For a starter guide, I think what you have is about the level of detail necessary. If I'm thinking of the same thread, Windu was referencing the actual code, which is over the head of a lot of people.
Oh, you might want to add Caeltos to the thanks section too, since he designs the mod and all.
Search found 357 matches
- Tue 20 May, 2014 1:13 am
- Forum: Strategy Discussion
- Topic: Dawn Of War 2: A Starter's Guide
- Replies: 20
- Views: 28700
- Tue 20 May, 2014 12:03 am
- Forum: Strategy Discussion
- Topic: Dawn Of War 2: A Starter's Guide
- Replies: 20
- Views: 28700
Re: Dawn Of War 2: A Starter's Guide
Good stuff! I wish I had had something like this back when I started. I especially like the description of how damage is calculated.
- Fri 16 May, 2014 2:22 am
- Forum: Balance Discussion
- Topic: Vote for new Librarian Force Barrier
- Replies: 72
- Views: 23918
Re: Vote for new Librarian Force Barrier
This is a balance forum where people make balance suggestions. I'm not even in love with the half speed idea, I just think it's something people should be able to consider without getting RAAARGH ANGRY I guess this isn't possible then? edit: having had the opportunity to mess with it a little mysel...
- Fri 16 May, 2014 1:46 am
- Forum: Balance Discussion
- Topic: Vote for new Librarian Force Barrier
- Replies: 72
- Views: 23918
Re: Vote for new Librarian Force Barrier
The above comments make me laugh so much. [...] Call me the fuck you want, but the bias is really strong. And yes Im mad If a combo that requires literally thousands of req and several hundred power is OP (mek heal and supatuffbeam, painboy w/ surgery, fully upped nobs, weirdboy w/ warpath, not eve...
- Fri 16 May, 2014 1:03 am
- Forum: Balance Discussion
- Topic: Vote for new Librarian Force Barrier
- Replies: 72
- Views: 23918
Re: Vote for new Librarian Force Barrier
By that logic let's give all the abilities in the game downsides ~~ Plenty of abilities have drawbacks - resource cost, energy cost, channeling, casting times and winddowns, etc. First of all, those are all game mechanics you mentioned. 2nd, all of those are already on the Libby. 3rd, are you shitt...
- Fri 16 May, 2014 12:53 am
- Forum: Balance Discussion
- Topic: Bottom Tier Heroes
- Replies: 146
- Views: 48103
Re: Bottom Tier Heroes
IMO there's no point in calculating the HP regen for a single model. How often does a single termie get damaged? And calculating the difference in increased regen for a single model presents a skewed picture as well. At 1 HP/sec per model or 3 HP/sec for the squad, that's 180 HP a minute, or if they...
- Wed 14 May, 2014 6:28 pm
- Forum: Balance Discussion
- Topic: Vote for new Librarian Force Barrier
- Replies: 72
- Views: 23918
Re: Vote for new Librarian Force Barrier
By that logic let's give all the abilities in the game downsides ~~ Plenty of abilities have drawbacks - resource cost, energy cost, channeling, casting times and winddowns, etc. In concept, there's nothing at all wrong with the drawback Broodwich is suggesting (and now people are suggesting for th...
- Mon 12 May, 2014 11:53 pm
- Forum: Balance Discussion
- Topic: Patch 2.3 Balance changelog
- Replies: 849
- Views: 263590
Re: Patch 2.3 Balance changelog
No, im not forgetting, if u look I mention it :D . Plus sm sergents get the same pop discount.(2pop) yes their 2 leaders but still, they dont give abilitys.(unless u wanna count the reinforce 1 extra as an ability or the "kill the cowards") I think people do, and they think they're very g...
- Thu 08 May, 2014 8:45 pm
- Forum: Balance Discussion
- Topic: A possible solution for tier 1 IG
- Replies: 40
- Views: 15618
Re: A possible solution for tier 1 IG
I did some tests. CLICK HERE I'll just repaste the conclusions and ramblings here: CONCLUSIONS For the tested vehicles (Sentinel, Leman Russ, Chimera), the first repairing GM squad gets a +10 HP/sec bonus, so 20 HP/sec. Each additional repairing GM squad adds 10 HP/sec. I presume this is applicable ...
- Thu 08 May, 2014 8:37 pm
- Forum: Dawn of War Codex
- Topic: The Codex WIP
- Replies: 553
- Views: 458107
Re: The Codex WIP
Oh gawd, I wish I had seen that before I started doing tests. Anyway, it looks like Bugaba's data is for campaign stuff which may work differently, and it's for an ancient version (1.3.2). On to the tests! edit: Curiously, my testing doesn't quite align with what your table predicts Lulgrim. 115 arm...
- Thu 08 May, 2014 6:06 pm
- Forum: Dawn of War Codex
- Topic: The Codex WIP
- Replies: 553
- Views: 458107
Re: The Codex WIP
There's some confusion in this thread about repair rates. - Do commanders repair faster than the basic 10 hp/sec rate? The codex entry for the TM says he 10 hp/sec. It feels like he doesn't repair any faster than scouts so this seems correct. - Do GM squads repair faster? I thought it worked like th...
- Thu 08 May, 2014 12:31 am
- Forum: Balance Discussion
- Topic: A possible solution for tier 1 IG
- Replies: 40
- Views: 15618
Re: A possible solution for tier 1 IG
AFAIK GM repair at the standard rate of 10 hp/sec, plus an additional bonus of +10 hp/sec that can only be applied once to the entity being repaired. So a single GM will repair a sent at 20 hp/sec, whereas two GM repairing the same sentinel will repair at 30 hp/sec. Everybody else including heroes r...
- Wed 07 May, 2014 10:07 pm
- Forum: Balance Discussion
- Topic: A possible solution for tier 1 IG
- Replies: 40
- Views: 15618
Re: A possible solution for tier 1 IG
Well no one said shaking up the IG meta would be easy. 8-) Of the three, the only one I would be concerned about is the chimera, since it has no armor upgrade and is fairly fragile for a front line vehicle. For the tanks, they have a big enough reserve of HP that IMO taking the bonus repair from GM ...
- Wed 07 May, 2014 9:47 pm
- Forum: Balance Discussion
- Topic: A possible solution for tier 1 IG
- Replies: 40
- Views: 15618
Re: A possible solution for tier 1 IG
This could possibly work if you removed the bonus repair rate GM get. The IG player would have to be more cautious with the sentinel in the early game since you would need both GM squads to get the sent repaired in a reasonable amount of time, and having a personal techpriest following the sent arou...
- Mon 05 May, 2014 10:32 pm
- Forum: Balance Discussion
- Topic: The force commander and his clothes
- Replies: 44
- Views: 17626
Re: The force commander and his clothes
FC terminator would be awful to fight in melee if he had commander armor. 0.7 to normal melee, and no penalties against any other types. Relic probably intentionally gave him heavy armor as a compromise between regular terminator attributes (resistant to piercing, unsuppressable, unknockdownable, te...
- Mon 05 May, 2014 10:04 pm
- Forum: Balance Discussion
- Topic: Vote for new Librarian Force Barrier
- Replies: 72
- Views: 23918
Re: Vote for new Librarian Force Barrier
It's hard to decide without knowing more specifics about option 2. The casting range, duration, barrier size, and what exactly gets blocked (infantry, vehicles, gunfire/projectiles) would all dramatically influence how the barrier could be used. A small wall with a decent casting distance that block...
- Thu 01 May, 2014 7:53 pm
- Forum: Balance Discussion
- Topic: Slugga boyz nob
- Replies: 91
- Views: 29301
Re: Slugga boyz nob
Anyway, since most people wanna hate on SM. Imagine if Khorne marines AC had slugga nob stats, or banshee exarch or even tic AC Now imagine if sluggas had a knockback jump and heavy armor and an immortal squad leader that you could purchase in T1 and could go speed 7+ and could doomblast! Let your ...
- Wed 16 Apr, 2014 12:56 am
- Forum: Balance Discussion
- Topic: Bottom Tier Heroes
- Replies: 146
- Views: 48103
Re: Bottom Tier Heroes
All threads eventually become libby threads. I think the conclusion we've come to in this one is that the libby is a bottom tier hero.
I use VoT on my TM to go manticore huntin', then use gateway to bring him back. VoT on a melta TM is great for vehicle hunting in general because of the 100% FotM.
I use VoT on my TM to go manticore huntin', then use gateway to bring him back. VoT on a melta TM is great for vehicle hunting in general because of the 100% FotM.
- Tue 15 Apr, 2014 4:06 am
- Forum: Strategy Discussion
- Topic: Micro - keyboard
- Replies: 28
- Views: 11445
Re: Micro - keyboard
Yeah any time I mess with my hotkeys there is always a rough transition period where I do silly things like toggle my refractor field on and off while yelling WHY DOES MY TECH MARINE REFUSE TO REPAIR. It's worth it in the long run though. I go for gridkeys, slightly modified so the abilities go QWER...
- Fri 11 Apr, 2014 12:24 am
- Forum: Community General Discussion
- Topic: DPS mechanics.
- Replies: 18
- Views: 9996
Re: DPS mechanics.
Am I correct in that reload frequency is actually the number of bursts fired before a reload is required? I have a notedpad here with some equations scribbled on it that seems to indicate that is does, but TBH it's been a long time since I cracked a calculus book. If you plug larger values for $relo...
- Thu 10 Apr, 2014 6:29 pm
- Forum: Modding
- Topic: Drop Pod File location
- Replies: 15
- Views: 6496
Re: Drop Pod File location
Haha, I like the thought of the imperium using drop pods as weapons and not bothering to put any people in them
- Thu 10 Apr, 2014 6:21 pm
- Forum: Community General Discussion
- Topic: DPS mechanics.
- Replies: 18
- Views: 9996
Re: DPS mechanics.
Sluggas used to have their burnas I think have a cooldown so they were one of the only, if not the only, unit that had melee damage reduced by suppression. Ha ha, I remember Relic's finest derp moment when a proposed changelog showed the cooldown had been removed from burna melee and everyone was l...
- Thu 10 Apr, 2014 6:02 pm
- Forum: Balance Discussion
- Topic: Patch 2.3 Balance changelog
- Replies: 849
- Views: 263590
Re: Patch 2.3 - Tentative Balance changelog
I get the feeling that this change was made to rebalance IG matchups against infiltrating heroes which I gather are pretty strong against IG, but this is going to affect any strategy that uses infiltration. As TM I like using infil scouts to nade or tie up HWTs as it can be a good alternative to get...
- Wed 09 Apr, 2014 9:28 pm
- Forum: Balance Discussion
- Topic: Khorne marines
- Replies: 178
- Views: 56175
Re: Khorne marines
That's what I thought.
I was taken with the idea of a khorne beserker releasing a khorne aligned demon when he dies... I'm not even convinced that berserkers need a buff anyway.
I was taken with the idea of a khorne beserker releasing a khorne aligned demon when he dies... I'm not even convinced that berserkers need a buff anyway.
- Wed 09 Apr, 2014 8:41 pm
- Forum: Balance Discussion
- Topic: NM & Set-up Teams
- Replies: 36
- Views: 13372
Re: NM & Set-up Teams
If it looks like the NM are going for a frontal assault on your HWT, have something (anything) force melee on them so they can't fire. Thanks for L2P I guess? This is exactly the situation I described in the OP... Are you referring to this? It does not matter whether the ranged hero comes to suppor...
- Wed 09 Apr, 2014 8:25 pm
- Forum: Balance Discussion
- Topic: NM & Set-up Teams
- Replies: 36
- Views: 13372
Re: NM & Set-up Teams
If it looks like the NM are going for a frontal assault on your HWT, have something (anything) force melee on them so they can't fire.
- Wed 09 Apr, 2014 8:20 pm
- Forum: Balance Discussion
- Topic: Khorne marines
- Replies: 178
- Views: 56175
Re: Khorne marines
Just gettin crazy here, but what if khorne marines with AC spawned a 100 HP abilityless bloodletter for 5-10 seconds when they lose a model?
- Wed 09 Apr, 2014 12:01 am
- Forum: Community General Discussion
- Topic: WSE Anti-Grave Grenades
- Replies: 14
- Views: 6275
Re: WSE Anti-Grave Grenades
If you throw a nade at a floating unit does it take the vertical distance into account when calculating damage? It seems like it but I thought it might be the 25% damage reduction.
edit the thread title suggests the WSE uses these to exhume corpses lolz
edit the thread title suggests the WSE uses these to exhume corpses lolz
- Mon 07 Apr, 2014 5:21 pm
- Forum: Community General Discussion
- Topic: Damage Type Indicator
- Replies: 19
- Views: 6433
Re: Damage Type Indicator
Corrosive devourer passively increases damage to vehicles by 50%, so it does ~13 dps to vehicles. With rear armor hits it deals significant AV and I think qualifies as an anti-all weapon. More importantly, it allows you to see that he has AV capability at a glance i.e. without having to click on him...
- Sat 05 Apr, 2014 7:53 pm
- Forum: Balance Discussion
- Topic: Patch 2.3 Balance changelog
- Replies: 849
- Views: 263590
Re: Patch 2.3 - Tentative Balance changelog
Wow, looking forward to this, but I'll echo the concern over the Falcon cost decrease. It seems a bit severe, especially since it provides AV and remains relevant in T3 with the shield.
Tracking FoS is one to watch as well, but 40 -> 70 energy and 8 -> 5 sec duration may make it fair.
Tracking FoS is one to watch as well, but 40 -> 70 energy and 8 -> 5 sec duration may make it fair.