Posts by Listoric
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Terminator Salvation
http://movies.apple.com/movies/wb/term…n-tlr2_720p.mov
http://www.youtube.com/watch?v=OScn6D5ub30
(in HD ansehen - rechts direkt unter dem VideoGanz ehrlich, ich war nie ein großer Terminator Fan, aber wenn ich mir die Trailer ansehe, meine Fresse...
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Quelle 4 depp pls
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Zuerst zieht er dich auf sein Niveau hinunter und dann schlägt er dich mit Erfahrung.
Aus diesem Grund bitte das Niveau wieder steigern und nicht mit BoBs und WTFOMFGBBQ um sich werfen, auch wenns mir selbst bereits in den Fingern juckt.
Don't feed the troll.
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sehr geile games.
schöne nutzung von shees und rangern. echt fett
absolut zu empfehlen. -
Relic macht die Sache erheblich besser, dennoch ist es auch mir absolut unbegreiflich wie man vorne was patched, und hinten was gamebreakt X)
Auch ist es mir fast unbegreiflich warum viele Elemente, die in anderen Spielen 0815 sind, bei uns nachgepatcht werden müssen.
Anyway, ich hab deswegen schon mit Melanie Heyna geredet, die absolut korrekt meinte, das Deutschland nicht der einzige Markt für Dow2 ist. Viele Elemente die wir als E-Sportnation als selbstverständlich sehen, in anderen Ländern absolut nebensächlich sind.
Dem durchschnittlichen Portugiesen ist es ziemlich wurscht ob er nen Observermodus hat oder nicht, da in dem Markt 99% nur den Singleplayer spielen. (nur mal als fiktives Beispiel)
Im Prinzip geht Relic wieder den Weg den sie mit Dow1 gegangen sind, und bringen erstmal nen Basic Game raus, das genau die Punkte erfüllt die in den meisten Märkten erfüllt sind, um den höchsten Profit zu erhalten (ist klar, schlussendlich gehts immer ums Geld, denen wie uns
) und dann wird der "spezielle" Content nachgereicht.Ich für meinen Teil finde es teilweise absolut verboten das so zu regeln, und andererseits ist es mir wieder auch wurscht.
Ich bin mit dem Game bereits zufrieden, vorallem da ich weiss das ja einiges noch dran gemacht wird und etliche Patches folgen werden. Da hab ich keine Torschlusspanik.
Dennoch gehts mir genauso wie den meisten das ich manche Dinge absolut unverständlich finde. Damit müssen wir halt wohl oder übel Leben.
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Für mich sieht es derzeit so aus:
Ich spiele mit Warlock, da ich mit der FS nichts anfangen kann (einfach zu selten gespielt) und der Warpspiderexarch meinen Microkünsten überlegen ist, soll heissen, er macht Sachen die ich nicht will -> ergo tot.
Sonst bleibt mir derzeit fast nur massenweise Guards und ein Ranger Squad.
Auf T2 gibts ausser der Brightlance fast nichts was sich zu bauen lohnt. Und die Brightlance auch nur als Kontereinheit.
Derzeit tendiere ich noch am ehesten zum Falcon, da der wenigstens brauchbare Geschwindigkeit liefert und meine Units im Feld reinforcen können.
Der Wraithlord wird meist vom Gegner im Fernkampf zerlegt. Predator fährt 20 sekunden rückwärts im Kreis -> 450/80 verheizt.
Mit Guards kann ich das Spiel bis T3 überbrücken, wo mit FirePrism und D-Cannon die einzigen wirklich brauchbaren Units seit T1 auftauchen.
Der Vorteil der Guards liegt dann einfach bei den Kosten/Nutzen da ich auf T2/T3 mit den Gaurds die Fireprism wenigstens reparieren kann, Schilde vor meine D-Cannon/Brightlance bauen kann und mit Granaten zumindest seine Gens/Capunits zerlege, selber dann schnell cappen kann.
Ranger nutze ich inzwischen recht gerne, gerade auf T2/T3 sind sie als unsichtbare Späher gold wert und bringen die Reichweite der FirePrism und Plattformen zur Geltung.
Wie siehts bei EUch aus?
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Quote
Originally posted by Mars Zorn
Hab mal nen kleinen test gemacht Rat der seher vs Assault Termis. Und der rat der seher haut die tatsächlich um, obwohl sie doch deutlich teurer sind
Ja, aber wie wir seit 4 Jahren wissen kannst du solche Direktvergleiche nicht ziehen.
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Spitzen Feedback, danke !

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Lol, die Idee ist irgendwie kaputt geil

Abgesehen davon, wie lange bemalst du schon Death? Irgendwie dacht ich du machst das schon ewig, aber die sehen irgendwie Verbesserungswürdig aus *duck*

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schade, ich hab auch schon mit dem Gedanken gespielt das dies irgendwas bringen könnte

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• Bugs
-- Fire Prism sometimes starts his firing animation and shots at enemy troops in range, but without any damage dealt nor a shot animation (laser beam, impact), only the sound and the cooldown are recognizable.
-- when playing with a bad connection in 1on1 or sometimes in 3on3 games, hotkeys will not be assigned to hero and the starting squad - this seems to happen when you enter the game, and press the hotkeys before the game assignes them to the units.
-- when the Lictor Heros "suppression claws" update is completed, there is a knockback/suppression effect on enemy units - even when not in range of the lictor (file attached, happens ~2:40 mins on the top right requisition point)
- Population Bug
-- The PopCap Bug as i know it "only" occurs when reeinforcing the "last" unit of a squad.
-- The population used for a new unit will be added to the population limit, no matter if the unit dies later, so it may happen that only 3 Squads are on the field using 100/100 pop.- Controls & Movement & Pathing
-- commands are ignored sometimes (e.g. during knockback) or even ignored without any reason. This happens with spells and movement orders as well.
-- commands have a command lag ( some kind command delay is inevitable for onlinegames, so it might not be considered a bug )
-- Vehicles don't react to orders or seem to have a huge command lag, which results in standing still
-- Units that have an order, like leaving a building, capturing a point, sometimes ignore every new order as the get "stuck" in the old order. This has been seen many times on squads leaving buildings with one member left in the building and all others standing outside waiting, or units that keep on capturing points instead of retreating.
- Already Set up Platforms/HBs/Lootas move when given an attack order while the target leaves the fire arc or the line of fire.
- Warpspiders haywire and teleport functionality don't always work when the unit is in combat albeit the energy is consumed/cooldown triggered.
- When Destructor is triggered the moment a new wargear arrives the Warlock is unable to conduct any melee nor to use the Destructor again for the whole game. (dead/new wargear didn't change anything)
- Banshees and Heroes with spears sometimes cause the eldar pistol sound to be played nonstop.-- when you drag a selection field over an area with a building and units, the building will be selected
-- when you drag a selection field over an area with libing units and an unconcious hero, the hero will be selected and will be selected as first squad in your selection list. Therefore, when you hit on retreat, nothing happens.
-- Plattform was given an order to set up into a certain direction. While the directional arrow appeared, the match was declared victory, which resulted in having only the directional arrow for the plattform as cursor. The standard cursor did not appear, so the winner could not click on the Victory button.
-- retreating units can not reinforce/add squadleaders, even though the reinforce was started before the retreat - the requisition spent is lost.
-- After you activate the Invincible Spell of the Warlocks Providence Armor, every other Warlock spell has a very fast cooldown. But if you used one of the other spells, for example WarpThrow, before you activated the Invincible Spell, the Warpthrow Spell will have the normal cooldown running, instead of a faster one like the other spells that were not activated early on
• GfWL & Netcode
-- NAT Error should be fixed (seemed not or seldomly happen in the beta)-- Matchmaker does not work properly, rank or trueskill seems not to be taken into account. TrueSkill 1 players have to face TrueSkill 32 players which results in frustration on both sides.
-- Forced TrueSkill Difference: Play only against players with TrueSkill +-5, +-10, +-15, ...
-- Better punishment for disconnecter. Most of the disconnects in 1on1 is due to the loser unplucking his cable.
• New Suggestions
- HUD-- improved loading screen with details about:
- player names
- player ranks (Highest TrueSkill + Race Rank)
- races
- map with startpoints, victory & requisition points & power nodes
- heros (only the own team)
- color schemes (name and colours)
- tipps-- clear and sharp edged sans serif font. At the moment, the ingame font is poorly readable and on larger screens or non-native resolutions not readable at all. Information like global ability points or the amount of Ressource per Minute are hardly readable from a normal distance to the display
-- Customizable Hotkeys & QWERT Hotkeys
-- Squad-Hotkey-Numbers (1-0) should also be displayed small next to the Squad Type Symbol on the battlefield-- Individual Healthbars for each Squadmember
-- ALTERNATIVE: Healthbar devided into number of squadmembers to display individual health-- "chat to all" as default for 1on1 games instead of "teamchat"
-- a "show chatlog" button next to "players" to display the chat in case someone did not notice the message-- Icons for Global Skills should only be enlighted when there is enough global ressource to use them
-- hotkey to switch skins to teamcolours (red enemy, yellow allied, blue self)
-- Add an option to ignore the custom paint schemes of other players and only use predefined ones (the shiny metal colors as main scheme colors are too shiny)
-- the "revive me" button on the main screen should have a toggle on/off option as it is way to big and hinders sight and further controls, or be removed as there is the same button in the top right corner
-- Warlock Aura for "Invincible Providence" - right now you cannot see if this skill is active or not
-- Display Upkeep -> Most players don't even know about it, so they had at least something to rely on
-- White - from 0 - 10 points
-- Yellow - upkeep from 10 - 50 points
-- Red - upkeep from 50 - XX points-- Killcounter for every unit
-- Different Minimap Pings: Attack here, Defend here, Capture here
-- automaximizer, when you're in windows, the game auto maximizes as soon as the matchmaking system found a competitor, so you never miss a game.
- Replay System
-- observer mode
-- When watching a replay, the watcher should be able to see everything the player has seen during his play, including uprades, wargear, reinforcements, global spells, the capping status, the capping countdown when capping a point, just everything.
-- The observer view should switch when clicking on an other players unit. Say you watch player A, click on player Bs unit, then the view should switch to player B. When clicking on Player As unit again, the view should switch again OR a hotkey to switch players(teams) during a replay-- hotkey to toggle fog of war
-- hotkey to toggle hud on/ off with only minimap showing / off- Gameplay
-- Improve accleration speed of vehicles
-- toggle on/off button for automated looking for cover
-- A "stop" button that makes units stop and not just forget their current order so thatthe player can take care of units that would normaly continue to chase into minefields/towers/heavies/certain doom
-- Add a two-way stance, allowing the player to choose whether a unit prefers to attack with melee or ranged weapons.
-- The cover System "Problem" could be solved with stances, which could solve many other existing problems too... but maybe just an "hold the line" button would be enough.
After pressing the key the unit stops and stays on RC. Additionaly you can give an unit attack order which leaves the unit on hold the position AND engages the targeted unit.
The old "stop" button ("q") would cause the unit to disregard their "hold the line" status.-- Multiple Controlgroups for Squads! For now you cant set multiple controlgroups. As an example, player A likes to set his controls to "1" = whole army | "2" = close combat | "3" = ranged units.
Once you try to set a a new controlgroup for a unit who is already set to 1,2,3 whatever it will completely delete the existing controlgroup. So one units can't be in two groups - which should be possible.
-- "random" should be dealt like a fifth race, with stats, rank, etc, similar to Warcraft 3
-- Either faciliate the "point selection" of Kommando Nob Booby Traps (currently too difficult when placed near enemy units/buildings), or have it triggered by a Commander ability instead (just like remote explosives in the campaign).
-- All E-Shields need a little activation cost around 10-15. Right now you can abuse all sorts of E-Shields used by offensive Heros by turning them on/off rapidly. The most outstanding here is the Iron Halo used by the Force Comander because the FC becomes immune to knockback for ~1.5secs after Iron Halo is activated. Turning it on/off rapidly makes him nearly invincible.
-- Activated Shields such as Iron Halo should not allow Energy to regenerate to match with infiltrate for instance, which also not allows Energy to recover, thus lvl 10 Heros in 3on3 won't have an overpowered E-Shield.-- Retreat should have two predefined options: Retreat to nearest beacon, Retreat to HQ
OR
-- make the retreat beacons more visible on the minimap so players see where their retreating units will walk to-- Adding a cap speed modifier (strategic_point_capture_ticks_modifier) to the Time Field ability of the Farseer so units in the Time Field cap slower.
-- any object should be destroyable, some kind of walls or archways block vehicles and hinder correct pathing
-- very small infantry (ripper swarms) should be killed whith vehicles while driving over them - small infantry (guardians, scouts,...) should be pushed aside
-- Orcs can't stun vehicles, so orcs are the only race than can't do anything against vehicles that drive backwards all the time. It would be great to add a vehicle stun skill to one of the orcs standard units, not heros.
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Ich erstelle eine Liste und einen neuen Thread dazu.
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Originally posted by cuL
Außer der Pred der Total nutzlos ist
Preds sind perfekt gegen Eldar Fire Prism

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ich sagete bereits, nein.
Solche "Spiele" werden hier nicht unterstützt. Wenn du sowas unbedingt spielen willst, dann kannst du dein Zombie, Beiss mich, Vampir oder was weiss ich Variante in deine Signatur werfen.

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äh, nein.
