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Active: 1960 users

Dawn Of War 2 Beta is out. - Page 9

Forum Index > General Games
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Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
January 29 2009 11:46 GMT
#161
I've been experimenting with nids lately. Here's some stuff that might help you about the heroes:

Hive tyrant: Starts to shine around T2, before that try to avoid combat with him. Later on get him the venom cannon upgrade and watch him wreck havoc.

Ravener: I guess this will be the most 'pro' hero in the retail as he gives you the most possibilities. Tunnels are awesome they're like webway gate for free, mine drops are teh shiznit, burrowtraps are very nice too.

Lictor: Flesh hook + leap are his best skills. Best used for pulling out stuff and solo hunting for capping/decapping/protecting points. (my choice of wargear for him: - dunno the names so I'll just post effects - kill -> hp, leap, loner)
Time is precious. Waste it wisely.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
January 29 2009 11:50 GMT
#162
muhahaha can't wait to test out the very high graphics of dow2 :O
Hundredth
Profile Joined November 2008
United Kingdom142 Posts
January 29 2009 12:14 GMT
#163
Is this game any good in the competitive style of things? Or is it just a standard 3v3/4v4 casual game?
JudgeMathis
Profile Blog Joined July 2006
Cuba1286 Posts
January 29 2009 12:47 GMT
#164
On January 29 2009 21:14 Hundredth wrote:
Is this game any good in the competitive style of things? Or is it just a standard 3v3/4v4 casual game?


Maybe after beta it'd probably be good for 1v1's.
Benching 225 is light weight. Soy Cubano y Boricua!
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
January 29 2009 13:16 GMT
#165
Meh, its fun for few days, but after you are over the graphics, cool unit models and wow effect it really gets boring.

Best strategy is to always be aggresive and use attacking style of hero.
Agresivly take all points early on and use the early advantage to defend your points until you can overwhelm ur opponent or wait it out until opponent looses all victory points!
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
January 29 2009 14:33 GMT
#166
On January 29 2009 22:16 SlickR12345 wrote:
Meh, its fun for few days, but after you are over the graphics, cool unit models and wow effect it really gets boring.

Best strategy is to always be aggresive and use attacking style of hero.
Agresivly take all points early on and use the early advantage to defend your points until you can overwhelm ur opponent or wait it out until opponent looses all victory points!


It's as boring and repetetive as any other rts game out there. You can't really judge it after a couple of days of beta playing with random noobs.

And what you've described could be a good strategy against casuals but I've met some pretty god damn good players who sure surprised me a lot (like once when I was playing SM and I've put my hb squad into a building and he made a tunnel with ravener right next to the building and started pumping spore mines through it which obliterated my squad).
There is a shitton of possibilities in this game that have yet to be discovered. When the beta is over and some more people with more skill and better attitude will start playing it I don't believe it will be all over suppresion spam early game -> t2 walkers any more.
Time is precious. Waste it wisely.
[-Bluewolf-]
Profile Blog Joined January 2003
United States609 Posts
January 29 2009 15:16 GMT
#167
Very good comprehensive analysis of DOW2 by Korbah (creator of DOWPro) below. Original post at: http://dowsanctuary.com/index.php?showtopic=42843&st=0 (requires site registration).

+ Show Spoiler +

Introduction:

I've played a lot of RTS in my time. I'm an accomplished DoW1 player and the creator of the DoWpro mod which is currently available for SS. I'd like to think I know a fair bit about how to get the gameplay mechanics of an RTS working together and would offer the current release of DoWpro as an example of my work. However, in compiling this article I have sought the learned opinions of many players and taken onboard the ideas of individuals such as Vaul (the illustrious VoD caster), UltraSimon, KoMMoRRaGH, Yaoquique and many others.

DoWII is an interesting intellectual challenge. My current thoughts on it are mixed - there's both positive and negative elements to the game. It has potential, particularly as a team game but it needs some revisions to reach it. I'm inherently an elitist when it comes to RTS (and make no apology for this - I did make dowPRO) - I love deep strategy with multi-dimensional units but also really enjoy the tactical elements that exist in the faster paced games like DoW1.

My assessment of things at present is that DoWII is lacking in depth and needs more polish- a conclusion I believe many have also reached. If this is true then a further question must be posed.....how can it be fixed? Now I posed this exact same question with DoWpro and it led to a diversion from some of the elements of the key game. What I'd like to do this time is to stay AS CLOSE TO THE ORIGINAL AS POSSIBLE, making changes in areas that need reworking but doing so in a manner that it is not terribly difficult to implement. Ideally I'd like the recommendations discussed here to be considered for implementation in an official patch from Relic. I'm not convinced I'm really interested in going off and making DoWpro 2.

I guess the final point to raise is why does it NEED to be fixed? For starters, many of the issues raised in this article will annoy even the most casual player. Now the prevailing attitude is that games should be simple to get into so as to appeal to casual players. However, even the most casual player will rapidly determine after only a few games that certain units are far better (compare your ASM to tacs) and that capturing Req points etc doesn’t really matter at all.

The premise of DoW2 is a sound one – make a game that anyone can jump into and enjoy. The reality is that everyone will. However, many will lose interest in the shallowness of the gameplay – many of the talented RTS gamers here immediately saw the profound issues with DoW2 within hours. They’re plain to see for anyone who knows how to look. DoW2 has promise, however SC2 is coming and if DoW2 wants any kind of long term community in the face of that kind of competition it needs to reach that potential FAST. Additionally, I don’t think Relic can afford for DoW2 not to be a hit. If DoW2 isn’t a great game that sells by the truckload – I wonder whether Relic can really survive the worsening economic climate.

There’s high stakes here. There’s reputation of a franchise and a company. The faith of fans. The looming shadow of mighty competition and the worrisome problem that DoW2 probably isn’t good enough yet to really put paid to these questions.

So the question is this: How does one "fix" DoWII without a complete redo of the game that could be readily implemented in a small number of patches by Relic?

Note that there is an official buglist here: http://community.dawnofwar2.com/viewtopic.php?f=42&t=3500
And a technical issue list: http://community.dawnofwar2.com/viewtopic.php?f=44&t=4014&p=129658&hilit= unit list #p129658

This article goes beyond these lists in scope and assumes Relic is already aware of the aforementioned list.


Exploring the Problem

DoWII's problems are multifactorial but the key summative effect is that ultimately it’s not particularly deep as a RTS and that 3v3 play totally outshines 1v1.

The gameplay elements inherited from CoH are all implemented with varied degrees of success and I believe the only real way of truly exploring the problem is by going through EACH gameplay element one by one and highlighting individual difficulties.

In addition to gameplay elements I will be discussing UI, online lobby, visuals, maps and DLC implementation.

So without further ado.....lets start by breaking down the problems into manageable pieces.


Problems with the Lobby

Interface/lobby - Generally needs a lot of work.

The online lobby is woeful and very "console". The lack of a chat lobby is stunningly poor. The join casual game lobby text is LARGE and the lobby auto-refreshes ..... making it difficult to scroll through the huge list (since the text is SO big) before it freezes and resets to the top of the list.

The NAT overall offered me better connectivity than previous Relic games (first Relic game that didn’t need router port tweaks) - which is great. However, this may not be applicable to all users.

The Beta did not come with a small connectivity/net testing tool - honestly there's been 3rd party community small apps written for previous Relic games to test net connectivity. The failure to not include similar simple tool that helps less savvy users is an unfortunate oversight. If users could readily test their system, be given tips by the app on what to change or where to look for info that’d be a big step forward in connectivity troubleshooting.

I have noticed MANY drops/lag issues whilst playing online. There clearly needs more work to be done on netcode to improve this.

Finally, Relic are still relying on users to upload replays manually. Other RTS's such as supcom manage to employ an integrated upload tool. Surely DoW2 could've gone for a more progressive approach here.


Problems with GFWL

A lot of ppl are reporting being dropped from GFWL. Whether this is DoW2 crashing or GFWL is difficult to determine. There are reports of packet loss by GFWL – if this is true the code needs tightening up.

GFWL has pro’s and con’s. One difficulty I've found is getting a 3rd player for a 3v3 ranked game when none of your friends are online...I'd love to know a better way of doing it than randomly looking for someone who's online in the player tab and sending pm's :S

The trueskill matching system is nice in concept.....but we still have lvl20 guys being matched vs lvl1 guys. I’d argue a bit more tweaking is required.

The whole “if a teammate drops.....the game no longer counts for points” issue is a concern. One that needs fixing for release otherwise it’ll just result in drop abuse and annoy anyone even vaguely interesting in levelling.

I’m sure more ideas can be added here over time but there’s probably more pressing issues and I don’t have much faith in Microsoft doing too much adjustment here.



Problems with the In-game Interface:

A lot of polish work required here......


Hotkeys:

The lack of grid keys is poor - when will Relic learn that naming a hotkey based on an ability's name is a bad idea. Grid keys means that you only need to get used to one set of keys and it works on all races.


Missing Functions:

No delete function!!! Nor is there an ability to retire your units ie. return them to the HQ for a % cost back. At the moment the only way to get rid of units to free pop cap is to sacrifice them and give the enemy XP. This needs rectifying.

There doesn't seem to be an overwatch function with regards to reinforcing units - I miss it already tongue.gif

There’s no way to view the console.....I miss the console!


Minimap:

The minimap is lacking in detail and audiotriggers. It could be enlarged to take more screen space in order to be more visible - something many players complain about currently. Pinging is fairly discreet....failing to actually draw you to the pinged area. Moreover, CoH had a more developed array of pings (Attack Here, Defend Here, Capture Here).....surely a boon in a team based game like dow2. Better audio cues are needed as well – for example at present I’m not convinced that there’s a “unit under attack” audio cue + visual minimap ping, something that DoW1 had and alerted the player to new combat.


Finally, the resolution of the minimap combined with the size of the VP/power/req points makes it often difficult to see your units. Revised icons/large minimap is needed to improve utility.


UI:

The UI itself has a reasonable layout (some will disagree)....that's made very clunky by the fact that there's no grid keys. However, even with grids stuff like ordering a unit to melee a squad is tedious....made even more so if you misclick the enemy since the delineation between different squads is not as clear as dow1 was. Thus if you misclick you must again Z+Click on the squad you originally meant to attack. The toggle stance system of DoW1 was superior.

It could be argued that the UI is a tad “busy” – Relic have packed a LOT of info into the bottom right corner. Perhaps eco could be shifted to be on top of the minimap to reduce clutter. This is not a critical issue as overall, the UI does its job of displaying the info properly. My recommendation here is to keep considering it for possible tweaks to maximise its visibility.

Not being able to see individual hp bars for squad members is problematic and there should be a hotkey etc way to display it.

I liked the hero wargear system etc which works well once u know what happens. Again lack of grids makes this fiddly however, I believe it'd work quite nicely with a better hotkey array.

A case could be made for a slight enlargement of the icons - at 1920x1600 they're really quite tiny. However, this isn't essential unlike prior points.

Unit control is a step back in DoW2 over CoH. In Company of Heroes you could assign multiple squads of Riflemen to one hotkey, and then micro them through the UI to use their abilities at different times.

In CoH, if you had multiple units selected, you could order all of them to do the same thing with one click. Alternatively, if you highlighted one squad in your Selection List then issued an order; only that unit would perform the specified action. You could go back to having all units in your selection perform the same order by clicking on the little shield icon (basically highlighting everything).

In DoW2, if you have multiple units selected, giving an order will result in all the selected units to perform the task regardless of which one is highlighted. There's no way to switch between having all units do the order, and having just the highlighted unit.

This should be changed and in addition there should be a visual notification on the unit as to which is the selected squad within the group on the field to further improve the intuitiveness of selection.


In-game chat communication:

In-game chat is really poor.

The networking lag issues clutters the chat which makes it difficult to see messages from team members.

Moreover, the actual amount of chat you’re allowed to write is tiny – a small sentence at best. Not everyone has mics and this should be rectified with more chars allowed and the networking stats moved to a better location.

Finally....there is no audio cues for when a team member chats to you or an enemy -> there should be one.


In-game voice communication:

Whilst mics are a great feature. Not having push-to-talk isn’t. Add it!

Also there should be an easier way to mute a player once you’re in game rather than having to go through gfwl >.< EDIT: I'm silly there is...just click the mic button from the player list tongue.gif


Vote Kicking:

Vote-kicking needs to be a consistent option throughout the game. I have now played a good 10 games of team games where an opponent or team-mate has lagged or dropped, a kick menu has arisen, people have said no the first time, but no other opportunities to kick have raised. A more robust solution is needed that provides more information and a more transparent kicking system. The lag issues we’re experiencing may be due to beta code – however, as I mentioned previously there should be a way to test your connection and tweak it with a small application to avoid user net problems whilst Relic fixes and code issues in the game. Finally, the in game system should be more robust.
*Credit to Ultra Simon for some of these points*


Unit Stats in the UI....MIA:

Unit statistics are missing. I know the difficulties in generating unit statistics – manually doing it is a nightmare and needs revision with every patch. In DoWpro we had an EXCELLENT tool called the AutoWiki that generated an entire wiki’s worth of information automatically – a similar tool could generate data files that could be imported into a revised UI. Alternatively Relic could choose to omit in-game unit data and just go with an AutoWiki or something similar themselves. Unit data needs to be accessible somewhere however. Relic should contact the DoWpro team if they’re interested in developing their own tool – we’re happy to give tips etc.


Loading screen enemy list:

In DoW1 your opponents were displayed on the loading screen. Either this is an omission or intentional. Given that you can readily find out who you’re facing once the game starts it seems there isn’t any real good reason not to put it on the loading screen. EITHER remove the icons showing player race for opponents in the player list OR add in loading screen races.



Play Modes

There is currently no observer mode - there should be an observer mode. Additionally there is no 2v2 play....this is a decision to streamline finding games. In DoW1 you had 1v1, 2v2, 3v3, 4v4, Automatch, team auto and QS -> I believe the reasoning to cull some of these options was that was hard to get games with so many modes flying about. The question is whether removing observers and 2v2 is a good decision. I'm not sure if I can answer that yet.



Problems with the Replays

- When you swap viewing players, the acceleration speed of the view rate reverts to x1 irrespective of the speed.

- When viewing a player, any player in red's HQ/building will flicker unusually

- When viewing a player, control groups show in top corner, but not heroes.

- Occasionally, if a unit is selected on the team side viewing before/whilst an upgrade, research, or production is made, then when it is executed, it will appear in a panel in between the units/buildings portrait and the minimap, rather than where the research/unit in-production bar is. All production bars should be visible at all times.

- If you switch which player you are watching all unit icons are removed.

- Invisible units are just that, invisible. No matter what side you're watching in the replay.

- Speeds of x4 x8 should be possible

- Watching as observer is missing

- You don’t see the timer of nades

- You don’t see wargear or upgrades

- You don’t see what the players are building in hq

*Credit to Ultra Simon, Santiago4ever, IKnowShade for some of these points*



Visuals

Overall models are great. Textures sexy. UI shiny.

One thing that IS fail is the lack of unit randomisation. DoWpro/Fok/DoWxp etc etc in DoW1 had it. It DOES look great and really helps make your army feel more individual. The fact that its lacking in DoW2 is something I can only urge Relic to change asap. There are already players who are complaining about units looking too similar/lacking in recognition, especially in team games. This will mitigate this to a certain degree.

Fx's whilst nice don't appear to have the "Impact" of CoH. There appears to be less camera shake. Sounds are more muted. Death screams softer. Finally booms just don't appear as HUEG.

For whatever the reason this contributes to the combat feeling more generic. Bring in more terrain deformation. More auditory cues. Bigger visual effects.

The lack of persistent bodies we all loved so much in dow1 means that dow2 lacks the “horrors of war” feel that dow1 had. Without fields of slain warriors to march over I’m just not sure I’m playing 40k tongue.gif



Visual Performance issues

Seems a fair few issues revolving around performance here. Code should be improved. Perhaps some others can comment more specifically towards certain issues here, though I think Relic is aware of the issues of current through the technical hardware forums.
*Credit to Ultra Simon for some of these points*



Ranked Matches Rules/setting

Once a game is starting its count down, the count down cannot be cancelled for any reason. This needs to be changed. Sometimes games will freeze just as count down ends. Sometimes a player will leave but the count down will continue.

There seems to be a bug where it says count down cancelled, when in fact it hasn't at all. Rather confusing.

When a player drops for some random reason during the count down, the game will replace with a different person looking for a ranked game - this REALLY needs to be fixed.

*Credit to Ultra Simon for these points*


Gameplay

Gameplay as ever is the most difficult area to critique - its analogous to a living creature and thus biological terms can be used to describe and analyse it. There's more factors having interplay here than any other area of the game and the only way to really work out the “phenotype” of the gameplay is to break it down and look at the “genetics” and environmental factors behind it.

I’ve already spoken about some of the issues regarding the game overall (ie. its phenotype) but to summarise:

DoWII currently plays much better as a 3v3 game than 1v1. Its overall strategic depth is lacking. Whilst there is a rich tactical metagame, more depth could be achieved with tweaks to specific mechanics. Maps are generally small and despite the implementation of deformable terrain/cover etc the current maps don’t really provide many opportunities to really interact regularly with the map environment. Whilst there are balance issues present the real issues with dow2 are the gameplay mechanics that underpin the gameplay – fixing balance issues alone will not make dow2 as good as revision of its mechanics.

DoW2 is a game with promise. With some key tweaks and adjustments it could succeed in being a game that new/casual players can readily get into (as they can now) whilst offering more serious players the depth and challenge they need to keep them interested long-term.



Gameplay Genetic Factors:



ECO:

Currently Eco is one of the KEY issues with DoW2. Many players have realised that req points are fairly useless compared to VP’s – its almost always better to cap a VP and worry about killing the enemy and THEN going for the REQ points. The HQ, with its huge req rate allows you to focus on VP’s and ignore reqs. Due to the cheapness of tiering in some situations this means that the static, stay-at-home player can successfully tech to higher power t2 units and slaughter their opponent who has gone and contested the map and invested in t1 units. Whilst fast techs are always nice – DoW2 offers one of the most lenient eco systems I’ve ever seen and due to turrets makes it near impossible to rush.

Moreover, without any real way of securing points DoW2 has been criticised as an online game of tag. DoW1 avoided this by allowing LP’s to be placed on points. CoH similarly employed this mechanic to a lesser degree as they were not weaponised.

The Eco situation is further complicated by the small maps and sheer number of points on a given map. There’s loads. There’s no real way of securing them without camping and ultimately req points don’t really matter – its more cost effective to wipe out your opponent’s troops.


1. Power:

I’d say that overall the power mechanic is fairly fun and reasonably well implemented. Although – I still think powerscaling as applied in DoWpro should be considered to encourage more serious and fastidious eco management and reward players for gen harass. In DoWpro power gens became progressively more expensive after the first, costing req AND power. This worked extremely well and I’d urge you to see its implementation in DoWpro to help illustrate my point.


2. Req points:

As mentioned. They’re superfluous. The HQ generates LOADS of income and doesn’t really reward contesting the req points in any real way due to their meagre reward.

HQ income should be reduced. Starting req could be increased to comensate for the lower income over the first 1-2 minutes and finally, req points must become more of a feature.


3. VP’s:

By far the most important capturable in the game. Power coming in second. As a mechanic I have no problem with it – my issue is mainly that they’re SO important in the game that the team/individual that secures them early invariably wins. Victory is typically decided early in the game in DoW2 even if games drag on for a bit. VaulSC has made numerous posts and discussions in his vods regarding this and I agree completely.

Until there’s a way of offsetting VP dominance – I’d postulate here increasing the impact of req points – games will continue to be decided by who takes the VP’s early.


4. Race zeal/waaagh/psy/synapse eco’s:

Another underdeveloped economic mechanic. The 3rd resources are generated by kills. Unfortunately most of the abilities are t3....and horrifically expensive such that they’re almost never seen in a 1v1 game.

There’s no way of increasing your income here either beyond killing – there’s no relic points or the like that could serve as a supplemental point.

One option could be to make req points give a tiny amount of zeal etc although this is probably diversifying the mix here.

More robust ideas are needed for the 3rd reasource – it remains a novelty at
present and must be expanded to permit more utility.



Unit Upkeep:

As it stands the player who actually manages to keep their squads alive is penalised for doing so. Its often better to simply shed weaker, lower tier units in favour of higher tier units.

A revision to the upkeep rates is probably required OR perhaps tying upkeep into veterancy – where veteran squads require LESS upkeep. This would be a more interesting use of the mechanic and also reward the savvy player.



Maps:

Currently a weak feature in DoW2. They’re small. They’re loaded with points and cover....but have few structures and afaik NO other interaction with environments. Eg. There’s no destroyable bridges or rock formations.

The small maps, hundreds of points and inability to secure the points without camping VP’s help contribute to DoW2’s “game of tag” feel. The lack of map interaction is also disappointing.

Relic should release a map editor now and offer free copies of DoW2 for top notch maps. Something must be done because the current crop are uninspired and serve to further the more tedious aspects of gameplay such as suppression spam and the exciting “lets play capture point tag”.

Finally, we’ve been told not to expect more than 9 maps in total on the PATCHED release (correct me if I’m wrong).



Game modes (take and hold, annihilate):

Annihilate is currently a joke. Turrets are dominant. HQ’s have incredible HP. I could go on but this problem is obvious to even the most casual gamer. Something needs to be done. Remove the game mode or do something even vaguely meaningful.



DLC:

We’ve been teased with DLC promises. I hope we’re not going to be asked to pay for maps etc when the initial release will contain <10. DLC should value add DoW2. Not add to DoW2 what it should’ve had on release and ask for extra cash.



Online Ranks:

Currently Ranks offer visual tweaks. Pretty limited change but better than nothing. I’d be interested in a more exciting implementation. We’ll see on release.



Combat mechanics: (1-16)


1. Suppression

An interesting mechanic that allows a single HW team to have an impact unlike DoW1 where you needed a critical mass of HW’s to overcome melee units (before they could disrupt your ranged squads).
The current difficulties with suppression is that its excellent. The units not only slow down units A LOT but they also do SUPER damage for a relatively inexpensive squad. There’s not a very developed mechanic in getting out of suppression short of retreating.

A lot more brainstorming needs to flesh out the tactical counter to suppression short of pure flanking and retreating. As it currently stands you cannot typically fall back unless you use the retreat function even if you’re in cover. I’d be interested to see how higher cover bonuses vs suppression speed nerf would function (ie. you could get units into cover when suppressed, to disable or reduce it).

Alternatively, the degree of suppression could be ranged based (or more obviously ranged based). Even at the extremes of HW range suppression causes a huge speed nerf. Perhaps a less severe nerf could be applied at longer ranges.

Finally, all the suppression causing units have excellent line of sight which makes it difficult to scout against them because as soon as you come into range you’re near instantly suppressed. Perhaps a slight LoS nerf once setup relative to regular units to permit some degree of scouting vs HW suppression dealing units.


2. Deployable weapons

When meleed a HW team will move to engage in CC. Once melee is over they will setup in whatever direction they’re currently facing rather than the original direction. This is suboptimal

Heavy weapons that use set up arcs need a button (if there isn't already one) so that you can swivel the arc of the heavy weapon team. To elaborate: Not that this would mean no un-setting up/resetting up, but this would optimise time and pathing so setting up with the least amount of movement is possible.

Whilst using a Set-up weapon, and placing the arc, you cannot scroll the screen using the mouse (not sure about keyboard). It would be nice if you could look around, since you cant cancel the action either.

When a setting-up arc weapon is setting up/repacking, you cannot cancel the animation. Sometimes a player will want to go back on the decision to unpack; it would be nice if the stop button at least allowed the weapon to reset-up from the % in which you hit the 'stop' button. This would stop people 'faking' unpacking/repacking, and would also clear some of the frustration behind on-field use of it.
*Credit to Ultra Simon for these points*


3. Retreating

Currently this mechanic works well except that it is very vulnerable to knockdown. Indeed this makes the use of knockdown weapons one of the best options to employ in dow2. No other ability/weapon has the ability to so thoroughly deny the opponent’s ability to retreat and slaughter squads wholesale.

Whilst debate will rage as to what % conceal is appropriate for the retreating function – ultimately balance testing will dictate this.


4. Infiltration

There’s not a whole lot of units that can infiltrate and the effectiveness of infiltration is largely determined by the effectiveness of the unit which employs it. Eg. Scouts are excellent with shotguns + infil since shotguns are excellent.

There’s no real added benefit to infiltration and it’d be more interesting if an extra mechanic were added eg. A first hit “backstab” melee bonus (rangers knifing Tac HB teams).

Finally....using tooltips only to represent detectors is a fairly poor system. DoWpro used small icons on the unit icon to represent units which could detect. Far more intuitive that trawling through tooltips. DoW2 aims to be casual player friendly – something that’s immediately obvious as a detector is needed.


5. Cover

Cover is much more interesting in dow2 than dow1. However, there are issues. As I’ve described later in this article, the “auto-seek” for cover is often problematic with unit pathing and behaviour. I’ve described this more fully later.

The key issues with cover is that it becomes almost redundant once vehicles come out as they can destroy it at whim. Give that so little new cover is generated during the course of a game from environmental damage, this is a key issue for later game infantry combat as HW + mass spam becomes more important with more units fighting in the open.

There needs to be a revision either on how cover is destroyed OR have it such that much more cover is generated during a game – thus preserving later game infantry combat.


6. Line of Sight (LoS)

A relatively poorly developed mechanic. Most units have HUGE line of sights which makes scouting units fairly redundant unless the individual scout unit is great (ie. shotty scouts). Combine this with decent LoS from captured points and tiny maps and you really don’t have much of a need to have a dedicated and ongoing scouting effort. Given that you’re always better off capping rather than scouting, that HW’s see just as far (or near enough such that it doesn’t matter) and that your pop for certain races should be spent elsewhere on your scouting units – scouting as a mechanic really doesn’t get much love.

I have noted that scouts do seem to have larger LoS than HB’s – but this is purely anecdotal since there’s no readily available stats at this stage. At any rate the mechanic is fairly undeveloped overall (eg. There’s no LoS modifiers for being in cover, or whilst moving, or garrisoned etc).


7. Garrison buildings

When you actually FIND one of the few buildings and garrison it you can make an impact. Unfortunately there’s not many buildings around and invariably its always better to just mass units to attack a garrisoned structure rather than use the dedicated anti-garrison HW upgrades because they’re fairly useless.

Units in structures die reasonably easily and only HW teams like tac HB’s are going to have much dmg output.

There’s not enough buildings on the maps. The maps are small anyway which would probably make adding more a bit campy. Counters aren’t really that effective and don’t have much utility against other units in other situations and invariably you’re always better off either massing + overwhelming now OR teching to t2 and getting your walker unit to dominate the structure and those inside.

Neat idea. Let down by implementation of counters and maps.


8. Wargear and Unit upgrades

A great mechanic. Hero wargear works well. Offers a possibility for strategic depth (.....which dow2 is sorely short on).

Unfortunately.....for heroes the upgrades are NOT created equal. This effectively means that there’s only a few viable combo’s and as such the depth of the system actually falls short of its potential.

More concerning is that only heroes have this system. ALL units that have upgradeable heavy weapons should be able to refit with other ones rather than being relegated to a single role. Timers could balance this out for problematic units such as WL’s but the fact remains that until all units with upgrades use hero style wargear we’re going to have a fairly shallow and uninspired relationship with basic units. Your uber-tacs are only ever going to be used for AV if they’ve got a rocket – it boxes them into a single role, decreases the interest for the player in the unit and also may force a player to sacrifice said unit to free up pop.

One of the most important changes needed and it applies to many units:

Scouts, Tacs, Nid warriors etc etc

Furthermore, units such as platforms and Devastator squads should be MERGED into a single unit and given the option of upgrading their weapons. A timer modifier applied in the base could allow this to be done rapidly to avoid issues of deploying a counter – whilst keeping field refits balanced with a long timer cost.


9. Abilities

The abilities should be reviewed for initial timer values to ensure they all occur in a timely fashion.
Moreover, there’s obviously many issues regarding balance and power levels of various abilities – I think this is best discussed in balance issues.

Until grid hotkeys arrive – abilities will remain fiddly and frustrating to use.


10. Unit Levelling

A fun mechanic. Everyone likes being rewarded for using their units well. Unfortunately this becomes fairly superfluous since ultimately you will need to deploy certain counters eg. Tac rockets and this suddenly relegates your elite veteran squad to a fixed role and reduces the potential flexibility and interest you’d have with a more flexible unit that can refit AND have veterancy. Unit levelling will be a more important and interesting mechanic once hero wargear is applied to all units.

However, Relic’s implementation is woefully simple. From what I can tell levelling is a simple multiplier effect. Essentially units with high HP get MUCH more benefit from levelling than low HP units. Eg. Compare a 420HP SM scout to a 4500hp terminator squad. Fully levelled the scout is ~630HP vs ~7K HP for terminators. Clearly there’s a MUCH better bonus for the terminator despite having the same % bonus. This means that late game there’s no reason to keep low tier units and you should aim to get high tier units and get them levelled.

A more complex system is needed. Its not necessarily appropriate that scouts become HP monsters once they’re levelled. However, their utility could be improved via other means such as: faster capping, faster re-equips (assuming my re-equip suggestion is implemented), lower upkeep costs. The point is that the current system lacks depth and can cause problems. A more detailed and interesting system is needed to smooth out issues and to actually promote the use of elite level t1 squads in later game rather than recycling to free cap.


11. Tiering/Teching

Currently tiering is FAST and CHEAP. The only one I really have issue with is its cheapness and its value. T3 is currently fairly useless for most races. Most of the great abilities come at t2. Most of the great units come at t2. T2 is the best upgrade you can buy in DoW2. With some pieces of wargear costing similar to a tier....but clearly not possessing as much value – you have to question why are the costs so skewed.

The following rule served me very well in DoWpro:

“Everything should be costed according to its worth/You get what you pay for...and you should get it fast when you’re paying cash”

I’ve no problem with fast tiering. I think it works well. Cheap tiering is a different issue especially compared to the more useless HW/Wargear items that cost comparable amounts.

The aforementioned rule should be applied to EVERY FACET of dow2. It does work and it works well.


13. Unit AI

Auto-AI cover is frequently frustrating. Often it overrides player commands. Ideally a stance should be added to allow units to cease auto-cover seeking and let players seek cover manually. This would mean casual players can still enjoy the auto-cover whilst more advanced players can micro more and have greater unit control.

Irrespective of what worked in Company of Heroes, units moving by themselves to take cover rather than shooting a retreating enemy or utilising a powerful ability/weapon whilst they can is NOT REALISM! Let players micro to cover directly themselves OR add stances that permit the auto-ai to be disabled. The system for moving behind cover and using direction is rather good and intelligent - no need for AI to intervene.

Additionally, you can’t cancel orders by moving a unit, this should be changed (e.g. if a squad is about to throw a grenade but are given the order to move, the action interrupts and they move)

*BUG* Commanders in particular occasionally freeze and ignore all commands including retreat.....potentially game-losing bug


14. Stances

The lack of stances in general is something of an issue. Units will often chase into the enemy’s base and die to turrets. A hold position stance would also be beneficial and stop your units from auto-seeking cover.

DoW2 has removed the Stand Ground, Hold Ground etc stances from the original game. In Company of Heroes there were also no stances, but units would simply hold their designated position, save for moving to better cover during the course of a firefight. In DoW2, ranged units act similarly to CoH, essentially defaulting to DoW1's "Hold Ground" stance. Melee units, however, (which CoH never had to deal with) seem permanently set to DoW1's "Attack" stance, and will willingly follow a retreating enemy the entire length of the map, dealing little to no damage on the way until at last they come face to face with the enemy's HQ turrets and are turned into a fine red paste.

However, while these units blindly follow enemies the entire width of the map, their melee-activation radius (how close they have to be to the enemy to charge in) is tiny: unless the enemy comes within around 4-5 units' width of them, my sluggas are content to stand where they are and occasionally take pot-shots with their pistols at the scouts standing 1 second worth of movement away.

Also, the removal of the Ranged/Assault stance leads to unncessary awkwardness. For example, sluggas upgraded with burnas default to the "Ranged" stance, requiring a specific "Melee Attack" command to be issued to make them engage in close combat -- where, it must be noted, they do far superior damage than they ever would at range, burnas or no. Which means the stance is simply changed upon upgrading, and not dictated by choosing the stance which deals the greatest damage.

Perhaps a related note, sending a unit after a specific unit only works until they disappear into the fog of war. This is most noticable and frustrating when sending a unit to attack an enemy that's in the process of decapping a point: the second the point is decapped, and the visibility around the point disappears, the unit you sent can no longer "see" the enemy and so stops dead in its tracks, instead of carrying on to defend the point. Which results in both losing map control and having units standing around in the open scratching themselves. Annoying.

*Credit to Bandolaf for his views on stances*


15. Transports

Destruction of transports causing insta-death to all inside is a bit of a concern given the cost of certain units and the inherent weakness of transports. This is a particularly harsh mechanic and given the woes in pathing with vehicles at time.....this can be very frustrating for a player struck with pathing glitches.

I’d advocate a HP hit to transported units rather than instadeath.

Transports are currently far more useful for their HW’s than anything else. They’re too risky to transport troops in due to low hp + pathing issues + instadeath for transported squads. They’re not actually THAT much faster than the infantry on the small dow2 maps – given the risks its better to just footslog.


16. Knockdown

One of the most effective unit abilities at present, ranking right up there with suppression. The difference is that knockdown will even affect retreating units and let you trap and kill with enough mass of knockdown units. A concern since no other mechanic beyond overwhelming superiority of numbers will let u wipe out retreating squads.


Concusion

I’ve been pretty frank in my assessment of DoW2. I make no apology for this – as I said DoW2 has potential but needs work to reach it.

I hope that in providing a single coherent article to outline the numerous concerns I have with the game to help illustrate the areas that need work and development to increase the depth and fun for all players of DoW2.

I look forward to receiving your thoughts and feedback and will continue to update and amend this article with the intention of providing a single, definitive resource which outlines the key areas in which DoW2 could be improved upon.

- Korbah

Contacting me:

I'm readily reached via irc @ #dowpro on irc.quakenet.org


Current in-house patch changelist (courtesy of Compeador or Murph on DOWSanctuary). Original post at: http://dowsanctuary.com/index.php?showtopic=42844 (requires site registration).

+ Show Spoiler +

Increased the chances for melee sync-kills to occur.
All infantry weapon damage reduced by 15% with the exception of anti-vehicle, sniper and artillery weapons.
Suppression units' damage at long range reduced, suppression against cover reduced a little.
Some melee units reduced in health by 10% to avoid them getting out of control against the reduced ranged weapons.
melee_heavy damage to vehicle reduced to 0.5, from 1.
power_weapons_pvp damage to vehicle reduced to 1.15, from 1.25.
Plasma damage vs vehicles increased to .25 from .15
fixed a damage bug with frag grenades and stikkbombz
increased grenade damage modifier to garrison cover to 1.25 from 1
Reduced grenade pvp damage modifier against generators to 1 from 1.5

Space Marines

Tactical Squad

Missile Launcher reload time reduced to 6 seconds, from 8.
Leader 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.

Terminators

Terminator zeal cost reduced to 700
Assault terminator zeal cost reduced to 700
Scouts
Sniper rifle cost changed to 180/40
Shotgun knockdown chance reduced to 15%, from 25%.
Infiltrate energy drain increased to 1.5/sec from 1.
Scout Sergeant detection radius set to 35.
Fixed a bug that was causing Frag Grenades to do far less damage than intended
Leader cost increased to 60/25 from 50/25

Techmarine

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

Assault Marines

Melta bomb fixed to affect Carnifex mobility
Leader cost increased to 100/25 from 50/25
Leader health increased from 320 for 440
Assault Marine 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

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 omnissiah recharge time increased from 50 to 150.

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.

Guardians


Warlock Leader cost increased from 50/15 to 65/15

Shuriken Catapult

Shuriken Catapult damage decreased from 14 to 12.

Banshees

Banshee War Shout radius reduced to 8, from 15.
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 35.

Farseer

Farseer armor of asuryan req cost increased to 200 from 150.

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

Warp spider deathspinner damage reduced from 25 to 21
Warp spider exarch damage reduced from 37 to 34
Warp spider exarch damage modifier removed
Exarch upgrade cost increased to 85/15* Aspect of Warp Spider cost increased to 50/20

Warp Spider Hero

Warpspider exarch phase shift duration reduced to 10 seconds.
Warpspider exarch entangle duration reduced to 5 seconds.
Warpspider heavy guage filament energy drain increased to 4.5 per second from 3.5.

D-Cannon

Black hole ability on D-cannon tuned to do 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.

Fire Prism

Dispersed beam area reduced to 10 meters, Focused beam damage increased to 200, reload decreased to 7 seconds from 8

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

Kommando, Slugga, Stormboy, Kommando Nob leader cost increased to 75/25 from 50/25

Mekboy

Mekboy dakka deffgun power cost inscreased 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

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 suppression resistance reduced from .25 to .5
Stikkbommas
Stikkbomb damage reduced to 175 from 260
Fixed a bug that was causing Stikkbombs to do far less damage than intended

Kommando Nob

Kommando camo armor req cost increased to 100.
Kommando kaboom recharge time 20 seconds from 10.
Kommando extra equipment energy bonus reduced to 75 from 235

Kommandos

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

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 .98 to .985
Waaagh shout received courage damage decreased to .996 to .985
Waaagh shout cooldown increased to 90 seconds from 60.

Wartrukk

Detection radius set to 30.

Tyranids

Hive Tyrant

Brood Nest biomass cost increased to 225 from 175.
Hive Tyrant charge range increased from 15 to 18 meters, cooldown of charge decreased to 4 seconds from 6, speed increased to 4.5 from 4.
Health increased to 1200 from 1000.

Spore Mines

Spore mine explosion radius reduced to 10, from 15.

Lictor

Detection radius set to 35.

Ravener

Ravener Devourer damage increased to 85 from 68, cooldown reduced to 1.4 from 1.8
Fixed an issue with the Fleet of Claw ability costing energy and thus preventing the unit from using the ability.

Ravener Alpha

Ravener toxic miasma damage reduced to 15 per tick from 20.

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.

Zoanthrope

Zoanthrope reload reduced to 8 seconds from 10.3


Please not that this is in addition to the 1-2 STEAM auto-update patches Relic does a day. I don't know what those have been except for one that improved unit targeting against spore mines.
The melody of logic always plays the notes of truth.
naventus
Profile Blog Joined February 2004
United States1337 Posts
January 29 2009 15:58 GMT
#168
Regarding Korbah's point about DoW2 competing against SC2, why do you think it's the case that a game announced AFTER SC2 is pushed into beta and release months before SC2?

There's no way in hell it would sell coming out at the same time as, or after SC2. Right now, it's pretty much the only RTS game out in a long time, and it will fill the void and sell because of that. From a business perspective, that's probably the smart move, but it says oodles about Relic's intent - it's just obviously not meant to be a competitive game.
hmm.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-01-29 16:16:53
January 29 2009 16:14 GMT
#169
On January 29 2009 20:46 Manit0u wrote:
I've been experimenting with nids lately. Here's some stuff that might help you about the heroes:

Hive tyrant: Starts to shine around T2, before that try to avoid combat with him. Later on get him the venom cannon upgrade and watch him wreck havoc.

Ravener: I guess this will be the most 'pro' hero in the retail as he gives you the most possibilities. Tunnels are awesome they're like webway gate for free, mine drops are teh shiznit, burrowtraps are very nice too.

Lictor: Flesh hook + leap are his best skills. Best used for pulling out stuff and solo hunting for capping/decapping/protecting points. (my choice of wargear for him: - dunno the names so I'll just post effects - kill -> hp, leap, loner)

The "Toxic Cloud" (I think that's actually the name.. hrm possibly not tho) ability for the Lictor is siiiiiick! Huge AoE, makes all enemies weaker AND allows you to reinforce all your squads inside it!!

And all it costs is mana! You can basically just go reinforce, tab, reinforce, tab, reinforce, tab, reinforce, tab.. Your squads will stay full forever during a battle unless they get 1 hit KO:ed.
On January 29 2009 15:18 0xDEADBEEF wrote:
I'm really looking forward to this.
The only thing they have to get right is balance. If they manage to do that, I won't play SC2 but DOW2 instead.
The game is generally more appealing to me - cooler universe, great soundtrack , focus on micro, tactical battles, lots of terrain modifiers, and of course the WH40k races are cooler than the Starcraft copies. Plus, I'm not too happy with some of the new units in SC2, and I still don't like all graphics (although they have improved, some things still look like toys), while DOW2 looks absolutely amazing.
If there is a competitor for "better RTS than SC1" apart from SC2, it's this game. And we really need a new "best RTS". Because unless you love every aspect about SC1 to death, chances are high that you're (by now, after all these years...) sick and tired of some of the more annoying aspects of SC1 (like me), and you really want a better game without such flaws, but unfortunately there is still none.

To be honest, the only thing about SC that I mind is that there's not much left to discover. Other than that I like pretty much everything..

DoW2 is so different that there's plenty of room for both games, for me anyway.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2009-01-29 16:28:13
January 29 2009 16:26 GMT
#170
It is a bit amusing to see so many people whining about SC 2 "dumbing down" the game while at the same time cherish DoW 2 that might possible be the most "dumbed down" RTS game ever created. It is probably largely due to people being emotional attached to Starcraft and can't view its sequel objective while they can do that with DoW 2 due to not having the same attachment to the first DoW game.

DoW 2 is pretty fun in 3vs3 but it is a very shallow game that got very little depth in term of tactics and strategies. It is catering to the casuals however it require way too much micromanagement for it becoming as streamlined as they are gunning for.
If you are interesting in Relic games I would suggest playing Company of Heroes instead; a game that is better than DoW 2 in most ways.

But hey, at least DoW 2 don't have MBS, seeing as you only have one building.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 29 2009 16:43 GMT
#171
But that's the entire point Eury, DoW2 is barely an RTS anymore, it's more like RTT or something.. Of course, if I was a DoW fan and felt the game was now worse I might be pissed off (as many of them are), but I have no attachment to DoW1, so I just enjoy it for what it is - a really good skirmish game.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Eury
Profile Joined December 2008
Sweden1126 Posts
January 29 2009 16:57 GMT
#172
On January 30 2009 01:43 FrozenArbiter wrote:
But that's the entire point Eury, DoW2 is barely an RTS anymore, it's more like RTT or something.. Of course, if I was a DoW fan and felt the game was now worse I might be pissed off (as many of them are), but I have no attachment to DoW1, so I just enjoy it for what it is - a really good skirmish game.


That is a fair point I guess. Reason why I dislike the game is, while I didn't like DoW 1 so much, that I thought CoH was the best RTS game in the last 5 years and for me DoW 2 is a step down from that.
Gone is the tactical map, the great resource system, commander abilities and more. I expected a game that would be pretty much be DoW built upon CoH taken to another level. Instead we got something completely different, that is as you said, not a RTS but a RTT.

I do have a bit of fun in 3vs3 but with no real buildings and very few units the game feels shallow and the winning strategy is pretty much cap the few VPs and control them. Your HQ provides enough resources that capping REQ points is less important and it is hard to defend them with no listening posts in the game anyway.
LordofToast
Profile Joined May 2008
United Kingdom250 Posts
Last Edited: 2009-01-29 17:16:53
January 29 2009 17:08 GMT
#173
Who ever first said "catering for casuals" or "catering to the hardcore" should have their neck wrung.

When Starcraft was made it wasn't made to cater for anyone other than people who play computer games.

Weigh a game on its own merits. Not who you think will be playing it.

That is a fair point I guess. Reason why I dislike the game is, while I didn't like DoW 1 so much, that I thought CoH was the best RTS game in the last 5 years and for me DoW 2 is a step down from that.
Gone is the tactical map, the great resource system, commander abilities and more. I expected a game that would be pretty much be DoW built upon CoH taken to another level. Instead we got something completely different, that is as you said, not a RTS but a RTT.


Having extensively played both DoW1 and CoH. DoW2 is like neither which is a good thing. The slow strategical pace of CoH suited the WII setting down to a T which is why it was great.

When making this game I am sure relic tried out different unit lethalities, sectors and command trees and in the end it just didn't work in the 41st Millennium.

This game is fast brutal and accessible whilst still having a core which is strategic and deep.

The more you play it the more tactical potential opens open up to you.
[-Bluewolf-]
Profile Blog Joined January 2003
United States609 Posts
January 29 2009 17:24 GMT
#174
On January 30 2009 01:57 Eury wrote:Your HQ provides enough resources that capping REQ points is less important and it is hard to defend them with no listening posts in the game anyway.


Almost everyone agrees that the resource balance needs to be changed so that holding external requisition points means more. There is some debate about the listening posts though. Some feel it might make the game too defensive - I sort of agree. I personally feel a longer decap time for them would be best (hence allowing one more time to react to stop it).

I think I have read somewhere that Relic does plan to fix the resource system in some manner via an early patch. So hopefully this issue will be fixed upon the games final release.
The melody of logic always plays the notes of truth.
Eury
Profile Joined December 2008
Sweden1126 Posts
January 29 2009 17:29 GMT
#175
I have played plenty of 1vs1 and that mode is pretty much broken and won't be popular in DoW 2. Relic have pretty much said as much considering they are balancing the game for 3vs3.
Now, 3vs3 is more fun, however it still lacks in amount of units and unit diversity. There is pretty much no macro in the game so all focus is on micro and the game boils down to pretty much each team member try to take control of one VP each and hold on to it.

The game reminds me, and dare I say it, to DOTA the most. Considering the heroes, the very few units and you where you fight your battles.
I don't dislike DOTA but if you are looking for a RTS you won't find it here.
Eury
Profile Joined December 2008
Sweden1126 Posts
January 29 2009 17:34 GMT
#176
On January 30 2009 02:24 [-Bluewolf-] wrote:
Show nested quote +
On January 30 2009 01:57 Eury wrote:Your HQ provides enough resources that capping REQ points is less important and it is hard to defend them with no listening posts in the game anyway.


Almost everyone agrees that the resource balance needs to be changed so that holding external requisition points means more. There is some debate about the listening posts though. Some feel it might make the game too defensive - I sort of agree. I personally feel a longer decap time for them would be best (hence allowing one more time to react to stop it).

I think I have read somewhere that Relic does plan to fix the resource system in some manner via an early patch. So hopefully this issue will be fixed upon the games final release.


I don't think they can do that though. If they change the amount of resources the HQ provides you will fall even further behind if you lose a battle and it will be pretty much impossible to come back in the game then.

Warcraft 3 solved that by a) having creeps and b) units didn't get experience, and many Starcraft players still think it is too hard to make a come back in that game.
DoW 2 is even worse, and nerfing the HQ will just make it borderline impossible to make a come back. Every game will be pretty much decided in the first few minutes then.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
January 29 2009 17:58 GMT
#177
On January 30 2009 00:58 naventus wrote:
Regarding Korbah's point about DoW2 competing against SC2, why do you think it's the case that a game announced AFTER SC2 is pushed into beta and release months before SC2?

There's no way in hell it would sell coming out at the same time as, or after SC2. Right now, it's pretty much the only RTS game out in a long time, and it will fill the void and sell because of that. From a business perspective, that's probably the smart move, but it says oodles about Relic's intent - it's just obviously not meant to be a competitive game.

Yeah I agree the timing is obvious. They'll get lots of sales because it does look great and the 3v3 play is very nice. It's a great casual game and there's not anything wrong with that. But with SC2 so near.. having played the beta so much I'm not sure it's really worth the money.
It has the same lasting appeal as DotA really. Which to me is not very much.

What I don't understand is why with so few units... do you still have to control them in squads?
It doesn't make any sense that you can't spread out a 3 man tactical squad in the places you want.
This also makes scouting annoying, although as Korbah said it's redundant anyway.

And the fallback command.. why do the units have to run all the way back to base? It's just silly and annoying. Couldn't they fall back to the nearest cover?
Oh there's a suppression gun there... back to base I go?!

As one of the guys above said it's the most dumb-downed RTS ever. It feels almost like a UMS map, instead of a real game.
I have to say I'm mega hyped for SC2 now.
Don't hate the player - Hate the game
Disregard
Profile Blog Joined March 2007
China10252 Posts
January 29 2009 18:05 GMT
#178
Wow finally someone that really tells the straight facts about how DOW2. I seriously lost interest on how different the game looks and plays.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
zer0das
Profile Blog Joined May 2007
United States8519 Posts
January 29 2009 18:41 GMT
#179
Yeah, the lack of requisition you get from controlled points versus ones out in the field is annoying. I get run over by a guy who more or less straight teched to a vehicle before my economy kicks in way too often.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-01-29 19:20:43
January 29 2009 19:17 GMT
#180
No delete function!!! Nor is there an ability to retire your units ie. return them to the HQ for a % cost back. At the moment the only way to get rid of units to free pop cap is to sacrifice them and give the enemy XP. This needs rectifying.

There doesn't seem to be an overwatch function with regards to reinforcing units - I miss it already tongue.gif

From the post Bluewolf quoted.

Can someone tell me why these features are desireable ? Can't you just target your own unit and kill it if you so desperately want it gone?

And overwatch is basically a "reinforce squad at all times" button right? Why should that be in a game
On January 30 2009 02:29 Eury wrote:
I have played plenty of 1vs1 and that mode is pretty much broken and won't be popular in DoW 2. Relic have pretty much said as much considering they are balancing the game for 3vs3.
Now, 3vs3 is more fun, however it still lacks in amount of units and unit diversity. There is pretty much no macro in the game so all focus is on micro and the game boils down to pretty much each team member try to take control of one VP each and hold on to it.

The game reminds me, and dare I say it, to DOTA the most. Considering the heroes, the very few units and you where you fight your battles.
I don't dislike DOTA but if you are looking for a RTS you won't find it here.

In my experience, 3v3 maps - especially the city map (god I cannot remember any of the map names, even after probably like 50 games :D) generally seem to have one half of the map that far outweighs the others in importance.

IE holding the south (with an emphasis on the center portion) of the city map with only token efforts towards the north seems far superior than trying to contest all the VPs evenly.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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