Posts by HohesHaus

    hmm... ob stikkbmbas zu heavy werden glaub ich mal net... nicht nur das Waaagh n ticken teuerer wird, auch die ausrüstung der moschas und allein schon stikkis werden nen ticken teurer. Heisst schonmal im ersten zusammentreffen gegen orks is nix mit Waaagh angriff...

    Ich bin kein Ork spieler aber ich glaube die Waaagh-Ressource war das geringste Problem eines Orkspielers davon hat der bestimmt genug, da glaube ich kaum das 10 Waghpunkte mehr oder weniger n Unterschied machen.


    €: schlechter vergleich da oben, termas baut man nicht um gus zu kontern, dafür gibts hormas :)

    Richtig Termas baut man nämlich um garnichts zu kontern ^^

    Ich wollte nur mal ne Einheit nehmen die ungefähr gleich ist ... das einzige was du mit Termas atm abknallen kannst sind Scouts. So ... und was schlechteres im RC als Scouts gibtz net, was bleibt ? Tacs, Shootas und GUs (zumindest auf T1). Ich denke da ist ein GU/Terma vergleich immer noch am besten ... ich hätte auch n Terma/Tac vergleich machen können aber das wär einfach lächerlich gewesen.

    Ich finde GUs und Termas sind sich ziemlich ähnlich deshalb habe ich die verglichen.

    Das stimmt, das gilt für nur ein modell

    Scouts = 39 Grundschaden
    Termas ohne Upgrade = 70
    Mit Upgrade = 102
    Tac mit Bolter = 75

    Das sieht auf den ersten Blick nach ner riesen Menge aus, aber da Termas verdammt wenig HP haben 81 pro Modell mit Upgrade sinds dann 89 HP, also alle 2 Sekunden stirbt ein Modell.

    Man hat dann das gleiche Prob wie bei den GUs, sollange se voll sind machen se ordentlichen Schaden, sobald auch nur 1-2 Modelle sterben sinkt die DPS ins bodenlose.

    Ich gehe mal davon aus dass des Terma Upgrade weiterhin 50/15 kosten wird weil sonst nix anders erwähnt wurde.

    Terma mit Upgrade = 320/15 - mit 89HP
    GU = 300 - mit 100 HP

    Beide machen hier ungefähr gleich viel Schaden, aber für den Niden lohnt es sich net wirklich da er viel viel mehr Geld in seine Termas reinstecken muss und sogar noch weniger HP hat.

    Ich hoffe du kannst nachvollziehen warum Termas unterm Strich nutzlos sind.

    Das einzige was uns n bischel rettet wenn wir vielleicht unupgegradetete Termas spammen, vielleicht funzt das ... aber das hat ja schon im aktuellen Patch nix gebracht.

    Ja, meine einzige hgoffnung ist, dass die stunnades so stark streuen, dass sie auf max range garnichts mehr treffen. ist aber totzdem hart.

    Aber mal ne andere frage:
    haben die sich bei den Termaganten vertippt?
    -Termagants’ devourer damage has increased from 7.65 to 8.8

    8,8dps?

    Ah ne seh grad, die 7,65 stehen derzeitig bei damadge health. Was bedeutet dieser wert?

    Im Grunde kann mans vergessen was da steht.

    Laut DoW Codex macht der Scout ein Grundschaden von 13

    Termas machen jetzt 8,8 ... WOW .... mit Uprade vielleicht 12 ... sprich sind bleiben useless.

    Zum Vergleich GUs machen 15 Grundschaden.

    Jetzt muss man bei allen Zahlen noch die Rüstungswerte abziehen. Bei Heavy Inf. sind es 35% die man abziehen muss. Wieviel es bei Inf ist weiß ich net ... liegt aber bestimmt bei 10 % oda so.

    Sticks werden die absolute overkill unit. Aus nem ganz einfachen Grund:

    Stungranaten betreffen auch retreatende Units, da die Stunnades explodieren wenn sie aufm Boden kommen, kann man sich ausrechnen wieviel Skill man braucht um retreatende Units damit zu treffen, vorallem da die scheiß dinger ne riesen Reichweite haben. Gestunnte Units im retreatmodus sind ein gefundenes fressen für Moschas ... na viel spaß

    Jungs dann kann man halt nicht mehr nur hormas spielen OMG ....

    Bisl unit mixing angesagt ; ) ??


    Und totgenerfd sind hormas wohl eher nicht :P

    Hormas und Minen waren die einzigen Units die man spielen konnte auf T1. Ist genauso wie bei Eldar 1.3 gewesen, die Leute haben GUs nicht gespammt weil sie so uber waren, sondern weil es KEINE Alternativen gab.

    Genauso wie Hormas, ich würde auch gern n paar Termas oder Kriegerbruten bauen, aber das Kostenleistungsverhältniss stimmt vorne und hinten nicht. Und 10 % das bedeutet vanilla Hormas haben ! 600 HP ! jetzt nur noch 25% fire resistance bedeutet dass man genausogut versuchen kann mit Guardians in den CC zu kommen. Das funzt nicht.

    Ist nur zu hoffen dass die Hormas duch das Glant upgrade wenigstens ordentlich gebuffed werden, denn dafür fehlen die zahlen ja.

    edit: Gegen SMs, Eldar und Niden wird es wohl weiterhin spielbar sein, aber was ich jetzt gegen Orks tun soll is mir n Rätsel.

    Das bedeutet wohl das Hormas net mehr sooft umgeschmissen werden. Aber da Sluggas 10 Punkte mehr haben (ich glaube Shees auch), und die mit Waagh nochmal kräftig abgehen .... tja ... vielleicht hilft Termaspamm jetzt ?!

    Wenigstens haben se se billiger gemacht, so kann man vielleicht 4 von denen spielen.

    EDIT: Ich befürchte Sporenminen werden jetzt sehr ungefährlich. Wenn die Stunexplosion jetzt durch den Tod weg ist ... und Minen so wie ich das verstehe im CC zusammen geschlagen werden können. Ja überleg mal wie lange eine Sporenmine mit 125 Health gg 6 Sluggas die 25 damage machen aushält, bis sie explodieren kann.

    Ich bin noch total reizüberflutet, aber aus dem Bauch heraus gefallen mir die Nidenänderungen ganz gut.

    Mir nicht. Auf den 1. Blick kommt folgendes raus:

    Minen changes sind ok
    Hormas wurden generfed was uns T1 Vorteil nimmt
    Krieger sind immer noch crappy weil die net genug Schaden auf T1 raus haun.
    Termaganten bleiben scheiße
    Zoans wurden stark gebufft
    Niden werden böse Probs mitm LA haben gegen Orks weil die Toxic Cysts fehlen

    Sumsarum: Hormaspamm als always und dann Zoanspamm der noch krasser sein wird ... as always ...

    ===============================

    The Last Stand Update 1.8 Release Notes
    ===============================


    New Content
    The Last Stand

    Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
    Added new unique wargear, abilities and effects to the three heroes in The Last Stand
    Added The Last Stand leaderboards
    Hero progress is stored online and is associated with a player’s gamertag
    Multiplayer Maps

    Added (2p) Quest’s Heresy map
    Added (4p) Hydris Chasm map


    Multiplayer Balance Updates
    General Balance updates

    The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
    XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
    Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
    Generator health has been increased to 600 from 500, a 20% increase
    All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
    All personal teleport abilities now start on cooldown
    Walker charge cooldowns reduced from 8 seconds to 5
    Snipe damage now does 125% to heavy armor
    Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.


    Tyranid Balance Updates

    Hormagaunts have had their HP and damage decreased 10%
    The Hormagaunt adrenal gland upgrade now grants +1 speed, down from +1.5
    The Hormagaunt adrenal gland upgrade increased in cost to 75/20
    The Hormagaunt weapon skill increased to 55
    The Hormagaunt cost reduced to 270 requisition
    Increased the HP of the Zoanthrope by 25%
    Zoanthrope damage type changed to deal 150% damage to heavy armor
    Zoanthrope accuracy increased to 100%
    Zoanthrope damage decreased to 60 from 80
    Zoanthrope shield absorption ratio changed to 0.3 from 0.2.
    The cost of the Lictor Alpha’s toxic cysts has increased to 120/25, up from 80/20
    The Lictor Elite jump, Toxic Cysts moved to tier 2
    Flesh hook cooldown increased from 40 to 70 seconds
    Barbed Strangler radius has decreased to 6m from 7m
    Termagants’ devourer damage has increased from 7.65 to 8.8
    Termagant Toxin Sac upgrade now increases damage by 45%, up from 35% and increases max health by 10%
    Spore Mines are now affected by mines and burrow traps like ordinary units
    Spore Mines no longer explode when killed by another unit
    Spore Mines are now susceptible to melee attacks
    Spore Mines health decreased from 150 to 120
    Warrior Adrenal gland upgrade reduced from 200/20 to 100/20
    Warrior Adrenal glands now increases their HP by 20%
    The Ravener Corrosive devourer damage increased from 100 to 135
    The Ravener Acid Splatter now affects fire resisting units
    The Ravener Crippling Talon debuff effect increased to 35% from 25%
    Tyranid synapse death now inflicts 14% damage to regular units and 10% to Carnifexes


    Improvements

    Optimized sound files to reduce the amount of RAM they consume
    Added additional effects to 6p and 2p Calderis Refinery Maps
    Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
    Users are now able to select Ultra FX fidelity
    General AI improvements involving better resource and economy handling
    Added a readme.txt file for Traditonal Chinese to the root folder


    Bug Fixes

    Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
    Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
    Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
    Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
    Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
    Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
    Fixed a crash caused by casting an ability after changing squads while the game is paused
    Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
    Fixed a bug involving units standing unresponsive while in melee
    Fixed miscellaneous crashes involving squad combat states
    Fixed a bug causing grenades to fall through craters
    Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
    Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
    Players that drop during the loading screen no longer show up in the post-game summary screen
    Added sound cue when a player drops from a match


    Tyranid Bug Fixes

    Fixed a sound effect issue with the Ravener’s burrow ability
    Fixed an animation bug involving the Zoanthrope’s warpblast
    Fixed a bug involving the unreliability of the Hive Tyrant’s invulnerability
    Fixed a bug where the Ravener hero’s burrow ability would break if its energy was too low
    Fixed a bug where the Zoanthrope’s warpblast would fire regardless if the unit had line of sight of its target
    Fixed missing sound for Screamer-Killer ability under some conditions
    ===============================
    End of The Last Stand Update 1.8 Release Notes
    ===============================

    ===============================

    The Last Stand Update 1.8 Release Notes
    ===============================


    New Content
    The Last Stand

    Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
    Added new unique wargear, abilities and effects to the three heroes in The Last Stand
    Added The Last Stand leaderboards
    Hero progress is stored online and is associated with a player’s gamertag
    Multiplayer Maps

    Added (2p) Quest’s Heresy map
    Added (4p) Hydris Chasm map


    Multiplayer Balance Updates
    General Balance updates

    The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
    XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
    Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
    Generator health has been increased to 600 from 500, a 20% increase
    All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
    All personal teleport abilities now start on cooldown
    Walker charge cooldowns reduced from 8 seconds to 5
    Snipe damage now does 125% to heavy armor
    Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.


    Ork Balance Updates

    The Mekboys’s electric armor now drains 6 energy/s, increased from 4/s
    Waaagh Shout cost has increased to 20 from 15
    Big stomp works on Spore Mines
    The Looted Tank is now affected by the Entangle ability
    The Kommando’s Luv Da Dakka ability no longer takes them out of infiltrate when used
    Mekboy now has to set up after using the ‘Ave a Taste ability
    The Mekboy can no longer teleport while using the Mega Rumblah ability
    Moved Stikkbommas to T2, Stkikkbommas now deal suppression damage
    Moved Lootas to T1, changed their damage to equal a Space Marine’s Heavy Bolter
    Loota health increased to 250 from 200
    Increased suppression on Deffgun
    Deff Dread rampage no longer has health requirement
    Looted tank cost increased to 400/100 from 350/100
    Nob Frenzy now renders Nobs immune to most types of knockback.
    Stikkbomma stun grenade and stikkbomb range increased to 60 meters
    Stikkbomma stun grenade cooldown increased from 30 seconds to 60 seconds
    Stikkbomma stun grenades now explode on impact
    Stikkbomma stun grenades now no longer require a Bomma kit upgrade
    Stikkbomma stun grenades are now thrown in groups of 4
    Stikkbomma stun grenade cost changed from 20 Waaagh to 10
    Stikkbomma Bomma kit upgrade removed.
    Stikkbomma stikkbomb damage type now deals 150% damage vs heavy armor, up from 125%
    Stikkbomma squad cost changed to 360/20 from 280/30
    Kommando hero shotgun ability changed from pie area-of-effect to circle area-of-effect
    Slugga upgrade changed from 50/15 to 85/20, increases HP by 10%


    Improvements

    Optimized sound files to reduce the amount of RAM they consume
    Added additional effects to 6p and 2p Calderis Refinery Maps
    Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
    Users are now able to select Ultra FX fidelity
    General AI improvements involving better resource and economy handling
    Added a readme.txt file for Traditonal Chinese to the root folder


    Bug Fixes

    Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
    Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
    Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
    Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
    Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
    Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
    Fixed a crash caused by casting an ability after changing squads while the game is paused
    Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
    Fixed a bug involving units standing unresponsive while in melee
    Fixed miscellaneous crashes involving squad combat states
    Fixed a bug causing grenades to fall through craters
    Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
    Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
    Players that drop during the loading screen no longer show up in the post-game summary screen
    Added sound cue when a player drops from a match


    Ork Bug Fixes

    Fixed problems with Ork sync kill markers and non-looping sync death animations


    ===============================
    End of The Last Stand Update 1.8 Release Notes
    ===============================

    ===============================

    The Last Stand Update 1.8 Release Notes
    ===============================


    New Content
    The Last Stand

    Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
    Added new unique wargear, abilities and effects to the three heroes in The Last Stand
    Added The Last Stand leaderboards
    Hero progress is stored online and is associated with a player’s gamertag
    Multiplayer Maps

    Added (2p) Quest’s Heresy map
    Added (4p) Hydris Chasm map


    Multiplayer Balance Updates
    General Balance updates

    The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
    XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
    Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
    Generator health has been increased to 600 from 500, a 20% increase
    All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
    All personal teleport abilities now start on cooldown
    Walker charge cooldowns reduced from 8 seconds to 5
    Snipe damage now does 125% to heavy armor
    Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.


    Eldar Balance Updates

    The Warlock’s immolator blade damage over time is now set to piercing damage
    Telegraph on the Warp Spider Exarch’s mass teleport now displays ~3 seconds before arrival
    The cast times on the Farseer’s Doom, Fortune, and Guide spells have been removed
    Squad plans on rangers removed to correct erratic behavior
    The Eldar Avatar’s Khaine’s Wrath ability no longer damages nob squads that have activated the frenzy ability
    Ranger kinetic shot radius increased from 4 meters to 5.
    Ranger detection range increased from 30m to 40m
    Warlock Immolate and D-Cannon singularity no longer harms invulnerable units
    Aspect of Banshee health bonus increased from 20% to 30%
    Aspect of Banshee cost increased from 75/20 to 100/20
    Shuriken Cannon damage increased from 210 to 300
    Brightlance crew hp increased to 825 from 660
    Warp throw moved to tier 2
    Warp throw cost reduced to 100/30


    Improvements

    Optimized sound files to reduce the amount of RAM they consume
    Added additional effects to 6p and 2p Calderis Refinery Maps
    Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
    Users are now able to select Ultra FX fidelity
    General AI improvements involving better resource and economy handling
    Added a readme.txt file for Traditonal Chinese to the root folder


    Bug Fixes

    Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
    Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
    Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
    Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
    Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
    Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
    Fixed a crash caused by casting an ability after changing squads while the game is paused
    Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
    Fixed a bug involving units standing unresponsive while in melee
    Fixed miscellaneous crashes involving squad combat states
    Fixed a bug causing grenades to fall through craters
    Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
    Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
    Players that drop during the loading screen no longer show up in the post-game summary screen
    Added sound cue when a player drops from a match


    Eldar Bug Fixes

    Fixed a bug where the Banshee warshout ability disappeared if all Banshee units were killed except the squad's Exarch
    Removed squad plans on rangers to correct erratic behavior
    Fleet of Foot fires simultaneously between Eldar heroes and regular units when both are selected


    ===============================
    End of The Last Stand Update 1.8 Release Notes
    ===============================