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Made in us
Longtime Dakkanaut





USA

Spoiler:
 Ashiraya wrote:
 Frankenberry wrote:
Nevermind, impossible argument.


So, instead of admitting that I have a point, you just ignore the evidence. Sounds like quality Dakka posting to me.

.
.
.
That was a bit of a joke.

On a more serious note you really have to understand the actual role of the Space Marines. A deployment against a predictable enemy detachment of about equal numbers is almost the perfect situation for their battlefield role (the only thing that would have been better would be dropping right on top of the enemy). The point of their superior speed, firepower, resilience, training and equipment is so that they can quickly and efficiently eliminate a target enemy force and then move on to their next mission. The really small IG force (and yes, high dozens to low hundreds is really tiny as far as IG armies go), for example, depicted in a DoW1 game is just the kind of opponent the SM can sweep aside really quickly and then move on. SM don't want even battles. They are too few and their recruitment too slow and awkward to deal with attrition well.

So what should they have done? Make the average DoW1 (or 2, or 3...) battle depict a setup gone wrong for the marines. Reduce their squad size and leave the stats per squad the same. Now you have a matchup that works both in lore and for balance. DoW2 did this, which is great, though they could have gone further than they did (I made a mod for that but that's another story).


Wasn't interested in the inevitable back and forth with no resolution argument that was to follow. But still, touche.

And I understand perfectly well how Marines operate - they're effectively special forces. Limited in number but required to take on objectives that are massive in scope. And as for the point regarding fair fights, Space Marines never drop into fair fights. That's their whole thing they drop into what is almost certain death for any other army and are victorious anyway.

That all having been said, I get that there will never be an accurate way of depicting how certain armies work in ANY 40k game. You'll never command tens of thousands of Guard, super-human Space Marines, or Mustache-twirling terribad Chaos. The games are made entirely from a standpoint of: How do we include all these awesome bits of the universe without destroying the game?

And I never thought I'd say this, but DoW 2 is probably one of the better representations of what a Space Marine strikeforce might be. Although, I think DoW1 showed what a company-level deployment would be like better than anything else.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc





 BrookM wrote:

New
You can now surrender in multiplayer matches


What heresy is this?

Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP) 
   
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The burning pits of Hades, also known as Sweden in summer

 Frankenberry wrote:

And as for the point regarding fair fights, Space Marines never drop into fair fights. That's their whole thing they drop into what is almost certain death for any other army and are victorious anyway.


While your general sentiment is correct, keep in mind that when Space Marines are involved an equal numbers fight it is often neither fair nor equal.

This message was edited 1 time. Last update was at 2017/05/10 11:45:19


I should think of a new signature... In the meantime, have a  
   
Made in us
Executing Exarch




 BrookM wrote:
Such restrictions may work better with a slightly different game maybe, like a tactics game or the like, akin to X-COM or Jagged Alliance 2.


The original Ground Control would probably work as the best template.
   
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Eumerin wrote:
 BrookM wrote:
Such restrictions may work better with a slightly different game maybe, like a tactics game or the like, akin to X-COM or Jagged Alliance 2.


The original Ground Control would probably work as the best template.
Good call, kinda forgot about that one, as the first one is indeed a great game that could work perfectly with something like that in mind.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Longtime Dakkanaut




I still feel like the best way to have Space Marines in an RTS would be as elite forces for a larger whole. Like you choose Imperial Guard (or just Imperial forces) and then can call in small quantities Space Marine (Sisters of Battle or Adeptus Mechanicus etc) reinforcements. Either using a doctrine system like Company of Heroes or just further up the tech tree (potentially exclusive like the Tau Mont'ka and Kauyon choices in Dawn of War). This would let Space Marines be treated as the high elite and expensive troops they should be rather than needing to be matched against standard enemy squads. I don't really see any balanced way of having Space Marines being as powerful as they are in the fluff otherwise.

In the Soulstorm Titanium Mod you could play as the Adminstratum, starting with Arbites forces and working up to heavier units. Near the end of the tech tree you could call rely on more PDF forces, Space Marine or Inquisitorial reinforcements or turn traitor and gain access to certain Chaos or Tau units. I found that really entertaining too.

This message was edited 1 time. Last update was at 2017/05/10 13:45:44


 
   
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Ho-hum, found this on a Dutch media retailers site:





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in no
Terrifying Doombull





Hefnaheim

Oh dear well if anyone needed more proof that this game is best avoid I would not know.

But in a more serious tone, so now both necrons for the next game and suddenly GK as well?
   
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Krieg! What a hole...

GK, Chaos and Necrons?

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
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With the lower body covered it actually doesn't look too bad actually.
   
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This weekend, treat yourself to that Elite you've been eyeing.

Dawn of War III launched three weeks ago, and we all know what the three week anniversary is; SKULLS!!

This weekend, all skulls earned by competing in A.I. skirmishes and multiplayer matches will be doubled, getting you that much closer to the Elites and Doctrines you've had your eye on! Be sure to act quick, the promotion will run from May 19 at 10AM PDT until May 23 at 10AM PDT.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
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For those who still play, they rolled out a patch today with a lot of tweaks, nerfs and buffs to all units, along with a leaderboard:


New
Leaderboards have been added

Improved
Opponent AI
The Codex now includes all Elite units
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%

SPACE MARINES

Servitor
Bug Fixes
Fixed an issue where Servitors could see over some sight blockers


Tactical Marine
Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
Ranged damage increased from 2.85 to 4
Melee damage increased from 4.6 to 5.5
Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 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
Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons

Doctrines
Hidden: Now gains a 10-second speed boost after firing

Assault Marine
Power Sword upgrade is now available at Tier 2
Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
Jump charge generation time increased from 65 seconds to 90 seconds

Doctrines
Assault Leap: Damage reduced from 75 to 20

Lascannon Devastator
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 increased from 1.5 to 1.875
Beam intensity 2 damage increased from 3 to 3.75
Beam intensity 3 damage increased from 5.5 to 6.5

Whirlwind
Bug Fixes
Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points

Predator Destructor
Health increased from 2250 to 2750
Area of effect increased from 3 to 5
Visual effects have been updated to match the new area of effect


Kill Team Ironmaw
Ranged damage increased from 4 to 5
Melee damage increased from 6 to 8

Bug Fixes
Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

Jonah Orion
Max number of units hit per squad decreased from unlimited to 5

Gabriel Angelos
Removed knockback from Critical Strike
Critical Strike (passive) damage increased from 80 to 85

Terminators
Added knockback on Teleport arrival
Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds

Bug Fixes
Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

Venerable Dreadnought
Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
Ranged damage increased from 240 to 350

Imperial Knight Solaria
Removed the slow from Gets Hot!
Attack range increased from 40 to 45
Gatling Barrage knockback increased from 8 to 12
Gatling Barrage range increased from 45 to 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 now starts on cooldown when the unit is first spawned in
Warp range decreased from 100 to 70

Dire Avenger
Ranged damage reduced from 40 to 30
Shields reduced from 20% to 10%

Howling Banshee
Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
Quick Strike damage reduced from 65 to 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
Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power

Bug Fixes
Fixed a bug where additional firing would not reset their stealth revert timer

Fire Prism
Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
Ranged damage increased from 275 to 320
Superheated damage type changed from Normal to True
Superheated damage increased from 100 to 150
Superheated activation time reduced from 3 seconds to 2 seconds
Removed knockback from Superheated

Bug Fixes
Fixed an issue where units could not teleport out of a Fire Prism attack

Striking Scorpions
Hunt damage bonus reduced from 100% to 25%
Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
Hunt tooltip now displays speed and damage bonuses
Critical Strike (passive) damage type changed from True to Normal

Farseer Macha
Psyker Blast damage decreased from 150 to 125
Psyker Blast damage mitigation increased from 50% to 75%

Bug Fixes
Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing

Jain Zar
Silent Death initial damage reduced from 100 to 75
Silent Death return damage increased from 250 to 275
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

Warp Spiders
Slow mines activation time decreased from 7 seconds to 3 seconds

Wraithlord
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
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
Doctrines
Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%

Trukk
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 from 450 to 550

Killa Kan
Doctrines
Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration

Deff Dread
Doctrines
Bigga Scrap Shield: Shields increased from 300 to 500
Bigga Scrap Shield: Duration increased from 5 to 10 seconds

Big Trakk
Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
Kill 'Em Far now applies a slow to vehicles, instead of a stun


Stormboyz
Suicide Bomma's damage versus objectives reduced from 350 to 175
Max number of units hit per squad decreased from unlimited to 5
When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%

Doctrines
Kamakazee: Changed hotkey from Q to X

Weirdboy Zappnoggin
Damage type changed from Normal to True
Area of effect damage removed from ranged attack
Scrap Blast shields increased from 200 to 225
Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
Ere We Go no longer does damage
Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds

Mad Dread
Health increased from 4250 to 4750
Tunnel cooldown decreased from 45 seconds to 30 seconds

Gorkanaut
Ranged damage increased from 15 to 20
All Da Dakka damage increased from 80 to 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

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



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Hopefully Tacticals are worth it now with those changes.
   
Made in us
Calculating Commissar




pontiac, michigan; usa

Anybody see Arch Warhammer's video on the sales of dawn of war 3 yet? It's sort of a 2nd review and the game is basically dead and it only took a month. Rather unfortunate as dawn of war was an otherwise good franchise.


This message was edited 2 times. Last update was at 2017/06/11 03:19:45


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

90% playerbase dropout in the first month...

Guess I was right about it not being a worthy Dawn of War game, huh?

G.A - Should've called myself Ghost Ark

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I think Relic is well aware of this, upon uninstalling the game I was taken to a survey set up by them where they asked me what I liked the least, why I uninstalled the game and what I'd like to see changed.

But, too little too late at this point.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in nl
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Please don't shoot / threaten / otherwise harm the messenger..

It's been over a month since Dawn of War III launched, and we wanted to give you a quick update of what we've been up to! We're dropping a big update next week with a bunch of cool stuff that fans have been asking for.

Annihilation mode! The classic mode returns in Dawn of War III, playable across all maps. If you're looking for a bread and butter "take down my opponent's base" mode, this one's for you!

New Map: Mortis Vale! Get your feet wet with the new Annihilation mode with a new battleground to play in!

Free Engines of Annihilation skin pack! The House Raven Skin for Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut will be granted to you for free, right when you log in, once the update drops!

The Annihilation update will hit on Tuesday, June 20. For more details, please head to DawnOfWar.com to check out our Community Update.

For all updated on Dawn of War, make sure to head to DawnOfWar.com, and follow us on social!


Read it all here: https://www.dawnofwar.com/article/community-update-june-13-2017



Also from the update, the ability to build turrets:

And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action!

The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.


And this:

We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.

We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.

For the Emperor!

This message was edited 1 time. Last update was at 2017/06/13 17:43:58




Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

When having instant access to turrets is a selling point for updating your dead game, you know it's beyond helping

Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for.


Yeah, we were looking for an actual Dawn of War game, you fething tools.

This message was edited 1 time. Last update was at 2017/06/13 18:20:26


G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in nl
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Skin pack trailer:





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Annihilation trailer:





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
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Overland Park, KS

Well I can see the game is just as popular here as it is on my other board, I loved DoW2... they really fethed up.

   
Made in us
Consigned to the Grim Darkness





USA

IDK, I've enjoyed the campaign thoroughly. Very cool stuff, though some of the later missions really spike in difficulty really quickly.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
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Eldar missions have an annoyingly high degree of puzzle map syndrome involved, most annoying, especially when paired with instant failure conditions some have.

I did manage to get my brother to give it a go with me in some good old compstomp. He liked it, but like me came to the conclusion that it wouldn't be entertaining for too long, as there's too few maps right now and the AI, no matter what difficulty or setting, will aggressively pursue you.

I do hope to play him at least once on 1 vs 1, though I may scour the workshop for a proper map first.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in ca
Longtime Dakkanaut





We'll this game was doomed as soon as they tried to copy dawn of war 2 style. Only reason that game lasted longer then 3 months was due to last stand.

But Dow 2 was more suited to a rpg then anything else. They tried to keep that rpg style in Dow 3 while making armies, and people hate it.

Also the campaign is crap I do not want a story telling mission, I want a Dow soul storm campaign where you choose a path and objectives and so on. With failed rpg Dow 2 gameplay bad campaign story telling it was an abortion waiting to happen.

I need to go to work every day.
Millions of people on welfare depend on me. 
   
Made in us
Consigned to the Grim Darkness





USA

OgreChubbs wrote:
We'll this game was doomed as soon as they tried to copy dawn of war 2 style. Only reason that game lasted longer then 3 months was due
... to people liking it. DoW2 was immensely popular and successful.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

 Melissia wrote:
... to people liking it. DoW2 was immensely popular and successful.


Still is. In fact, according to Steam Charts, DOW2 players match and outnumber those playing DOW3 (if we count the expansions, which I will because frankly it's pathetic that a 8 year old game + expansions matches a brand new game in terms of player count).

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
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Cozy cockpit of an Imperial Knight

OgreChubbs wrote:
We'll this game was doomed as soon as they tried to copy dawn of war 2 style. Only reason that game lasted longer then 3 months was due to last stand.
feth the wuuuuuuuuut? If anything, this game is more of a copy of the first game than the second one. Aaaaaaaand the Last Stand was released October 2009, while the core game was released in February 2009, so a wee bit more than those three months.

OgreChubbs wrote:
But Dow 2 was more suited to a rpg then anything else. They tried to keep that rpg style in Dow 3 while making armies, and people hate it.
I think you need to do some more research, as there is no "RPG style" in the third game. Unless gaining XP with which you can unlock things like paints for your army, ingame currency and cosmetic changes to the unit fall under role playing games these days. Or are you referring to the many abilities that every unit has these days? Again, not really "RPG style" or the like.

OgreChubbs wrote:
Also the campaign is crap I do not want a story telling mission, I want a Dow soul storm campaign where you choose a path and objectives and so on. With failed rpg Dow 2 gameplay bad campaign story telling it was an abortion waiting to happen.
So, you want to play skirmish games ad nauseum then? With some special missions sprinkled in for diversity just to keep things fresh?

Personally I do prefer story, why buy the fething game otherwise? If I want skirmish I'll do compstomp and switch off my mind there.

And I'd rather settle for Dark Crusade, which at least works and wasn't shipped broken.



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Yeah, DoW3 is definitely far closer to the tactical simplicity of DoW1.

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To me it feels like a game that takes the worst from both its predecessors.

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DoW II remains my favorite to this day, simply due to amazing quotes and voice acting. I still sometimes just listen to Warlock and his voice lines.

   
 
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