DoW40k


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 New version feedback thread, Feedback O.O
nyyti
  Posted: May 24 2006, 21:21


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Make it positive biggrin.gif.

To save space people could use this thread to praise the new awesome version of rebirth, or should I say DoW40k.
Had few games today and everything looks just wonderfull. Cheers to all in the mod team. Special thanks goes to the maker of those Vet Marines models. I, still, LOVE them and never play a game without using them cool.gif.
Of course I encountered few problems but they don't matter so much now.

Fun!
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Methuselath
Posted: May 25 2006, 01:22


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Pinning this stuff... ninja.gif


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Of all the things i lost i miss my mind the most...
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Jinxter78
Posted: May 25 2006, 06:44


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Download from?
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nyyti
Posted: May 25 2006, 06:57


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Either get in hwcommunity.com IRC to channel #dow40k, or wait a bit for the official announcement smile.gif. It should be up when we got our loved inq to do the installer for it.
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[WA] Lprsti99
Posted: May 25 2006, 10:41


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I just played as SM vs CSM, and that was definately one of the closer battles I've had! They rushed w/ CSM's, and nearly beat me, but then I pulled out my dev's, gave them some plasma cannons, and let rip. I nearly shat myself when they started firing those puppies off blink.gif THEY ROCKED!!! They took apart 3 full squads of CSM, a chaos lord, AND 2 cultist squads without breaking a sweat. However, I'm wondering, is it better to use dev lascannon or ML vs vehicles? I didn't use the ML's, but the lascannons seemed to take a LONG time to kill a chaos predator... oh, well, that's probably just me.... Also, I liked the Typhoon (the one w/o the missiles) it's great for harrass, but for the Tornado, does it only fire it's missiles when you use the missile volley, or will it shoot on it's own? I didn't see it shooting them... All in all, though, I REALLY enjoyed the mod, can't wait to give IG a spin when I got home...

PS: Plasma Cannon is my new favorite weapon biggrin.gif


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nyyti
Posted: May 25 2006, 11:11


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I just have to post again biggrin.gif.

So I had this 3vs3 battle with my friends against pc. All went well untill one of my friends, ork player, had to leave. So there we were against Eldar, Chaos and SM. They were gaining ground quickly but as I got the Vets and my IG friend got the HW teams we TOTALLY raped the enemy. With a line of heavybolter teams and marines, 4 full armed vet squads, assault term squads and some predator it was total overkill. Also my friend would like to send grats for the HW teams and leman russes, he loves them ^^.
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Tiresias
Posted: May 25 2006, 13:54


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Plasma cannons in the previous beta (the closed one) were great but they had so massive friendly fire it was almost suicidal to use them, with no CC ranged damage they may be fun now. Better tool up those jump troops! smile.gif
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Jinxter78
Posted: May 25 2006, 14:53


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wow, it really feels 40k now! biggrin.gif

The AI is not so good though. The pricebalance seems good too, but it almost is too many troops running about now, compared to tanks. Less troopcap I say.
ninja.gif
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Tiresias
Posted: May 25 2006, 15:32


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nah the unit to vehicle balance is FINALLY close to TT
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Loskando
Posted: May 25 2006, 16:41


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Just got a chance to try out the mod - great job guys! My only issue really is that damage for ranged weapons should really be returned to something close to .95 - CC damage is just right though.

Even with the vehicle HP tweaked it seems to take a bit too long for some of the heavier weapons such as Bright Lances and Lascannons to kill things. Naturally it means that troops will die a bit more quickly to vehicles, but with the reduced number of vehicles out there, it shouldn't be too much of an issue.

The idea of have reinforcing or weapon upgrades for squads slow down to near nothing while in combat is a FANTASTIC idea! It works so well that it really should be extended to vehicles as well!

Aside from a couple of issues with pink icons and the slightly anemic range weapons damage, this mod seriously rocks - even for a beta release! DoWPro feels contrived and arttificial compared to what this mod team's been able to achieve.
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Jinxter78
Posted: May 25 2006, 16:42


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Ah, the AI is in the wrong place I think, moving and trying again

EDIT: Nope, that did not work

And I agree, shooting does too little damage
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Tiresias
Posted: May 25 2006, 17:02


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Ranged damage is too low, my dark reapers took an age to kill a single ork and they were not in CC, in fact so far all HWs I have found except the baneblade main and such just take painstaking amounts of time killing stuff.

I do not think it should be returned to 0.95 levels nor even really close (ranged dominated too much) but I think an overall buff is in order, something is wrong when conscripts failt to die to a chimera with twinlinked heavy bolters attached.

I would reccomend a general buff but also allow damage in CC while I like the idea of it doing no damage i think it's better if it's a very very very large cover bonus, say 80%. Thus units that are shooting into combat are actually doing something but probably not anything much worthwile.

I tried turret spamming about 10 eldar turrets in my base agasint orks on Insane and a horde and barely barely any died. Sorry to be negative, but I'm not sure being shooty is even an option atm, with a few exceptions, (meltaguns, plasma guns, effectively TT guns above Strength 5 are useful anything below doesn't even seem to damage conscript armour much.
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vadz
Posted: May 26 2006, 02:24


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I agree with general damage buff.
But apart from that - AWESOME. Love seeing those PCMs get a bit of their own back when they run into Veterans!
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Stim
Posted: May 26 2006, 04:37


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QUOTE
Ranged damage is too low
Tir, I can't believe someone else noticed this... no more 0.95 sad.gif


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Jinxter78
Posted: May 26 2006, 08:42


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Yes, it is silly that it takes a twinlinked brightlance turret 5-10 shots to kill a single guardsman....

Sight ranges also needs some looking into. Long ranged weapons is only effective if you have infiltrated units far ahead. I suggesting increasing the sight range for all units
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