DC Patch 1.2 Changelog
Please note:- There are some differences between the English patch notes and the translated notes. Please defer to the English version in the event of discrepancies.
- Chinese versions will receive a DIFFERENT patch in a few days. If you install the non-Chinese patch manually on a Chinese version, you will likely experience $nokey errors on the map selection screen and elsewhere in the game.
To view the rest of the changelog, please click the link below.
Patch 1.2 Notes
Global
- Health bars for all races now display the accumulated health when there are multiple members in a squad.
- Health bar damage color coding will now properly update based on percentage of damage suffered.
- Increased the stealth detection radius on Relics by 1.
- Increased the stealth detection on Critical Locations by 2.
- All races now have Power decay.
- All flamer weapons have 70% accuracy on the move.
- Starting resources of Quick-Start mode have been increased
- Requisition has been increased from 5,000 to 10,000.
- Necron Power has been increased from 15,000 to 20,000.
- Thermo Plasma Generators now require Tier 2.
- Increased accuracy on the move from 10% to 15%.
- Deleting completed HQ, Barracks, and Power Generators now return 10% of the resources to the player.
- Significantly decreased the Tier 3 infantry damage vs. buildings and vehicles.
- All turrets other than the Necron Turret now require a Barracks or an Armory.
Chaos
- Plasma Gun upgrade on Chaos Space Marine Squads now require both an Armory and an Unholy Monastery.
- Cultists now require the Unholy Sight research from the Barracks to detect infiltrated units.
- Significantly decreased the cool down on the Sorcerer’s teleport ability.
- Increased Tainted Auspex Ward detection radius to 17.
- Predators now require a support cap of 4.
- Chaos Lord no longer takes extra damage when the Daemon Strength ability is activated.
- Increased the Chains of Torment ability cool down from 60 to 80.
- Tech
- The Chaos Sacrificial Circle and Machine Pit no longer require a Barracks or the Armory.
- Heavy Bolter Turrets now require either a Chaos Armory or a Chaos Temple.
- Increased the build time on the Sacrificial Circle from 25 to 35.
- Increased the cost of the Desecrated Fortress from 300r/100p to 300r/105p.
- Chaos Infiltration research has been separated into 2 different researches: one for Cultists, and one for Chaos Space Marines.
- Chaos Projectiles Research has been reworked.
- Now renamed to Chaos Energies.
- Now adds 1000 health to Predators.
- Now adds 500 health to Defilers.
- Now allows individual Predator weapons to be upgraded to Lascannons.
- Berserkers
- Khorne Berserkers now require the Sacrificial Circle.
- Added Mark of Khorne ability to Tier 3: a Berserker ability that causes enemies to run away in fear for 2.5 seconds.
- Daemon Prince
- Significantly increased the special attacks damage of the Daemon Prince.
- Daemon Prince now benefits from the Symbol of Chaos research.
- Decreased Daemon Prince Summoning Research cost from 400/400 to 250/250.
- Defiler
- Increased Defiler Battle Cannon disruption radius from 4 to 5.
- Increased Defiler Battle Cannon throw force from 25-45 to 40-60.
- Slightly increased Defiler Auto Cannon range from 25 to 28.
- Horrors
- Horror squads can now be reinforced.
- Horror squad armor type has been changed from Monster Medium to Heavy Medium.
- Lascannons
- Lascannon upgrades have been restored to the Predator.
- Significantly decreased Chaos Predators Lascannon damage against infantry.
- Decreased Obliterator Lascannon damage against some buildings.
- Possessed Space Marine
- Daemonic Mutation was removed from the game. The upgrade bonuses have been added to the base Possessed Marine unit.
- Decreased Possessed Space Marines damage against buildings and vehicles.
Eldar
- Reduced Seer Council damage against building and vehicles.
- Bone Singers now spawn with the Teleport ability half charged.
- Increased the cost of Rangers from 40r/0p to 40r/5p
- Decreased the morale damage done by the Grav Tank Star Cannon by 15%
- Increased the disruption radius of Vypers from 4 to 6.
- Increased the range of the Vyper Missile vertical traverse.
- Farseer Hero research and Farseer Veteran research now increases Guardian Warlock health by 150 each.
- Increased squad hold capacity of Falcon Grav Tanks from 1 to 2.
- Fire Dragons now require 2 slots in a transport.
- Slightly decreased Ranger damage vs. Commander Armor.
- Tech
- Soul Shrine requisition cost has been reduced by 50.
- Mobilized for War Research moved from the Soul Shrine to the HQ.
- Support Platform now requires an Aspect Portal.
- Dark Reapers
- Enhanced Optics upgrade now gives more damage and range to Dark Reapers.
- Dark Reaper knife penetration to Infantry Medium reduced from 45 to 27.
- Banshee
- Modified Call of War research to account for the Banshee Tier 1 health upgrades (Tier 2 Banshees still have the same health).
- Morale regeneration rate set to 15 per second.
- Increased Banshee Tier 1 health by 10%.
- Increased Banshee Exarch Tier 1 health by 10%
- Harlequins
- Harlequins Kiss damage is now capped at 4000.
- Decreased their population cap from 2 to 1.
- Harlequins can now detect infiltrated units.
- Its stealth detection radius was changed to 35.
- Grav Platforms have been reworked
- Moved from Tier 2 to Tier 3
- Acceleration and turning speeds have been adjusted.
- No longer affected by cover.
- No longer attach to squads.
- Turbo Boost ability was removed.
- Armor type has been changed to Vehicle Low
- Each Grav Platform type has a squad limit of 3
- The Bright Lance on Grav Platforms has been reworked
- Any unit being damaged by the Bright Lance takes 75% more damage.
- Their damage increase debuff no longer stacks.
- Setup time was changed to 2 seconds.
- The Bright Lance itself now does moderate damage to vehicles.
- The Shuriken Cannon on the Grav Platform has been reworked
- Now does area of effect damage.
- Any unit being damaged by the Shuriken Cannon now suffers from a movement speed penalty.
- Warp Spiders
- Reduced the Warp Spider’s damage to vehicles.
- Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 25% to 15%.
- Enhanced Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 40% to 25%.
Imperial Guard
- Increased the damage of garrisoned-building weapons by 25%.
- Reduced the damage the Heavy Bolter Turret does to buildings
- Battle Armor upgrade now increases the Guardsmen Sergeants’ health by 150.
- Execute ability no longer affects heavy weapons in Guardsmen and Kasrkin squads.
- Increased the health of Kasrkin from 350 to 385.
- Tech
- Tier 2 Requisition Upgrade income bonus reduced from 25% to 20%
- Mars Pattern Command armor type changed to Building Medium.
- The Tier 3 HQ upgrade now requires a Mechanized Command
- Heavy Bolter Turret now requires either an Infantry Command or a Tactica Control.
- Reduced the cost of the Tactica Control from 175r/50p to 150r/50p
- Curse of the Machine Spirits ability has been reworked
- No longer changes the vehicle’s armor type.
- Now immobilizes the target vehicle for a short time.
- Shuts down all weapons on the target vehicle for a short time.
- Weapon Specialization has been fixed
- Damage bonus no longer applies to Guardsmen Grenade Launchers twice. Rather, it applies once to Guardsmen Grenade Launchers and once to Kasrkin Grenade Launchers.
- Decreased the Plasma Gun damage bonus from 100% to 50%.
- Heavy Weapon Specialization upgrade now increases the max number of heavy weapons per Guardsmen squad from 3 to 5.
- Assassin
- Assassin melee penetration to buildings reduced by 50%.
- Significantly decreased the damage the Assassin does to Commander Armor.
- Assassination Scope no longer increases the Assassin’s line of sight.
- Infiltrate is now a research that comes from the Tactica Control.
- Basilisk
- Decreased its max speed from 24 to 15.
- Increased its reload time from 6 to 9.
- Heavy Weapons Team
- Lascannon damage has been increased by 10%.
- Decreased the build time of weapon upgrades.
- Slightly decreased Heavy Bolter damage to buildings when entrenched.
- Hellhound
- Decreased the initial damage of the Hellhound’s Let it Burn ability from 100-150 to 25-50.
- Reduced the Hellhound accuracy on the move penalty from 40% to 15%.
- Priest
- Priest’s morale and health bonuses will now stack with other bonuses
- Priest’s morale now recovers at 50 morale.
- Ogryn
- Increased their health from 625 to 690.
- Decreased their Ripper Gun’s melee damage to buildings and vehicles.
- Armor type was changed from Monster Medium to Infantry Heavy High.
- No longer benefit from the Execute ability.
- Sanctioned Psyker
- Decreased the backfire chance of the Strip Soul ability from 15% to 0%.
- Decreased Strip Soul’s penetration damage to Commander Armor from 75 to 65.
- Decreased the damage of the Strip Soul ability from 300 to 255.
Necron
- Increased Heavy Destroyer damage against all vehicle types.
- Significantly increased the damage of Pariahs to Monster Medium armor, making them a more effective counter to Krootox.
- Necrons now have visual effects indicating Necron Warrior and Wraith upgrades.
- Tech
- When a Monolith becomes a Fully Restored Monolith, it no longer loses its control group binding.
- Decreased the second Necron Power research cost from 750 to 550.
- Decreased the first Necron Power research cost from 400 to 300.
- Increased Necron Summoning Core’s armor from 0 to 100.
- Flayed Ones
- Are now available after building a Summoning Core.
- Are now morale immune.
- Decreased Flayed Ones special attacks damage to buildings.
- Necron Lord
- Added a visual for the Lightning Field ability.
- Lightning Field now charges twice as fast.
- Lightning Field also charges additionally when the Necron Lord inflicts melee damage.
- Decreased the radius of the Lightning Field ability from 15 to 5.
- Decreased the damage of the Lightning Field ability by 50%.
- Decreased the amount of health units receive when resurrected by the Resurrection Orb ability from 50% to 30%.
- Resurrection Orb is now limited to +24 infantry pop cap.
- Decreased Chronometron cool down from 90 to 70.
- Increased the cool down of Night Bringer from 180 to 300.
- Increased the cool down of Solar Pulse from 60 to 70.
- No longer receives a health bonus for each Tier 3 Monolith present in the game.
- Necron Warrior
- Decreased their accuracy on the move from 100% to 80%.
- Disruption Field upgrade no longer increases the range of Necron Warriors.
- Slightly decreased the Necron Warrior damage against buildings and vehicles.
- Decreased the health bonus of the Disruption Field upgrade.
- Teleports will fail when Necron Warriors get knocked down, but the ability will no longer become greyed out.
- Wraith
- Wraiths are now morale immune.
- Decreased the Wraith Claw damage against some buildings.
- Now begin with an ability that reduces ranged damage by 40%. This ability is always active.
- Wraithflight upgrade now increases ranged damage reduction by an additional 40% for a total reduction of 80%.
- Wraithflight no longer grants a health bonus.
- Decreased initial health from 660 to 500.
- Slightly decreased the Wraith’s chance to sync kill.
Ork
- Decreased the cost of the Killakan from 190r/300p to 190r/275p.
- Reduced Ork buildings’ turret damage against Infantry High.
- Tech
- Nob, Nob Leaders, and Stormboy Nob Leaders now receive an armor upgrade from the Tier 4 vehicle upgrade rather than Super ‘Eavy Boy Armor Research.
- Even More Dakka Research now increases Trukk damage by 15%.
- Reintroduced the More Burna and Even More Burna upgrades into the game.
- Tank Bustas now require an upgrade to infiltrate.
- Slightly decreased the cost and build time of the Ork Mek Shop.
- Kustom Gadgitz research now increases the Big Mek’s Keen Sight by 10.
- Even More Choppy research has been reintroduced
- Increases the damage of Slugga, Stormboy, Shoota Boy, and Nob Choppa squads by 35%.
- This research will not affect Power Klaws.
- The research is now available at Tier 3 with a cost of 150r/100p.
- Ork Waaagh Charge (mobbing) abilities have been reworked.
- Mob bonuses triggering will now require a Pile O’ Gunz and a population of 50.
- Morale regeneration and damage bonuses now only apply to individual squads. The more units that are in a squad, the higher the benefit.
- A speed bonus has been added to the ability.
- A health regeneration bonus has been added to the ability
- Decreased the minimum number of Orks needed to start the bonus from 15 to 5.
- Morale immunity is still area effect and is not confined to individual squads.
- Waaagh Banner
- Decreased its infiltration detection radius from 35 to 25.
- Big Guns upgrade now increases the infiltration detection radius from 25 to 35.
- Big Mek
- Decreased its cost from 190r/60p to 190r/50p
- Decreased its Keen Sight base value from 25 to 20.
- Is affected by the Waaagh Charge ability when attached to squads.
- Flash Gitz
- Decreased their morale regeneration rate from 50 to 9 per second.
- Significantly decreased their damage against vehicles and buildings.
- Can now enter transports.
- Can now benefit from the Waaagh Charge’s damage bonus.
- Gretchin
- Their maximum squad size has been decreased to 5.
- Their health has been increased from 50 to 100.
- Slugga Boy Burnaz
- Slugga Boy Burnaz now require 20 pop to build.
- Increased Slugga Boy Burnaz from 20r/5p to 20r/10p.
- Slightly increased the damage of Slugga Boy Burna damage to Building Low.
- Stormboyz
- Reduced Stormboyz damage to buildings by 20%.
- Increased Stormboyz health from 220 to 275.
- Stormboyz Nob Leaders no longer take up pop after they are killed.
- Stikk Bombs now have a minimum damage of 25.
- Mad Dok
- Increased its cost to 75r/75p.
- Increased its training time from 15 to 20.
- Mad Dok’s Burna Bomb
- The Burna Bomb no longer explodes when deleted.
- Destroying the Burna Bomb before the countdown has expired also prevents the bomb from going off.
- Increased the minimum damage of Burna Bombs to 500.
- Changed the Burna Bomb armor type to Building Low.
- Slightly decreased the health of the Burna Bomb.
- Reduced the building armor penetration on the Burna Bomb from 50 to 20.
- Wartrukk
- Damage reduced by 15%.
- Increased the squad hold capacity of the Wartrukk from 1 to 2.
Space Marines
- Decreased the squad cap bonus of Space Marine Sergeants from 2 to 1.
- The Force Commander and Librarian now start with Power Swords which have the same stats as their previous weapons.
- The Predator is now available at Tier 3 with an Auto Cannon and 2 Heavy Bolters.
- Significantly decreased Space Marine Predator Lascannon damage against infantry.
- The Chaplain can now attach to squads.
- Orbital Bombardment ability’s later effects no longer have 100% penetration against Building High.
- Decreased Orbital Relay squad hold capacity from 4 to 3.
- Decreased the Apothecary and Chaplain’s secondary healing aura from 4 to 2. The primary healing aura remains unchanged.
- Decreased Smite damage against infantry.
- Tech
- Power Fists Research now increases the damage of the Force Weapon and the Crozius Arcanum
- Increased the cost of the Monastery upgrade from 250r/100p to 250r/105p.
- Removed the Armory requirement on the Orbital Relay Deep Strike ability.
- Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p.
- Heavy Weapons Deployment now allows Predators to upgrade its individual weapons to Lascannons.
- Decreased the research time on Furious Charge from 45 to 20.
- The Power Weapons research now bestows the Force Commander and the Librarian with a Daemon Hammer and Force Weapon respectively. Both weapons have slightly increased stats over the Power Swords from version 1.11.
- Miscellaneous Weapons Tuning
- Reduced the accuracy of the Assault Marine Bolt Pistol from 0.85 to 0.7
- Decreased the Hellfire missile disruption radius from 5 to 4.
- Decreased the Force Commander, Librarian, and Chaplain Plasma Pistol damage by 20%.
- Slightly increased the damage of the Sergeant’s Plasma Pistol.
- Decreased the Tactical Marine Missile Launcher setup time from 2.5 to 2.
- Decreased the Terminator’s Storm Bolter damage against buildings.
- Apothecary
- Increased its health from 200 to 500.
- Increased its cost from 45r/15p to 60r/15p.
- Increased its training time from 6 to 15.
- Changed its armor type from Heavy Medium to Heavy High.
- Assault Marines
- Increased recharge time of their jump ability from 90 to 110 seconds.
- Increased the squad cap count of Assault Space Marine squads from 2 to 3.
- Assault Terminator
- Reduced the stun percentage of their attacks.
- Adjusted their damage against buildings.
- Decreased their damage against vehicles.
- Grey Knights
- Decreased the cost of Grey Knights from 60r/60p to 60r/30p.
- Significantly decreased the damage of the Psychic Inquisition ability.
- Reduced the ranged damage of the Grey Knight.
- Land Speeder
- Increased their build time from 19 to 30.
- Increased their cost from 120r/80p to 120r/95p.
- Skull Probes
- Health increased from 100 to 200.
- Require either a Barracks or an Armory
- Now require a separate research to infiltrate.
- Whirlwind
- Reduced damage by 20%
- The Whirlwind no longer fires on the move.
- The Whirlwind now requires Tier 4.
Tau
- The Tau Mark Target ability no longer stacks when applied multiple times.
- The Shas’vre Steath Suit now has a new ability that increases the health of squad members by 250.
- Krootox now have a squad limit of 2.
- Tau Photon Grenade and EMP Grenade no longer target ground.
- Devilfish Transport now has a squad limit of 3.
- Significantly decreased Kroot Hound damage to vehicles and buildings.
- Target Acquired will now always target the squad leader.
- The Skyray Missile Barrage cool down has been increased from 60 to 70 seconds.
- Decreased Drone Squads’ Death Explosion radius from 5 to 4.
- Increased the LP 3 weapon damage from 400-453 to 700-900.
- Tau Commander Snare Trap no longer stacks with other snare traps.
- Tech
- Greatly increased the health of the Shrine of Kauyon and Shrine of Mont’ka.
- Improved Metallurgy now increases the Tau Commander’s health by 200.
- Path to Enlightenment now only requires a Barracks.
- Path to Enlightenment HP increased by 1000.
- Kroot Barracks has been renamed as the Kroot Shaping Center, and now requires a Path to Enlightenment.
- The Greater Knarloc now requires Tier 4.
- Broadside Battlesuit
- Are now a squad of 1. Its damage, health, and costs have been adjusted accordingly.
- Greatly decreased Missile Launcher vehicle damage.
- Decreased Missile Launcher area of effect damage.
- Decreased the minimum range of the Broadside Railgun from 8 to 5.
- Decreased Railgun area of effect damage.
- Significantly decreased their damage against buildings.
- Crisis Suit
- Increased Missile Pod damage against some buildings.
- Increased Flamer reload time to 0.15 seconds.
- Decreased Flamer damage against all infantry by 10%
- Decreased Flamer damage against vehicles.
- Increased its morale recovery value from 50 to 150.
- Significantly decreased Burst Cannon damage to vehicles and buildings.
- Significantly reduced Fusion Blaster damage against buildings.
- Ethereal
- Ethereal can now detect.
- Increased the Ethereal Death Pulse cool down from 90 to 110.
- Ethereal’s Honor Guard are now capped at 1 squad.
- Ethereal’s Honor Guard now have a setup time.
- Fire Warrior
- Body Guards are now a squad of 1.
- Reduced its ranged damage.
- Shas’vre Fire Warriors now have a setup time on their ranged weapons.
- Slightly decreased damage against infantry.
- Decreased the damage bonus from the Advanced Pulse Rifle upgrade from 35% to 30%.
- Reduced Pulse Rifle damage from 70-80 to 63-72.
- Increased morale recovery value from 50 to 150.
- Hammerhead
- Increased the training time from 30 to 45 seconds.
- Increased the cost from 150r/275p to 165r/315p.
- Damage to infantry has been significantly reduced.
- Increased Hammerhead Gunship health from 2700 to 4000.
- Slightly reduced the Hammerhead Gunship’s accuracy on the move.
- Changed Hammerhead Gunship armor type from Vehicle High to Vehicle Medium.
- Kroot Carnivores
- Increased the cost of Kroot Carnivores from 40r/0p to 45r/0p.
- Kroot Carnivores have been moved to the Tau Barracks.
- Kroot Carnivore morale recovery value increased from 50 to 150.
- Pathfinders
- Increased morale recovery value from 50 to 150.
- Increased health from 250 to 350.
- Tau Commander
- Plasma Rifle upgrade now requires a Shrine of Mont’ka or a Shrine of Kauyon.
- Fusion Blaster upgrade now requires just a Path to Englightenment.
- Vespid Auxiliary have been reworked
- The Destabilization ability’s damage over time reduced from 400 to 200
- Squads are now capped at 5 members.
- Vespids now start with 3 squad members.
- Reduced Vespid cost from 60r/10p to 50r/10p.
- Squad build time increased from 0 seconds to 6 seconds per member.
- Morale recovery value increased from 50 to 150.
- Health increased by 10%.
- Shred now causes buildings to take double damage from all weapons for 10 seconds.
- Sonic Pulse now causes 50 damage to all unit types.
Maps
- Payne’s Retribution: Outer edges of rivers are now marked impassable.
- Quest’s Triumph: 2nd ramp to center point was added to improve balance.
- Shrine of Excellion: The area surrounding the center critical location was fixed in order to improve pathing issues.
- New 2 player maps have been added to the game
- Tranquility’s End
- Emerald River
- Fata Morga
- Bloody Hell
- Emperor’s Valley
- Frostbite River
- Haine’s Demise
- Titan’s Fall
- Tartarus Center: Added back into the game.
- Fear: Updated to improve balance, and has been added back into the game
Bug Fixes
- The Imperial Guard Assassin can no longer fire on the move.
- Kroot Shaper’s health bonus and health regeneration bonuses are now applying properly.
- Cultist Aspiring Champions are now affected by Furious Charge and Purge the Weak.
- Building the Vespid Strain Leader no longer causes the Vespid abilities to reset.
- Building the Warpspider Exarch in the Warpspider squad no longer resets the Haywire Grenade ability.
- Fire Dragons now correctly fire at targets within range.
- The Big Mek now does significantly more damage to Vehicle High.
- Random race is now displayed properly on the loading screen of Auto-match games.
- The in game notification box has been decreased in size and relocated to the top of the screen to provide more map visibility.
- The Tau Broadside Battlesuits and IG Heavy Weapons Teams can now target units while entrenched.
- Entrenching/transforming units no longer lose their cursor selection or key bindings when switching entities.
- Shield Drones on Fire Warrior squads now complete building while the squad is moving.
- Ranged squad stances now function properly with the rally point command.
- Simulating lag in Auto-match games will no longer give players free wins.
- Auto-match games no longer crash when holding down the left mouse button on the cancel icon while loading an auto-match game.
- Players can now target enemy troops in a replay when the Fog of War is turned off.
- The placeholder icon for the Night Bringer research in observer mode has been removed.
- Broadside Battlesuit Railgun firing animation now matches the weapon’s rate of fire.
- Daemon Prince now correctly receives the bonuses of the Daemon Strength ability.
- The IG Commissar Execute ability no longer stacks.
- Fixed issue with IG Priest bonuses stacking improperly.
- Fixed issue with the Necron Summoning Core armor not functioning properly.
- Fixed a bug where Ork Armored Nobz were fighting in ranged mode instead of melee.
- Ork Tougher Bosses research now correctly increases the damage of the Warboss Power Klaw.
- Stormboy Nob leaders no longer take up pop after they are killed.
- Ork Fighting Juice ability now has a noticeable effect that lasts the entire duration of the ability.
- Pathfinders cloned with Ethereal’s Holographic Projection can no longer jump.
March 19th, 2007 at 3:00 pm
Yey for patch!
March 19th, 2007 at 3:12 pm
Yarharrrrrrrrr this be an awesome soundin’ patch!
March 19th, 2007 at 3:26 pm
3rd
BEST PATCH EVER!!!
March 19th, 2007 at 3:26 pm
Definately a lot of changes to take in and adapt to. First impression is a mixed one for me, lots of things make me go “YAYZ ^_____^” but others make me go “DO NOT WANT!!!!!!
”
March 19th, 2007 at 3:29 pm
Tsk, patchlog is using bad phrasings, things which weren’t in at all is now “moved to tier 4″ and stuff like that
Still rocks though
March 19th, 2007 at 3:29 pm
Always good to see less nerfs and more buffs used to balance a game, this makes for fast and fun gameplay.
March 19th, 2007 at 3:31 pm
Oh well there goes the IG again…
the only stealth unit severely crippled AND its stealth resorted to an upgrade
March 19th, 2007 at 3:45 pm
Wow, this patch really turns things on their heads.
I’m looking forward to playing it.
March 19th, 2007 at 3:48 pm
Nice!!
I like 90% of it. I think it will encourage strategy and resolves known imbas: Land Speeder rush will take longer and will be more expensive. Besides, turret rushing becomes useless.
I’m surprised, they implemented solutions we never thought of.
Nice job.
March 19th, 2007 at 3:49 pm
Yay! No flayed one nerf?
March 19th, 2007 at 3:51 pm
Forget the bugs and balance…..
TARTARUS CENTRE IS BACK!!! Hooray!!!!
March 19th, 2007 at 3:54 pm
Naib Says:
March 19th, 2007 at 3:31 pm
For goodness sake, try before bashing, eh?
March 19th, 2007 at 3:55 pm
Chaos needed more detector units not less…… they have no quick detection counter to Tau
March 19th, 2007 at 3:56 pm
Christ this changelog is huge. Very impressive.
March 19th, 2007 at 4:03 pm
I’m interested to see how all the base bashing nerfs affect the game, especially team games. It’s going to be tricky to take people out now.
March 19th, 2007 at 4:04 pm
This is the best version of DC ever since 1.2!
I can see many ideas have been taken from DCpro mod, heh.
At least DC will now be bearable at competitive levels.
March 19th, 2007 at 4:07 pm
March 19th, 2007 at 4:15 pm
Tier 1.5 Flayed Ones… oooooh
March 19th, 2007 at 4:30 pm
Yes, so now Fire Warriors have been nerfed down thw wazoo. As unimaginative as ever, Tau’ll now be forced to use kroot tau mix, instead of being given the option to choose.
March 19th, 2007 at 4:36 pm
DC Patch 1.2 Changelog…
[DC Patch 1.2 Changelog]µåµð¾î, ¼ö¸¹Àº »ç¶÷µéÀÌ °í´ëÇØ ¿À´ø ¿öÇØ¸Ó DC ÆÐÄ¡°¡ Á¤½Ä ¸±¸®ÁîµÇ¾ú´Ù. Changelog ¸¦ ÀÐ¾î º¸¸é Á¤¸»·Î ¹æ´ëÇÑ ¾çÀÇ ¹ö±× ¼öÁ¤°ú °ÔÀÓ…
March 19th, 2007 at 4:40 pm
Hmm… so interesting. SM has been really nerfed so I like, but chaos has been weird too with the pushing back of zerkers. Though I’m interested to see how that new zerker ability works. So far though on paper it looks good.
March 19th, 2007 at 4:41 pm
Gg Space Marine… LOL this patch very bad for sm…
Go go eldar and necron….
March 19th, 2007 at 4:42 pm
Plus 250/250 daemon prince? Look out!
March 19th, 2007 at 4:44 pm
Mightily impressed; extensive, some surprising solutions, and keen to try it out!
March 19th, 2007 at 5:04 pm
Chaos has been buffed beyond my wildest dreams. Lascannon Predators, YAY! If not for that cultist detection removal, I’d have gone mad with joy…
Also, I’m curious to see if Necron Warrior mass can still win an early game…
March 19th, 2007 at 5:10 pm
I doubt it, NW mass at the start was only massivly powerful because of the summoning core upgrade, which got a nerf.
March 19th, 2007 at 5:12 pm
bye zerker rush, ls rush, fw spam, krootox imba, and lets go pwn us some necrons!!
March 19th, 2007 at 5:22 pm
all i can say is……W………..T……………..F is this BS! marines got major nerf what the heck man they wer really balenced in the firsty place, oh and, YAY FOR TARTARUS!!!!
March 19th, 2007 at 5:24 pm
sm and chaos was dead
sm and chaos
March 19th, 2007 at 5:26 pm
Edit: XD
sm and chaos
March 19th, 2007 at 5:26 pm
ok i take it back, not all BS, at least now EVERYONE has to relearn the game so the rankings might changeup a little, love upgradeable preds woot!
WHY MAN WHY, WHY MUST U NERF THE ORBITAL!?
March 19th, 2007 at 5:28 pm
SM never was balanced. They had the strongest tier 2-4 in the game. Only things stopping them was several imbalances in the other races which has been fixed now. Not nerfing SM would have resulted in them just walking over every other race.
March 19th, 2007 at 5:31 pm
Only this enough;
-Whirlwind-
“Reduced damage by 20%”
“The Whirlwind no longer fires on the move. ”
“The Whirlwind now requires Tier 4. “
March 19th, 2007 at 5:32 pm
i sad, sm and chaos dead with this patch
March 19th, 2007 at 5:35 pm
who uses whirlwind anyway? waste of vehicle cap if u ask me
again, HOORAY FOR PREDS
March 19th, 2007 at 5:37 pm
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
March 19th, 2007 at 5:38 pm
well, also i have a greivance with tau………..do they maen the CAP is reduced on tox or can u olny have 2? lil unclear there but if they made cap 2 im soooo freakin mad, tox need nerfs not buffs
March 19th, 2007 at 5:52 pm
Nice changes. I expected heavier nerfing or the NW’s and FO’s, but it still looks impressive a patch.
.
I’m mostly a SM player, an yes, they’ve been toned down a fair bit, but none of that effects the strats I usually use
March 19th, 2007 at 6:00 pm
Ick…just when things were looking up for IG. Granted, it may wind up completely different in play than how I’m interpreting it from paper, but really, they barely became manageable with DC’s release, and now a bunch of things have been inexplicably nerfed (sweet, now my badly pathing Basilisks take even LONGER to get where I want them to!). Oh yes, and we’re also once again shafted on early AV now that CotMS has been reworked.
But, as I said, I should probably play the game updated and find out, it’s just some of these decisions really don’t make much sense from just their descriptions.
March 19th, 2007 at 6:03 pm
haha are you kidding me? SM are godlike now! now that the chappy and apoths have been buffed, + stronger FC and sarge weapons, we’re going ot be GODLIKE in t2.
Our tier 3 is now deadly deadly with 2.0 setup tac launchers and AI Preds… holy crap I can’t wait to play SM!
who needs WWs now with autocannon preds
March 19th, 2007 at 6:08 pm
YAY!!! SM’s were nerfed… but you guys kinda took the that overboard… I mean wasn’t it bad enough the Orbital Relay only carry 4? in DoW:WA it was 6, also 6 in vanilla. Why not keep it 6? and if you really had to make the oribital that it cant even carry 2 Dreadnoughts anymore more then why bring the whirlwind with it? the shooting when moving was ok… but you shouldn’t have tampered with the area_of_effect [AKA: Radius of explosion] please buff the SM back up, after all it’s the most recommended race for newcomers, there easy to play with, match good firepower, and durability. Please buff them back, not make them suddenly stronger than necrons… but just a little buff. Make them have a equal chance against a horde of Necrons… please, SM was my first race since I bought the GoTY Edition of DoW, I kept using that race untill I learned how to use other races… please?
March 19th, 2007 at 6:13 pm
Well, I think they reworked Tau heavily. I was really hoping to see the roles of the krootox and crisis suits swapped. So we could only have a few effective krootox and a ton of suits, like the tabletop. Just making each suit a squad of 3. Moving kroot to the barracks and making the rest of it a later tier is also a weird move, and may really effect the game with the change of vespids also.
I’m also very happy to see Necron boost with wraiths. They weren’t t a good detector and really cause problems when Necrons faced things like Eldar, Tau rushes, and Chaos hordes.
March 19th, 2007 at 6:47 pm
Umm… maybe I’m wrong, but it seems like IG got even weaker, especially against vehicles. I had already had a hard time against early vehicles - Psyker had to be micro’d and each one could only effect one vehicle every (umm, how long is it?)… 30 seconds? I mean, it was manageable, assuming you could counter everything ELSE that the guard are weak against in tier 1 and 2. But now Psykers don’t really hurt vehicles at all, GM got no upgrades, and HWT got only minor buffs.
And on top of that, Necrons didn’t seem to get any weaker. So those NW with Infantry Heavy High armor and good damage will still whomp on my GMs, along with anyone who can get vehicles quickly.
I’m sad. But I’ll try it and see if it’s as bad as it looks for the poor IG.
March 19th, 2007 at 8:13 pm
The IG got shafted, YET AGAIN…..other races got Tank Upgrades, Our crappy Leman Russ is still Crap.
March 19th, 2007 at 8:53 pm
Ig still got problems with buildings and have the most expensive way of increasing vehicle/infantry cap. Poor Baneblade got stuck again.
And why assassin’s stealth is now a research ? I hope for a clear explanation.
Still no queue able deployment command for HWT ?
At least, no more gambling when Psyker using Strip Soul.
Eldar Avatar still get its pop bonus ? When it will be gone ? Now platform got a role here along with the Dark Reaper.
Good things for Harlequins.
SM… Apothecary and Chaplain as meat shield… Interesting.
A trade off between Predator anti vehicle and SM’s missile launcher ?
Chaos… yay for a buff. Weird change on Cultist’s detection.
Yay for anti vehicle upgrade.
Ork… Nobz still take a very long time to get full strength…
Pile o Gunz will be the most busiest building now compared to Eldar’s Soul Shrine.
Tau… yay for the nerf. But still no upgrade for Tau path ? (Hammerhead / Crisis suit path)
Necron… yay for the nerf or rather… gameplay change. Might end up using Tomb Spyder as resurrection tool.
I hope no hidden deadly change log here…
March 19th, 2007 at 9:22 pm
You know what, this officially tears it. Me, and countless others, worked MONTHS on a comprehensive balance thread for the Imperial guard. It’s tacitly known that the Imperial Guard were the absolute weakest race in the metagame.
We discussed everything from changes that needed to be done to Guardsmen to keep them viable compared to other armies, to fixing the “hammer execute like a retard” mechanic.
Months. All ignored. Not one damn change we vied for, save minor changes, was implement, and the Guard as a whole was nerfed.
I’m officially convinced that there was absolutely no point to the Balance threads at all, now. No point to any of the hard work me and so many others put into that in an attempt to get some degree of balance put back into this game to keep IG Viable vs. other races.
Even the shit Fell totally agreed with regarding the Command Squad, and I was assured would be in it, was ignored. And that was in for a damn long time before the IG balance thread even started.
Thank you, Relic, for showing us that our opinions really don’t matter.
March 19th, 2007 at 9:40 pm
incidentally, after playing a few games (against the AI, of course), I’m a little bit more optimistic about this patch. HWT is definitely a little better, Necrons are a little worse, although it’s hard to see why from the patch notes. The increased weapon capacity of GM squads helps too. And attaching a Priest to an Ogryn squad is now awesome.
Seriously, the patchnotes don’t make it obvious, but I think IG might have actually got a little better. I’m still not sure that NW aren’t too strong, especially for a free unit. And I’m still not sure that IG has any kind of reasonable anti-vehicle defense with Psykers nerfed and Sentinels requiring, essentially, tier 2.5, but it definitely seems easier when playing.
March 19th, 2007 at 10:55 pm
i think the changes are all great, i am suprised. imo now theres only minor things to do, all major things got fixed.
also for those who are saying ig got nerfed… dont htink so. while curse of machine spirits got nerf, its still spammable and now its stun vehicles, so if you happen to have say sentinel, it will own. strip soul got slight nerf, but it was good tho, 2 shots amoast killed any commander. basilisk got nerfed, oh no, it was too good anyway. you actualy have to protect it better now because of slow movement. assasin was the most imba thing in the game and he got nerfed, very nice change. still kills infantry but not heros. hellhound ability got nerfed because it was imba. now the buffs, karskin, guardsmen and ogyns all got hp buffs because now their leaders give them hp bonuses since priest doesnt overrider them and they were buffed individiatly aswell making this for example ogyrns have like 300 more hp. also dont forget hwts that are very useful now.
March 19th, 2007 at 11:03 pm
Ya know, I’m starting to think someone at Relic hates IG as much as someone at Blizzard loves Warlocks.
March 19th, 2007 at 11:15 pm
IG infantry have been buffed LARGE….the Assasin sight boost and cloak were stripped. Need costly Infiltrate upgrade. Otherwise, the IG is viable again.
March 20th, 2007 at 12:45 am
Cheer up, Jaimas. At least Psykers no longer explode when casting Strip Soul. I hear there were quite a few complaints about that.
March 20th, 2007 at 12:51 am
Just saying, thanks for the patch release and balance changes to the Relic guys.
March 20th, 2007 at 2:11 am
is there a pinky to win in here?
March 20th, 2007 at 3:16 am
WTF is this? FOs at T1.5 and immune to morale? No reasonable nerf for NW? As if the necrons weren’t imba enough already. Someone at relic must really love those those little mechanical SOBs….
March 20th, 2007 at 3:58 am
I see many of you complaining about the lack of buff for the IG. What fixes or changes did Relic overlook in this new patch for IG? What did IG really need to help the race as a whole? What confuses me is that they fix/add little things like researching Infiltrate for certain units (Assassin, Cultists, ect.). To me, thats totally pointless. It doesn’t affect the balance of the game. Anyway, we’ll see in 2-3 weeks how the patch holds up. Let’s go online and play.
March 20th, 2007 at 4:16 am
[…] http://www.relicrank.com/bloggo/2007/03/19/dc-patch-12-changelog/ […]
March 20th, 2007 at 4:27 am
Wow nerfed IG the unplayable race to the person above me, ig are awful to play as with their flashlights and paper armour they did need a buff, don’t give me any of that play style shite, OMG 80% FIRE ON THE MOVE NW, yeah like that will stop them, No more turret rushing, no more hard teching, fix necron kthx
March 20th, 2007 at 5:48 am
So…. basically you took the chaos and made them crap, Horrible build delay on Zerkers, DECREASED Oblitorator damage to buildings, it was alread bad for a teir3 squad.
But the 105p to upgrade, so basically, we need a barracks AND a generator before we can lv up to teir2, and THEN we need a sacrificial circle which you INCREASED the build time of before we can start to build our Bezerkers, and don’t think that the ability that makes the enemy run away is any consolation, as a melee unit it’s stupid to have an ability that makes the enemy move away from you wether you like it or not…
tho i am glad you finally allowed reinforcing of horrors, and good think you fixed the deamon prince too, otherwise i’d really be pissed.
March 20th, 2007 at 6:22 am
yeah the patch.. =) thx thx thx quit with imba hopefully
on the first look great changes !!!
March 20th, 2007 at 6:46 am
I think some of you kids need to actually play the game as it is now, without acting like somebody stole your candy. I don’t pretend to understand the intracicies of all of the changes, though for my own race I can see a fair amount of logic behind the changes; buff or nerf.
I find it quite disgusiting that some of you have to flame and TYPE IN CAPS!!1 because what was your favourite “lame win” tactic isn’t usable anymore. Please grow up, Relic develops patches for this game in order to enhance the experience, I don’t recall paying a monthly fee for software updates! So before you engage your teenage, hormone driven flame holes. Engage your brains.
March 20th, 2007 at 7:56 am
Wow, I bet non of us expected all these changes
March 20th, 2007 at 8:37 am
Haha… wow, I only somewhat regret posting this on my blog
March 20th, 2007 at 9:09 am
:( oh my god…. my lovley Tau was just killed! IMBA is killed, no kroot rush no FW mass damage!
but i`m curious about XV88…. wanna see them.
Let`s play SM
March 20th, 2007 at 9:49 am
HOLY COWS!! I LOVE THIS PATCH
AND BE READY NOOBS CUZ AM GONNA KIK ASS NOW
MWAHAHAHAHAHAH
March 20th, 2007 at 10:00 am
Nice changes, now people will stop yelling at me and calling me imba just because I play Necron.
For those of you that are yelling “WTF! They buffed flayed ones!1!1! Noes!!!” shut up, they nerfed the main part that made them imba, which was their insane damage to buildings, and in any other case, it wasn’t flayed ones that were imba, it was mass ress orb abuse that was imba, and that has been justly nerfed.
Now I have to think deeply about what I want my NL artifact setup to be.
March 20th, 2007 at 11:04 am
Thank you relic for fixing my chaos, but pls…pls give the SM their relay back…srsly
March 20th, 2007 at 1:39 pm
Great patch. Noticed a few balance suggestions from the community made it in. Knew relic could pull it off. Came as a shock when i found out my webway couldnt hold my entire army since FD take two slots, noooo!!!
Keep up the good work and announce DOW2 already!!!!!!
March 20th, 2007 at 2:51 pm
Thanks for the changelog Buggo!
this really helpes to ease our minds!
Cheers!
March 20th, 2007 at 3:01 pm
Jeez, unless having 5 heavy weapon upgrades for regular Guardsmen squads somehow causes them to pwn, and HWT targeting and reduced upgrade costs make them unstoppable…
…the IG’s been seriously nerfed. Basilisks were fine the way they were, the opportunity cost of getting them out was so high, that it balanced out their effectiveness. And what about the super-expensive to replace Command Squad and the late to come out and not particularly damaging Leman Russ? OY!
As for Necrons, holy crap! Morale Immune Tier 1.5 Flayed ones? Without their morale damage nerfed?
This does not sound good for these two races, the weakest and the strongest pre-patch respectively, and apparently still the weakest and the strongest post-patch. I’m going to try this patch out online before I say any more, but I -really- have a bad feeling about this.
March 20th, 2007 at 7:17 pm
Great patch! I especially like the extra stealth researches. Gonna build a devilfish to fool the enemy to build lots of stealth detectors and then not build any of them
Also really like that you do some things that YOU think works and now always what the community (which are obsessed about balance) wants.
Again, great work! Your postgame support is definetly great =)
March 21st, 2007 at 12:24 am
OMFG!
I know these changes are mostly good, but there are problems still.
Such as the Tau Broadside Battlesuit. I mean it has been nurfed so much that I just don’t get why they just did not delete it completly!
They used to do about 200 damage, now it is about 40. They used to be a squad of 3, that when one of them died you still can’t reinforce them, but now they are a squad of 1. And worst of all, even though the unit is so much more fucking shit, it still costs the same ammount that the previous 3 man squad costs.
As I said before, why not just delete the unit?
March 21st, 2007 at 1:19 am
hmm it seems alright (in general) ae although this pisses me off:
Flayed Ones
Are now available after building a Summoning Core.
Are now morale immune.
Decreased Flayed Ones special attacks damage to buildings.
now how the hell is that balanced? they were imba pre-patch and they decided to effectively buff them…… sure building damage is decreased but they are morale immune… and 1.5….. IMBA
March 21st, 2007 at 2:54 am
so basically the’ve weakened chaos at the start of the game. the time when its most crucial for the chaos to get a good go at any necron players. thats rubbish. also i reakon now your gonna get a mid-game spam of horrors right in the middle of someones base. really i think the’ve totally messed up chaos. also ithink the’ve given necrons to much of an advantage again. the’re already overpowered and if you use them right can crush any race early in the game. they need to decrease necrons and play to the chaos strengh which is rushing. i would even argue that they have done the same with eldar by not playing to their strenghs. i think they should make guargians invisible at the start.
March 21st, 2007 at 12:15 pm
Chaos Cultist Aspiring Champions do not seem to be affected by Purge The Weak - can anybody confirm this?
March 21st, 2007 at 1:45 pm
Not liking many of those changes. Apart from pred las cannons. Necrons havent taken a significant nerf i feel.
March 21st, 2007 at 2:11 pm
Tau seemed to get a rough deal on paper, but after playing them they seem to stand up pretty well, just more thought is now required on what tactics I used instead of mindless FW mass!
Ork flamers on sluggas with Burny upgrades PWN! they bash Lps and gens its great!
Nice patch so far, need to test more though
March 21st, 2007 at 4:01 pm
Why did Relic feel a need to nerf IG even further into oblivion?
Tau also took quite a few more hits than necessary. Krootox limit, slight FW nerf, Crisis Flamer fix were expected. But they also nerfed the hell of out the Crisis Suit’s main weapons, which weren’t all that spectacular in the first place, and without any buff to counter it. Broadsides were killed with the smart missile nerf. And they also screwed Hammerheads by changing their armor to Vehicle Medium. Even with 4000HP, it has the lowest HP of all the main battle tanks, and its damage doesn’t make up for it.
Those nerfs, in addition to no upgrades for the Mont’ka path, have basically left Tau players no choice but to take Kauyon every time.
LP damage buff, Target Acquired buff, and Ethereal detection is nice, though. =\
March 22nd, 2007 at 3:44 am
Necrons did get nerfed. Their imbalances was from badly timed uber upgrades, base bashing power & NL solar pulse spamming. All fixed. Necrons overall are alot more balanced.
There still is a few imbalances in crons, but not near as much as in DC1.11.
Crons suffered from a problem where they lacked variety in tier 1, FO has fixed this to some extent. FO no longer pwn buildings. Only problem is FO spam in team games.
March 23rd, 2007 at 9:13 am
Thanks for the work. For the haters, please take some time to play before remonstrating. Flamers: as more races are added, system complexity has to increase. I just wish we could all get along.
Peace. Out.
March 23rd, 2007 at 10:21 am
Damn. Tau really sucks now. There is some really strange/stupid changes like:
What is the Tau early unit now when Kroot barracks is buildable after PtE? FW squads are too expensive. Barracks’s and PtE’s price is same as before, so it takes too long to get Kroots.
What is the point of reducing FW squad’s ranged damage and infantry damage?
Crisis Suit and Hammerhead sucks. Much. So Mont’ka is allmost useless now.
Krootox has limit of two? And it’s stats are just like before? Okay, Kayuon is out. Mont’ka and Kayuon are allmost similar now. Both of them sucks at unique units. And it must be changed.
March 26th, 2007 at 9:20 am
Ouch, my tau.
March 26th, 2007 at 12:22 pm
DON’T USE THIS PATH EVER!!! (И вообще, долбанутый какой-то патч, у всех рас урезали преимущества. Не надо было его выпускать. И это только мягко сказано!)
March 26th, 2007 at 12:25 pm
Блин, опечатался ))… DON’T USE THIS PATCH EVER !!!!
March 31st, 2007 at 2:02 pm
Ok for everyone whinning about necrons being imba, if any of you actualy read the history on necron and play necron regularly you would find that yeah they have some good damge but hell just use hvy bolters and you walk right through necron any day not only that but they are slow as hell and the fo’s is the only actual rush/defense they have not only that but the more units you have the slower everything builds significantly. and as for the game design and history of necrons being to powerful on some aspects, remember that they are supposed to be powerful and strong for christs sake they are the “Borg” of the DoW universe even in the heavily reqorked TT necron can be a pain in the ass but not imba jsut need to use better tactics remember hvy bolters are your friend.
as for the SM’s i have mixed feeling about the orbital because in 1 aspect it’s pretty hard to defend against that much dropping in and was a little imba imo but at the same time i liked the 6 instead of 4 and feel it probly should have been left alone. there is other stuff that actualy buffs sm more than nerf. and does help fix the mass noobish speeder rushes at the start.
Chaos i agree was a little messed up becasue they had a hard enough time getting started against rushes but kudos on the demon prince fix and the demons
IG got shafted a little on infantry and vehicles but the basalisks were a little stong and the sentinels now more accuratly play their true role
orks i have to say sucks for the flash gitz nerf but omfg the sluggas are now not only meatshield mass cockroach army but they actualy hurt again too i love the sluggas upgrades again.
tau really needed a balance in the krootox those things are to strong imo specialy against orks and necron and you could build to many of them
i’m not sure if they nerfed or buffed the dang vespids kinda a balance of both.
as for eldar it’s both a buff and a nerf to me and i’m not sure what my opinion on that is as of yet. but i will say drop that ridiculous cap on the fire prizm’s again and the warp spiders.
April 8th, 2007 at 4:26 am
Ok so where the hell do I download this patch from….
April 8th, 2007 at 5:46 pm
first off, this was a great patch, well balanced and very interesting. i especialy like the drop in the preds cap from 5 to 4, seeing as chaos has only 2 veh. options(rhino cant shoot, its just a moving target XD) the decrease in princes req. and pow. requirement was a bit much, maybe 300 woulda been more tolerable. the nerf of the zerkers was worth it for the buff to the preds. the part i hate most of chaos now is the cultists, no more infiltrate at start. now the sm nerf/buff i think were well worth it, though the ww no fire on the move was kinda meh, shoulda just cut the out of sight shooting way down. ty for the orbital nerfing, no1 likes the fact of 3 dreds dropping in on ur main base =S. i think the sm nerf/buff was well needed(any1 remmember winter assault? space marines equaled ouch to everyone) b4 patch, sm were still pretty bad, but now i think it will make it more evened out, even for new players. IG got smacked up a bit more then needed, but at least it makes IG more like they were intended-weak with infantry, strong with artillery. other then the slowing of the bass, and nerfing of the assasin, i think IG was somewhat of a decent fix. Orkz iz beautiful, t’au, a bit over nerfed i think, necs, i have one thing to say-NO MORE MORALED FLAYED ONES!!! W00T!!!! eldar still a great race to play, who doesnt like invisible buildings ^.^ well heres my eval. ima play some DC now.
May 1st, 2007 at 2:17 pm
Why can’t i rebuild the LandRaider anymore after it got destroyed?
May 31st, 2007 at 1:58 pm
Now that I’ve played it I can honestly say, screw you for messing up my guard. I thank you for fixing the heavy weapon platoon selection bug, but everything else seems like it got screwed in my army. I’ve been playing guard since I was in diapers and I bought this game just so I could play them on my PC too, but now I don’t even want to do that. I like a challenge just as much as the next guy but now it seems impossible to defeat an enemy on a large map where they have all the time in the world to take me out before I can get any units worth a damn. So, take your patch and stick it!
January 15th, 2008 at 11:45 pm
First of all i’d like to say that this is a big list of changes . Thanks a lot for the bug fixes , returning Tartarus Center and making Chaplain a better adition .
However making Grav Platforms unattachable , halting the Tau’s firepower and nerfing the Space Marines so much isn’t good. People are gonna play the Space Marines no mather what simply because their storyline is far better . This rage of nerfs takes the SM back to their old option 6 tac + tm + grey + 6 dreads + 2 LS . And this combination will still give nightmares to anyone .
The downside is that the armord fist tactic , steel rain tactic and the use of ASM have been removed . Sometimes we the guy that back up the SM feel that we’re being nerfed to submision . If someone woud compare the initial SM stats whit the curent stats he’d be horified.
I hope we’re not gona get nerfed to much in SS .
January 20th, 2008 at 2:04 pm
Hey, did anyone notice Grey Knigths have gone (exchanged for Deathwatch veterans) ?! Can anybody explain this to me why ?
February 23rd, 2008 at 3:19 pm
My friend and I have been debating whether or not to get DC because we hated the changes in WA (mainly that Chaos lost most of it’s useful weapon upgrades).
Looking at these changes though, I think we might take a look into it.