knox Mesaj tarihi: Nisan 22, 2017 Paylaş Mesaj tarihi: Nisan 22, 2017 cidden oyun hereticler tarafindan yapilmis sanki(td) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Nisan 22, 2017 Paylaş Mesaj tarihi: Nisan 22, 2017 oyun cikinca 4chan wh40k wikisinden cok brutal seyler bekliyorum sahsen Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Nisan 24, 2017 Paylaş Mesaj tarihi: Nisan 24, 2017 Open beta'nın aktif olmasıyla birlikte oyunu iki gündür oynuyorum. Yaklaşık 10-15 saat oynadım. Sadece 1v1 maç attım ve şunu net söyleyebilirim oyun gayet güzel olmuş. Zaten metacritic ortalamasıda en son 80'in üzerindeydi. Bu arada betada 1 tane 3v3, 1 tane 2v2, 1 tane 1v1 map'i olmak üzere toplam üç map aktifti. Quick match atabiliyordunuz yada kendi kurduğunuz takımla arkadaşlarınızı davet ederek oynamanız mümkündü. Oyun çıkmadan önce sc klonu, moba rts mi olur gibi eleştiriler vardı. DOW3 kesinlikle sc klonu bir yapım değil hatta en son benzediği oyun sc serisi olabilir. Küçük küçük diğer oyunlardan alınmış mekaniklerin karması olarak düşünebiliriz ama kesinlikle orjinal bir yapım olduğunu söyleyebilirim. Örneğin dow2'nin army kontrol mekaniği bunda bütünüyle mevcut. Fakat dow2'deki retreat, sync kill ve cover gibi mekanikleri silmişler. Buda oyunu basitleştiren bir etmen gibi gözüksede dow2'ye göre çok daha geniş ordular kontrolünüzde olduğundan her squad'ın ability'si kullanmak ciddi efor istiyor. O yüzden oyun kesinlikle kolay bir oyun değil. Oyunda diğer dow oyunlarında ve wc3'teki olduğu gibi herolar mevcut. Yanlız bu tip üniteler dow3'te elite ismiyle geçiyor ve elite point'inize göre çağırabiliyorsunuz ve bir kere öldüklerinde bir çeşit cooldown aktif oluyor bittikten sonra tekrar çağırdınızda ise elite point istemiyor. Elite pointler ise sanırım 2 dakikada bir artıyor. Oyundaki kontrol noktasını ele geçirip node dikerseniz bu süre 90 saniyeye düşüyor ve rakibinizden daha erken elite ünitenizi oyuna çağırabiliyorsunuz. Buda epey bir avantaj sağlıyor. Ayrıca rakip üniteleri ve binaları yıkınca elite point'iniz artıyor. Bu elite üniteleri ve çeşitli ability'leri seçtiğimiz ve adına loadout denen bir mekanik var. Oyun oynadıkça topladğımız skull point'lerle farklılarını alabiliyoruz. 3 tane elite ünite, 3 tane elite ünitenin spawn'landığında diğer ünitelere verdiği buff gibi birşey var, onlar, ve 3 tanede belirli üniteleri bufflayan yetenekler seçiyoruz. İşte oyun tarzınıza göre farklı kombinasyonlar yapmak mümkün. Oyun öncesi elitelerimizi seçerken early game'de kullanabileceğimiz bir tane ucuz, bir tane orta şekerli, bir tanede late game'de kullanacağımız ultimate bir elite seçmek mantıklı gibi şuan. Tabi bazıları oyunun hemen başında agresif olmak için direk iki - üç tane ucuz elite seçebiliyor. Bu arada oyunda 3 phase var. Her phase'de topladığınız biraz daha kaynak artıyor. Sanırım oyun kitlenmesin ve high tech ünitelere geçilsin diye yapılmış birşey. Moba öğelerine gelirsek, basemizde power core mevcut, sağ ve solunda da iki tane güçlü turret var. Oraya kadar gelmeden önce de shield gibi birşey var onu kırmak gerekiyor. Power core'u patlatmadan da oyun resmi olarak sona ermiş olmuyor. Ama özellikle 1v1'de gereksiz gibi geldi, direk annihilation olsa çok bir fark olmazdı çünkü baya bir maç attım power core'u yıktığım 1 yada 2 keredir. Onlardada adamlar kıllığına çıkmadı. Genelde power core'e gelmeden adamın ordusu bitmiş oluyor ve gg yazıp çıkıyor(um). Ama 2v2 ve 3v3 lerde gördüğüm kadarıyla power core önünde filan baya bir direniş oluyor oyun dönebiliyor. Birde kontrol noktalarına dikilen kuleler baya güçlü teke tek'te alıyor bir iki squad'ı buda mobalardaki kuleler gibi olmuş saldırırken filan dikkatli olmak gerek. Irklara gelirsek gerçekten bu sefer en güzel ırk dizaynları olmuş. Dow1'de özellikle birbirinin kopyası ırklar yok, oynadığınızda sizde fark edecekseniz her ırkın birbirinden çok farklı bir mekaniği var. Örneğin eldarlar webway gatelerin menzilindeyken hızlı koşup shield'larını hızlı bir şekilde regen edip, sürekli vur kaç taktiğiyle oynuyorlar. Orklar ise yerdeki çerçöp'ü toplayıp army'lerini bufflıyor. Bu çerçöpler her birime farklı bir buff veriyor ve tabikide waagh'ları var. Space marinler ise devamlı drop pod'lar, chapter bayraklarıyla army'lerini güçlü tutuyorlar. Şuan bana oynaması en rahat space marine'ler geldi. Elite ünitelerde 2-3 squad'ı abilityleriyle tek başına dağıtabiliyorlar. Çok dikkatli olmak lazım. Baya güçlüler. Grafikler güzel, hani öyle çizgi film havasında denmişti ama beni çok rahatsız etmedi açıkçası. Tabi ordular büyüdükçe tüm mobalardaki gibi ufak bir neyin ne olduğunu anlamama durumu oluyor. Rx480 ile full detaylarda aa medium'da, physics low'da hiç kasmadan oynuyorum. Bu arada zaman zaman hafif bir lag olabiliyor, benim internetimdende kaynaklanıyor olabilir bilemedim. Yapımcılar sırf evrende var diye abuk subuk ırklar, dlc ile elite'ler ekleyip çöp etmezlerse espor olmaması için bir sebep yok. Lol, dota, cs:go gibi T1 olur demiyorum tabiki. Ama kendi espor kitlesini yaratabilicek potansiyeli var sanki. Ayrıca dün hemen bir turnuva yapmışlardı. https://play.eslgaming.com/dawnofwar/europe/dow3/open/1on1-open-beta-cup-1-europe/ Öyle yok terminatör zıplıyormuş, çizgi filmmiş, şöyle eldar mı olur diye takmazsanız güzel oyun beta izlenimim olumlu oldu muhtemelen alıcam. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
quixef Mesaj tarihi: Nisan 24, 2017 Paylaş Mesaj tarihi: Nisan 24, 2017 Baştan aşağı heresy Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Feamer Mesaj tarihi: Nisan 24, 2017 Paylaş Mesaj tarihi: Nisan 24, 2017 Kaos ele geçirmiş... Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Komutan Mesaj tarihi: Nisan 24, 2017 Paylaş Mesaj tarihi: Nisan 24, 2017 Keşke öyle olsa. Ama daha oyunda Chaos yok. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Nisan 24, 2017 Paylaş Mesaj tarihi: Nisan 24, 2017 sega satislari gorunce bunlari komple kapamazsa ilerde dlc olur kesin np :P adamlar relici alali kac sene oldu yillardir besliyorlar elden o paranin cikmasi gerek artik asd. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Komutan Mesaj tarihi: Nisan 25, 2017 Paylaş Mesaj tarihi: Nisan 25, 2017 Multisini hiç beğenmedim. Campaigni için de pek iyi şeyler okumadım. Pre-Purchase ile almıştım, refundladım. Ancak ileride çok ucuzlarsa alırım. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Nisan 28, 2017 Paylaş Mesaj tarihi: Nisan 28, 2017 SP ilk gorev: baya baya hack&slash moba olmus harbiden, select all yapip ne varsa daliyoruz lambirlambur lel: 3.dk dan basliyor: https://www.youtube.com/watch?v=BRiByt9Zd8M rip dow. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Nisan 28, 2017 Paylaş Mesaj tarihi: Nisan 28, 2017 gorevler bolum bolum sirayla sm, ork, eldar seklinde ilerliyor. birbiriyle baglanicaklar sanirim. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Nisan 29, 2017 Paylaş Mesaj tarihi: Nisan 29, 2017 bocek gibi ezmis biscuit(:D: https://www.youtube.com/watch?v=PfEp-ZuwiGE Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Mayıs 2, 2017 Paylaş Mesaj tarihi: Mayıs 2, 2017 Abi o kadar kötü değil ya kesinlikle çok abartılıyor. İndirime girince bir alıp denersiniz. Dow1 ve Dow2 ile karşılaştırılıp kötü deniyor. İyide, dow2 rts bile değildi. Oyun çıktıktan 6 ay sonra 1v1 atmak için 10 dakika beklemen gerekiyordu. Dow1'de reinforcement saçmalığı vardı. Üniteler mantar gibi yerden çıkardı. Ha bu iki oyunda kötü müydü hayır. İşte dow3'te bu iki oyunun karması denebilir. Millet steam'de saçma sapan yorumlarla eleştirmiş. Rts zaten ölen bir tür birde adamlar gidip abidik gubidik eleştiri bile denmeyecek gerekçelerle eksi vermişler. Relic azda olsa rts camiasına birşeyler vermeye çalışan bir firma desteklemek lazım. Oyun leş değil. Benim gözümde şuan orta - iyi arası bir yerde. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
bingildak Mesaj tarihi: Mayıs 2, 2017 Paylaş Mesaj tarihi: Mayıs 2, 2017 Norak said: bocek gibi ezmis biscuit(:D: böcek gibi ezmemiş aslında. dow2 değil diyor. onun dışında averaj rts diyor. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Komutan Mesaj tarihi: Mayıs 2, 2017 Paylaş Mesaj tarihi: Mayıs 2, 2017 Sadece DOW2 değil DOW1 kadar da beğenmediğini söylüyor. Kaldı ki bence COHlarla da kıyaslamak lazım ve bana göre onlardan da kötü. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Mayıs 2, 2017 Paylaş Mesaj tarihi: Mayıs 2, 2017 Üniteler çoğunlukla aynı. Dow1'deki base kurma mantığı var. Mekaniklerde Dow2 gibi. Fakat cover, retreat, sync kill, garrison yok. Onun dışında üniteler dow2'deki gibi hareket ediyor. Bu arada kesinlikle zor, moba elementleri var diye kolay bir oyun değil. 1v1 oynarken baya terliyorum. Multitasking'inizin baya iyi olması lazım. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Mayıs 24, 2017 Paylaş Mesaj tarihi: Mayıs 24, 2017 oyun bir ayda öldü ya la. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
bingildak Mesaj tarihi: Mayıs 24, 2017 Paylaş Mesaj tarihi: Mayıs 24, 2017 borndid Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
smartgun Mesaj tarihi: Haziran 1, 2017 Paylaş Mesaj tarihi: Haziran 1, 2017 Dev patch geldi. Eldar'a sağlam nerf, sm'lere ise buff geldi diyebiliriz. Ek olarak leaderboard filanda geldi. Değişikleri aşağıya kopyalıyorum. Şu linkten daha detaylıda okunabilir https://www.dawnofwar.com/article/patch-notes-may-31-2017 New Leaderboards Improved Opponent AI The Codex now includes all Elite units Map changes Balance update (multiplayer only, balance changes do not apply to the campaign) General Gameplay Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes Base Requisition rate increased from 260 per minute to 340 per minute Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage) Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage) Escalation Phases Phase 1: Increased refund on unit loss from 25% to 35% Phase 2: Increased refund on unit loss from 15% to 25% Phase 4: Decreased resource rate bonus from 50% to 25% Maps A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base Space Marines Servitor Bug fixes BUG FIXES Fixed an issue where Servitors could see over some sight blockers Tactical Marine Damage has been boosted across the board, as well as a decrease in reinforcement costs We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost. Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25% Ranged Damage: 2.85 4 Melee Damage: 4.6 5.5 FLAMER UPGRADE Reinforcement Cost: 71 Requisition / 7 Power 63 Requisition / 2 Power PLASMA GUN UPGRADE Reinforcement Cost: 75 Requisition / 9 Power 65 Requisition / 3 Power BUG FIXES Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged Fixed a bug that caused Tactical Marines to gain resources when Overcharged Fixed a bug that prevented Tactical Marines from being able to melee when Overheated Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously Scout Sniper Increased rate of fire A small quality of life improvement when using Scout Snipers will help them feel more agile in combat. Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons Hidden: Now gains a 10-second speed boost after firing Assault Marine Jump damage and charge generation time decreased, Power Sword upgrade cost increased Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay. The Power Sword upgrade is now available at Tier 2 JUMP Charge Generation Time: 65 seconds 90 seconds POWER SWORD UPGRADE Upgrading your Assault Marines with Power Swords ensured their viability in the late game, but was far too devastating early on. We'll be keeping an eye on their performance after this patch. Cost: 75 Requisition / 75 Power 125 Requisition / 125 Power Assault Leap: Damage reduced from 75 to 20 Lascannon Devastator Increased clarity on beam intensity and increased damage Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power. Added a resource bar to display three tiers of beam intensity Beam intensity will no longer decay when switching targets Beam intensity will decay slowly when out of combat Beam intensity will reset when stunned, knocked back, or placed into stasis Beam Intensity 1 Damage: 1.5 1.875 Beam Intensity 2 Damage : 3 3.75 Beam Intensity 3 Damage: 5.5 6.5 Whirlwind Bug fixes BUG FIXES Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points Predator Destructor Increased health and area of effect We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions. Visual effects have been updated to match the new area of effect Health: 2250 2500 Area of Effect: 3 5 Kill Team Ironmaw Base damage slightly increased We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz. Ranged Damage: 4 5 Melee Damage: 6 8 BUG FIXES Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport Jonah Orion Reduced damage against early game squads We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha. FURY OF THE ANCIENTS Both inside and outside of his Stonewall, Fury of the Ancients how affects less units. Max number of units hit per squad decreased from unlimited to 5 Gabriel Angelos Removed the knockback and increased damage from Critical Strike We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output. Removed knockback from Critical Strike CRITICAL STRIKE (PASSIVE) We're toning down the disruption from his Critical Strike. Damage: 80 85 Terminators Added knockback to Teleport and increased Cyclone Missile Barrage rate of fire We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up. Added knockback on Teleport arrival CYCLONE MISSILE BARRAGE We buffed the speed it takes to fire a full volley of cyclone missiles to give Terminators a bit more punch in late game encounters. Rate of Fire: 8 seconds 4 seconds BUG FIXES Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod Venerable Dreadnought Increased ranged damage Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable. Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target Ranged Damage: 240 350 Imperial Knight Solaria Increased range and made quality of life changes to Gatling Barrage While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat. Removed the slow from Gets Hot! Range: 40 45 GATLING BARRAGE When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable. Knockback: 8 12 IRONSTORM MISSILES We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware. Range: 45 55 Additional Changes Increased shields granted by Plant The Standard from 350 to 450 Drop pod damage versus buildings currently under construction from 1750 to 350 Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post Population Servitor: Decreased from 2 to 1 Assault Marines: Increased from 10 to 13 Scout Snipers: Decreased from 10 to 9 Heavy Bolter Devastators: Increased from 9 to 11 Lascannon Devastators: Increased from 9 to 10 Landspeeders: Increased from 10 to 13 Dreadnought: Decreased from 18 to 17 Predator Annihilator: Decreased from 18 to 17 Predator Destructor: Decreased from 18 to 17 Whirlwind: Increased from 10 to 12 Eldar Bonesinger Warp range decreased and starts on cooldown Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways. Warp now starts on cooldown when the unit is first spawned in WARP Range: 100 70 Dire Avenger Decreased ranged damage and shields Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat. Range: 40 30 DOCTRINES Avenger Shield: Shield bonus reduced from 20% to 10% Howling Banshee Lowered cost and damage of Quick Strike upgrade We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit. QUICK STRIKE Cost: 100 Requisition / 60 Power 75 Requisition / 50 Power Damage: 65 30 DOCTRINES Hunt: When in stealth, Quick Strike will reveal you in the casting phase Hunt: Speed bonus no longer stacks with Fleet of Foot Hunt: Damage bonus reduced from 100% to 25% Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage Ranger Increased Power cost We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them. Cost: 330 Requisition / 15 Power 330 Requisition / 20 Power Cost to unlock: 100 Requisition 125 Requisition / 25 Power BUG FIXES Fixed a bug where additional firing would not reset their stealth revert timer Fire Prism Decreased cost and increased damage Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades. Removed knockback from Superheated Cost: 100 Requisition / 375 Power 100 Requisition / 325 Power Ranged Damage: 275 320 SUPERHEATED (PASSIVE) Damage Type: Normal True Damage: 100 150 Activation Time: 3 seconds 2 seconds BUG FIXES Fixed an issue where units could not teleport out of a Fire Prism attack Striking Scorpions Reduced effectiveness of Hunt The intention behind giving true damage to Critical Strike was to keep Striking Scorpions relevant in the late game, however it was much too strong at destroying objectives and buildings early on. On top of this, even when players would "successfully" counter them using detection or disruption, stacking bonuses from Hunt and Fleet of Foot rendered the counterplay moot. These changes are targeted at these issues. Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100% Hunt tooltip now displays speed and damage bonuses HUNT Damage Bonus: 100% 25% CRITICAL STRIKE (PASSIVE) Damage Type: True Normal Farseer Macha Reduced early game effectiveness and increased support capability To play against Macha, you always need to be mindful of where she throws her spear. In practice, though, this was more difficult than intended when taking into effect the squad-wiping potential of Psyker Blast. We've put a cap on how many units can be affected (especially helpful to your WAAAGH!), while at the same time enhancing its defensive properties to strengthen Macha's existing support utility. Max number of units hit per squad decreased from unlimited to 4 PSYKER BLAST Damage: 150 125 Damage Mitigation: 50% 75% BUG FIXES Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing Jain Zar Reduced damage on Silent Death throw, increased damage on Silent Death return Despite her strong area of effect and squad-killing potential, Jain Zar's in a good place. We made some minor tweaks to Silent Death to more clearly communicate how the ability works. Changed the visual effects when Silent Death is on its return path Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning SILENT DEATH We didn't clearly communicate that Silent Death does more damage on the return than on its initial throw. We've tuned the damage as well. Initial Damage: 100 75 Return Damage: 250 275 Warp Spiders Increased activation time of Slow Mines We've made a small tweak to give their mines some potential while in the middle of a fight, and we'll continue to observe their effectiveness. SLOW MINES Activation Time: 7 seconds 3 seconds Wraithlord Reduced the number of squads that could be teleported by Wraith Recall While presence doctrines are intended to have powerful effects, the Wraithlord's felt too cheap relative to how easy it was to use. Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase DOCTRINES Wraith Recall: Range reduced from global to 100 Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount BUG FIXES Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles Additional Changes Edlritch Storm: True damage per tick reduced from 5 to 2.5 Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form Webway Gates health decreased from 700 to 600 Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected Improved Webways: No longer allows Webway Gates to relocate in Tier 1 Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds Population Dire Avengers: Increased from 6 to 8 Howling Banshees: Increased from 10 to 11 Dark Reapers: Increased from 8 to 11 Rangers: Increased from 8 to 9 Shadow Spectres: Increased from 9 to 12 Wraithblades: Increased from 12 to 16 Vyper: Increased from 5 to 9 Falcon: Increased from 12 to 17 Fire Prism: Increased from 15 to 19 Orks Gretchin Added more utility to Find the Goods DOCTRINES Find the Goods: Places a single mine on top of the Scrap pile that you teleport to Find the Goods: Now stealths for 15 seconds, or until detected Boy Reduced stacking movement speed from multiple sources Combining WAAAGH Towers, Shout, and the Get 'Em Boyz doctrine made Boyz too hard to run away from. DOCTRINES Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50% Shoota Boy Subtitle123 Shoota Boyz have great damage for their cost, but were too easily destroyed by area of effect abilities. An increase in health and nerfs to various area of effect abilities should put them in a good spot. Health: 840 1000 Tankbusta Made a slight change in how the Squig Bomb Mine functions DOCTRINES Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it cannot find a target Trukk Reduced damage of Suicide Bomma doctrine DOCTRINES Suicide Bomma: Damage reduced from 350 to 200 Suicide Bomma: Damage versus objectives reduced from 350 to 100 Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5 Deffkopta Increased health Despite their harassment potential, we found that they just weren't healthy enough to transition into late game army compositions. We've upped their health to help them scale better. Health: 450 550 Killa Kan Reduced rokkit range on Long Range Rokkit doctrine Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases DOCTRINES Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration Deff Dread Buffed the shields from the Bigga Scrap Shield doctrine Considering that Deff Dreads can't move while the shield is channeling, we increased the effectiveness of their shields so their lack of mobility isn't a death sentence. DOCTRINES Bigga Scrap Shield: Shields increased from 300 to 500 Bigga Scrap Shield: Duration increased from 5 to 10 seconds Big Trakk Removed stun and replaced with slow Combined with their range, the Big Trakk's ability to keep high-value enemy targets stunned was pretty brutal. They now slow instead of stun - keeping their crowd control utility, but making them less frustrating to play against. Kill 'Em Far now applies a slow to vehicles, instead of a stun Cost: 100 Requisition / 350 Power 100 Requisition / 325 Power Salvage Cost: 50 Requisition / 175 Power 50 Requisition / 165 Power Stormboyz Reduced Suicide Bomma's objective damage Stormboyz are in a good spot. They're relatively easy to kill with focused fire and both forms of their Suicide Bomma can be dodged - provided you've been scouting! Despite this, its damage was too effective versus static buildings and against Orks. Suicide Bomma's damage versus objectives reduced from 350 to 175 Max number of units hit per squad decreased from unlimited to 5 SUICIDE BOMMA (SCRAP) When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50% Upgraded Suicide Bomma will no longer explode unintentionally over certain types of terrain DOCTRINES Kamakazee: Changed hotkey from Q to X Weirdboy Zappnoggin Reduced burst damage Like Macha, we hoped that the use of scouting would negate much of the Weirdboy's power, but Ere We Go excelled at punishing enemy squads even when they weren't particularly out of position. Area of effect damage removed from ranged attack Damage Type: Normal True SCRAP BLAST Scrap Blast's damage was overpowering, especially against Orks. We've capped the area of effect damage and instead increased its defensive utility. Max number of units hit per squad decreased from unlimited to 5 Shields: 200 225 ERE WE GO Removed damage from this ability FIST OF GORK Fist of Gork's travel time used to average about 4 seconds, but would vary based on range i.e. it was faster when at close range. We've removed this mechanic and made it a flat 3.5 seconds, regardless of range. Travel Time: Varied 3.5 seconds Mad Dread Increased health and decreased Tunnel cooldown Increasing the Mad Dread's mobility will make it feel like a stronger Elite choice. Health: 4250 4750 TUNNEL Increasing Tunnel usage in the middle of fights gives the Mad Dread more presence on the battlefield, and helps with his survivability. Cooldown: 45 seconds 30 seconds Gorkanaut Increased damage While Rokkit Fist is quite strong, the Gorkanaut's basic attacks and All Da Dakka needed a bit more love. Ranged Damage: 15 20 ALL DA DAKKA Damage: 80 100 BUG FIXES Fixed an issue where All Da Dakka did no damage to Shield Generators Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability Fixed a bug where Loot would sometimes fail to work Additional Changes Fixed an issue where Roks could become unresponsive if picked up and dropped Population Boyz: Decreased from 8 to 7 Shoota Boyz: Increased from 8 to 9 Nobz: Decreased from 25 to 16 Deffgun Lootas: Increased from 8 to 9 Tankbustas: Increased from 6 to 10 Trukks: Increased from 8 to 9 Deffkoptas: Increased from 5 to 7 Killa Kans: Increased from 10 to 11 Deff Dreads: Increased from 12 to 15 Big Trakks: Increased from 18 to 19 Bug Fixes Achievements Fixed assorted issues with achievements not being awarded when completing the campaign Audio Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens Fixed incorrect sound effects on Sky Portal death Fixed missing sound effects on Ork Shoota Boyz Fixed an issue with the level up sound effects playing on repeat Fixed an issue where setting Voice volume to zero was not silencing unit barks Campaign Fixed an issue where mission progress wasn't properly carried over between PCs Fixed an issue where Assault Marines could bypass a gate in Mission 1 Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2 Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4 Fixed missing animation on a bridge in Mission 4 Fixed missing dialogue at the end of Mission 4 Fixed a rare bug that would block progression when defending your base in Mission 5 Fixed issues with deck gun effects and sound effects when loading a save in Mission 7 Tuned Diomedes' health in Mission 8 Fixed an issue where units joining the player could become hostile in Mission 11 Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12 Fixed an issue with debrief imagery in Mission 12 Fixed an issue with stacking Webway Gates in Mission 13 Fixed a rare crash when destroying the first Webway Gate in Mission 14 Fixed an issue with missing health bars on some units in Mission 16 Fixed an issue with missing objective indicators in Mission 16 Fixed an issue where Elites would not gain experience at the end of Mission 16 Fixed issues with damage from Mission 17's boss's swipe attacks Fixed issues with boss behaviour in Mission 17 Save & Load Fixed an issue where incorrect Elites could appear in some save games Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active Multiplayer Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war Fixed an issue where paused AI games were not actually paused Units & Abilities Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma Fixed an animation glitch on the Striking Scorpions Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods Fixed an overly large hit box on the Doctrine Chapel User Interface Fixed stacking debuff icons caused by Gorgutz' melee attacks Fixed inconsistencies with audio and video options and forced restarts Adjusted several incorrect ability and upgrade icons Fixed an issue where some tooltips would be missing text for non-deployed Elites Fixed incorrect behaviour on several gameplay UI options Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep Art Fixed additional instances of effects seen through the fog of war Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher Fixed missing effects on the Temporal Mine ability Fixed missing effects when the Venereable Dreadnought is destroyed Fixed timing issues on destruction effects for resource add-ons Fixed an issue where the effects and sound effects for Pin did not end Fixed an issue with persistent teleport effects when the target building is destroyed Offline Play Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions Performance Improved performance on 4K monitors in various option and info screens Improved performance when using the Roks ability Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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