2.2 beta
Re: 2.2 beta
LG healing armour is still so clearly broken.
IMO 3xgu with healing armour and one or two other units is the best T1 army. Add a spotter/cata and it lets you win with attack-move, the only micro involved is to point and click on setup teams in your way with spotters/catas.
Sorry but there's no justification for this one, it's just too damn stronk
IMO 3xgu with healing armour and one or two other units is the best T1 army. Add a spotter/cata and it lets you win with attack-move, the only micro involved is to point and click on setup teams in your way with spotters/catas.
Sorry but there's no justification for this one, it's just too damn stronk
Re: 2.2 beta
Choas
The Maul is still fucked
Do not get the Maul
I was lucky I wasn't drinking something when I saw this cause I burst out with laughter and nearly fell off my chair XD.
The Maul is still fucked
Do not get the Maul
I was lucky I wasn't drinking something when I saw this cause I burst out with laughter and nearly fell off my chair XD.
Re: 2.2 beta
When will this be released by the way?
Re: 2.2 beta
You can already download it.
Re: 2.2 beta
Raffa wrote:LG healing armour is still so clearly broken.
IMO 3xgu with healing armour and one or two other units is the best T1 army. Add a spotter/cata and it lets you win with attack-move, the only micro involved is to point and click on setup teams in your way with spotters/catas.
Sorry but there's no justification for this one, it's just too damn stronk
You based this on one game. I lost a squad in the middle of the healing. You might be right, but you surely cannot claim this to be true after trying out just one game.
Re: 2.2 beta
And hugbots cannot be warped while they are raging.
Re: 2.2 beta
Something I noticed when I was playing on Valhalla Oilfield Max:
The white which you used in the making of this map is too bright. I suggest u lower the brightness a bit please as I can't even see my selected units.
The white which you used in the making of this map is too bright. I suggest u lower the brightness a bit please as I can't even see my selected units.
Re: 2.2 beta
[WHElite] R3D B34RD wrote:Something I noticed when I was playing on Valhalla Oilfield Max:
The white which you used in the making of this map is too bright. I suggest u lower the brightness a bit please as I can't even see my selected units.
Too bright eh?, okay guess ill have to make it even darker then...I hope nobody complains that is too dark after ive changed it.
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
Re: 2.2 beta
On argus 3v3 game. I had some Raptors jump onto my tacs and Assault cannon dreadnaught. WHen i used the dreadnaught to melee the Raptors the raptor i targetted became a square box.
Not sure how to recreate the issue but it was upgraded raptors and TSM. during the next encounter the raptors lost the box. not sure if its on client end or game end. just bringing it up.
Not sure how to recreate the issue but it was upgraded raptors and TSM. during the next encounter the raptors lost the box. not sure if its on client end or game end. just bringing it up.
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Starter guide viewtopic.php?f=11&t=877
Advanced strategy viewtopic.php?f=2&t=718
EC-ULA1Q6C1USBP0
twitch.tv/batpimp/
twitter: @Batpimpn
Starter guide viewtopic.php?f=11&t=877
Advanced strategy viewtopic.php?f=2&t=718
Re: 2.2 beta
PhatE wrote:"Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive"
Can someone please educate me on what this means exactly? I'm not all that familiar with what it means
It means it won't stack with the warbos' now I'm angry regen.
The painboy like this is still too strong atm though.
Re: 2.2 beta
Thanks for the hard work with the mod! Having fun with Elite !
Is it just me, or does the Purifier Sergeant die an awful lot? Seems to be higher than usual, or just my bad luck lol.
On another note, does the storm trooper overcharge work? Seems like its constantly active and energy wont replenish.
Havent tested much else, altho I am liking the Force Sword for the Bro Captain. Have to test the rest out
Is it just me, or does the Purifier Sergeant die an awful lot? Seems to be higher than usual, or just my bad luck lol.
On another note, does the storm trooper overcharge work? Seems like its constantly active and energy wont replenish.
Havent tested much else, altho I am liking the Force Sword for the Bro Captain. Have to test the rest out
Re: 2.2 beta
Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
Re: 2.2 beta
It's not installing the right one. Just 2.1 for some reason.
Re: 2.2 beta
Helios there's a new desktop icon separate for the new beta if that's your problem.
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Re: 2.2 beta
Dark Riku wrote:PhatE wrote:"Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive"
Can someone please educate me on what this means exactly? I'm not all that familiar with what it means
It means it won't stack with the warbos' now I'm angry regen.
The painboy like this is still too strong atm though.
Thank you for informing me
Stream - http://www.twitch.tv/phatness_
Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Re: 2.2 beta
I mention it once and Idk if it was over read but have you guys in mind that the Paladins get a 10% health decrease since their passiv aura has been reworked.
Re: 2.2 beta
MaxPower wrote:Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?
You mean Green Tooth Jungle?
The fix was probably lost in the maelstrom of map stuff we sent him. The support wall fix for Pale Tooth was lost in the warp too.
Re: 2.2 beta
Indrid wrote:MaxPower wrote:Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?
You mean Green Tooth Jungle?
The fix was probably lost in the maelstrom of map stuff we sent him. The support wall fix for Pale Tooth was lost in the warp too.
Well no prob ill send him the link again then ^^
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
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Re: 2.2 beta
Trippy wrote:On another note, does the storm trooper overcharge work? Seems like its constantly active and energy wont replenish.
I think so. The ability won't turn off by itself when energy reaches 0, it'll keep draining energy from 1 to 0. You have to toggle it manually. I've noticed it knocking back units when I have it on.
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Re: 2.2 beta
I think there is an issue with the inquisitorial stormtroopers grenade barrage ability when used in tandem with mines. They would lose energy as if they used the ability, but no grenades where fired. Not sure if this is an issue with the grenade launcher or the mines, because I didn't try without the mines. But just a heads up as I didn't save replay.
Re: 2.2 beta
they just like this.wt happen?
and some description bugs
Bro captain war gear description and Tyranids global didn't update
art bugs...?
and some description bugs
Bro captain war gear description and Tyranids global didn't update
art bugs...?
Re: 2.2 beta
None of those tool-tip string errors are in 2.2 beta 2. Every code has a string and Blessed Aegis description says 0.35 health regeneration. The errors are probably caused by the old ELITE.ucs file, I did tell the current installer to delete it but check your GameAssets/Locale/English directory.
Re: 2.2 beta
thank you Lulgrim,problem solved
btw wt about this ?
most of the elite mod snow type maps is just like that
btw wt about this ?
most of the elite mod snow type maps is just like that
- Shas'el Doran'ro
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Re: 2.2 beta
Alexwellace wrote:I think there is an issue with the inquisitorial stormtroopers grenade barrage ability when used in tandem with mines. They would lose energy as if they used the ability, but no grenades where fired. Not sure if this is an issue with the grenade launcher or the mines, because I didn't try without the mines. But just a heads up as I didn't save replay.
I can vouch for this, I had the exact same bug with the Inquisitorial Storm Troopers' Grenade Launchers.
Another bug: When I upgraded the Deamon Maul on the Chaos Raptors, the squad members lost their weapon models and a black box appeared on the Aspiring Champion.
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"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
Shas'el Doran'ro wrote:Alexwellace wrote:Another bug: When I upgraded the Deamon Maul on the Chaos Raptors, the squad members lost their weapon models and a black box appeared on the Aspiring Champion.
I think thats why Lul posted that litte line in the changelog :Lulgrim wrote:Choas
- The Maul is still fucked
- Do not get the Maul
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
- Shas'el Doran'ro
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Re: 2.2 beta
Oh I'm sorry, this is a big forum.
"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
Lord of Change isn't very satisfied with such tiny Chaos changes.
Are planned more changes for Chaos in successive betas?
Are planned more changes for Chaos in successive betas?
"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
Hi all,
Since the beta was released a few days ago I've played it quite extensively and, although it is too early to make any definitive conclusions, a few balance issues are IMO standing out as needing another look at.
Chaos Sorcerer Subjugate
The Sorcerer's subjugate is now quite redundant. I have tried to make it work in its new form, I really have. I appreciate that the subjugate/abyss combo was just broken but making the targeted squad immune to damage cancels out all other combos like setting raging hugbots on them/allied manti strikes/blastmaster ground attack/etc and it was the potential for these kinds of combos that, for me, made the wargear situationally worth the 150/50 investment. I know there are still a thousand and one uses for controlling an enemy squad of your choice, but it does not last particularly long and does not justify the cost at all.
Suggestion - Preferably revert to 2.1 state, or if not decrease cost to ~100/30. If reverting then if possible tweak it to reduce damage from abyss to 0.25. Dunno if this is possible though.
Chaos Predator - Nurgle
The 0.5 health regen on a vehicle is pretty useless...the huge pitfall for this upgrade is you are investing expensively into something extremely specialised and sacrificing all av potential. How on earth can you justify this choice against the beast that is the MoK predator, or better yet leaving it vanilla unless you need hard av and then get a MoT pred?
Suggestion - Increase health regen extensively, to 1.5 at least, or make it a free but permanent upgrade (even then I doubt you'd see it much but at least it would have a purpose in life...)
Webway Gates
I do not want these to be not worth the investment or never seen, however the hit they have taken so far in the beta has not solved the problem at all. The issue is the insane map control they provide coupled with just op squad wipe potential; giving more co for killing them is a nice perk but neither discourages nor sufficiently punishes flagrant spamming of gates. A longer build time is nothing more than a minor inconvenience for the Eldar player. Please take the opportunity to finally get these fixed.
Suggestion - Increase cost to 75 red & only allow the respective player's units to use the gates (though the second potential fix is from a 2v2 perspective, gates are actually more of a problem in 1v1 IMO)
Wraithlord Brightlance
100% fotm is very strong. It chases vehicles so hard it's practically impossible to kite. Worth remembering it loses no splash damage, i.e. anti-infantry potential, from buying the Brightlance unlike other walkers when given an av weapon.
Suggestion - I'm actually ok with this as I thought the previous Brightlance was underperforming, but not quite at the current 100/40 price. 130/40 please
Lord General Stabilisers
1.5 health regen per model is still ott. It makes 3x gu easily the best starting point for an IG army in any game mode. Don't want to name anyone but there's been more than one game I've seen in the last few days where superior micro from a very strong player has literally counted for nothing against a blob of guardsmen being healed by this thing. It should not be an "I winzz like every engagement with my super duper attakk moove skillzzz" button.
Suggestion - Reduce health regen to 0.5, leave the cost the same.
I know it is early but I have been playing the hell it of this beta and I think all of these are outstanding issues.
Since the beta was released a few days ago I've played it quite extensively and, although it is too early to make any definitive conclusions, a few balance issues are IMO standing out as needing another look at.
Chaos Sorcerer Subjugate
The Sorcerer's subjugate is now quite redundant. I have tried to make it work in its new form, I really have. I appreciate that the subjugate/abyss combo was just broken but making the targeted squad immune to damage cancels out all other combos like setting raging hugbots on them/allied manti strikes/blastmaster ground attack/etc and it was the potential for these kinds of combos that, for me, made the wargear situationally worth the 150/50 investment. I know there are still a thousand and one uses for controlling an enemy squad of your choice, but it does not last particularly long and does not justify the cost at all.
Suggestion - Preferably revert to 2.1 state, or if not decrease cost to ~100/30. If reverting then if possible tweak it to reduce damage from abyss to 0.25. Dunno if this is possible though.
Chaos Predator - Nurgle
The 0.5 health regen on a vehicle is pretty useless...the huge pitfall for this upgrade is you are investing expensively into something extremely specialised and sacrificing all av potential. How on earth can you justify this choice against the beast that is the MoK predator, or better yet leaving it vanilla unless you need hard av and then get a MoT pred?
Suggestion - Increase health regen extensively, to 1.5 at least, or make it a free but permanent upgrade (even then I doubt you'd see it much but at least it would have a purpose in life...)
Webway Gates
I do not want these to be not worth the investment or never seen, however the hit they have taken so far in the beta has not solved the problem at all. The issue is the insane map control they provide coupled with just op squad wipe potential; giving more co for killing them is a nice perk but neither discourages nor sufficiently punishes flagrant spamming of gates. A longer build time is nothing more than a minor inconvenience for the Eldar player. Please take the opportunity to finally get these fixed.
Suggestion - Increase cost to 75 red & only allow the respective player's units to use the gates (though the second potential fix is from a 2v2 perspective, gates are actually more of a problem in 1v1 IMO)
Wraithlord Brightlance
100% fotm is very strong. It chases vehicles so hard it's practically impossible to kite. Worth remembering it loses no splash damage, i.e. anti-infantry potential, from buying the Brightlance unlike other walkers when given an av weapon.
Suggestion - I'm actually ok with this as I thought the previous Brightlance was underperforming, but not quite at the current 100/40 price. 130/40 please
Lord General Stabilisers
1.5 health regen per model is still ott. It makes 3x gu easily the best starting point for an IG army in any game mode. Don't want to name anyone but there's been more than one game I've seen in the last few days where superior micro from a very strong player has literally counted for nothing against a blob of guardsmen being healed by this thing. It should not be an "I winzz like every engagement with my super duper attakk moove skillzzz" button.
Suggestion - Reduce health regen to 0.5, leave the cost the same.
I know it is early but I have been playing the hell it of this beta and I think all of these are outstanding issues.
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