Patch 2.9.5 Released!

Elite (and related) releases.
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Atlas
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Patch 2.9.5 Released!

Postby Atlas » Sat 10 Oct, 2020 4:05 am

Credits:
We had a lot of people chip in on this one. Garrick did most of the Vortimer Razorback, awesome stuff. Shoulder handled most of the dirty work in Cope's. The Tallarn Desert skin for IG came from Noot. Swiftsabre as usual did the new maps we can now enjoy! Wise Windu handled the visual effect improvements. Noot helped a lot with general consultation work. Adila did most of the balance along with a variety of other names doing balance consulting. This has been a long process, so if you helped out and I forgot please let me know and we'll add you in!


Download Links:
Note: This is a full installer. You don't need any other version of Elite to install 2.9.5. You ONLY need to have Retribution!
Google Drive Link
Mega Link
(If you have a non-default installation area of DoWII, remember to adjust it!)

Extra Map Pack(Google Drive)
In case you want to use the Extra Maps! (Instructions on how to install the Map Pack are included in the readme file.)

General:
Main Menu Music replaced by the Chaos Rising theme.
Force Commander from chaos rising now replaces the crusader on the main menu.
Main Menu background replaced with a backdrop from the jungles of Typhon.
2.9.5 banner added and 2.9.5 scorescreen.
Various tooltip fixes and updates.
New Tallarn Desert Raider skin added to IG army schemes.
New Blood Raven color scheme with Diomedes as Force Commander added to SM army schemes.
New Blood Raven color scheme with the Chaos Rising Commander as Force Commander added to SM army schemes.

Maps:
Myggyrid'isil & Angel Gate Redux updated.

Three new maps added:
Lorthas Cataclysm(3v3) The remains of a once proud imperial spire, now adrift in the warp.
Sentinel Beach(3v3) Coastal ruins of an ancient city predating imperial colonization.
Doom of Tularis(1v1) Icy wasteland with a huge church ruin that's being torn apart by volcanic activity.

Bugfixes:
Various upgrades have had their UI slots updated.

Plague Sword should now create proper zombies when killing certain models.

Models are no longer immune to Heavy Gauge Filament after events like hero repurchase.
Dark reaper tracer rounds visuals improved to travel further distances.
Doom_fx updated with flashing red lights.
Seer Council special animations fixed.
Haywire Grenades can now be thrown by the Warp Spider Exarch.

Assail now has more understandable visuals effects.
Multiple Judgement bugs fixed.
Hellfury Strike now does damage against all targets.
Lord General will now distribute damage to non-storm trooper retinue members before dying.
Call Reinforcements can no longer be used in obstructed terrain and made more reliable.
Spotter detection indicator removed for consistency as they are not passive detectors.
Vanquisher Cannon will now prioritize vehicles when not moving.
Baneblade no longer does knockback from its secret invisible weapon.

Like other factions, some OM units will now auto engage enemies when not directly commanded.
Brother Captain special attacks damage and animation mismatches fixed.
One distracting visual element removed from the Canticle of Absolution.
Daemonhunter bolt pistol now has proper sound effects.
Psilencer tracers will now visually travel further distances.
Retribution no longer has the psychic scream sound effect.
Rites of Exorcism can no longer be used on allied vehicles.
Energy Burst no longer works on the Avatar, the Great Unclean One, or Tyrant Guard.
Strike Squad can no longer cast abilities multiple times at once.
Strike Squad health exploit fixed.
Psilencers will now prioritize vehicles over infantry.
Interceptor jumps refund issues fixed.
Vindicare Turbo-penetrator Rounds will now prioritize vehicles over infantry.
Extra UI for Extended Operations removed due to it already having other indicators.
Liber Daemonica now properly displays an upgrade indicator.
Crusaders no longer share the same selection group as strike squads.
Terminator incinerator animation errors fixed.

Models are no longer immune to Shoot 'em Good after certain events, like hero repurchase.

Models are no longer immune to Full Auto after certain events, such as hero repurchase.
Scouts will no longer sometimes use over 60 energy when using the shotgun blast ability.

Tyranoform speed increase effect fixed.
Electroshock Grubs no longer have multiple Area of Effect abilities.
Tyranid globals that call in units now have more reliable effects.
Rippers are no longer immune to Assail.

ImageChaos Space Marines

Plague Champion:
Default Bolter now deals 20% less damage over time. (Normal damage unchanged.)

Heretics:
Nurgle Worship healing for daemons reduced from 13.5 hp/s to 11.7 5hp/s.

Chaos Raptors:
Squad no longer loses melee resistance when equipping Meltaguns.
Jump cost reduced from 60 to 55 when equipped with Meltaguns.
Aspiring Champion can now throw melta bombs with the Meltaguns upgrade.

Bloodletters:
Warp Shift no longer works while in retreat.

Chosen Plague Marines:
Squad now has a passive damage aura dealing 3 piercing damage every 2.5 seconds to enemy infantry in radius 22.

Chosen Dreadnought:
Unit now has a 20% melee resistance aura while equipped with the Reaper Autocannon.(Loses it upon equipping the Mark of Tzeentch and upgrades to 40% melee resistance aura with the Mark of Khorne.)

Chaos Predator:
Mark of Nurgle health regen reduced from 5 hp/s to 3.5 hp/s.
Mark of Khorne speed increased from 7.25 to 7.75.

ImageEldar

Global:
The damage from the first 3 bolts of Eldritch Storm reduced from 150 to 125. (other bolts unchanged)
Eldritch Storm cast time increased by 0.7 seconds.

Farseer:
Psychic Storm energy cost increased from 55 to 60.
Spirit Stones cost increased from 120/25 to 120/30.
Levitation Field and Psychic Storm abilities are now non-refundable.

Warlock
Faolchu's Wing cost decreased from 100/30 to 100/25.
Webway Gate Rejuvenation Field health regen bonus reduced from 10 hp/s to 7 hp/s.

Dire Avengers (now Guardians):
Dire Avenger and Exarch leader visuals changed back to Guardian and Exarch visuals. (Stats unchanged)
Cost increased from 270/0 to 280/0.

Guardian Weapon Team:
Beam Scorch Brightlance damage reduction increased from 75% to 90%.

Autarch:
Forceshield cost reduced from 75/25 to 75/20.
Executioner Spear cost reduced from 75/25 to 75/20.

ImageImperial Guard

Inquisitor:
Rotation rate increased from 400 to 800.
Holy Pyre is now cancellable and refundable.
Holy Pyre duration increased from 15 seconds to 20 seconds.
Holy Pyre damage increased from 4 piercing dps to 6 piercing dps.
Judgement is now refundable and cancellable.
Inquisitorial Mandate cost reduced from 120/30 to 100/25.
Hellfury Strike damage over time increased from 7 to 10.

Lord Commissar:
Rotation rate increased from 300 to 600.
Power Sword cost reduced from 120/30 to 120/25.
Power Sword speed bonus reduced from 2 to 1.
Stubbornness cost reduced from 150/35 to 120/35.

Lord General:
Lord General and retinue members rotation rate increased from 300 to 600.
Lord General Retinue Commissar’s pistol range increased from 22 to 38.
Lord General Retinue Commissar’s pistol damage reduced from 30 to 15.

Guardsman Squad:
Sergeant cost reduced from 85/0 to 75/0.
Sergeant upkeep increased from 1.7 to 2.55.

Sentinel:
Population cost reduced from 15 to 12.

Sentinel now has the Spotlight upgrade. Available in T1. Cost set to 50/15.

Spotlight-
Increases the Sentinel’s passive detection range to 20.

Catachan Devils:
Catachan cost decreased from 350/40 to 350/35.

Heavy Weapon Team:
Squad size reduced from 5 to 4.
Health increased from 150 to 187.5. (Squad health unchanged)
Population cost set to 3. (Squad pop unchanged)
Heavy Weapon Squad now use guardian weapon team formations when moving.

Artillery Spotter Squad:
Squad can now move immediately after their abilities end.
Population cost reduced from 3 to 2. (Squad from 9 to 6)

Banewolf:
Health increased from 600 to 650.
Chem Bomb damage per second increased from 5 to 10.

Manticore:
Health increased from 275 to 325.

Cadian Kasrkin Squad:
Squad is now limited to 1.
Upkeep increased from 2.04 to 2.55.
Cost increased from 450/30 to 400/60.

Sergeant melee damage type changed from melee to power melee.
Fist damage increased from 12 to 18.
Plasma Gun damage per hit increased from 40 to 50.
Krak Grenade damage reduced from 250 to 200.

Squad can now equip meltaguns. (two models armed with 20.59 melta dps meltaguns)
Squad can now freely swap between special weapons.

Squad can now use the Sprint ability by default.
Sprint now breaks suppression in addition to its normal effects.
Sprint cooldown reduced from 60 seconds to 35 seconds.
Kasrkin Sprint received visual changes.

Kasrkin now has an Inspire passive ability:

Inspire -
Killing enemies with non-grenade weaponry inspires (non-Terminator) allied infantry in radius 35, increasing their damage and damage resistance by 5% for 10 seconds.

Baneblade:
Population cost reduced from 25 to 21.
Health increased from 2750 to 3000.
Top-Mounted Heavy Bolters range increased from 38 to 44.


ImageOrdo Malleus

Global:
Psilencer_pvp damage multiplier against heavy infantry reduced from 1.25 to 1.
Psilencer_pvp damage multiplier against vehicles reduced from 0.6 to 0.5.
Psilencer_pvp damage against all building types increased from lower values to 0.5.
Interceptor, Purifier, and Strike Squad storm bolters now all do 15 damage per hit.
Interceptor, Purifier, and Strike Squad reload frequencies are all now 11-13.
Interceptors storm bolter cooldown increased to 1.4. (from ~8.42 to 9.09 dps)
Purifiers storm bolter cooldown increased to 1.4. (from 9 to 9.09 dps)
Strikes storm bolter cooldown set to 1. (from 12.5 dps to 12 dps)

Brother Captain:
Default Power Sword damage per hit reduced from 45 to 41.
Canticle of Absolution red cost reduced from 200 to 175.
Mineblades duration reduced from 20 seconds to 15 seconds.
Brother Captain’s Nemesis Force Halberd splash damage reduced from 10 to 5.

Battle Rites received visual changes.
Mantle of Terra now passively grants the Brother Captain a 20% ability cooldown reduction in addition to its normal effects.
Mantle of Terra cost reduced from 135/30 to 120/30.
Battle Rites no longer requires the Brother Captain to take damage before use.
Battle Rites energy cost increased from 0 to 60.
Battle Rites heal changed from a flat 60 health to a 3 hp/s regen over 20 seconds.
Battle Rites cooldown increased from 45 seconds to 60 seconds.

Bulwark received visual changes.

Eversor Assassin:
Hypermetabolism received visual changes.
Executioner Pistol damage per hit reduced from 57.57 to 50.
Synskin Bodyglove health regen increased from 0.5 to 1.
Synskin Bodyglove health bonus increased from 50 to 75.
Bio-Meltdown duration reduced from 30 seconds to 22 seconds.
Onslaught Injectors speed bonus increased from 0.5 to 0.75.

Daemonhunter:
Psychic Fortress effect radius increased from 10 to 15.
Psychic Fortress duration increased from 15 seconds to 20 seconds.

Rift Tear received visual changes.
Rift Tear initial cost reduced from 100 to 70.
Rift Tear channel cost increased from 5 e/s to 6 e/s.
Rift Tear cooldown reduced from 60 seconds to 50 seconds.

Tempest received visual changes.
Tempest effect radius increased from 12/15/15 to 15/15/18.
Tempest second and third stages transition time reduced by 0.5 seconds.
Tempest initial energy cost reduced from 100 to 70.
Tempest energy channeling cost increased from 5/9/13 e/s to 6/10/14 e/s.
Tempest cooldown reduced from 60 seconds to 50 seconds.

Indomitable now breaks suppression in addition to its normal effects.
Indomitable is now refundable.
Indomitable now works on units in retreat but only reduces damage by 50% while retreating.

Force Rod cost reduced from 150/35 to 140/25.
Retribution is now refundable.
Daemonhunter can no longer use weapons while Retribution is active.
Retribution cooldown reduced from 40 seconds to 35 seconds.

Cloak of Banishment now ignores range to target after casting. (like a melta bomb)

Force Sword changed from gaining 3 energy on hit to draining 6 energy on hit.
Force Glave cost reduced from 140/35 to 125/30.

Armor of Fortitude health bonus increased from 150 to 200.
Armor of Fortitude health regen increased from 1.5 to 2.
Armor of Damnation energy regen bonus increased from .5 to 1.

Light of the Emperor received visual changes.
Light of the Emperor cast range reduced from 25 to 15, detection radius reduced from 35 to 20.
Light of the Emperor now gives allied units a 1.5 hp/s regen and 20% damage resistance while they are inside the effect radius.
Light of the Emperor cooldown reduced from 70 seconds to 50 seconds.

Liber Malleus cost reduced from 120/25 to 120/20.
Sundering energy cost reduced from 100 to 80.

Blessed Icon cost reduced from 130/20 to 110/20.
Blessed Icon ui radius increased from 15 to 25.

Brain Mines damage reduced from 65 to 30.
Brain Mines damage over time can now stack with each other.
Brain Mines can now damage friendly units when detonated.

Inquisitorial Storm Troopers:
Sergeant health reduced from 250 to 200.
Squad can no longer equip Grenade Launchers.
Fanaticism duration reduced from 2 seconds to 1.5 seconds.

Strike Squad:
Tomes of Titan cost increased from 50/15 to 75/25.
Tomes of Titan now increases Squad health and melee damage by 10% in addition to its normal effects.

Number of bolts fired from Banishment reduced from 4 to 3.
Banishment range reduced from 35 to 25.
Banishment cooldown reduced from 45 seconds to 40 seconds.
Banishment damage modifier against infantry armor reduced from 1.0 to 0.7.
Banishment damage modifier against infantry fire resist armor reduced from 1.0 to 0.7.

Justicar health bonus increased from 15% to 20%.
Justicar Nemesis Sword damage per hit increased from 40 to 50.

Inquisitorial Operatives:
Build time reduced from 28 seconds to 24 seconds.
Incendiary Grenade now deals ability flame damage over time instead of flat damage.

Purgation Squad:
Incinerator weapon range reduced from 30 to 26.
Incinerator distance, Long, and medium range intervals reduced by 4.

Purge by Fire! ability cooldown reduced from 50 seconds to 35 seconds.
Purged by Fire! now deals ability flame damage over time instead of flat damage.

Psilencers no longer grant the Rending ability.

Interceptor Squad:
Teleport and Furious Intervention now have a shared cooldown.
Teleport and Furious Intervention cooldown increased from 1 second to 7 seconds.
Sword special attacks now deal melee damage instead of power melee.
Teleport damage reduction while teleporting now only applies to ranged damage.
Weapons switch cooldown time increased from 1 second to 15 seconds.

Vindicare Assassin:
Cost increased from 300/30 to 350/30.
Vindicare melee skill increased from 50 to 60.
Fist damage per hit increased from 4 to 20.
Exitus Rifle damage per hit reduced from 130 to 120.

Crusaders:
Squad cost reduced from 425/40/125 to 350/40/150.
Squad size increased from 4 to 5.
All previous squad abilities removed.

Health reduced from 600 to 225. (Squad health from 2400 to 1125)
Squad gains +1 hp/s while in combat.
Speed increased from 4.5 to 6.
Longsword damage per hit increased from 35 to 36.4.
Crusaders grant +25% health and damage to other Crusaders in radius 22 for 12 seconds when they die.

Crusaders now have the Acolyte Leader upgrade. Available in T3. Cost set at 150/30.

Acolyte Leader -
Add a Priest to the squad, bolstering the crusade. Grants the Battle Frenzy ability, increasing the squad’s resilience and speed.

Acolyte Leader is equipped with a 55 dps power melee eviscerator.
Acolyte Leader set to 300 health and is a die-last leader.
Acolyte Leader grants all squad members +20% damage and +20% damage resistance while attached to the squad.

Battle Frenzy -
increases the squad's damage resistance by 50%, their speed by 1, and their hp regen by 3 hp/s for 5 seconds. Cooldown 45 seconds.

Rhino:
Rhino cost increased from 280/50 to 280/55.
Lascannon upgrade cost reduced from 75/15 to 75/0.
Armor Plating upgrade removed.

Grey Knight Terminators/Paladins:
Psilencer damage per hit increased from 25 to 31.
Psilencer damage type changed from inferno to psilencer.
Psilencers now have full accuracy while firing on the move.

Incinerator damage increased from 10 to 15.
Incinerators no longer have damage falloff based on radius.
Incinerators now have full accuracy while firing on the move.

Vortimer Razorback:
The Vortimer Razorback has been added to the Ordo Malleus roster. Available in T3.
Vortimer Razorbacks are fast attack vehicles armed with a Twin-Linked Psycannon that can engage most targets.

Cost set at 400/100.
Build time set at 45 seconds.
Health set at 650.
Speed set at 7.5.
Population set at 15.
Unit is armed with a twin-linked psycannon, 55 psilencer dps at range 44.

Unit has the Hunter-Killer Missile upgrade.

Hunter-Killer Missile (upgrade) -
Increases health by 100 and unlocks the Hunter-Killer Missile ability. Fires an anti-vehicle missile dealing 175 missile damage on impact.

Hunter-Killer Missile upgrade cost set at 100/30.
Hunter-Killer Missile build time set at 15 seconds.

Hunter-Killer Missile (ability) -
Fire an anti-vehicle missile that seeks its target and does 175 missile damage on impact. Range 80, minimum range 16. Cooldown 60 seconds.

For a full technical breakdown on the Vortimer, you can check out this document:
Vortimer Blueprints


ImageOrks

Kommando Nob:
Stunbomb now only affects models hit.
Stunbomb energy cost reduced from 60 to 50.

Mekboy:
Battery Pack cost increased from 100/20 to 100/25.

Slugga Boyz:
Slugga Nob Choppa damage per hit reduced from 85 to 75.

Painboy:
Git Sauce healing over time reduced from 15 hp/s over 7 seconds to 12 hp/s over 6 seconds.
Special Git Sauce healing over time reduced from 30 hp/s over 8 seconds to 24 hp/s over 6 seconds.
Painboy Implants can now only be used on Ork infantry units.

Stikkbommaz:
Cost reduced from 330/20 to 300/20.

Wartrukk:
Cost increased from 220/30 to 220/40.
Reinforced Plating cost reduced from 50/20 to 50/15.

Deff Dread:
Rampage red cost increased from 25 to 30.
Rampage now requires the Burnas and Bits upgrade to use.
Burnas and Bits cost increased from 120/15 to 140/20.

ImageSpace Marines

Techmarine:
Proximity Mines now return their energy cost when cancelled.

ImageTyranids

Global:
Without Number now provides instant reinforcement in radius 35 in addition to its normal effects.
Without Number red cost increased from 175 to 200.

Hive Tyrant:
Improved Synapse received visual changes.

Ravener Alpha:
Damage Synapse received visual changes.
Tunnel ability is now non-refundable.
Toxic Miasma can no longer be used while burrowed.
Burrow Traps build time reduced from 4 seconds to 2.5 seconds
Burrow Traps vehicle snare duration reduced from 10 seconds to 5 seconds.
Burrow Traps infantry stun duration reduced from 10 seconds to 5 seconds.

Lictor Alpha:
Stalk damage bonus reduced from 25% to 15%.
Toxic Miasma cost increased from 100/25 to 120/25.

Hormagaunt Brood:
Red yield reduced from 5 to 4.
Speed reduced from 6.5 to 5.5.
Claws damage per second increased from 18 to 20.
Adrenal Glands damage bonus reduced from 22% to 10%.
Adrenal Glands now increases speed by 1 in addition to its normal effects.

Termagant Brood:
Termagant red reduced from 6 to 4.

Warrior Brood:
Electroshock Grubs are now cancellable and refundable.

Ravener Brood:
Burrow Strike knockback flight distance reduced from 8 to 6.
Burrow Strike knockback radius reduced from 10 to 8.

Genestealers:
Cost increased from 350/45 to 400/45.
Squad no longer receives a charge speed bonus.

When Adrenal Rush is inactive, genestealers lose heal on hit visuals. (they will still heal)
Adrenal Rush damage bonus increased from 30% to 40%.
Adrenal Rush ranged damage resistance reduced from 40% to 30%.

Zoanthrope:
Focused Warp Blast can now be used against infantry, dealing 75 damage and weapon knockback.
(blast doesn’t cause domino knockback)
Atlas: Minister of Common Sense, Reasoning and Similar Sh*t
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Element
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Re: Patch 2.9.5 Released!

Postby Element » Sat 10 Oct, 2020 5:31 am

That is a huge nerf to Hormogaunts, I mean how are they ever going to kill anything? They dont usually take models off in actual engagements so this severely limits their model kill potential. I know Boss is going to have something to say about thay one. and genestealers were absolutely perfect cost before. Its enough as it is Tyranids are so weak in full on engagements until T3 when they can pull out Carnifexes, dont bat them down into oblivion please.
"The meaning of life is to have purpose, and the purpose of life is what you choose to make of it, in addition to what you come to understand along the way."

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VitalyTrixel
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Re: Patch 2.9.5 Released!

Postby VitalyTrixel » Sat 10 Oct, 2020 6:43 am

It seems to be that Kasrkins become a must have unit now, great!
PianoMan
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Posts: 299
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Re: Patch 2.9.5 Released!

Postby PianoMan » Sat 10 Oct, 2020 9:03 am

adila the worst thing is that i actually somewhat agree with what fathom said
actually biased balance lead nerfing everything that somewhat counters eldar
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boss
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Re: Patch 2.9.5 Released!

Postby boss » Sat 10 Oct, 2020 10:30 am

I just keep this short.
1.It was me who said to nerf hormagaunts speed for there old damage back to stop people crying about them prob an over nerf to start with but least it will stop the crying.
2.Ravs nerfs is a mistake and idk why it was kept at all.
3.Genestealers might be useful at killing stuff now instead of just tanking.
4. Why was the plague champ bolter nerf kept in? nobody wanted this
5. I said this before you nerf nurgle worship and you have to add a 2nd buff to deamons like the other 2 worships does.
6. Still wrong nerfs to nurgle pred dot bolters is what made them op and 2 less hp regain not going to do anything about that.
7. Why did the slugga nerf stay in we all agreed to remove it?
8. deff dread should have got an another 100 heath to the upgrade to take it back to 1050.
9. No changes for sm is yikes.
Forums great more shit to talk about.
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Asmon
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Re: Patch 2.9.5 Released!

Postby Asmon » Sat 10 Oct, 2020 9:04 pm

Slugga nob damage was way too good, this is a welcome change. And his health is still over the op aswell, so sluggas will likely still be almost impossible to wipe in melee t2.

Horma nerf is good.

Chaos dread with 20%MS by default... Maybe it just needs an active ability that reduces any incoming damage by x% for a duration, but lower its speed ? Something like that would be more interesting than a passive trait.

DA (or is it guardians again now?) small price increase is meh. What does it aim for ? If multiple DA are an issue maybe the upgrades are too good, but not the vanilla squad imo.
No falcon nerf? Even a little damage reduction (only against vehicules?) could go a long way.
Banshee exarch hp buff ?
Seers buff ?


Huge Banewolf buff, dunno about it tbh.
Another reduction price for catachans is bs I 'm afraid. They're already fine and still don't bleed as much as they should.

I can see why Guru is pissed.

Don't care about OM.
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Swift
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Re: Patch 2.9.5 Released!

Postby Swift » Sat 10 Oct, 2020 9:11 pm

Where's the spirit stones nerf gone?

Hmmmmmmm??????

I'm waiting.
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Shroom
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Re: Patch 2.9.5 Released!

Postby Shroom » Sun 11 Oct, 2020 12:42 am

Asmon wrote:Horma nerf is good.

dumbest change in the patch, but not surprising that an eldar main is happy that horms will never be able to catch their units now

Asmon wrote:Banshee exarch hp buff ?

kekw

Asmon wrote:Seers buff ?

kvekw
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Broodwich
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Re: Patch 2.9.5 Released!

Postby Broodwich » Sun 11 Oct, 2020 6:23 am

well i'm glad i don't really play much anymore or this would make me wtf
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Shroom
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Re: Patch 2.9.5 Released!

Postby Shroom » Sun 11 Oct, 2020 7:23 am

boss wrote:1.It was me who said to nerf hormagaunts speed for there old damage back to stop people crying about them prob an over nerf to start with but least it will stop the crying.

3.Genestealers might be useful at killing stuff now instead of just tanking.

Boss how insane are you? Why did you get genes and hormas nerfed? GENES HAVE 180 POWER MELEE DPS DEFAULT, DEEEEFAUUUULT. HOW IS THEM GETTING AN EXTRA 10% DAMAGE AND A 50 REQUISITION, FIFTY REQUISITION COST INCREASE A BUFF. AND 10% LESS DAMAGE RESISTANCE.

ahahahahahahaha nid player holy shit, what a nid player you are. genes dumpstered, hormas dumpstered for another patch. gg boss.
SNK_Mikasa
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Re: Patch 2.9.5 Released!

Postby SNK_Mikasa » Sun 11 Oct, 2020 11:11 am

Thx for the good work, we are so lucky to get some updates regulary!
Don't worry about these guys they are killing the community as usual.
I've seen 2 1vs1 Nids and Nids rekt opponent very easely. It's balanced.
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Shroom
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Re: Patch 2.9.5 Released!

Postby Shroom » Sun 11 Oct, 2020 11:15 am

SNK_Mikasa wrote:Thx for the good work, we are so lucky to get some updates regulary!
Don't worry about these guys they are killing the community as usual.
I've seen 2 1vs1 Nids and Nids rekt opponent very easely. It's balanced.

nice try boss
PianoMan
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Re: Patch 2.9.5 Released!

Postby PianoMan » Sun 11 Oct, 2020 11:18 am

SNK_Mikasa wrote:Thx for the good work, we are so lucky to get some updates regulary!
Don't worry about these guys they are killing the community as usual.
I've seen 2 1vs1 Nids and Nids rekt opponent very easely. It's balanced.

ok lets 1v1
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boss
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Re: Patch 2.9.5 Released!

Postby boss » Sun 11 Oct, 2020 11:18 am

If you bother to read the changes shroom genestealers lose 10% range damage resistance for 10% more damage, if you bother to think about basic synapse which gives another 20% damage resistance you still have 50% resistance.

This change was to make them more lethal in combat instead of just tanking. If you don't like that then what can i say, the 50 rec cost increase was an insurance to match match the damage increase.

If people would not stop crying about hormagaunts in the first place then there wouldn't be any need to change them in the first place.
Forums great more shit to talk about.
PianoMan
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Re: Patch 2.9.5 Released!

Postby PianoMan » Sun 11 Oct, 2020 11:22 am

boss wrote:If you bother to read the changes shroom genestealers lose 10% range damage resistance for 10% more damage, if you bother to think about basic synapse which gives another 20% damage resistance you still have 50% resistance.

This change was to make them more lethal in combat instead of just tanking. If you don't like that then what can i say, the 50 rec cost increase was an insurance to match match the damage increase.

If people would not stop crying about hormagaunts in the first place then there wouldn't be any need to change them in the first place.

nobody except bad players complained, the winner of russian league even said hormas are bad
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Shroom
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Posts: 158
Joined: Sat 12 Mar, 2016 12:01 pm

Re: Patch 2.9.5 Released!

Postby Shroom » Sun 11 Oct, 2020 11:27 am

Holy shit they don't need more damage how do you not understand this?
(30.25x6)x1.3=235.95
(34.75x6)x1.3=271.05
Was this not enough damage????????

You increased purchase cost, increased reinforcement cost, removed 10% ranged dr for damage they don't need. Good job.

As for hormas no one was crying about them, and so far I've only seen 1 nid player say that your change is good.
Archalia
Level 0
Posts: 2
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Re: Patch 2.9.5 Released!

Postby Archalia » Sun 11 Oct, 2020 12:18 pm

Why replace back DA by guardians models ?

It was way cooler this way
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DanielGrushin
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Posts: 14
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Re: Patch 2.9.5 Released!

Postby DanielGrushin » Sun 11 Oct, 2020 2:50 pm

I really don't understand how and why you balance things like that.

You are allowing cancerous double sent builds again. IG t1.5 units got some minor buffs, but generally they are still useless. Kasrkin changes are good, too bad you'll never get to t3 in 1v1s.

Intercepotrs SL cost is still 80/20 EKS DEE, IST still have their crazy burst, SS might be useful past t1 now (but probably not), Vindi needs energy cost increase as well, 5 energy increase to rhino won't do anything

Eldars with +10 req for DA makes me fucking laugh. Soon this game will become one giant mirror match with mek as a special guest sometimes.

Nerfing nids core t1 unit is a 4dchess move indeed. "AYYY TONE, IF THEY ALREADY DON'T HAVE T2 MIGHT AS WELL SHIT ON THEIR T1 HEH HEH"

Chaos and Orks changes are good tho
Are we the flame or just guardsman drawn to tsm?
PianoMan
Level 3
Posts: 299
Joined: Fri 30 Jun, 2017 12:40 pm

Re: Patch 2.9.5 Released!

Postby PianoMan » Sun 11 Oct, 2020 3:36 pm

DanielGrushin wrote:I really don't understand how and why you balance things like that.

You are allowing cancerous double sent builds again. IG t1.5 units got some minor buffs, but generally they are still useless. Kasrkin changes are good, too bad you'll never get to t3 in 1v1s.

Intercepotrs SL cost is still 80/20 EKS DEE, IST still have their crazy burst, SS might be useful past t1 now (but probably not), Vindi needs energy cost increase as well, 5 energy increase to rhino won't do anything

Eldars with +10 req for DA makes me fucking laugh. Soon this game will become one giant mirror match with mek as a special guest sometimes.

Nerfing nids core t1 unit is a 4dchess move indeed. "AYYY TONE, IF THEY ALREADY DON'T HAVE T2 MIGHT AS WELL SHIT ON THEIR T1 HEH HEH"

Chaos and Orks changes are good tho

agree with everything except the GK part, GK get fucked by everything that's not CL or SM, unless you're bloodrain and dont know how to play warlock
we're already at a point where you pick eldar on almost any map if you want to win and the worst thing is that adila keeps nerfing heroes that actually stand a chance against them, RA is basically dumpstered, boss keeps losing in 5 min everytime as RA and he's one of the 3 ppl who actually can play nids
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Asmon
Level 4
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Joined: Mon 29 Apr, 2013 8:01 pm

Re: Patch 2.9.5 Released!

Postby Asmon » Sun 11 Oct, 2020 6:36 pm

How can you lose as CL vs OM ? Unless you mean Lord Commissar ?
Wikkyd
Level 1
Posts: 31
Joined: Sat 26 Aug, 2017 7:17 pm

Re: Patch 2.9.5 Released!

Postby Wikkyd » Sun 11 Oct, 2020 6:42 pm

Shroom wrote:Holy shit they don't need more damage how do you not understand this?
(30.25x6)x1.3=235.95
(34.75x6)x1.3=271.05
Was this not enough damage????????

You increased purchase cost, increased reinforcement cost, removed 10% ranged dr for damage they don't need. Good job.

As for hormas no one was crying about them, and so far I've only seen 1 nid player say that your change is good.


I'm pretty sure I've seen it or heard it mentioned by a caster that triple horms are considered the meta with nids in early game purely for their speed and to keep up with almost every factions retreating units with adrenal glands.

There should've been changes made to nids t2 that made their units more useful though.

Tyrant guard is kinda useless unless the enemy doesn't have av, but that's not hard to get.

Venom brood is the only decent pick.

Zoanthrope is fucking squishy but at least it got a change so maybe I'll actually see those now.

Genestealers need some sort of change, not sure how to feel about it since I also never see them unless there's super heavy infantry and even then I could probably count the number of times I've seen stealers on my left hand.
PianoMan
Level 3
Posts: 299
Joined: Fri 30 Jun, 2017 12:40 pm

Re: Patch 2.9.5 Released!

Postby PianoMan » Sun 11 Oct, 2020 6:58 pm

Wikkyd wrote:
Shroom wrote:Holy shit they don't need more damage how do you not understand this?
(30.25x6)x1.3=235.95
(34.75x6)x1.3=271.05
Was this not enough damage????????

You increased purchase cost, increased reinforcement cost, removed 10% ranged dr for damage they don't need. Good job.

As for hormas no one was crying about them, and so far I've only seen 1 nid player say that your change is good.


I'm pretty sure I've seen it or heard it mentioned by a caster that triple horms are considered the meta with nids in early game purely for their speed and to keep up with almost every factions retreating units with adrenal glands.
.

casters are bad
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Schepp himself
Level 2
Posts: 140
Joined: Sun 01 Oct, 2017 4:42 pm

Re: Patch 2.9.5 Released!

Postby Schepp himself » Sun 11 Oct, 2020 7:25 pm

Thanks for the update. Let's see how it turns out.

I especially like that you tried to balance the OM without shifting great parts of the roster around. I personally like that they have now a rather vanilla roster (with a jump squad in T1.5).

Greets
Schepp himself
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Drathkai
Level 0
Posts: 2
Joined: Thu 01 Oct, 2020 2:58 am

Re: Patch 2.9.5 Released!

Postby Drathkai » Sun 11 Oct, 2020 11:16 pm

Don't know if I'm going mad or not, but it seems the Inquisitor has misplaced her hat.
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TheTenso
Level 1
Posts: 23
Joined: Tue 02 Oct, 2018 10:12 am

Re: Patch 2.9.5 Released!

Postby TheTenso » Mon 12 Oct, 2020 5:24 pm

Nids are now last patches IG
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Deuce Bigalow
Level 2
Posts: 58
Joined: Wed 07 Jan, 2015 2:01 am

Re: Patch 2.9.5 Released!

Postby Deuce Bigalow » Mon 12 Oct, 2020 9:12 pm

3 issues that have been on my mind for some time (see video for further description):

Terminator FC, Noise Marines, Mega Rumblah

https://www.youtube.com/watch?v=gQHUq97 ... e=youtu.be
Faultron
Level 3
Posts: 254
Joined: Wed 23 Oct, 2013 1:38 pm
Location: Maiden Worlds

Re: Patch 2.9.5 Released!

Postby Faultron » Tue 13 Oct, 2020 1:53 am

there is a typo: Chosen Dreadnought instead of chaos
Farseer/Doombringer/Falcon/Mindwar IGN: Ypulse
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Lag
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Posts: 336
Joined: Mon 29 Apr, 2013 9:51 pm

Re: Patch 2.9.5 Released!

Postby Lag » Wed 14 Oct, 2020 5:02 pm

Even though Shees exist - Hormas are the single strongest chasers in the game. Their damage is incredible, their spread (due to leap) ensures no indirect fire actually dwindles their numbers while they approach and the leap actually includes damage (unlike Stormboy leap) and not only ensures a long charge but also a ton of damage while chasing.

Best fucking change of the patch, hands down.

Also, new Kasrkins are really fun. :)
PianoMan
Level 3
Posts: 299
Joined: Fri 30 Jun, 2017 12:40 pm

Re: Patch 2.9.5 Released!

Postby PianoMan » Wed 14 Oct, 2020 5:37 pm

Lag wrote:Even though Shees exist - Hormas are the single strongest chasers in the game. Their damage is incredible, their spread (due to leap) ensures no indirect fire actually dwindles their numbers while they approach and the leap actually includes damage (unlike Stormboy leap) and not only ensures a long charge but also a ton of damage while chasing.

Best fucking change of the patch, hands down.

Also, new Kasrkins are really fun. :)

and now hormas cannot catch up to other starting units and you have zero chance of holding map control
worst change that could've possibly happened
if you're losing engagements without being able to force off a horma squad you should uninstall

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