Posts by AriXar

    Map:

    :wl: Aquareh
    _vs_
    :wl: Bioterra


    Ingame Spielname:
    Dauer: ~13min

    Patch: 1.4.1 Beta
    Beschreibung:
    Beinahe identischer start doppel gu/shees. Jedoch setzt er mit seinem wl auf das healgear, während ich warp throw+immolator nutze. Ebenso baue ich rangers, während er schneller auf t2 techt. War ganz schön anzusehen, keine groben fehler oder massig afk units. Später folgt noch ein mirror gegen starsky weil er so c00l banshees masst!

    Gewinner

    Gewinner


    Aquareh

    ja, scouts vernichten so ziemlich alles, tacticals braucht man eigentlich nur noch als AV platform. Wobei man gegen gescheite tyras oder orks auch mit scouts ziemliche probleme bekommt. Vorallem auf maps mit wenig gebäuden.

    Bei mir laggt es ab und zu auf den neuen maps und es kam bereits zu zwei crashes<: Allerdings sind sie vom design her ganz in ordnung. Nur auf outer reaches und der hive map wünschte ich mir mehr buildings damit man gegen slugga und ganten nicht direkt x drücken muss. Vorallem gegen sluggaz, aber die zerstören sowieso alles und jeden.

    Map:

    :tm: Lifeill
    _vs_
    :wl: Aquareh


    Ingame Spielname:
    ~10min:

    Patch: 1.4.1 Beta
    Beschreibung: Beinahe die gleichen BO's wie im ersten game, ich setze allerdings auf banshees und warpspiders. Life baut anstatt zu techen lieber seine scout squads aus. Hält sicher allerdings nicht lange in t2, sondern techt lieber auf t3 und haut noch einen pred raus. Imo ist die einzige möglichkeit banshees überhaupt zu spielen nur in kombination mit dem wl gegeben, da sie ohne damage reduction buff einfach nur armseelig verrecken... gegen ALLES!!131 ;< Anzumerken ist noch, das life natürlich kein marine spieler ist.


    Gewinner

    Aquareh

    • Replay anhängen nicht vergessen ;)

    Map:

    :wl: Lifeill
    _vs_
    :tm: Aquareh

    Dauer: 14min

    Patch: 1.4.1 Beta
    Beschreibung: Drei scout squads mit shotguns gegen 3x guardians. Wird wohl das neue 0815 marine opening gegen eldar werden, wenn scouts so bleiben wie sie sind. Shotguns sind einfach zu gut gegen eldar. Techmarine wurde auch extrem gebufft und ich sowieso abstand von sämtlichen sm melee heroen nehmen, da sie doch einfach zu schnell sterben. Regame gibst gleich hinterher, da spielt ilife allerdings sm und ich darf der eldar sein. YUhuu!


    Gewinner

    Aquareh


    Ich weiß nicht ob du das auch so meinst, aber aus dem Video habe ich das so rausgelesen:

    Auf T1 ohne Upgrade buddeln sie zu einem Zielort, wie ein ASM Jump. Dort werfen sie die gegnerischen Einheiten auch um, wie die ASM --> Disrupt
    Die Gegner stehen dann wieder auf und alles ist wie gehabt.

    Auf T2 dann mit diesem muscle coil upgrade können sie permanent im Boden bleiben und wenn sie dann rausbrechen gibt es den Stun mit den roten Effekten an den Gegnern. Also Disrupt ungleich stun.

    so ist es wohl auch und ich habe die liste nicht selbst geschrieben sondern nur kopiert, da sie bis auf 4-5 punkte vollständig gewesen ist

    0. Rippers are now a callin, because they didn't like them. Okay, sounds good, no more invulnerable cappers in the first couple of minutes.
    1. tier2 - increased cost and train time. Tier2 is now 300/125.
    2. *Raveners* in tier1? Obviously rebalanced, but the ambush ability seems like a bad choice for a tier1 unit. I'm terrified of easy ambushing of guardians and scouts.
    Hormagaunts and termagaunts "buffed to compete with other starting units".
    3. Termagaunt upgrade; toxin sac, gives crippling shot ability, lets them snare units which slows their speed. Again I worry about making guardians unable to escape from hormagaunt melee, or tier1 units unable to dodge nades in team games.
    Demonstration of the crippling ability shows that the speed reduction is ~on par with suppression; they aren't just slowed, they can barely move.
    4. Created hard counters for melee, which let them increase the power of some melee units like banshees. Banshees still fragile, but extremely deadly; slowing ability of termagaunts designed to counter banshees by slowing their charge.
    Banshees better at pursuing units.
    5. Hormagaunts get adrenal gland upgrade, boosts speed and gives leap ability. Initial base hormagaunt speed adjusted down relative to now, so capping potential is same as other starting units.
    Hormagaunts are now *better* at pursuing units.
    Some comment like "people used to the old DOW2 were used to being able to wait to retreat until melee units were right in the middle of them before they had to retreat, you can't do that anymore". "You're going to have be much better at anticipating your responses now." [verbatim]
    WTF??!?? Seriously. Many units retreating from sluggas or warriors well before the units got to them would still get butchered.
    So, they've made melee units *even more powerful* against retreating units? This makes me afraid.
    6. Warriors have higher power cost, and so come a little later in tier1. Warriors are now early game tyranid detector unit.
    This sounds very strange unless they've massively changed the Warrior role. Barbed strangler *buffed* to make Warriors stronger support unit. Shorter range, but higher rate of fire and speed of projectile. Much better at hitting moving units; so its a no-setup time suppression device that can no longer be dodged.
    7. Guardians are slightly more durable and do considerably more damage. Made much more powerful ranged unit. Have to be used in conjunction with banshees because hormagaunts can close to melee even faster than before.
    I hate the idea of guardians being unable to FoF away from hormagaunts, hopefully they can still do this.
    8. Generator armor type changed so all weapons effective, so you can power harass with nearly anythnig. Not sure I like this either, I like the idea of only having to guard your power against specific units.
    Took away some abilities to instakill gens, like skibommaz and plasma nades. Former is good, but I had no problem with 2 plasma nades killing a gen; its 2 units, and they're on a long cooldown.
    1 hormagaunt kills a gen farm pretty quickly.
    9. THey expect 4-5 infantry squads before tier2.
    10. Built soft-counters to vehicles into tier1; eg banshee powerblades will damage vehicles.
    I don't like the idea of non AT weapons hurting vehicles, that takes away their uniqueness. They can't retreat and have low hp, so they really need to be immune to nearly all weapons.
    11. Raveners have disruption and can burrow underground and come up where they please (how is this different to now?). Similar to ASM jump.
    They see this as "replacing what rippers could do but in a cooler way". I assume they mean tying up platforms and ranged units in melee - not being invulnerable capping units.
    12. Rippers are restricted to:
    i) can be spawned from ability on thornback carnifex
    ii) can be summoned as global ability callin.
    13. "Tyrands have a way bigger toolbox in the early game that gives them the advantage if you use it properly". Cos tyranids were so bad in tier1 before....
    Still, better to make them rely on abilities rather than attack-move.
    "No longer can you just send rippers in without thinking about it, now you have to coordinate your abilities." Sounds good.
    14. Carnifex moved to tier2. I think we've identified one of Bent's "Are you insane" Tyranid changes.
    Done because the pushback of tier2 meant there was no need to get AV against Tyranids until really late in the game.
    Now there is a Nid vehicle threat in tier2.
    Carnifex toned down, lower stats now.
    So, its probably in line with a Wraithlord or DN or whatever.
    I like this change.
    15. Lowered cost of tier3 because it provides a smaller leap in tier3. still takes a while to train.
    16. Raveners have "enhanced muscle coil" that lets them burrow permanently.
    17. Ranged vehicles much more responsive in pathing and turning times.
    18. Spore mines 2 kinds of detonate; instant detonation only stuns uints, build=up time detonation takes 4-5 seconds and does lots of damage; makes them anti-building unit. You can retreat out of the stun effect.
    19. 2 types of carnifex, separate units from the hq; melee only (can be upraded with thornback in tier3 for spawning ripperS). Ranged fex starts with strangler, can upgrade to venom cannon.

    fehlen noch zwei changes:
    BL feuert nun schneller
    WL shuriken macht nun soviel dmg wie der razorback bolter
    +1 Warpsiders halten nun mehr aus