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Warhammer 40,000: Dawn Of War III[TÜRKÇE GELIYOR!]2017 (4. sayfa)

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  • Panzer VIE Tiger P kullanıcısına yanıt
    her hero oyle guclu degil. 2lik herolari normal birimler bile bazen alabiliyor. 9-10luk herolar dedigin gibi oldukca gucluler fakat onlarda cok nadir savas alanina giriyor. oyunun baya bir uzamasi lazim. Ama tabi genel olarak hero unitelerini iyi kullanan oyuncular fark yaratiyor. Zaten heroyu kullanan adam normal birimide iyi kullaniyor. O acidan Wc3' e benziyor diyebiliriz. Yalniz bir iki heronun bazi buyuleri guclu onlara ufak ayarlama yapilirsa sikinti cozulur. Bence genel olarak hero unite ve doktrinler oyuna renk ve farklilik katiyor.

    < Bu ileti mobil sürüm kullanılarak atıldı >
  • Hydralisk kullanıcısına yanıt
    Aynen mesel orklarda saman benzeri bir hero var tasa benzer birsey firltiyor 6 squad yok oluyor birde alan etkili elektrik benzeri birsey yapiyor ayni hero her squad 1 en fazla 2 kisi kaliyor



    Eldarlrda bir hero var banshe bunerangini atiyor gidis donus hasari ile herkesi olduruyor bunlar haddinden fazla guclu



    Yoksa gabriel normal gorguts normal gucte ama bu buyuler oyunu olduruyor benim dusunceme gore

    < Bu ileti mobil sürüm kullanılarak atıldı >
  • Oyun hoş ama ben DoW'un eski oyunlarından geri adım atıldığını düşünüyorum. 1. oyun ile 2. oyun arasında bir denge kurmaya çalışıp iki tarafın hayranlarınıda kızdırdılar muhtemelen. Oyun eski oyunlardan basitleştirilmiş. MOBA tadı katılmış. Kendini ne kadar oynatır bilemem. Ama eski oyunlardaki sistemi izleyeceklerse birbirinden bağımsız olarak calışacak 3 yada 4 farklı oyun görebiliriz. 40K figürlerini AAA bir sahada görmek gerçekten farklı bir tat ama keşke glory killerimizide görebilseydik bu yeni grafiklerle. Eğer ilk oyunların player base'inin sözlerini saymaz isek oldukça hoş bir oyunla karşı karşıyayız.
  • Oyun bir iki dlc sonra tadindan yenmez olucak bence denge yamalari gelmeden multi oynanmaz su anda yalniz



    Bariz dengesizlikler var orklar cok guclu



    Space marine ler baltali orklara menzilden hasar cikaramiyor

    Combata girince eriyorlar hizlica



    Menzil hasari ve yakin dovus hasari artmali sm lerin



    Spac marine bu evrendeki en korkusuz ve guclu askerler bunlar

    < Bu ileti mobil sürüm kullanılarak atıldı >
  • Space marine'de şuan meta asm/scout yada asm spam. Tactical Marine'ler çöp. Yanlız yarın patch geliyor tactical marine'lere buff gelicek.

    Bu arada oynayan türk pek yok ama yinede turnuva/oyun arkadaşı bulmak için küçük bir steam grubu kurmayı düşünüyorum. Katılmak yada destek olmak isteyenler bana ulaşsın.
  • Arkadaşlar oyunu almayı düşünüyorum starcraft ve coh oyuncusu olarak fakat uzak ve zor gelir mi? Mobavari ve fiyatına değmeyeceğini belirtenlerle dolu steam inceleme bölümü.



    < Bu mesaj bu kişi tarafından değiştirildi HARBINGER -- 8 Mayıs 2017; 5:2:29 >
  • HARBINGER kullanıcısına yanıt
    Hayır hiç uzak gelmez. Mobavari filan değil. Mobavari dedikleri adamın base'inde bir tane core var onu yıkman gerek tüm olay bu. Gerisi bildiğin rts. Bir iki günde alışırsın. Starcraft'ta nazaran Coh'a daha çok benziyor. Değip değmeyeceği sana kalmış. Oynarım dersen değer bence. Sonuçta uzun ömürlü bir oyun multiplayer'ı uzun yıllar oynatabilir kapasitede. Ama ciddi eksikleri var şuan. Map'ler az, ladder yok. Ama hepsi gelicek çalışıyoruz diyorlar. Steam'de 180 lira biraz pahalı tabi şuan başka sitelerden daha uyguna bulabilirsin.
  • Arkadaslar bugun yama gelicekti haber varmi yada neler degisecek

    < Bu ileti mobil sürüm kullanılarak atıldı >
  • Hydralisk kullanıcısına yanıt
    Ladder sistemi oyun yeni çıkmışken ve ırklar(Birimler) arası balans yapılmamışken aceleye getirilmesine gerek yok bence. Mobavariden derdim iki yama sonra oyunda bir roshan türemesin 7 yıldır dota dan sonra hasta eder insanı. Starcraft beklentim yok ama coh'da aldığım zevkin 4/3'ünü versin yeter oyun bana.
  • HARBINGER kullanıcısına yanıt
    Sanmam öyle birşey olacağını çünkü oyun oynanırken herhangi bir şekilde xp kazanma, rütbe sistemi yok. Maç kazandıkça yada campaign oynayarak level atlıyor karakterlerimiz. Örneğin Level 3'te elite ünitenin yeni bir doktrini açılıyor onuda oyuna başlamadan seçiyoruz. O yüzden wc3'teki gibi kesip bize avantaj sağlayacak bir npc yok.
  • Oyuna az önce güncelleme geldi. Değişiklik kaydı aşağıda.

    New
    You can now surrender in multiplayer matches

    Improved
    Ronahn’s Long Shot now shows a line on the minimap when aiming
    Improved presentation in Player Profile screen

    Bug Fixes
    Fixed assorted rare crashes
    Fixed issue where a chat command (/leave) could cause a crash
    Fixed broken link to modding wiki in Steam Workshop page
    Fixed flow issues with quick-matching versus AI when in a party
    Fixed potential progression blocker in Mission 17
    Fixed issue with knockback in water
    Fixed additional instances of ability usage visible through the fog of war
    Fixed extra scrap being generated by drop pods after their wrecks were looted
    Fixed text display issues in Steam Workshop
    Fixed issue with Gorkanaut Rokkit Fist if you issued a move order immediately after using it
    Disabled incorrectly active buttons during quick match countdown
    Fixed issue with melee tie up of ranged units placed in melee stance
    Jain Zar now has visual FX for her scream passive
    Fixed issue where Bonesinger could become invisible if its Warp ability was canceled
    Fixed occasional animation issues with Land Speeder crew
    Eldritch Storm conduit can no longer capture heavy cover
    Fixed shared cooldown on Bomb Squig and Rokkit Barrage abilities on Tankbustas
    Fixed missing decor upgrades on Space Marine Stronghold building when player tiers up
    Fixed missing visual FX on Jonah Orion’s Fury of the Ancients when inside the Stonewall created by Plant the Standard
    Fixed issue where Elites could get trapped behind the colossus gate in Mission 13
    Fixed issue where certain doctrines had no effect on units deployed via drop pod
    Fixed issue where “Hide In-World UI” option applied to some campaign objects, causing progression blockers in Mission 7 and difficulty elsewhere
    Fixed issue with certain missions reporting 0 XP earned
    Fixed issue in which Shield Generator shields could be repaired by builder units
    Fixed issue where Kill Team Ironmaw’s respawn time was not properly increasing when killed in multiplayer games
    Fixed missing tooltips for Elites on post-match screen
    Removed non-functional play button in Steam Workshop
    Fixed issue where Macha’s mastery skin would permanently leave elements in the world after she was killed
    Fixed issue where Campaign Map button on rewards screen had to be pressed twice to access that screen
    Fixed issue where connected Webway Gates would not display FX
    Fixed assorted camera stutters when skipping NISes
    Fixed non-functional secondary highlight in Doctrine Selector in Elites screen
    Fixed issue where Venerable Dreadnought Toss ability was not stunning infantry




  • şahsen aldığıma pişman oldum 179 tlye üzüldüm açıkçası

    single player campaign işlenişini beğenmedim ayrı ayrı hikaye modları yapacakları yerde 17 mission ve sürekli ırktan ırka geçmek çok sıkıcı oldu ben şuyum hissine kapılamadım. kısaca kopuklaştırdı herşeyi. üstelik campaign deki missionlar da biraz sıkıcıydı hiçbir ara video veya cutscene yok bağlayıcılık yok.. multi ise 4-5 maç sonra oyunu kapattırır nitelikte. taktiksel oynanış yok neredeyse bam güm core u yoket bitti. yani çok boş bence. tam moba olmuş bu konuda.. starcraft demek istemedim çünkü starcraft çok ayrı bir oyun bu oyunun yanına yaklaşamaz.
    bilemiyorum oyunu çok ciddi ucuza alabiliyosanız alın deneyin ama çok büyük bir beklentide olmayın. en çok hikaye moduna güzel bir senaryo beklerken cidden hayalkırıklığı oldu benim için.
    bu tip bir oyun tarzı mobavaristrateji benim için ilk deneyim oldu. sadece büyük robotlar zevkliydi keşke micro değilde macro strateji daha çok ünite v.s olsaymış.. akşama 2-3 maç atarım derseniz olabilir belki.

    not: (şimdi bazı sitelerde daha uygun fiyatlara görmüştüm ama güvenememiştim çünkü her sitede inanılmaz iyi ve kötü yorumlar var az para da değil o nedenle steam'dan aldım siz güvenip daha ucuza alabiliyosanız öyle alın.)




  • Bence core sistemi cok kotu degil dengelenmesi gerekiyor icerik cok eksik kalmis



    Dlc gelecektir birkac dlc sonra rayina oturur oyun chaos irki gelince senlenir oyun iyice umudu kesmeyin oyundan hemen



    Single keyifli bana gore ama her irkin ayri senaryosu olsa daha iyi olurmus sanki

    < Bu ileti mobil sürüm kullanılarak atıldı >
  • Dev patch geldi. Eldar'a sağlam nerf, sm'lere ise buff geldi diyebiliriz. Ek olarak leaderboard filanda geldi. Değişikleri aşağıya kopyalıyorum. Şu linkten daha detaylıda okunabilir.https://www.dawnofwar.com/article/patch-notes-may-31-2017


    New
    Leaderboards
    Improved
    Opponent AI
    The Codex now includes all Elite units
    Map changes
    Balance update (multiplayer only, balance changes do not apply to the campaign)
    General
    Gameplay
    Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
    Base Requisition rate increased from 260 per minute to 340 per minute
    Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
    Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)
    Escalation Phases
    Phase 1: Increased refund on unit loss from 25% to 35%
    Phase 2: Increased refund on unit loss from 15% to 25%
    Phase 4: Decreased resource rate bonus from 50% to 25%
    Maps
    A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
    A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
    Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
    Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base
    Space Marines

    Servitor
    Bug fixes

    BUG FIXES
    Fixed an issue where Servitors could see over some sight blockers

    Tactical Marine
    Damage has been boosted across the board, as well as a decrease in reinforcement costs
    We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
    Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
    Ranged Damage:
    2.85

    4
    Melee Damage:
    4.6

    5.5

    FLAMER UPGRADE
    Reinforcement Cost:
    71 Requisition / 7 Power

    63 Requisition / 2 Power

    PLASMA GUN UPGRADE
    Reinforcement Cost:
    75 Requisition / 9 Power

    65 Requisition / 3 Power
    BUG FIXES
    Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
    Fixed a bug that caused Tactical Marines to gain resources when Overcharged
    Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
    Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
    Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously

    Scout Sniper
    Increased rate of fire
    A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
    Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons
    Hidden: Now gains a 10-second speed boost after firing

    Assault Marine
    Jump damage and charge generation time decreased, Power Sword upgrade cost increased
    Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
    The Power Sword upgrade is now available at Tier 2

    JUMP
    Charge Generation Time:
    65 seconds

    90 seconds

    POWER SWORD UPGRADE
    Upgrading your Assault Marines with Power Swords ensured their viability in the late game, but was far too devastating early on. We'll be keeping an eye on their performance after this patch.
    Cost:
    75 Requisition / 75 Power

    125 Requisition / 125 Power
    Assault Leap: Damage reduced from 75 to 20

    Lascannon Devastator
    Increased clarity on beam intensity and increased damage
    Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
    Added a resource bar to display three tiers of beam intensity
    Beam intensity will no longer decay when switching targets
    Beam intensity will decay slowly when out of combat
    Beam intensity will reset when stunned, knocked back, or placed into stasis
    Beam Intensity 1 Damage:
    1.5

    1.875
    Beam Intensity 2 Damage :
    3

    3.75
    Beam Intensity 3 Damage:
    5.5

    6.5


    Whirlwind
    Bug fixes

    BUG FIXES
    Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points

    Predator Destructor
    Increased health and area of effect
    We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
    Visual effects have been updated to match the new area of effect
    Health:
    2250

    2500
    Area of Effect:
    3

    5

    Kill Team Ironmaw
    Base damage slightly increased
    We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
    Ranged Damage:
    4

    5
    Melee Damage:
    6

    8
    BUG FIXES
    Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

    Jonah Orion
    Reduced damage against early game squads
    We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.

    FURY OF THE ANCIENTS
    Both inside and outside of his Stonewall, Fury of the Ancients how affects less units.
    Max number of units hit per squad decreased from unlimited to 5

    Gabriel Angelos
    Removed the knockback and increased damage from Critical Strike
    We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
    Removed knockback from Critical Strike

    CRITICAL STRIKE (PASSIVE)
    We're toning down the disruption from his Critical Strike.
    Damage:
    80

    85

    Terminators
    Added knockback to Teleport and increased Cyclone Missile Barrage rate of fire
    We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
    Added knockback on Teleport arrival

    CYCLONE MISSILE BARRAGE
    We buffed the speed it takes to fire a full volley of cyclone missiles to give Terminators a bit more punch in late game encounters.
    Rate of Fire:
    8 seconds

    4 seconds
    BUG FIXES
    Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

    Venerable Dreadnought
    Increased ranged damage
    Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
    Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
    Ranged Damage:
    240

    350


    Imperial Knight Solaria
    Increased range and made quality of life changes to Gatling Barrage
    While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.
    Removed the slow from Gets Hot!
    Range:
    40

    45

    GATLING BARRAGE
    When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.
    Knockback:
    8

    12

    IRONSTORM MISSILES
    We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
    Range:
    45

    55

    Additional Changes
    Increased shields granted by Plant The Standard from 350 to 450
    Drop pod damage versus buildings currently under construction from 1750 to 350
    Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post
    Population

    Servitor: Decreased from 2 to 1
    Assault Marines: Increased from 10 to 13
    Scout Snipers: Decreased from 10 to 9
    Heavy Bolter Devastators: Increased from 9 to 11
    Lascannon Devastators: Increased from 9 to 10
    Landspeeders: Increased from 10 to 13
    Dreadnought: Decreased from 18 to 17
    Predator Annihilator: Decreased from 18 to 17
    Predator Destructor: Decreased from 18 to 17
    Whirlwind: Increased from 10 to 12
    Eldar

    Bonesinger
    Warp range decreased and starts on cooldown
    Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
    Warp now starts on cooldown when the unit is first spawned in

    WARP

    Range:
    100

    70


    Dire Avenger
    Decreased ranged damage and shields
    Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
    Range:
    40

    30

    DOCTRINES
    Avenger Shield: Shield bonus reduced from 20% to 10%

    Howling Banshee
    Lowered cost and damage of Quick Strike upgrade
    We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.

    QUICK STRIKE

    Cost:
    100 Requisition / 60 Power

    75 Requisition / 50 Power
    Damage:
    65

    30

    DOCTRINES
    Hunt: When in stealth, Quick Strike will reveal you in the casting phase
    Hunt: Speed bonus no longer stacks with Fleet of Foot
    Hunt: Damage bonus reduced from 100% to 25%
    Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage

    Ranger
    Increased Power cost
    We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
    Cost:
    330 Requisition / 15 Power

    330 Requisition / 20 Power
    Cost to unlock:
    100 Requisition

    125 Requisition / 25 Power

    BUG FIXES
    Fixed a bug where additional firing would not reset their stealth revert timer

    Fire Prism
    Decreased cost and increased damage
    Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.
    Removed knockback from Superheated
    Cost:
    100 Requisition / 375 Power

    100 Requisition / 325 Power
    Ranged Damage:
    275

    320

    SUPERHEATED (PASSIVE)

    Damage Type:
    Normal

    True
    Damage:
    100

    150
    Activation Time:
    3 seconds

    2 seconds
    BUG FIXES
    Fixed an issue where units could not teleport out of a Fire Prism attack

    Striking Scorpions
    Reduced effectiveness of Hunt
    The intention behind giving true damage to Critical Strike was to keep Striking Scorpions relevant in the late game, however it was much too strong at destroying objectives and buildings early on. On top of this, even when players would "successfully" counter them using detection or disruption, stacking bonuses from Hunt and Fleet of Foot rendered the counterplay moot. These changes are targeted at these issues.
    Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
    Hunt tooltip now displays speed and damage bonuses

    HUNT

    Damage Bonus:
    100%

    25%

    CRITICAL STRIKE (PASSIVE)

    Damage Type:
    True

    Normal

    Farseer Macha
    Reduced early game effectiveness and increased support capability
    To play against Macha, you always need to be mindful of where she throws her spear. In practice, though, this was more difficult than intended when taking into effect the squad-wiping potential of Psyker Blast. We've put a cap on how many units can be affected (especially helpful to your WAAAGH!), while at the same time enhancing its defensive properties to strengthen Macha's existing support utility.
    Max number of units hit per squad decreased from unlimited to 4

    PSYKER BLAST

    Damage:
    150

    125
    Damage Mitigation:
    50%

    75%

    BUG FIXES
    Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing

    Jain Zar
    Reduced damage on Silent Death throw, increased damage on Silent Death return
    Despite her strong area of effect and squad-killing potential, Jain Zar's in a good place. We made some minor tweaks to Silent Death to more clearly communicate how the ability works.
    Changed the visual effects when Silent Death is on its return path
    Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning

    SILENT DEATH
    We didn't clearly communicate that Silent Death does more damage on the return than on its initial throw. We've tuned the damage as well.
    Initial Damage:
    100

    75
    Return Damage:
    250

    275

    Warp Spiders
    Increased activation time of Slow Mines
    We've made a small tweak to give their mines some potential while in the middle of a fight, and we'll continue to observe their effectiveness.

    SLOW MINES

    Activation Time:
    7 seconds

    3 seconds

    Wraithlord
    Reduced the number of squads that could be teleported by Wraith Recall
    While presence doctrines are intended to have powerful effects, the Wraithlord's felt too cheap relative to how easy it was to use.
    Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase

    DOCTRINES
    Wraith Recall: Range reduced from global to 100
    Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount

    BUG FIXES
    Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles

    Additional Changes
    Edlritch Storm: True damage per tick reduced from 5 to 2.5
    Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
    Webway Gates health decreased from 700 to 600
    Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
    Improved Webways: No longer allows Webway Gates to relocate in Tier 1
    Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
    Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds
    Population
    Dire Avengers: Increased from 6 to 8
    Howling Banshees: Increased from 10 to 11
    Dark Reapers: Increased from 8 to 11
    Rangers: Increased from 8 to 9
    Shadow Spectres: Increased from 9 to 12
    Wraithblades: Increased from 12 to 16
    Vyper: Increased from 5 to 9
    Falcon: Increased from 12 to 17
    Fire Prism: Increased from 15 to 19

    Orks

    Gretchin
    Added more utility to Find the Goods


    DOCTRINES
    Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
    Find the Goods: Now stealths for 15 seconds, or until detected


    Boy
    Reduced stacking movement speed from multiple sources
    Combining WAAAGH Towers, Shout, and the Get 'Em Boyz doctrine made Boyz too hard to run away from.

    DOCTRINES
    Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%

    Shoota Boy
    Subtitle123
    Shoota Boyz have great damage for their cost, but were too easily destroyed by area of effect abilities. An increase in health and nerfs to various area of effect abilities should put them in a good spot.
    Health:
    840

    1000

    Tankbusta
    Made a slight change in how the Squig Bomb Mine functions


    DOCTRINES
    Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it cannot find a target

    Trukk
    Reduced damage of Suicide Bomma doctrine


    DOCTRINES
    Suicide Bomma: Damage reduced from 350 to 200
    Suicide Bomma: Damage versus objectives reduced from 350 to 100
    Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5

    Deffkopta
    Increased health
    Despite their harassment potential, we found that they just weren't healthy enough to transition into late game army compositions. We've upped their health to help them scale better.
    Health:
    450

    550

    Killa Kan
    Reduced rokkit range on Long Range Rokkit doctrine
    Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases

    DOCTRINES
    Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration

    Deff Dread
    Buffed the shields from the Bigga Scrap Shield doctrine
    Considering that Deff Dreads can't move while the shield is channeling, we increased the effectiveness of their shields so their lack of mobility isn't a death sentence.

    DOCTRINES
    Bigga Scrap Shield: Shields increased from 300 to 500
    Bigga Scrap Shield: Duration increased from 5 to 10 seconds

    Big Trakk
    Removed stun and replaced with slow
    Combined with their range, the Big Trakk's ability to keep high-value enemy targets stunned was pretty brutal. They now slow instead of stun - keeping their crowd control utility, but making them less frustrating to play against.
    Kill 'Em Far now applies a slow to vehicles, instead of a stun
    Cost:
    100 Requisition / 350 Power

    100 Requisition / 325 Power
    Salvage Cost:
    50 Requisition / 175 Power

    50 Requisition / 165 Power

    Stormboyz
    Reduced Suicide Bomma's objective damage
    Stormboyz are in a good spot. They're relatively easy to kill with focused fire and both forms of their Suicide Bomma can be dodged - provided you've been scouting! Despite this, its damage was too effective versus static buildings and against Orks.
    Suicide Bomma's damage versus objectives reduced from 350 to 175
    Max number of units hit per squad decreased from unlimited to 5

    SUICIDE BOMMA (SCRAP)
    When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
    Upgraded Suicide Bomma will no longer explode unintentionally over certain types of terrain

    DOCTRINES
    Kamakazee: Changed hotkey from Q to X

    Weirdboy Zappnoggin
    Reduced burst damage
    Like Macha, we hoped that the use of scouting would negate much of the Weirdboy's power, but Ere We Go excelled at punishing enemy squads even when they weren't particularly out of position.
    Area of effect damage removed from ranged attack
    Damage Type:
    Normal

    True

    SCRAP BLAST
    Scrap Blast's damage was overpowering, especially against Orks. We've capped the area of effect damage and instead increased its defensive utility.
    Max number of units hit per squad decreased from unlimited to 5
    Shields:
    200

    225

    ERE WE GO
    Removed damage from this ability

    FIST OF GORK
    Fist of Gork's travel time used to average about 4 seconds, but would vary based on range i.e. it was faster when at close range. We've removed this mechanic and made it a flat 3.5 seconds, regardless of range.
    Travel Time:
    Varied

    3.5 seconds

    Mad Dread
    Increased health and decreased Tunnel cooldown
    Increasing the Mad Dread's mobility will make it feel like a stronger Elite choice.
    Health:
    4250

    4750

    TUNNEL
    Increasing Tunnel usage in the middle of fights gives the Mad Dread more presence on the battlefield, and helps with his survivability.
    Cooldown:
    45 seconds

    30 seconds

    Gorkanaut
    Increased damage
    While Rokkit Fist is quite strong, the Gorkanaut's basic attacks and All Da Dakka needed a bit more love.
    Ranged Damage:
    15

    20

    ALL DA DAKKA

    Damage:
    80

    100
    BUG FIXES
    Fixed an issue where All Da Dakka did no damage to Shield Generators
    Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
    Fixed a bug where Loot would sometimes fail to work

    Additional Changes
    Fixed an issue where Roks could become unresponsive if picked up and dropped
    Population
    Boyz: Decreased from 8 to 7
    Shoota Boyz: Increased from 8 to 9
    Nobz: Decreased from 25 to 16
    Deffgun Lootas: Increased from 8 to 9
    Tankbustas: Increased from 6 to 10
    Trukks: Increased from 8 to 9
    Deffkoptas: Increased from 5 to 7
    Killa Kans: Increased from 10 to 11
    Deff Dreads: Increased from 12 to 15
    Big Trakks: Increased from 18 to 19

    Bug Fixes
    Achievements
    Fixed assorted issues with achievements not being awarded when completing the campaign
    Audio
    Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
    Fixed incorrect sound effects on Sky Portal death
    Fixed missing sound effects on Ork Shoota Boyz
    Fixed an issue with the level up sound effects playing on repeat
    Fixed an issue where setting Voice volume to zero was not silencing unit barks
    Campaign
    Fixed an issue where mission progress wasn't properly carried over between PCs
    Fixed an issue where Assault Marines could bypass a gate in Mission 1
    Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
    Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
    Fixed missing animation on a bridge in Mission 4
    Fixed missing dialogue at the end of Mission 4
    Fixed a rare bug that would block progression when defending your base in Mission 5
    Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
    Tuned Diomedes' health in Mission 8
    Fixed an issue where units joining the player could become hostile in Mission 11
    Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
    Fixed an issue with debrief imagery in Mission 12
    Fixed an issue with stacking Webway Gates in Mission 13
    Fixed a rare crash when destroying the first Webway Gate in Mission 14
    Fixed an issue with missing health bars on some units in Mission 16
    Fixed an issue with missing objective indicators in Mission 16
    Fixed an issue where Elites would not gain experience at the end of Mission 16
    Fixed issues with damage from Mission 17's boss's swipe attacks
    Fixed issues with boss behaviour in Mission 17
    Save & Load
    Fixed an issue where incorrect Elites could appear in some save games
    Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active
    Multiplayer
    Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
    Fixed an issue where paused AI games were not actually paused
    Units & Abilities
    Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
    Fixed an animation glitch on the Striking Scorpions
    Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
    Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
    Fixed an overly large hit box on the Doctrine Chapel
    User Interface
    Fixed stacking debuff icons caused by Gorgutz' melee attacks
    Fixed inconsistencies with audio and video options and forced restarts
    Adjusted several incorrect ability and upgrade icons
    Fixed an issue where some tooltips would be missing text for non-deployed Elites
    Fixed incorrect behaviour on several gameplay UI options
    Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep
    Art
    Fixed additional instances of effects seen through the fog of war
    Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
    Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
    Fixed missing effects on the Temporal Mine ability
    Fixed missing effects when the Venereable Dreadnought is destroyed
    Fixed timing issues on destruction effects for resource add-ons
    Fixed an issue where the effects and sound effects for Pin did not end
    Fixed an issue with persistent teleport effects when the target building is destroyed
    Offline Play
    Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions
    Performance
    Improved performance on 4K monitors in various option and info screens
    Improved performance when using the Roks ability




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