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RE: Dawn of War: Warhammer 40,000 |
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Methuselah | Sun Sep-26-04 12:26 PM |
Member since Apr 15th 2003
612 posts
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#1. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 0
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I don't know if it's out yet in the UK, but I'll likely buy it in the next few weeks, since i aadored the demo and the table-top game. What's online multiplayer like?
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#2. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 0
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I'll be picking it up soon.
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Methuselah | Wed Sep-29-04 12:21 PM |
Member since Apr 15th 2003
612 posts
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#8. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 7
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1. Marine scouts with sniper rifles. 2. Servitors dropping down mines. 3. No more rush.
Admittedly, all my knowledge is based on too many games of C&C generals ( i know, it's not the same), and too many skirmishes on the demo mode 'cause i'm not in possession of a full version of DoW yet.
But a rush really isn't such a problem - is it? You can have a chapel-barracks built right off the bat and start pumping out assault marines if you should so choose, and with their jump packs you can rip up whomever comes for you, right?
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Odipherous | Thu Sep-30-04 01:43 PM |
Member since Jun 20th 2002
39 posts
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#9. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 8
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Yes, and in fact if you don't like rush tactics I'd suggest trying some other game mode than Annihilation. Capture and Hold is a good one to start with if you don't like the Rush.
I've found the game to be very deep. Do you have to streamline your build order? Yep. But, each race has it's unique characteristics that benifit a certain approach. Learn those and you'll do fine. For instance, if you go Chaos try to make your peons submit to Forced Labor for a faster build on your structures. Join us at: http://www.mechnexus.net
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Orogogus | Mon Oct-04-04 08:52 PM |
Charter member
1877 posts
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#12. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 10
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Bought it on Friday, finished the campaign last night. Comments, in no particular order:
1. This is a really, really short campaign. You're definitely buying this game in large part for the skirmish game. I was expecting a somewhat better storyline from Relic, but oh well. It didn't make me want to gouge my eyeballs out, at least.
2. Great cutscene at the beginning. Worth downloading the demo for that even if you don't want the game. The characters are a little Americanized, though, and aren't nearly as gothic as they were in Space Hulk I, which is a little disappointing. The animations in the in-game cutscene are pretty bad considering the graphical level of detail. They didn't bother to animate people standing back up in the cutscenes, or turning around, and it looks sloppy. Guys duking it out in close combat look really good in the game, but it doesn't look so great in the cutscenes. More detail in the cutscene scripted animations would have gone a long way.
3. The scripts governing computer-controlled units ("AI") haven't really improved much since the last RTS game I played, which was probably Starcraft. Getting your guys into cover is a pain, as is maneuvering vehicles around each other.
4. I really wish you could give orders when paused, at least in singleplayer. I'm the worst RTS player ever, and I get annoyed when I need to do two things at once but can't. Still too much micromanagement. I know what I want to do, but can't click on crap and hit hotkeys fast enough to do it all in time. I hate that.
5. I do like not harvesting gold/lumber/flubber for a change. That's one bit of micromanagement I don't have to worry about, at least.
6. Overwatch should stay on even after it's done reinforcing the squad. I don't like that I have to keep checking up on the 8 Terminators I have holding a gap; if the game would just keep reinforcing the squad on, then I wouldn't have to. I want to keep churning out full strength Marine squads with 4 missile launches plus a Sergeant, and it takes entirely too many keypresses to do that. And given that it only works until the squad is at full strength, why do we have "pause overwatch" and "stop overwatch" buttons at all?
7. The absence of commands to create and jump to player-set groups hurts. Also desperately needed is a "select all units on screen" button. For that matter, it would probably be best if they just incorporated all of the unit selection keyboard shortcuts from Total Annihilation.
8. With the exception of Possessed Marines, the close combat infantry seems to really suck. Is it just me, or do heavy weapons units rip them to pieces even in close combat? The range of close combat jump troops is totally out of control, though. They move from way the hell out of sighting range right into melee, whereupon they get shredded by anything but an unupgraded squad of Marines. I'd rather they 1) made the jump range much shorter; 2) made it so they jumped automatically, without you telling them; 3) made them stronger in close combat.
9. The tutorials and manual seem kind of half-assed. Would it kill them to lay out the hard numerical information in a readable format?
10. I never thought that Space Marine Dreadnoughts would look good waddling around the battlefield, but these things are actually pretty cool.
11. Several units seem useless. Just on the Marine side: Assault Marines, Hellfire Dreadnoughts and Rhinos. Any tips for these guys? Also, I make Apothecaries, but they keep getting shot first, which defeats the point.
12. The computer seems to get free spawns at various points in the campaign, which bugs me a lot. Either that or Chaos has some way of teleporting Assault troops around, and popping Horrors out of lava pits.
13. The army painter is nice, but I wish there were more options here. Individual body sections (e.g. Crimson Fist or Howling Griffon paint schemes, and helmets). Decals for kneepads. Multiple layouts per army for Squad 1, Squad 2, etc., or for Commanders/ Librarians/ Apothecaries. I wouldn't mind the useless units so much if I could customize their paint schemes a little more, to give the army some character.
14. I hope, when Relic releases the editing tools, that it lets you do some significant editing to the game mechanics, and that a lot of the aspects of the packaged game are just designed for playability. For instance, these maps are really small, and you really can't zoom out very far. If that's the presentation they were aiming for, that's fine, but I hope these things aren't hard-coded into the game.
15. Twin-linked lascannons seem really weenie, much weaker than the squad missile launcher. I have to check that numerical data in the information pane next time.
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madned | Wed Oct-13-04 07:17 PM |
Charter member
2476 posts
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#22. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 12
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it always seemed to me that the missile launcher while very effective vs. vehicles and buildings kinda sucked vs. infantry of any sort. lascannon seem to be perhaps less efficient vs. buildings but more effective vs. infantry.
missile launchers do have the nice knockdown effect, but if you're getting mobbed they don't seem to be all that great.
they do do a great job at pinning heros though 
personally i liked the lascannon predator better, but that's just my uninformed opinion.
assault marines are great vs. vehicles/buildings with the melta bombs, but that's pretty much all they have going for them. the jump packs only really give them an advantage on maps with lotsa terrain disconnects, like some of the campaigns maps.
hellfire dreads are ok. normal dreads are better for assaulting enemies and destroying buildings (they just work faster) but if you're into just shooting em up, then hellfires are better.
close combat troops are potentially lethal. banshees are bit fragile, but seer councils are very lethal particularly once you start handing out the witchblades. assault marines, raptors, and rokkit boyz oddly enough probably shouldn't be counted as close combat specialists :/ which is very strange.
i think raptors/assault marines/rokkit boyz are less heavy cav than light cav. which is odd since in theory they are wielding two close combat weapons which gives them more attacks/dice than a standard tac trooper. so they're Supposed to rip up less specialized troops in melee.
i recall seeing a method to have a squad auto-reinforce, but don't recall what it was. check the DoW boards.
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#13. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 0
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The single player missions were too easy and not very interesting. The cut scenes were pure crap. Relic better start focusing on its gameplay and balance, cause their last 3 games all suffered from crappy play balance and bad design decissions. They took the time to make the game look increadible, but didn't create verried and interesting units, basicly took a great engine and licence and shot themselves in the foot.
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#16. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 15
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Yea, that game was insane. Its one of the few games where I just said "F*** it" and didn't bother to finish.
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#20. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 19
Tue Oct-12-04 01:17 PM by THE JdogTeenwolf
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"This isn't Ender's Game"
hahaha
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#27. "RE: Dawn of War: Warhammer 40,000"
In response to Reply # 0
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Just wanted to state for the record, that even though some things coudl be improved in the game, I'm having a GREAT time playing online. Orbital drops to the back of their base is increadible.
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