Search found 357 matches

by Arbit
Tue 20 May, 2014 1:13 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

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. ;)
by Arbit
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.
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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 ...
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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 ...
by Arbit
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...
by Arbit
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...
by Arbit
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...
by Arbit
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 ...
by Arbit
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.
by Arbit
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...
by Arbit
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...
by Arbit
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
by Arbit
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...
by Arbit
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...
by Arbit
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. :D

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.
by Arbit
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...
by Arbit
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.
by Arbit
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?
by Arbit
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
by Arbit
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...
by Arbit
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.

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