Forum Overview
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Warhammer 40000: Dawn of War
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huh
[quote name="FABIO"][quote]Rangers • To use Fleet of Foot, the squad must have the Pathfinder upgrade • Decreased the Health of rangers • Pathfinder is now a Tier 1 upgrade • Added Kinetic Pulse: a Ranger ability that fires a high-impact, low-damage blast of kinetic energy that can knock a single unit down • Removed the Rangers’ Suppressive Volley ability • Changed the cost to spawn a squad of Rangers from 360 requisition 25 power to 300 requisition 30 power • Added setup/teardown time to the Long Rifle of 1.5 seconds • Reduced the cooldown time on the Long Rifle from 7 seconds to 3.5 seconds • Increased Ranger Long Rifle damage from 160 to 180 [/quote] Yes [quote]• Reduced the cost of Swift Movement from 120 Psychic Might down to 50 • Reduced the cost of the Crackshot ability from 150 Psychic Might down to 50 • Reduced the cost of the Distort Field ability from 175 Psychic Might to 75 • Increased the cost of Eldritch Storm from 650 Psychic Might to 750 • Reduced the cost of Seer Council from 600 to 450 • Decreased the Psychic Might cost of Spider’s Brood from 400 to 200 [/quote] Yeah. Did anyone ever use Eldar global abilities that weren't seer council that weren't gateways, seer council, or storm? [quote]Banshees • The Banshee Exarch’s health has been buffed from 160 HP to 200 • Removed power cost on Banshee Squads • The power sword’s damage has been increased from 34 to 37 • The Aspect of Banshee effect now increases HP by 20% • To use Fleet of Foot Banshee squads require the Aspect of Banshee upgrade [/quote] A 9% damage increase? What happened to all those improvements from the video? [quote] D-Cannon • Removed knockback from the D-cannon weapon • Increased the HP of D-Cannon crew members from 160 to 180 [/quote] Huh? Wasn't that the whole point? I'm seeing anything about nerfing the Space Marine plasma cannon which was basically the same thing with a slightly shorter range, lower cost, and at only tier 2. [quote] Sluggas • The requisition cost of Sluggas have been increased from 270 to 300 • Increased the damage of Choppas from 17 to 27 • Increased the cost of Burnas from 30 requisition, 10 power to 50 requisition, 15 power • Decreased the cost of Burna melee damage from 45 to 50 • Decreased the Burna cooldown from 3 to 0.3 seconds • The Slugga Nob Leader is now a stealth detecting unit • Upgrading to a Slugga Nob Leader no longer requires Tier 2 • Reduced the Waaagh cost of the Recklessness ability from 35 to 18 [/quote] This might be a bit much! They needed help before, but that much? I'm kind of wary of boosting slugga/shooter damage after seeing waaaghed shootas tear apart my hormagaunts in hand to hand =( [quote]Stormboyz • Choppa damage has been increased from 19 to 27 • Increased the cost of Improved Rokkit Packs from 25 requisition and 10 power to 50 requisition and 20 power • Choppas are now categorized as power weapons • Increased the cost of Stormboyz from 400 requisition, 20 power to 400 requisition, 40 power • Reduced the Waaagh cost of the Bommaboyz ability from 45 to 20 • Increased the health of Stormboyz from 160 to 180 [/quote] Who the hell ever used improved rokkit? Other boosts are nice, maybe a bit more for that cost. [quote]Tankbustas • Changed the damage type of Rokkit Barrage from rocket to artillery • Increased the scatter reduction of Rokkit Barrage from 40 to 48 (scatters less) • Reduced the Waaagh cost of Tankbusta Barrage from 25 to 12 • Tankbusta build time reduced to 6 seconds [/quote] Rokkit barrage was <i>under</i>powered before?? NT I had no problem with their build time. They shouldn't be an instant panic button if the enemy takes you by surprised with a vehicle. [quote]Warboss • Increased the Bang Bang Hammer’s damage from 130 to 150 • Bang Bang Hammer hits now increases the speed of surrounding friendly units by 0.15 m/s • Kustom Shoota now has a knockback ability called ‘Shoot ‘em Good • Removed the passive knockback effect on the Kustom Shoota • The limit break cost of ‘Cybork’ has been decreased from 800 HP to 400 HP • Decreased the HP cost of Angry Bits from 800 to 200, you need only take 200 points of HP damage before Angry Bits can be cast • Angry Bits now adds 1.5 m/s of speed to the Warboss when activated • The Trophy rack damage reduction effect has been reduced from 50% to 25% [/quote] Who ever used the hammer/shoota over the power claw? [quote]Deff Dread • Decreased the cost from 300 requisition and 70 power to 250 requisition, 45 power • Decreased its HP from 550 to 450 • Decreased Buzz Klaw damage from 170 to 120 • Increased the Burnaz ‘n Bits cost from 50 requisition, 20 power to 200 requisition, 20 power • Increased the effect of Burnaz ‘n Bits from 125 HP to 300 HP • Reduced the Waaagh cost of the Rampage ability from 75 to 35 [/quote] Burnaz bits sounds nice and everything, but double the cost? [quote] Global Space Marine Balance Changes • Decreased the Zeal cost of Angels of Death from 500 to 250 • Decreased the duration of Angels of Death from 15 to 8 seconds • Decreased the cost of Assault Terminators from 700 requisition/ 900 Zeal to 500 requisition/ 500 Zeal • Decreased the cost of Terminators from 700 requisition/ 900 Zeal to 700 requisition/ 500 Zeal [/quote] <b>NO</b> Jesus christ only 250 for Angels of Death?!! 8 seconds is still plenty to win a battle. You're going to get stomped with either duration, now you get stomped twice as often. [quote]Apothecary • Decreased the healing effect of the Armor of Apothecarion from 5% to 2% • Decreased the healing effect of the Armor of Apothecarion from 5 seconds to 3.5 seconds [/quote] Christ yes. [quote]Assault Space Marine • Decreased the squad cost from 550 requisition, 50 power to 500 requisition, 50 power • Changed the Armor type of the ASM from Infantry to Heavy Infantry • Increased the HP of individual squad members from 325 to 400 • Increased chainsword damage from 34 to 35 • Changed the cost of Melta Bomb upgrade from 30 requisition, 15 power to 50 requisition, 30 power • Melta bombs no longer immobilize, but instead reduce a vehicle’s speed to 40% • Melta bomb effect duration has been changed from 20 seconds to 15 seconds[/quote] So you had the worthless stormboyz and the moderately useful assault marines. Now stormboyz get a shuffling around while ASM get an outright buff? [quote] Devastator Plasma Cannon • Slowed the projectile speed of the Plasma Cannon from 40 m/s to 35 m/s [/quote] ahahahahaha I'm sure it's a regular Mooninite bullet now. [quote]Force Commander • Decreased the cost of the Stormshield from 150 requisition, 30 power to 125 requisition, 25 power • Decreased the damage of the Thunder Hammer from 175 to 125 • Increased the energy cost of the Power Fist Flesh over Steel from 50 to 80 • Decreased the cost of Artificer Armor from 125 requisition, 25 power to 100 requisition, 20 power • Added Teleport Ability to the FC’s Terminator armor • Decreased the cost of Terminator Armor from 300 requisition, 150 power to 200 requisition, 100 power [/quote] These were all badly needed. [quote]Scouts • Added Explosive Shot ability to Scout Shotguns, a conical blast that grants knockback • Removed the AOE on the Scout Shotgun • <b>Increased the damage of the Scout Shotgun from 11.5 to 40</b> [/quote] Jesus! [quote]Tactical Marine • Reduced the Flamer cooldown from 0.3 to 0 • Flamer burst info values have been reduced from 3 to 5 seconds to 1 second • Reduced the reload frequency of Flamers from 6 to 8 bursts to 10 bursts • Changed the squad’s armor type from infantry to heavy infantry • Increased the squad’s capping speed from 1 to 1.5 [/quote] THESE ARE ALL BUFFS WHAT THE HELL ARE YOU DOING STOP They're going to be even <b>tougher</b> to kill now? [quote]Techmarine • The Orbital Relay Beacon now has a retreat toggle, allowing you to toggle whether or not you want to retreat to that point or the HQ Tyranid Balance Updates [/quote] On one hand this did make the relay beacon a hindrance more than a help. On the other hand it was one of the only things keeping the other races alive against space marines. [quote]Screamer-Killer • Added the Screamer-Killer, a ranged Carnifex unit to Tier 3 • Screamer Killers are equipped with a Barbed Strangler • Screamer Killers can be upgraded to equip Venom Cannons • Increased the damage of the Screamer-Killer’s Barbed Strangler from 85 to 150 • Decreased the 8 m AOE Bioplasma damage size down to 5 m [/quote] It was always pointless to get anything but a venom cannon before. [quote]Hive Tyrant • Improved Synapse effect has been decreased from 50% to 25% • Reduced the damage of the Tyrant’s Charge; previously it was 20, now it is 15 • Decreased the -70% effect of Psychic scream down to -25% [/quote] Needed [quote]Lictor Alpha • Changed the name of the Loner upgrade to ‘The Lone Hunter’ [/quote] [quote]Ravener Alpha • Crippling Talons’ damage has been decreased from 110 down to 80 • The Crippling Talons’ slow effect no longer affects retreating units • Acid Splatter’s damage has been decreased from 110 down to 60 • Decreased the Corrosive Devourer’s cost of 135 requisition and 60 power down to 150 requisition and 50 power • Decreased the 150 requisition cost of Hardened Carapace down to 100 • Strengthened Sinew now grants the Fleet of Claw ability • Strengthened Sinew no longer grants the passive speed increase • Decreased the damage of Toxic Miasma from 15 down to 7.5 • The initial energy cost of Toxic Miasma of 7 has been increased to 10 • The Corrosive Devourer’s damage of 160 has been reduced to 100 [/quote] All needed. Nothing about tunneling though. [quote]Warrior Brood • Increased the power cost of the unit from 15 power to 30 • Changed the cost of Warriors from 400 requisition and 15 power to 300 requisition and 30 power • Removed Venom Cannon upgrade • Decreased the squad’s damage from 25 to 22 • Decreased the range of the Warrior’s Barbed Strangler from 44 m to 30 m • Changed the Scything Talon to a power weapon • Decreased the damage of Scything Talons from 22 to 18 • Changed the cost of the Adrenal Gland upgrade from 100 requisition and 30 power to 200 requisition and 20 power • Increased the damage of Adrenal Glands from 33 to 45 • Increased the Barbed Strangler’s damage per second from 45 up to 60 [/quote] Do they not give gaunt synapse anymore? [/quote] • Fixed the Lictor Alpha’s Terrify ability failing to work in multiplayer games [/quote] [quote] • Rank and Performance bars have been removed from the Find a Game party panel. Both statistics were misleading and encouraging bad player behavior that was negatively impacting Matchmaking [/quote] Thank god. No more endless dropping.[/quote]