2.2 beta
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Re: 2.2 beta
inquisitorial stormtroopers's grenade barrage doesn't work
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Re: 2.2 beta
inquisitorial stormtroopers's proximity mine has no hotkey.(grid)
- Nuclear Arbitor
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Re: 2.2 beta
bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)
suggest one
- Orkfaeller
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Re: 2.2 beta
Nuclear Arbitor wrote:bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)
suggest one
ß
Re: 2.2 beta
http://www.dawnofwar.info/index.php?page=elite/download
Can you add the 2.2 download there ? Since a lot of people will just go there and download 2.1, not knowing that the 2.2 download is here.
Can you add the 2.2 download there ? Since a lot of people will just go there and download 2.1, not knowing that the 2.2 download is here.
Re: 2.2 beta
And then they won't read the forums and be confused by the bugs.
Betas are better posted here unless maybe they are known to be very stable and bug free.
Betas are better posted here unless maybe they are known to be very stable and bug free.
Re: 2.2 beta
Putting up some beta 3 changes (starting post).
Re: 2.2 beta
bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)
Lies, it's Q. Just planted some.
- Shas'el Doran'ro
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Re: 2.2 beta
Is it just me or was the Inquisitorial storm troopers grenade launcher barrage not fixed for this release?
I didn't see it on the change-log.
I don't play GK much but it feels really important to have this ability early on for them.
I didn't see it on the change-log.
I don't play GK much but it feels really important to have this ability early on for them.
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
Re: 2.2 beta
It was looked at from what I've heard, and still haven't quite figured out why it's not working.
My bet is on something is acting up with the Stormtrooper Plasma Gun // Overcharge, since that's when things were goofing up.
My bet is on something is acting up with the Stormtrooper Plasma Gun // Overcharge, since that's when things were goofing up.
- Orkfaeller
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Re: 2.2 beta
Now that ScoutSergeants "can repair", does that also mean that Scouts with Sergeants repair faster than before?
Re: 2.2 beta
No, it means that you still have the ability to repair even if you only are down to your sergeant. Sergeants couldn't repair for some reason.Orkfaeller wrote:Now that ScoutSergeants "can repair", does that also mean that Scouts with Sergeants repair faster than before?
So after some beta games I fell like Larramans blessing was fine at 125.
Yes I know it saves the apo player 250 req whenever he loses his hero.
If he has the red to spare.
But let's compare it to some other abilities that actually affect the outcomes of a fight and in more cases than not making the player win the engagement. Meaning more map control and less economical damage. Like FTE, crack shot, etc.
For 1/2 or even 1/3 of the red in some cases these things can swing an engagement around resulting in all the benefits above.
Or the Global tp of the Sorcerer that can save pretty much anything you want
(bar himself), If positioned correctly, at 100 red. But can also be used to other ends.
While Laramans only "contributes" when the fairly fragile apo dies.
Something you wanna avoid with any hero in the first place.
It doesn't give you more map control or more striking power.
- Ace of Swords
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Re: 2.2 beta
^flare, nuff said.
Re: 2.2 beta
Dark Riku wrote:Or the Global tp of the Sorcerer that can save pretty much anything you want
(bar himself), If positioned correctly, at 100 red. But can also be used to other ends.
Lol the other day I was playing the sorceror and tried to teleport a dread back to base but clicked on the sorc instead like a tard. 100 red wasted. I guess the sorc could be made untargetable by the global but seems like a waste of time to fix
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Re: 2.2 beta
That's similar as to how it's possible to blow your own painboy up using his t2 doomblast ability. Apparently you can subjugate him and then just blow him up using that.
Lets make Ordo Malleus great again!
Re: 2.2 beta
Well that has its uses, I recently had a game where I wiped a havok squad by blowing up my painboy, I think he was gonna die anyway so it was worth it
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Re: 2.2 beta
It's a big call to make Spore Clouds not affect Hive Nodes.
I suspect the reason is that ranged nids protected by the Hive Node are deemed too hard to move. It's 100/20 and cannot be salvaged like most in-field T1 buildings. It is one (if not the) great advantages of the RA in T1. It can be strong but is more situational than usually thought.
I disagree with this adjustment, however I'd like to hear the reasoning behind it in a bit more depth.
I suspect the reason is that ranged nids protected by the Hive Node are deemed too hard to move. It's 100/20 and cannot be salvaged like most in-field T1 buildings. It is one (if not the) great advantages of the RA in T1. It can be strong but is more situational than usually thought.
I disagree with this adjustment, however I'd like to hear the reasoning behind it in a bit more depth.
Re: 2.2 beta
I had more than 2 games where i was losing, placed Hive Node and base locked my enemy. He tried to destroy it with TWO noise marine squads, didn't do too much.
Re: 2.2 beta
Spore Cloud was already set up so that the effect should not have been applied to the Hive Node itself, but obviously the condition wasn't working. It was "fixed" now for β3 to see if the over-performance issue will resolve.
The other obvious option is just lowering the damage resistance overall. It's incredibly high to begin with.
The other obvious option is just lowering the damage resistance overall. It's incredibly high to begin with.
Re: 2.2 beta
Updated β4 changelog, any last minute wishes?
- Lost Son of Nikhel
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Re: 2.2 beta
Lulgrim wrote:Updated β4 changelog, any last minute wishes?
Yeah, oc fourse. Buff Kay-Ossh plox.
Now seriosluy, it's possible to put that the KCSM models into a separate folder with their own models and files (even if they are using the CSM common/rare/epic models), and make the game use that separated models/files?
Because ATM if you changes the CSM models, you are also changing the MoK CSM models, because they use the first's ones, which is annoying.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: 2.2 beta
Well turns out there was an installer bug in β4 that placed the Commissar power claw model in the wrong directory. If you downloaded before this message, re-download the fixed version and run the installer again.
Re: 2.2 beta
Lulgrim wrote:Spore Cloud was already set up so that the effect should not have been applied to the Hive Node itself...The other obvious option is just lowering the damage resistance overall. It's incredibly high to begin with.
Lowering the damage resistance overall would be the better option. ATM yes it is slightly too high so I would consider it more practical to experiment with lowering this damage resistance first. It's less drastic and can always be changed if it's not enough. This is a beta after all
And making power nodes not auto targetable is, well...a big change to say the least. I don't see the need for this.
Re: 2.2 beta
It was more than reasonable to fix it. Node is incredibly strong for 150/20. What do you mean "cannot be salvaged like most in-field T1 buildings."? Only the IG and Mek turrets can be salvaged iirc. Most T1 structures can't be salvaged, are just as situational, and more expensive.
Re: 2.2 beta
Raffa wrote:And making power nodes not auto targetable is, well...a big change to say the least. I don't see the need for this.
It was requested ages ago because of tanks missing on kills because of suddenly auto-targeting a node and that kind of stuff.
Re: 2.2 beta
I'm kinda missing this in some instances though. Nothing big.
Isn't there a way to still auto-fire on this but have it the lowest priority?
Isn't there a way to still auto-fire on this but have it the lowest priority?
Re: 2.2 beta
when a worhsiping heretic squad is selected togehter with one or more more other squads, the mouse does no more change into the crosshair when an enemy squad is targeted.
rightklick makes them attack anyway thou
rightklick makes them attack anyway thou
- Shas'el Doran'ro
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Re: 2.2 beta
Thank you, thank you, thank you Lulgrim, you have no idea how much this means to me, thank you so much!!Lulgrim wrote:Artillery Spotter Squad weapon animation changed from ranged_energy to ranged_burst
PS. I noticed my Units are still auto targeting Power Nodes, don't know if this is just a glitch with my version or there went something wrong with the update, but they're still targeting them.
[EDIT]I had a 2v2 a few hours ago. Late game I had my Leman Russ chasing down a Chaos Land Raider Phobos which was trying to get away when they drive pass a power farm with a node, my Leman Russ change targets (while still being in range of the LRP) to the node, so I had to target the LRP again manually. I think it's save to say it's still auto targeted.
[EDIT]Wait a sec, now my units aren't auto targeting the power node, man this is strange, seems to come and go from game to game...
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
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Re: 2.2 beta
Incoming Noob Question
Downloaded all of the above patches but can't join multiplayer games online, help? x
Downloaded all of the above patches but can't join multiplayer games online, help? x
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