Dawn of War 2

Take buildings out of the game

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# 41HARRYY Dec 23 2011, 11:50 AM
QUOTE(I P1nGviN I @ Dec 23 2011, 10:51 AM) *


And therefor they're fine? Again, your Space Marines and Chaos have several options to clear a building as well as having the most advantages of being inside one.
chaos fights on the other side of the map, so it's clear there is not a problem with buildings.
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# 42Wurgl Dec 23 2011, 12:33 PM
guys, it doesnt make sense to keep a badly implemented mechanic in the game just for the sake of keeping the game fluffy. we all know relic will never ever be able to balance buildings out/redesign them so just get rid of them and nobody will ever miss them.

or is here anyone who doesnt like playing on quests heresy, leviathan hive, .... because those maps dont have buildings? really?

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# 43SupahSpankeh Dec 23 2011, 12:47 PM
QUOTE(ratixleingod @ Dec 23 2011, 11:31 AM) *

Spores should not detonate when destroyed. I doubt you were around in 1.5, but that was a nightmare when that was implemented. Granted, spores had a 4 second det that could rape anything, and that was very scary in it's own right. But you couldn't kill them with melee ever. It would suppress you, deal heavy damage, and maybe knock back or stun.

Heck no, even a slight bit of damage would be bad. I know it "makes sense" and is "realistic" for this to be the case, but please- not again.


I'm not sure you can kill spores in melee in TT either, and frankly anyone whose reaction to a floating mine of volatile fluids and chitin is to hit it with a sword probably deserves what they get.

No, I mean the small explosion on death to counter spore spam; and to prevent people from blobbing when using them.

Anyway, that's by the by; I'm more interested in people's reactions to the dual explosion suggestion; both happen at once, but one is a large AG explosion and the other the normal explosion we're used to. One click, one model goes pop and both explosion types happen. Then the AG function can be separated and balanced on its own, without impacting the non-AG portion of the unit.
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# 44HARRYY Dec 23 2011, 13:10 PM
QUOTE(Wurgl @ Dec 23 2011, 12:33 PM) *
guys, it doesnt make sense to keep a badly implemented mechanic in the game just for the sake of keeping the game fluffy. we all know relic will never ever be able to balance buildings out/redesign them so just get rid of them and nobody will ever miss them.

or is here anyone who doesnt like playing on quests heresy, leviathan hive, .... because those maps dont have buildings? really?

you has a christmas-point !!! xD nah, hm.. i thinkj i wont miss them and the removed buuildings will make space for vehicle pathing ^^
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# 45mall Dec 23 2011, 14:13 PM
Maybe melee unit should be able to enter the building with a garrisoned unit and clear the building?
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# 46HARRYY Dec 23 2011, 14:20 PM
i dunno wasnt it like this in COH, you could enter a occupied building and fight out inside? would like this. h3h3. but pretty useless if you got a suppression team in there, it will just supress
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# 47Caeltos Dec 23 2011, 15:01 PM
QUOTE
i dunno wasnt it like this in COH, you could enter a occupied building and fight out inside? would like this.

It was not like this in CoH. sleep.gif

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# 48HARRYY Dec 23 2011, 15:14 PM
then it was in my perverted dreams. whatever, changed my mind, no one would miss buildings I guess. would be another unneeded buff to orks/nids tho^^
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# 49SupahSpankeh Dec 23 2011, 16:29 PM
Yeah, 'nids are so OP right now.
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# 50GuruSkippy Dec 23 2011, 16:51 PM
QUOTE(SupahSpankeh @ Dec 23 2011, 18:29 PM) *

Yeah, 'nids are so OP right now.

well, raveners are a huge pain in the ass again at least...

and is there a visual difference between spore mine call in and rippers call in ?
I feel that markers are the same, but I'm not sure.
If not, it needs a visual difference.

This post has been edited by GuruSkippy: Dec 23 2011, 16:53 PM
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# 51Rokco Dec 23 2011, 17:06 PM
I think all 'nid call ins are the same, spores, rippers, warrior, ravs.
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# 52norni Dec 23 2011, 17:22 PM
as ork i dont care about buildings its a pain in the ass but it can be dealt even in t1.
But i want one thing back and its dmg for heaby melee with buildings, relic nerf it in Ret i think and now even nobs cant do shit to units in buildings, before it was somehow good that you can destroy building.
And we all know that low hp building on siwal in center were alot of funny moments with that, but not now post-13661-1143531603.gif

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# 53Pimousse Dec 23 2011, 17:50 PM
Given all the job that needs to be done around bug fixing and balance, removing the buildings would just be smarter than trying a hundred stuff that won't resolve the problems in the first tries.

remove = simple and efficient!

This post has been edited by Pimousse: Dec 23 2011, 17:51 PM

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# 54Asmon Dec 23 2011, 18:49 PM
QUOTE(SupahSpankeh @ Dec 23 2011, 13:47 PM) *

I'm not sure you can kill spores in melee in TT either, and frankly anyone whose reaction to a floating mine of volatile fluids and chitin is to hit it with a sword probably deserves what they get.


Well, I often send my melee hero to sporemines and I feel confortable about it.


QUOTE(GuruSkippy @ Dec 23 2011, 17:51 PM) *

well, raveners are a huge pain in the ass again at least...

and is there a visual difference between spore mine call in and rippers call in ?
I feel that markers are the same, but I'm not sure.
If not, it needs a visual difference.


Just nade spike the mark, it will clear up whatever appears biggrin.gif

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# 55Waylander0719 Dec 23 2011, 18:50 PM
Make all buildings have the same HP as GM bunkers. This makes collapsing a building (with melee) a viable option.
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# 56GuruSkippy Dec 23 2011, 19:12 PM
QUOTE(Asmon @ Dec 23 2011, 20:49 PM) *

Just nade spike the mark, it will clear up whatever appears biggrin.gif

me playing orks, not eldars
and if you think stikkbombaz, forget, it's like this unit choice doesn't even exist for me. So bullshit unit.
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# 57Asmon Dec 23 2011, 20:17 PM
I was thinking Eldar indeed. Y u so nadeless Orkz ?

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# 58Zato Dec 23 2011, 20:24 PM
I honestly think there should be a cool down after a squad leaves a building. Meaning once that squad leaves the building that squad should not be able to enter it after a certain time has passed. This will make it so some units can't take advantage of the whole ginger bread man bs that I see a lot on maps with buildings vs melee units. There should also probably be a time limit a unit can stay in a building before being forced out.

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# 59SupahSpankeh Dec 23 2011, 22:20 PM
I believe the unit call in (ravs, warriors) has a sort of eye-like effect, whereas the rippers and spores are just a yellow-green circle. I haven't played against enough LA to worry about the spore call in to be honest. They're not popular in 3v3.
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# 60GuruSkippy Dec 23 2011, 22:26 PM
QUOTE(Asmon @ Dec 23 2011, 22:17 PM) *

I was thinking Eldar indeed. Y u so nadeless Orkz ?

cause stikkbombaz in T1 were not good for gayracehomogenization in Relic's mind.
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