Dawn of War II Beta Thread

It's one of many threads... all bringing up consistant and relevant points. The guy is arrogant and a tad self-important, but then again he did make the best and biggest balance mod for DOW, and created something the devs could never dream of getting right. The modders have made DOW what it is, and done more than Relic could ever dream of. DOW 2 looks set to not even give us that.

I think the main issue is this over simplified view of what developers do, mod teams don't work to tight budgets with even tighter deadlines... developers can't afford to sit around for years deciding on game balance alone, or making the perfect AI. At one point their design ends and they have to crack on... whilst they're cracking on the design of a new franchise / continuation to the current franchise begins, which is why you only really see significant improvements in expansions because its the only realistic way of implementing anything without going out of business.

Not that i'm defending DoW 2's drawbacks, but games are very much a hit or miss affair when it comes to them being good / balanced / popular.
 
I agree with those points completely... I just KNOW that DOW 2 is a half-arsed dissappointment that was not only rushed out in around a year, but has failed to be even a third of what it could have been. Thia game is going to be the game that sullies Relics reputation imo.
 
Don't think it is going to sully Relics reputation as it is a competent effort within which ideas have been executed well.

However, like people have pointed out, there are things which could have been left it - chief of which is the bases I believe. I don't think unit size is much of a problem - TT references to the source material aside; it really does not affect the game play much (and this is a game). Nor do I think that the choice of units is necessarily a problem - tactically you have all you need. Besides more can be and usually are, added with expansions.

I think the lack of maps will be an issue though again - one that can be and will be rectified. However I am amazed at the lack of buildings that can be occupied, and at key points. This feature taken from and implemented so well in CoH has been implemented poorly here. In CoH there are buildings placed, which are key to winning early game battles and holding points, as such structures should be. I have seen nothing like that here.

Unit balance is an issue, but again; something that will be sorted (on day one to a degree I hear). However one grip is the sorting of units throughout the tiers. I would love to see a level 20 orc player. Have seen plenty of lvl 20 SM and Eldar players. In a multiplayer game which relic have tried to make matches shorter they have given the upper hand to the SM and Eldar, by giving them suppression weapons at tier one and nothing to counter for orks and Nids. The only early counter for suppresion for orks or suppression units requires power, where as the suppression units for SM and Eldar do not - wtf? this maybe not so bad on open maps, but on choke point maps like Desert gate (and if the popularity of Vire river is anything to go by then this one will be played lots) the ork player pretty much has to retreat, allowing more of the map to the opposition allowing them to dig in more. This really grates with me and as far as I can see, there is no way round it apart from your opponent making a mistake - not you tactically out thinking them.

anyone got any suggestions as to how to counter this?
 
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Orks - attack en masse, activate WAAGHH, melee the suppression weapon
Nids - attack en masse, use a combination of synapse troops with the commander to ignore suppression. Alternately, use the commander burrow ability to flank the weapon and then charge in.

Early rushes done properly are very hard to counter, especially for an Eldar player such as myself. Typically I'll have to invest in Guardian weapons to grenade the infantry as they're slowed by my suppression weapon.
 
I agree with those points completely... I just KNOW that DOW 2 is a half-arsed dissappointment that was not only rushed out in around a year, but has failed to be even a third of what it could have been. Thia game is going to be the game that sullies Relics reputation imo.

While a developer will always state things to give them the greatest light, apparently DoW2 was started about 2 years ago and was a seperate team to the CoH's team... They included ideas and some elements but this was a stand alone game, developed with differing code.

I'm currently quite happy with it. I don't have the time for long multiplayer matches and base building was getting to me in CoH as all I did was turtle. With this I have to be far more proactive and try and achieve ground before I get beaten.
 
You Space Marine bozos better watch out - once your Shotguns and Assault Marines are nerfed there's a reckoning on the way :)

I think in the new update thjey said they were increasing the energy required for asm jump and the reducing the odds of shotguns causing knockdown
 
Orks - attack en masse, activate WAAGHH, melee the suppression weapon
Nids - attack en masse, use a combination of synapse troops with the commander to ignore suppression. Alternately, use the commander burrow ability to flank the weapon and then charge in.

Early rushes done properly are very hard to counter, especially for an Eldar player such as myself. Typically I'll have to invest in Guardian weapons to grenade the infantry as they're slowed by my suppression weapon.

will try - did activate Wagghhh last night but did not really do much. Don't know if it will help with a bolter squad, scouts and commander behind cover, but will see. Trouble is, at that stage enmasse if normally only two, max three squads, of which most are torn down by the time they actually get to the units.

oh well - will try later though - cheers for response mate.
 
I think in the new update thjey said they were increasing the energy required for asm jump and the reducing the odds of shotguns causing knockdown

Reducing the chance of knockdown is a start, hopefully the type of unit that is being shot will have a bearing as well. It's not much fun seeing your commander locked down by a couple of units of measly scouts late in the game.
 
I hope they don't increase the energy required for ASM jumps. That is what they are meant to do!

I know asm are so much fun to use right now, but they are a little bit op, having two jumps make them damned hard to kill and so effective at chasing down retreating units.

I think we had better enjoy them now now before the nerf hammer drops.
 
I can understand the need for balance but things are relatively so already. I think it's mostly a question of perspective in that a lot of people play SM, a lot of people have played against SM and been victim to the shotgun. However the shotgun is comparable to the nid 'phlegm' attack that near roots and supresses a squad almost indefinately, so if you nerf one, you should nerf the other? or not because there arn't as many nid players?

How are ASM differing from the Ork equivalent?
 
ASM can make too many jumps, too quickly. They're meant to be shock troopers who jump in, disrupt, and then are assisted by other units. At the moment, they can jump in and out immediately. The Warp Spider Exarch can't even do that.

As for Shotguns, their knockdown chance is going to 0.10 from 0.25, so you'll have more of a chance to escape.
 
don't know the stats exactly but my orks get torn down by them when I send them against them.

Maybe I just get unlucky dice rolls :rolleyes:

No, ASM are abit imba. I played 5 games using them exclusively and it was too easy. They mopped up enemy squad I put them against. Didn't do too well against dreadnoughts or deff dread tho :)
 
The difference between the assault marines and the ork jump troops is the cost in jumping is less for the asm, allowing them a second jump if they have full power... this can allow them to jump in, and either jump out again if they decide it was a bad idea... or jump straight up coming down on the same squad for even more damage

so they are upping the cost so that they will only be able to jump once, and then throw a melta bomb or something

If an assault squad do have melta's they will happily defeat a dreadnought on their own.

As for the shotguns yes these need a nerf
 
Is anyone planning on playing DoW2 multiplayer on a fairly regular basis? I know I am and it would be good to get players gfwl names.

My gfwl id: Harrier2569
 
I absolutely positivly 100% love this game!

It takes a while to get to grips with it but im really impressed!

When i win a game I feel its because I have out thought my enemy, when im defeated im not filled with the usual rage that accompanies a lose in most RTS games, it just makes me think about what I could have done better!

Only really played as marines and eldar but ill give NIDS a go soon
 
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