DoW40k


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 New version feedback thread, Feedback O.O
Dibujante
Posted: May 28 2006, 23:28


Unregistered









So, I played the mod. I played every race and also did some experimenting of my own. I've come to a few opinions:

1. Ranged damage seems like it's not scaling all that well. Lower-tier ranged damage seems really weak relative to higher-tier ranged damage. Higher-tier units seem about right (although possibly a bit weak) but some lower tier units are way too weak. As a test I snuck two fully reinforced squads of conscripts up to a squad of 4 guardians capturing a point and, right as they got close enough to melee the guardians, stopped them and turned on burstfire. When the guardians fled to the edge of the range of burstfire I turned it off and kept shooting until they had gotten away. Number of dead guardians? 0.

I also noticed an amusing moment when a squad of tacs with heavybolters opened fire on a CSM squad at maximum range, which charged the bolters. By the time the CSM squad had gotten into melee range they hadn't lost anyone.

When ranged damage gets too high, it can cause some serious problems. But I think that, for lower-tier units, it could do with a substantial boost.

2. Melee seems a bit underpowered. I pitted a group of khorne berzerkers against a group of slugga boyz and watched the fight unfold...and unfold...and unfold...and keep on unfolding. The problem of ranged damage dominating close combat might be resolvable by making close combat much nastier. If it's proportionally nastier for both sides, then it won't throw the balance of any one melee unit out of whack with any other melee unit, but it will allow those melee units who do survive to get into melee to be worth the charge.

That's not to say that there aren't also a lot of good points. Weapons feel more like they do what they're supposed to do. When I place some heavy bolters or some dark reapers on a hill I can expect a certain amount of tactical dominance over an area. Melee units are powerful and varied. Melees are dramatic and large-scale, now that many different units have incentives to enter melee, while at the same time the impressiveness of a line of heavily armed soldiers opening fire is undiminished. Overall, the mod is very fun to play, my main gripes are that points 1 and 2 detract from my initial impression of the units and weapons doing what they're expected to.

Oh, and a few bugs:
Heavy Weapons teams (IG) have some missing textures.
Heavy Weapons team heavy bolters fire about 15 degrees to the side of their intended target.
Lascannons and heavy plasma guns seem to prefer infantry targets to vehicles or buildings (lascannons should probably target vehicles/buildings preferably, but I don't know about heavy plasma guns. Using them on infantry is just too sexy).

In conclusion, great mod, it's a lot of fun, but some units feel like they're weak. I'd like to try it out versus some humans, though, rather than A.I.s, so I can get a better feel for overall game balance.
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Trizzdog
Posted: May 29 2006, 07:13


Aspiring Champion


Group: Members
Posts: 77
Member No.: 23
Joined: 10-November 05



Long time no see. If you want a game against a hummie, try going to our very own #dow40k channel on IRC at irc.hwcommunity.com::6667. IRC is simple to use, and if you know how to use it, that's great. If not, just ask.

Personally, I haven't played enough to see what's wrong (or right!) with this version tongue.gif


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Stim
Posted: Jun 3 2006, 10:23


Hardcore User


Group: Members
Posts: 323
Member No.: 36
Joined: 15-March 06



Kicking the dead horse once more wink.gif (boredom is a mother of blasphemy).
user posted image


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Patience is the first step on the road to oblivion...
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Methuselath
Posted: Jun 3 2006, 12:03


Fabricati Diem, Pvnc!


Group: Moderator
Posts: 271
Member No.: 29
Joined: 9-February 06



MY khorne? you mean, BY khorne? tongue.gif


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Of all the things i lost i miss my mind the most...
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SDThielking
Posted: Jun 12 2006, 20:55


N00b


Group: Members
Posts: 3
Member No.: 68
Joined: 5-June 06



Bugs:

My Heavy Weapons Teams in the Guard don't like me to select their targets most of the time, which is a problem when a bank of lascannon fire into an infantry squad.

Sometimes Commissars' Summary Execution ability is unavailable, even with a Sergeant in the squad.
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-Mirage Knight-
Posted: Jun 13 2006, 01:57


Project Head


Group: Admin
Posts: 316
Member No.: 2
Joined: 14-August 05



SDThielking:

Know issue with Relic's Deploy code - Deployed units cannot be ordered to fire on a target. On a side note, Korbah has the EXACT same problem with HWT's in DoWPro.

Stim:

I'd toss that pic for the next update wink.gif


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Just because you're paranoid doesn't mean I'm not out to get you...

Looking for multiplayer games or just feel like harassing us devs? Join us on IRC at irc://irc.hwcommunity.com/dow40k
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mister_gEASY
Posted: Sep 15 2006, 12:27


N00b


Group: Members
Posts: 6
Member No.: 95
Joined: 17-July 06



Just played the new Version as CSM and SM

The new Mortis-Pattern Dread rocks, but The Khornate CSM-Lord should be attachable...

at least to a squad of Khorne-Berzerkers
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hybris
Posted: Sep 15 2006, 15:38


Hardcore User


Group: Admin
Posts: 109
Member No.: 45
Joined: 9-April 06



I dont know if you've noticed or not, but this mod has move to its new website and forums at; http://dow.40k.se

This forum is dead and abandoned, so go to the new site instead. Thanks! wink.gif


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Sons of Horus
Posted: Oct 19 2006, 09:56


Member


Group: Members
Posts: 13
Member No.: 85
Joined: 30-June 06



Love this Mod! Keep up the good work! biggrin.gif biggrin.gif


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Iam Horus.
Iam the Warmaster.
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