• Patch 2.02 ist zwar schon ne Weile draußen, aber der Vollständigkeit halber poste ich hier mal den Changelog (mal schaun ob ich mal Zeit hab den zu Übersetzen :/):

    2.00 -> 2.02 Changelog :

    Change Log: We did 6? internals before this release, so while this may seem like alot of changes, they were gradual over the course of 6 builds. I'm sure I missed some stuff but will update this as I can and do find out. Cheers EDIT: I'd also like to thank Prisoner of Ice for providing all of the DPS changes from 2.0->2.02, he was a great help and a great addition to the team!

    1.Install Changes:
    a. Extra Soundtrack is optional,
    b. AI Control Panel is available to alter AI settings,
    c. Any internals will be removed from your computer and 2.0 will be patched to 2.02
    d. New Loading Screens Added
    e. Camera Modification Settings Changed

    2. Global Changes: These changes reduce the campy nature of 2.0 and speed up the overall pace of play.
    a. 10% decrease, from 50% to 40%, for heavy cover bonus,
    b. Melee units’ speed was increased when running through heavy cover,
    c. LOS from Heavy cover was reduced,
    d. All units’ speed was increased by +1,
    e. LP2s and LP3s now give +3 instead of +4 requistion,
    f. T2 and T3 structure costs were generally reduced. (IG mechanized command cost was increased).
    g. All upgrades now take 25% less time to research, except for global upgrades such as requisition and power upgrades, and health/targeting upgrades.

    3.Race Specific DPS Changes:

    a.Chaos:
    i. Berzerkers, Berzerker Champions, Icon Bearers and Raptors all received a 10% melee damage increase vs builders. This mostly affects raptors.
    ii. Chaos Lord Wargear upgrades received +10% and +20% damage increase for the 1st and the 2nd upgrade respectively to the Melee weapon.
    iii. Obliterator assault cannons now deal 12.5% less damage to all targets. This mostly affects their damage output vs light and medium infantry.
    iv. AB melee damage buffed for all troops (slightly)

    b. Eldar:
    i. Guardians now suffer from squad timer scaling but they can get a warlock without a Soul Shrine to compensate.
    ii. Warlocks (both leaders and members of the council) now deal 20% more damage to commanders if armed with witchblades.
    iii. Farseer ranged weapon upgrades received a massive damage increase. They deal more than double the damage they used to.
    iv. Farseer melee weapon upgrades have been strengthened by about 10-15% depending on the upgrade and the target. Farseer`s default damage remained unchanged.
    v. Fire Dragons damage vs demons, greater demons and monsters was reduced by 40%. However they deal 5% more damage to medium and heavy vehicles as well as light buildings.
    vi. Vyper shuriken cannon and shuriken catapults now deal 10% less damage to all targets.
    vii. Vyper missile launcher received a 15% damage increase vs vehicles and buildings.
    viii. Howling Banshees (including exarchs) now deal about 7% more melee damage to light buildings.
    ix. Dark Reapers (including exarchs) now deal about 3.5% more damage to light buildings.

    c. IG:
    i. General`s default melee damage has been increased by 15% and the 1st melee upgrade has been increased by 10%.
    ii. Autocannon HWTs damage vs elite heavy infantry was increased by 12,5% but their effectiveness vs demons was cut by the same value.
    iii. Inquistor`s melee upgrades received a general decrease of about 8% vs everything except the Tau Fire Warriors and Stealth Suits. He now deals the same damage to those units as he does to the other types of heavy infantry.
    iv. Kasrkin melta guns received a buff - particularly vs heavy vehicles. The damage increase is 8%, 13% and 20% vs light, medium and heavy vehicles respectively. There is also a small, 5% improvement for meltaguns vs demons.
    v. Sentinel lascannons received a general 15% damage increase.
    vi. Ogryns (including sergeants) now deal 7% less damage to light buildings.

    d.Necrons:
    i. Necron Warriors received a 25% ranged damage increase vs light infantry and a 10% buff vs anything else except the standard heavy infantry . This means that their balance vs units such as tactical marines was not changed, but they are now stronger vs nearly all other targets, including Tau Fire Warriors, demons and high end infantry.
    ii. Destroyers received a massive damage increase vs buildings. While they are still weaker than heavy destroyers against those targets, they are now an excellent unit for backdoor raids aimed at taking out listening posts and generators.
    iii. Flayed Ones received a general 20% damage increase on all their attacks aimed at infantry. The only exception is their damage vs demons, where the increase is 50%. Note that they still do less damage to demons than to regular infantry. However, their fear aura helps them break those units quickly.
    iv. Moreover Flayed Ones damage output vs vehicles was increased substantially. They now deal 240% more damage to light vehicles, 60% more damage to medium vehicles and 90% more damage to heavy vehicles. They are now a soft counter to light vehicles (if they can catch them that is!), but despite the increase, they are still too weak to deal with heavier vehicles single-handedly.
    v. Flayed ones also received a 45% damage increase vs light buildings, 300% damage increase vs medium buildings and a 80% damage increase vs heavy buildings. This makes them about 20% better at destroying all but the heaviest buildings compared to the Necron Warriors.
    vi. Lord and Destroyer Lord received a general damage increase of 10% on their melee weapon upgrades (their default damage remains unchanged). The only exception is that the first upgrade`s damage vs monster–type ultimates was decreased by 15% and now has almost no effect vs these units compared to the Lords` standard weapon. Lords` also received a small (about 8%) increase on their second ranged weapon upgrade.
    vii. Monolith gauss cannons suffered a massive 66% damage decrease vs everything. They no longer produce major damage. The particle whip was not changed and will now become the dominant DPS generator for the monolith.. It will now make more sense to keep the monolith at a long range and out of harms way as getting close will no longer increase the damage significantly.
    viii. Tomb Spyder particle projector damage vs infantry was halved, except for the demons. It`s still very powerful vs vehicles.
    ix. Wraiths received a general damage decrease of 12.5% on all attacks.
    x. Attack scarabs now deal 10% more damage to all kinds of vehicles but 10% less damage to light buildings.
    xi. Immortals have been tweaked to perform the anti-vehicle role in the Necron army. They now deal 25% more damage to medium vehicles and 33% more damage to heavy vehicles. They also deal 25% more damage to buildings of all kinds. However, their damage vs light and medium infantry was reduced by 40% and vs all other kinds of infantry it lost 20% of it`s effectiveness.

    e. Orks:

    i. Numerous ork units received major damage increase vs the Krootox and the Greater Knarlocs:
    1. Flash Gitz: 25% ranged damage increase.
    2. Nobz and Nob Leader: 66% melee damage increase
    3. Big shootas: 66% ranged damage increase (it is still low though)
    4. Nobz also received 15 % melee damage increase vs FWs and Stealth Suits.

    ii. Big Mek power klaw received 10% damage increase vs monster-type ultimates.
    iii. Killa Kan building damage was increased by 15-20%, depending on the type of the building.

    f. Space Marines:
    i. Force Commander`s Power Sword got a tiny reduction (about 2%) and Demon Hammer got an 8% increase .
    ii. FC damage vs monster-type ultimates on all melee weapons (including the default chainsword) was increased considerably. Now it`s 30%, 25% and 40% stronger for chainsword, power sword and demon hammer respectively.
    iii. Scout sniper rifles are now 8% stronger.
    iv. Terminator assault cannon is now 12% weaker.
    v. Terminator cyclone missile launchers are now 25% stronger.
    vi. Dreadnaught flamers received a massive, 80% damage reduction vs all targets.
    vii. Grey Knight storm bolters` damage was cut by 8%, but there regen rate was increased.
    viii. Landspeeder assault cannon is now 10% weaker. As a result, lanspeeders now deal 5-6% less damage to all infantry.

    g.Tau:

    i. Tau Commander received quite a few tweaks and changes:
    1. Burst Cannon damage vs medium infantry was decreased by 10% and vs light buildings by 16%.
    2. However it now deals 30% more damage to heroes.
    3. Fusion Blaster now deals 20% more damage to heroes.
    4. Fusion Blaster damage vs krootoxen and knarlocs is doubled.
    5. Plasma Rifle damage vs heavy buildings is halved.
    6. TC melee attacks vs medium infantry are 10% weaker and vs heroes he`s 30% weaker.
    7. TC gun drones deal 20% less damage.

    ii. Crisis Suit melee damage was reduced by 25%.
    iii. Vehicle mounted pulse carbines were reduced by 20%. This means a direct 20% reduction on the damage of Drone Harbinger and Drone Squads as well as a 13% decrease on the Devilfish`s combined DPS.
    iv. FW and Shas`ui damage vs medium infantry was reduced by 10%.
    v. Pathfinders received a small decrease (about 7%) on their damage vs medium infantry and a huge reduction (45%!) vs builders.
    vi. Skyrays received a tiny (6%) damage decrease vs light vehicles.
    vii. Stealth Suits burst cannons now deal 50% more damage to the knarlocs and krootoxen and 18% more damage to the other types of targets.
    viii. Stealth Suit fusion blaster strength vs krootoxen and knarlocs is doubled.
    ix. Vespid ranged damage vs medium infantry was reduced by 30%. The same reduction was applied to their melee damage vs both light and medium infantry. However, they now deal 50% more ranged damage to krootoxen and knarlocs.
    x. Broadside railguns now deal 45% more damage to krootoxen an knarlocs.
    xi. Hammerhead railgun now deals 80% more damage to krootoxen an knarlocs. The combined damage of hammerheads vs these targets is now 40% higher.

    4. Racial Design Changes: We altered various design aspects for each race, for example, GK’s now regenerate health much quicker, and costs for certain units were changed. Here is a small list:
    a. Sorcerer cost was changed, and his casting time,
    b. Defiler cost was increased,
    c. Slugga/shoota timer-scaling rates were altered,
    d. Timer-scaling across the board was altered,
    e. Vyper cost increased;
    f. Entangle -1 sec anti-jump effect;
    g. Ork hut timer increased;
    h. Ork In_combat timers increased;
    i. TC special attack throw values increased;
    j. Improved guide adjusted;
    k. Eldar relocation bugs fixed (stones did not buff hp + add pop after relocating);
    l. PF's max 1 rail rifle in t3 (nerf from max 2 in t3);
    m. Vyper ml bld_high nerf;
    n. FD mass increased to Tac levels;
    o. Seer mass increased to subtac levels;
    p. Cron Gen hp scaling adjusted;
    q. T2.5 hvy destroyers;
    r. Nightbringer lifetime increased;
    s. Cron lp2 gained new ability "Ascension Grid";
    t. Libby/chap -50hp each;
    u. Scarabs +5 power, AB nerf, AV buff;
    v. SS and vespid reinforce rates adjusted;
    w. Warboss dps upgrades fixed;
    x. Headbutt dps adjusted;
    y. CSM/SM LP hp slightly nerfed;
    z. 10 warlock req cost, -10 timer cost;
    aa. Gns +10hp

  • thx imbär :)

    was da z.B. nich drinne steht:

    shootas brauchen jetzt 1 waaaghbanna, was ich irgendwie schade finde (ich musste es auf die harte tour erfahren, da meine early-mass-shoota-bo im a**** wahr)

    gibt sicher noch mehr (steht ja auch oben drinne)

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