterfuck is completely unnecessary and undesirable. The game actually needs no more than 6 armor types and damage numbers that make sense, instead of what a random number generator generated for them. Also, I don't know how, but they managed to make the pathing in DoW2 even worse than in DoW, it's pathetic especially for walkers and on top of that sometimes they do not attack at all and in my last game a killacan of mine was pounding on a platform doing no damage at all, after 4-5 "hits" I tried moving it and ordering it to attack again, but it still did absolutely no damage and I had to retreat it. I'm currently securely deleting the beta files. | ||
|
rkarhu
Finland570 Posts
On February 07 2009 20:00 lololol wrote: They've done this in CoH, as well. They basically do not test the game for bugs or obvious imbalances at all or they hired a bunch of monkies to do it for them. Huge balance changes, random new bugs introduced(it looks like someone changes/deletes a few random things in the game files for fun every single patch) and lots of things left unfixed and imbalanced. Seriously, how could they not notice that grenades and stikk bombs weren't dealing the intended damage, all it takes is to throw a grenade once and it's damn obvious plasma nades deal a ton more(while they should be similar), now with the new patch the apothecary doesn't heal infantry(again you just need to use it once to see that and they were doing internal testing for at least a week on that patch). What kind of retarded internal testing misses such things is beyond me. In soulstorm(the third expansion to DoW) there are still bugs that were introduced in the first expansion and even after the year late "hotfix" and patches, there are still hundreds of bugs left, so how can't the developers fix them, even considering the community supplies them with the full buglist and it takes a day(without any internal tools from the devs) to make a full bugfix mod. Not to mention that SoB and Necrons are still clearly the worst races, but imbalances aren't unexpected, when you see how pathetic their design is... DoW has 15 armor types, and every weapon has a unique percent damage value for every single armor type and the damage values are 54.6865% damage to one type, 53.9434% to another, i.e. random numbers and similar to about half the armor types. It's pretty obvious to anyone with at least a bit of knowledge about game design that such clusterfuck is completely unnecessary and undesirable. The game actually needs no more than 6 armor types and damage numbers that make sense, instead of what a random number generator generated for them. Also, I don't know how, but they managed to make the pathing in DoW2 even worse than in DoW, it's pathetic especially for walkers and on top of that sometimes they do not attack at all and in my last game a killacan of mine was pounding on a platform doing no damage at all, after 4-5 "hits" I tried moving it and ordering it to attack again, but it still did absolutely no damage and I had to retreat it. I'm currently securely deleting the beta files. I agree with you all the way. I'm sad to see that Relic hasn't learned much from their mistakes, because the game has immense potential. Maybe not in competitive scene, but in the casual sense the game has already been so much fun. | ||
|
numberThirtyOne
United States294 Posts
I have heard him say in previous videos though that overall this game may become repetitive over time and is not as deep as SC. Hopefully it's at least fun enough to be worth buying and playing for a while though. | ||
|
Phyre
United States1288 Posts
On February 09 2009 02:29 numberThirtyOne wrote: I haven't played the game since my pc would barely run it, but as an RTS fan, I've been checking out some VODs and commentaries on youtube. Check out youtube channel VaulSC if you're interested. Anyway, I just thought I'd mention it because from watching his videos, he seems to think the patch is a good thing because requisition is more important and tier 3 is relevant. Again, I haven't played the game, but I thought I'd throw this out there since several here seem to think the patch was an overall step backwards. VaulSC's two most recent videos are post-patch, and he gets some tier 3 out and caps some requisition. He comments that pre-patch, he wouldn't even need to cap any req to win, and games would never get to tier 3. I have heard him say in previous videos though that overall this game may become repetitive over time and is not as deep as SC. Hopefully it's at least fun enough to be worth buying and playing for a while though. If you read the latest post by Vaul in his thread over at Relicnews he stated he won't be playing the game anymore until they patch the ridiculous bugs that cropped up with the latest patch. VaulSC wrote: Quick update: This game is currently un-playable due to bugs and balance issues. With so little time left in the beta this is very dissapointing. With less people wanting to play it competitively there is not going to be a lot of quality testing done! Obviously Relic will be fixing the main things in time for release, but what else will be wrong when it does come out? My gloom has returned. http://forums.relicnews.com/showthread.php?p=3366773#post3366773 1. The Apothecary cannot heal units other than himself his troops; he can only heal himself and other commanders. Rationale for game-breaking status: A healing hero that's unable to heal is simply a useless hero, so picking the Apothecary now automatically puts a player at a massive disadvantage. 2. The Hive Tyrant and Carnifex (and perhaps Warrior, haven't tested) Venom Cannons are hideously overpowering. This is possibly resultant of the fact that they are apparently classified as plasma weapons in the code, meaning they would have inadvertently received the massive buff that real plasma weapons received. Whatever is causing it, it's definitely not intentional. Rationale for game-breaking status: Honestly, just try the thing. It used to be really good, but now it annihilates entire squads of infantry in seconds and melts any vehicle attempting to oppose its God-like powers in a similar time frame. Nothing can even come close; it's all obliterated in mere moments. This utterly ruins all Tyranid match-ups, even mirrors. 3. The Kommando Booby Trap does 5500 damage to buildings. This has to be a bug, because it's totally inconsistent with the damage values associated with other target types. Rationale for game-breaking status: An HQ has 10,000 HP now. All it takes is two of these to end a game instantly. http://forums.relicnews.com/showthread.php?t=214365 | ||
|
Manit0u
Poland17665 Posts
The biggest issues for me right now are: (3v3 is greatly affected by that, 1v1 to a much lesser extent) Match-making is still worthless (especially not counting some games, it's rather disappointing if you play 4 games, 2 wins as champion, 2 loses and when you check the rankings it shows up as 0 wins and 3 loses) Requisition no longer being shared in 3v3 has completely ruined it. | ||
|
naventus
United States1337 Posts
2. Game has crashed every ingame at some point (though works fine in replays) Despite not being that into DoW, I was excited to have something new to play (DoW2). But you really get a feel for the lack of "polish" that the game has, and it's damn annoying. You can hop on SC or WC right now and have a game faster and of probably equal fun quality. It's almost like Relic intentionally leaves all these glaring flaws in the game (multiplayer engine sucks) that just makes you not want to buy it. | ||
|
numberThirtyOne
United States294 Posts
On February 09 2009 06:25 Phyre wrote: If you read the latest post by Vaul in his thread over at Relicnews he stated he won't be playing the game anymore until they patch the ridiculous bugs that cropped up with the latest patch. http://forums.relicnews.com/showthread.php?p=3366773#post3366773 http://forums.relicnews.com/showthread.php?t=214365 Interesting. None of the videos I've watched from him or anyone else have mentioned problems with the patch, but of course I'd believe anything given Relic's track record. ![]() | ||
|
[-Bluewolf-]
United States609 Posts
On my end though, unless the game has LAN tournament support, I won't be buying it. I volunteered to forfeit an online tournament game when my opponent / myself were unable to connect to each other due to NAT issues this weekend. We were both able to connect to previous games and to other competitors - just not to each other. This happened for others in that tournament as well..... The inability for certain people to connect might not hinder automatch that much. But it makes the game unplayable in fun online tournaments (yes, even those without prizes) - one of the things I tend to buy a game for. Despite the limited depth of gameplay, I still like to have some challenge in my games, and automatch alone just doesn't provide that. | ||
|
Phyre
United States1288 Posts
I'll still probably buy it at some point because it's a beautiful game and I'm a sucker for the W40k universe, but when I buy it (if ever) will largely be determined by what I see in terms of patch support in the first few months of release. Big kudos to Relic's art/sound guys though, it really does look and sound awesome and visceral. | ||
|
Manit0u
Poland17665 Posts
Let's hope this won't phail. | ||
|
Manit0u
Poland17665 Posts
Guys, We are certainly aware of your feedback and aren't ignoring it. You need to understand that releasing statements about every temporary in-balance or bug is not a sustainable practice for us. We've worked really hard to do a balance update while the Beta was ongoing, and yes, we made a few mistakes that we will rectify in our first patch as quickly as we can. This code & data patch will fix a lot of known code bugs, exploits and fix some of the balance issues introduced during the last update (Apoth, Kommando, 3v3 req, etc.). MP balance is always a work in progress, especially at this stage. We are always actively working to make it better. Consistent, intelligent and informed feedback is always appreciated! Thanks for participating here on this forum; we know you wouldn't comment and share your thoughts if you didn't care! Cheers, Noseworm Thought I'll post it here if some people still follow the news. Edit: Something funny I've found on Relic forums. ![]() | ||
|
brambolius
Netherlands448 Posts
| ||
|
Manit0u
Poland17665 Posts
New Content * • Two new Multiplayer maps are being added - one 1v1 and one 3v3 Multiplayer Gameplay * • Fixed a bug where ability effects were permanent on burrowed units. * • Fixed several population capacity bugs. * • Fixed problem with retreating to allied HQ when player’s HQ is destroyed. * • Fixed attack ground to allow firing into the Fog of War. * • Prevented Waaagh/Zeal/Biomass/Psychic might “double dipping” when own units are killed by friendly fire, and remove reward for allied friendly fire. * • Prevented non-attacking commanders from getting a share of XP for incomplete construction. * • Added cool down timers to construction abilities. * • Prevented anti-suppression from being modified into the positive. * • Prevented area of effect suppression originating from target entities inside of buildings from spreading to units outside a building. * • Increased the suppression and damage on suppression weapons at distant range. * • Fixed a bug where units that had been completely replaced via reinforcement would lose their control groups. * • Removed Ravener tunnel impass to prevent several blocking exploits. * • Requisition resource rates are now reduced depending on game size. * • Requisition points now increase by +5 requisition every 20 seconds (up from 15), up to a maximum of +30 (down from 35). * • Fixed an issue with grenades not harming the squad that throws them. * • Fixed an issue with the Apothecary’s Heal ability that prevented it from properly healing infantry. * • Reduced damage of Kommando hero’s Remote Bomb against HQ’s. * • Kommando hero’s Kaboom! now properly deals 500 damage to the Kommando, but does not kill him. * • Tyranid Warrior Adrenal Gland melee damage reduced to 52, from 60. * • Reduced firing rate of Hive Tyrant Venom Cannon to match the other versions. Damage reduced to 60, from 85. Area of effect damage modifier reduced at outermost radius to 0.3, from 0.4. * • Spore Mine blast radius increased to 10, from 8. * • Increased accuracy of small arms against Ripper Swarm to 0.3, from 0.2. * • Ripper Swarm cost increased to 240, from 200. Source and more reading/changes: http://community.dawnofwar2.com/blogs/?p=510 ![]() | ||
|
Mora
Canada5235 Posts
thoughts/comments after spending some more time on it? | ||
|
Manit0u
Poland17665 Posts
On February 16 2009 05:50 Mora wrote: how many of you are still playing the beta? thoughts/comments after spending some more time on it? I am still playing it (although had a break due to exam session at univ). It keeps getting better and better although it's hard to play at times (bug abusers in beta, many of them), by checking the latest patchnotes etc. I'm full of hope for this game, it's really simple to get a grasp on but playing with decent oponnent can be really demanding, especialy in tactics/multitasking parts. Pre-ordered. | ||
|
Kennigit
Canada19447 Posts
(and to buy Mora beer). First game, i've bought in a while :o . | ||
| ||

![[image loading]](http://dowcodex.com/stuff/public/sturm/GTFO.jpg)
![[image loading]](http://dowcodex.com/stuff/public/sturm/notyourfault.jpg)
(and to buy Mora beer). First game, i've bought in a while :o .