na er meint wohl dass er im metagame alles verloren und dann nur noch verkackt hat ![]()
Posts by sk4zi
-
-
ausserdem haben sie ja free wekends angekündigt.
also sollte die Beta nicht die einzige möglichkeit sein das spiel mal zu spielen/Testen.
-
naja sharky, ich glaube die leute haben schon verstanden dass du meinst die catachaner buggen manchmal. das stimmt ja auch.
trotzdem gehts letztendlich in diesem thread darum was man als SM gegen imperiale armee machen kann/sollte.
-
jau, ich muss turri und den vorrednern recht geben.
der eine kurze kb vom jump reicht nicht um die catachaner zu killen.ich fahre zur zeit mit doppel tac (davon 1 mit flamer) recht gut.
das problem ist dass ein einzelner tac mit Flamer arge probleme mit dem senti bekommt.
wenn man aber noch einen 2. als backup etwas entfernt stehen hat, kann man damit den Senti focusen und mit dem Flamertac die Guards grillen.
der Hero muss sich um die catachaner kümmern.
imho ist es ein fehler den auf den sentinel zu schicken, da das nicht mal sein geballere vehindert.ohne Eschwert brauch man auch gar nicht versuchen den zu killen.
und Eschwert lohnt nicht gegen so viele imps - meine meinung.ich habs auch schon ein paar mal mit Kettenschwert und Sturmschild versucht, allerdings bin ich noch nicht so sicher ob ich das gut finde. dadurch schießt er beim hinterherrennen nicht mehr, was zumindest bei den schwächeren guards doch recht gut ist und immer mal wieder nen model rausballert.
-
find ich nicht, catachaner sind einfach allem was chaos auf t1 hat überlegen. das einzig gute gegen die ist nen chaos lord.
meinste mich?
hab doch das gleiche geschireben.
-
joah mehr..!
lächtz
ausserdem endlich mal bayerische caster

-
hmm jo also das spielt schient wirklich zu viel APM zu bestrafen.
letztendlich gibts ja nur 2 möglichkeiten:
entweder das game packt so schnelle eingaben nicht dass wir "noobs" es nicht merken oder wir sind soo krasse noobs dass wir nicht mal merken wenn bei uns ein bug auftrat...
was ich halt nicht verstehe ist dass bei manchen die bugs gehäuft auftreten und bei anderen seltener.
das muss ja fast mit den APM zusammenhängen.
ich hab z.b. kaum bugs, würde meine APM aber auch als unterirdisch im vergleich bezeichnen. (glaube nicht dass ich viel mehr als 100 hab)
-
ich behaupte mal in 99% der fälle ist es ein missklick wenn die units statt anzugreifen hinrennen.
bei truppen kanns auch noch ein stance problem sein, aber bei mir zumindest fahren preds nur in den tod wenn ichs verplane (was leider schon öfter mal vorkommt) - dass missklicks durch lags leichter passieren is klar. insofern kann man wohl auch - wenn man der uber pro ist der nie daneben klickt - sagen es liegt an den lags
-
naja man kann ja auch nur teure truppen spielen (also mit ig jetzt)
einfach 2 Sentis, Catachaner und dann gleich T2
finde jetzt nicht dass man als IG immer blobben muss...
aber ich denke mal die takken ohne guardsmen kommen bald.
-
was ich an den T1 marines am übelsten finde ist wenn sie einen HB ausschalten.
hatte das in einem Spiel gegen Asgar.
er läuft frontal ran und als er da war baut sich mein HB ab (weil er ja nicht mehr schießen kann) und renn vorwärts in den chaos blob rein.
schon mies -
so siehts aus... leider reichts eben nicht sie mit 1-2 squads zu focusen.
auf T2 vlt mit plasma o.ä. aber dann wenns wichtig ist (im early) entkommt man ihnen nur durch retreat
-
Quote from CassilineDisplay More
ausm GR Forum
Massive amount of changes to filter through, most of which are "X renamed to Y", but here's a list of everything I've found so far (ignoring core and hopefully unused files and lots of renamings for my own sanity). Most of the interesting stuff is in the "Abilities" and "weapons" sections.
Firing arc changes were made, moving abilities to have a 360 degree firing arc, but this may be causing bugs because the weapons can't actually spin around fast enough to meet this. Weapons that can have that problem would be the ones with listed arc changes
ABILITIES
CHAOSDisplay Spoiler
CL claw ability damage from 60 up to 90
hp increase from AC for cultists from 20% to 15%
cultist repair range from 6 to 10
CDread rage no longer requires 1 energy to maintain
sacrifice global now gives red for the kill, and can't target sentinels
plague champ defensive cloud duration reduced to -1 from 30, cooldown reduced to 30 from 45, self heal from 135 to 145, AOE heal from 55 to 70, energy cost reduced from 65 to 60
plague champ bile aura no longer affects spore mines
lava slash delay reduced from 2.6 to 0.1, knockback type reduced from ability to weapon, distance increased from 4 to 6, loft increased from 0 to 0.5, damage increased from 100 to 115
sorc consume can't target sentinels or things marked "no_consume" (ig sarges are the only ones atm, but the precedent's set, and it implies that eating an eldar platform would do the same thing, I'd think)
warp rift can now hit burrowed units (may be incorrect analysis)
sorc teleport distance increased from 50 to 65
GUO consume can't target sentinels or things marked "no_consume"
GUO hook can't target sentinels, firing angle widened from 5 to 120ELDAR
Display Spoiler
khaine's wrath radius increased from 10 to 30, duration increased from 1.2 to 3, damage decreased from 150 to 100, courage damage increased from 0 to 1000, ragdoll and gibbing increased from 0 to 0.25, range increased from 10 to 30, "is casting" flag no longer set (probably meaningless)
fleet of foot killed on failed requirements, refundability changed to "use_actions---" from "not_refundable"
eldar hero fleet of foot speed increased from 2 to 3, damage mod from 1/5 to 1/5.25
guide recharge time increased from 30 to 85
mindwar can't target buildings or sentinels
Warlock speed global's icon ID changed
warlock damage reduction global's icon ID changed
eldrich storm hotkey name changed from "eld_eldritch_storm" to "sm_orbital_bombardment_pvp"
farsight hotkey name changed from "eld_farseer_farsight" to "eld_warp_spider_crack_shot", help text changed
seer council hotkey name changed from "eld_farseer_build_seer_council" to "eld_eldritch_storm", icon id changed
guardian repair range increased from 6 to 10
ranger knockdown shot targeting arc increased from 5 to 120, no longer requires that you don't have a campaign upgrade
immolate delay increased from 0 to 1
warp spider jump distance increased from 65 to 70 and 50 to 70 with and without the range wargear (presumably they'd never have that wargear)
heavy gauge filament cooldown and toggle cooldown removed
group teleport can't teleport worshiping heretics
SMDisplay Spoiler
apo full auto firing arc widened from 5 to 120, energy cost increased from 35 to 50
razorback smoke grenade firing arc widened from 5 to 360
shotguns no longer affect spore mines, firing arc widened from 5 to 120
sm repair radius increased from 6 to 10 (I think most units use this one, but all the repair abilities are pretty similar anyways)
brothers in arms no longer requires that the target be infantry (still requires non-vehicle, non-building, but it should help turrets and avatars now)
can't mark target dead heroesORK
Display Spoiler
banner stomp buff radius reduced from 30 to 18, banner stomp radius reduced from 25 to 18, only buffs infantry, and not mines, gives energy to allied weirdboyz only
kommando explosive shot, high powered shot, and assashunate firing arcs increased from 5 to 120
burna bomb targets a position, not an “any” (should mean that if you click a unit, they throw at the ground under it, even if the unit moves, I believe)
loota camo has a 5 second toggle cooldown
mek invincibility duration reduced from 20 to 15, recharge time increased from 50 to 60, duration of effect increased from 10 to 15 (the 20 seconds was purely visual) energy cost increased from 0 to 40, limit break cost removed (this is now the only thing the shield gives you)
supa tuff duration increased from 0 to 15, cooldown increased from 0 to 60, energy cost increased from 25 to 50, duration of effect now 10 seconds (15 is purely visual) effect has a 1.5 second delay, energy drain removed, death immunity removed, damage reduction reduced from 100% to 50%, units under the effect are now immune to knockdown, can no longer target allies, can now target self, still requires 20 energy available to maintain.
'ave a taste can't heal sentinels
frenzy gives immunity to knockback
ork repair range increased from 6 to 10
ork smoke radius increased from 10 to 15 (this is used for all smoke, I believe), and now has 0 repeats at 1 per second(this may mean it does nothing?)
aiming wot'z dat firing arc increased from 5 to 120
swamp 'em duration reduced from 10 to 8 (visual only), damage reduction reduced from 50% to 40%
bomma boy min range increased from 0 to 15
improved stormboy jump cooldown reduced from 60 to 15, final close-in distance increased from 0 to 15
now I'm angry health regen reduced from 1 to 0.75
zzap switchback duration increased from 1.2 to 2TYRANID
Display Spoiler
catalyst can now target allies, but is restricted to tyranids
ravener/warrior drop no longer reinforces spore mines and rippers
HT health synapse helps supereheavy and heavy armor types, but not swarmlords
flesh hook firing arc increased from 5 to 120, duration decreased from 5 to 2, can't target sentinels
loner now has a description
hero flesh hook firing arc increased from 5 to 60, duration decreased from 5 to 2, can't target sentinels
menacing visage can't target sentinels
pathfinding changes to ravener burrow (shouldn't cause changes, but...)
ravener jump duration reduced from 6.5 to 5
ravener hero burrow pathfinding changes (same as normal raveners), can't be used while being knocked back
ranged synapse doesn't affect swarmlord
tyrant guard healing ability reduces speed by 500, instead of by 100% (so that the SL doesn't then allow it to move)
health synapse radius reduced from 35 to 32, and doesn't affect the swarmlord( unused I think)
melee, ranged, healing, health, HT health, damage and regular synapse, plus capillary towers, synapse shockwave and synapse remover use pvp synapse, not core synapse as a marker. Synapse remover also references the specific upgrades correctly now. End result should be better responsiveness or less bugginess with leaving synapse.
zoanthrope energy shield cooldown removed
ACTIONS
warp rift teleport now doesn't affect burrowed and worshiping units
ai tuning changes occurred... lots of themEBPS (deals with figure/projectile data)
Display Spoiler
many projectiles had their ripper teeth changed or removed... no I don't know why they had them, or what that does.Eldar:
eldar FOW revealer is now a detector (this includes lictor stalk, farsight, global nukes, and basilisk flare, plus some non-pvp stuff)
webway icon ID changedSM
drop pod spawner now includes ASMs, devastators, plasma devs, tacs, and scouts on its reinforce list
SM smoke grenade speed increased from 9 to 12, throw height decreased from 10 to 7 (though it may have had its effect removed? see ork EBPS)
TM Missile turret death time increased from 0 to 0.2
relay beacon death time increased from 0 to 0.2
Chaos
plague marine bolter turret death time increased from 0 to 0.2Ork
ork turret death time increased from 0 to 0.2
waaagh banner death time increased from 0 to 0.1
FIGURES
CHAOSDisplay Spoiler
CL rotation rate decreased from 600 to 200
PC rotation rate decreased from 1000 to 300, sync kill chance increased from 40 to 60
heretics now have a sword in their first hardpoint, hp increased from 75 to 80, wear wargear\wargear\pvp\race_chaos\csm_wp2_sword_heretic instead of wargear\wargear\pvp\race_chaos\csm_arm_flak_armour_rare_b
GUO no longer gains levels, and may now receive sync kill 27
CSMs no longer have a self damage buff (was a hidden unusable ability)
Eldar:Display Spoiler
Farseer best rank unlock now requires rank 0 (not sure what determines which of the two available ones is displayed)
guardians,Brightlance, D-Cannon, shuriken, brightlance, D-Cannon guardians, shuriken guardians, added to type “guardian”
Avatar no longer can level, now uses wailing_doom3 not wailing_doom, receives sync kill 28
brightlance now upgraded with upgrade\pvp\race_eldar\troops\eld_shuriken_brightlance
wraithguard warlock now has a fake long rifle in a hardpoint, and no longer gets the last warlock rank unlock
SMDisplay Spoiler
Apothecary and FC turn rate lowered from 800 to 300
FC termi turn rate lowered from 600 to 200
devastators now have a fake lascannon in a hardpoint
scouts now have a fake sniper rifle in a hardpoint
assault terminators now use wargear\wargear\core\race_marine\weapon_melee\thunder_hammer_and_storm_shield_terminator not wargear\wargear\pvp\race_marine\sm_wp2_thunder_hammer_and_storm_shield_terminator and reduced hp from 1800 to 1500 and reduced melee skill from 70 to 60
venerable dreadnought base hp increased from 1500 to 1750 (no effect on actual hp)
ORKDisplay Spoiler
There were some changes to how orks respond to chaos on-death abilities. They looked like fixes to something that would cause units to die after 0.1 seconds instead of 10
kommando rotation rate lowered from 1000 to 300
warboss rotation rate lowered from 600 to 200
nob XP increased from 200 to 250, rotation rate lowered from 800 to 500, added frenzy ability (this is the ebps, so now it's double-listed. hopefully that doesn't cause glitches with paying extra or getting extra effect)
slugga nob upkeep increased from 0.01275 to 0.02125
kommando squad nob rotation rate reduced from 1000 to 500
nob nob rotation rate reduced from 800 to 500
shoota nob upkeep increased from 0.01275 to 0.02125, rotation rate reduced from 1000 to 500
shoota build time increased from 3 to 3.6
stormboy nob upkeep increased from 0.01275 to 0.02125, rotation rate reduced from 800 to 300, now receives full damage while jumping, and no longer stuns on landing (just the nob)
TYRANIDS:Display Spoiler
lictor alpha rotation rate reduced from 800 to 300
ravener alpha rotation rate reduced from 1000 to 400
genestealer melee skill increased from 70 to 80
lictor base regen increased from 0.5 to 1 (no effect), melee skill reduced from 70 to 60, now has hero nimbus
ravener build time increased from 5 to 8
spore mines now have detonate_spore, not detonate_spore_mine, new detonation does 50 spore damage and 100 courage damage.
Termagant upkeep increased from 0.00425 to 0.006375
tyrant guard rank unlocks addedSBPS(deals with squad data)
Display Spoiler
CHAOS
Bloodletters can't enter buildings
havocs can now cap and decap (so say the files, but it must've been ignoring it)
plague marine cover search radius increased from 3 to 5, and 0 to 10 while idle
GUO max level reduced from 4 to 1ELDAR
WSE now has jump decorator
brightlance cover search radius decreased from 3 to 0, increased from 0 to 10 while idle
d-cannon, wraithguard cover search radius increased from 3 to 5, 0 to 10 while idle
avatar idle cover search radius increased from 0 to 10, max level reduced from 4 to 1
warp spider cover search radius increased from 2 to 5, 0 to 10 while idleSM
apothecary, FC, librarian cover search radius increased from 2 to 5, 0 to 10 while idle
ASMs, devastators, and plasma devs can now cap(so say the files, but it must've been ignoring it)
FC termi, terminators, assault termi can now enter landraiders
ORK
kommandoz, shootaz, bustaz, weirdboy cover search radius decreased from 5 to 3, 10 to 0 while idle
lootaz cover search radius increased from 0 to 3, reduced from 10 to 0 while idle.
Nobz, sluggaz, stikkz, stormz cover search radius decreased from 5 to 2, 10 to 0 while idleTYRANID
Lictor alpha and lictor can cap (so say the files, but it must've been ignoring it)
genestealers and lictor cover search radius increased from 2 to 5, 0 to 10 while idle
spore mine max level reduced from 4 to 1
tyrant guard idle search radius increased from 0 to 10
VC Warriors cover search radius increased from 3 to 5, 0 to 10 while idle
zoanthrope cover search radius increased from 0 to 5, 0 to 10 while idleUPGRADES
Display Spoiler
CHAOS
lascannon CPred no longer requires T3 (but CPred does)
PC speed accessory cost decreased from 150 req to 125
PC girth armor cost decreased from 200 req to 160
PC stench armor cost decreased from 150/30 to 125/25
sorceror dome armor cost reduced from 200/40 to 150/30
sorceror teleport armor cost increased from 100/25 to 125/30
sorceror rod of warpfire cost reduced from 200/50 to 150/30
PC bile spewer no longer changes his melee weaponSM
tac flamer requires 0 flamers already on the squad
tac missile launcher requires 0 missile launchers already on the squad
tac plasma now requires 0 plasma guns on the squad
sniper rifles now add 25/6 to reinforce cost of scouts, and no longer require T2ORK
weirdboy copper rod now gives 500 energy (moved from wargear to upgrade)
mekboy dakka dakka dakka power cost reduced from 30 to 20TYRANID
BS fex no longer requires T3 (but fex does)
BSW requires no VC carnifexes on the squad
Thornback req cost reduced from 200 to 100, and no longer requires T3 (but fex does)
adrenal glands HP buff reduced from 50% to 40%
ravener corrosive devourer no longer changes the ravener's melee wargear
HT venom cannon no longer changes the HT's melee wargear
WARGEARDisplay Spoiler
CHAOS
CSM fist is now exclusive
PC's sword forces melee stance
PC's power fist forces melee stance
sorc's swords force melee stance
sorc's staff forces ranged stanceELDAR
warlock force gauntlets force melee stance
warp spider dual deathspinners forces ranged stance
warp spider exarch dual deathspinners force ranged stance
warp spider exarch entangle forces ranged stance
warp spider exarch heavy gauge deathspinner forces ranged stanceSM
cyclone missile launcher forces ranged stance
storm bolter forces ranged stance
apothecary power axe forces melee stance
apothecary sanguine chainsword forces melee stanceORK
mekboy forcefield no longer gives forcefield ability
warboss boss pole now gives +10% health
mekboy battery pack now gives 50 energy
weirdboy copper rod no longer gives 500 energy (moved to upgrade, no net effect)
lootaz no longer have rank unlocked weapons
deffdread buzzklaw forces melee stance
kommando spechul shoota forces ranged stance
mekboy deffgun forces ranged stance
mekboy beamy forces ranged stance
kommando rokkit launcha forces ranged stance
warboss now starts with twin_linked_shoota_warboss_standard
deff dread big shoota now forces melee stance
deff dread burna now forces melee stanceTYRANID
ravener acid splatter is now exclusive
lictor assault jump gives jump decorator
ravener devourer forces ranged stance
HT scything talons are exclusive, and force ranged stance
WEAPONSCHAOS
Display Spoiler
heretic autopistol has melee weapon state
CSM one chain axe special attack delay reduced from 1.2 to 0.9
Chaos lord maul can now reduce weapon damage of enemies when they're unconscious
chaos lord claws can now reduce weapon damage of enemies when they're unconscious
chaos lord power sword can now reduce weapon damage of enemies when they're unconscious
chaos lord let it burn damage type changed to flame
GUO sword can now do sync kill 28
GUO hook firing arc increased from 0 to 360
ELDARDisplay Spoiler
gravity grenade prevents autoarch from returning to the sky
haywire grenade firing arc increased from 0 to 360
avatar sword can now perform sync kill 27
ranger knockdown shot firing arc increased from 45 to 360
powerblades special attack changed to bolter damage
warlock base witchblade no longer does courage damage
SMDisplay Spoiler
apo MCB damage reduced from 65 to 55
apo full auto firing arc increased from 5 to 360
TM meltagun crouch chance reduced from 0.15 to 0
librarian “power axe” now does weapon knockback instead of ability knockback
scout shotguns firing arc increased from 5 to 360
smoke grenade firing arc increased from 5 to 360
FC hammer no longer does a special attack which has ability knockback
ORKDisplay Spoiler
big shoota moving firing accuracy reduced from 100% to 50%
slugga nob choppa damage type changed from melee heavy to power weapon
loota setup time reduced from 4 to 3, teardown from 3 to 2, radius decreased from 5 to 0, firing priority priority increased from 0 to 10
kommando explosive shot firing arc increased from 5 to 360
kommando sniper shot firing arc increased from 5 to 360
shootaz aiming wot'z dat firing arc increased from 5 to 360
warboss twin linked shoota damage increased from 15 to 40
shoota nob twin linked shoota damage increased from 30 to 40
weirdboy can update target per burst
warboss kustom shoota special firing arc increased from 5 to 360
TYRANIDSDisplay Spoiler
termagant crippling shot firing arc increased from 5 to 360
lictor flesh hook firing arc increased from 0 to 360, max left/right increased from 5 to 60
lictor alpha flesh hook firing arc increased from 0 to 360, no longer usable with charge
Thornback carnifex now uses melee damage scaling for leveling
vanilla carnifex special attack now hits a 180 degree pie, with damage increased from 80 to 135
zoanthrope focused warp blast will slow sentinelsDAMAGE TYPES
light vehicle armor no longer exists(nothing used it, but now it's REALLY gone)
explosive damage vs buildings (HQs) reduced from 135% to 100%
melee heavy damage vs buildings reduced from 30% to 5%
power weapons damage vs buildings reduced from 75% to 3%
melee damage vs buildings reduced from 10% to 2.5%
spore damage vs all armor changed to 100%, damage vs garrison cover reduced from 300% to 200%WEAPON FAMILIES
assault cannon barrage, barbed strangler, barrage, grenade launcher, grenade, melta, and rocket now checks target relationship
lascannon is now less likely to hit medium and smaller targets (20%/10%/9% to 9%/1%/1%) -
das motto ist also, einfach irgendwie t3 kommen (und das ist ja nicht ganz so schwer mit tyra)
bei SM das gleiche. im moment spiel ich immer 1 Tac, T2, 1 Plaka, T3, dann Terms und dann LR. is nen ziemlicher freewin, wennn mans schafft so lange auszuhalten.
-
hehe yeah fangs an, abuse so lange bis es gefixt wird.
bestechende logik, da kann man nix sagen, ganz ehrlich!
vermutlich erreichst du damit wirklich am meisten bei relic.da es dir ja egal ist dass du damit den leuten die spiele versaust ist es für dich echt die effektivste lösung.
-
hab ich mir gestern auch gedacht.
ich hab sie mit Tacs und scouts auf max range gefocust und es war 1 down als die dran waren... schon etwas wenig. -
hrhr jo für 125 zeal unkillbar für 20 sek.
imho ok...
pms kannste eh kaum killen, da macht die cloud auch nicht mehr viel
-
allerdings konnten sie zumindest vorher kein Ziel von z.b. schotgun KBs sein.
das hab ich deshalb noch gar nicht wieder probiert. wenn kan sie knockbacken kann gehts vielleicht noch... muss man mal testen. -
ich fände gut wenn sie verbündete heilt und dafür weniger schaden macht.
dass sie sozusagen als melee support gecastet wird. -
streite nie mit den dummen, denn sie ziehen dich auf ihr niveau und dann schlagen sie dich mit erfahrung...
kam mir grade so in den sinn ....einer mehr auf meiner ignorer liste... schade um den schönen panda...
-
eine ganz andere wenn man zu starke einheiten/fähigkeiten abused (man kann nie n ban bekommen nur weil man alles benutzt was atm OP ist)
jo, verbrecher ist man dann keiner, sondern nen abuser.
abuse heißt ausnutzen, bzw missbrauchen.
imho ein negativ behafeter begriff.keiner kann dich bestrafen wenn du abused, aber freunde machst du dir damit nicht - ausser vielleicht unter anderen die den epenis und nicht den spielspaß im fokus haben.
Quotesollten einfach direkt alt+f4 und nie wieder pc spielen. so leute habens einfach nicht begriffen. es gibt kein fair und unfair wenn man gewinnen will.
ehrlichgesagt tust du mir leid dass du offenbar nur spaß hast wenn du gewinnst und das deshalb mit allen - auch unlauteren - mitteln durchziehen musst.
ich würd mal die alt+F4 empfehlung zurrückgeben wollen - vermutlich haste dann wesentlich weniger stress im leben, oder kannst groß rauskommen wenn du dich mit deinem ellbogendenken auf deinen beruf konzentrierst.mich würds nicht wundern wenn du jetzt hier winning team joinst und zu chaos PM wechselst damit du PM cloud abusen kannst
ontopic:
BETA ... poste im bugforum - vielleicht haste glück.