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Dawn of War 2

Elite Mod 2.5.1 Patch

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# 1Paranoid Kamikaze Mar 19 2016, 04:02 AM
With Relics latest patch comes the ever expecting problems for mods and Elite is no exception. While the mod still worked in that you could play it, you could not colour it. To put it plainly, you couldn't use the army painter. The Last Stand also wasn't working. It was mainly the army painter being broken that drove people insane as people spend a lot of time picking the perfect colour scheme and then making a completely custom (ripped off from Google images) badge that expresses yourself more than mere words ever could. If you can't beat your opponent you might as well look better than them, right?

The patch itself isn't exactly anything huge like previous ones have been but it makes some much need tweaks to the game without there really being a chance of destroying balance like said huge previous patches could. Caeltos has also decided to try something new in that you get to see the reasoning behind his mysterious balance changes. Yes, when you make a topic to bitch about the things you lose to you will already know Caeltos' reasoning behind it and can take that into account as you write your well-thought-out rational post. Or you could just ignore him and be angry at the world. That's always a thing.

Anyways, You can download the latest patch here or, if you already have 2.5.0, you can download the updater here. The updater didn't work for me when I tried it. It might for you. I don't know. Technology.


NOTE: 2.5.0 is shown on the main menu still. This is a known issue.
NOTE: Backup up your custom color schemes. If you made any, they will be overwritten by the installer.


Fixes
  • Dark Reaper Exarch not properly applying the vision upgrade fixed
  • Fixed Interceptor Squad not having their proper weapons
  • Fixed the broken Army Painter and Last Stand stuff - now compatible with Relic additions
  • Phase Shift now gives the correct duration of damage resistance after ending (5 seconds)
  • More tweaks to LC execute abilities, and a fix to the LC getting stuck if target moved out of line of sight
  • Call Da Boyz now only affects Orks
  • Fixed IG models not appearing in campaign
General
  • Some tweaks to D-Cannon weapon values to make it hit terrain less often
  • Minor fixes to (6p) Graesark Undercity by Indrid
  • (6p) Avensa Stronghold v1.3.1 by Indrid
  • Further AI updates by KanKrusha
Space Marines

The goal is to promote more Librarian play and be rewarded for it. Shifting away the dependancy on lighter-vehicles or Walker playstyles in various game-modes.
  • Increased Librarian ranged bolter damage from 14 to 30.8
  • Librarian Gate of Infinity cooldown reduced from 40 to 30
  • Librarian Ranged-Staff damage increased from 40 to 50
Chaos

Plague Marines are currently overperforming, the aim is to reduce their effectiveness against infantry and open up the the ease of dealing with them.
  • Reduced the Plague Marine damage over time damage from 1.35 down to 1.0
  • Increased the build time on Plague Marine from 27 to 32s
Chaos Autocannon is currently doing a wee-bit too much damage against everything. It might not be enough, but we'll see how this pans out.
  • Chaos Havoc Autocannon damage reduced from 60 to 55
With the new reinforcement cost and pricing of Heretics, a new cost increase for 'strong' sergeants for Chaos Space Marines is in order.
  • Chaos Raptor Aspiring Champion cost increased from 80/25 to 100/25
Imperial Guard

Kaskrins are slightly underperforming given their cost investment at the moment. So they're given some quality of life changes to their melee damage potential to easier punish certain squads in melee range. (Most noticeable on early-game ranged squads with medicore melee damage), whereas the Kaskrin Sergeant grants more utility to allow the Kaskrin to relocate to key locations faster.
  • Kasrkin Sergeant now grants 'Move it(placeholder)!' ability which allows the Kaskrins to break suppression and grant +2 speed for 6s. Energy cost 50, cooldown 60s
  • Kasrkin melee damage (with all weapons) increased to 12.
Ordo Malleus

The Psilencer is designed to be an effective anti-infantry/heavy infantry weaponry , however it can have some slight overeffiency for it's cost versus other arsenal in the Ordo Malleus arsenal for dealing with larger blobs of infantry. Psycanon removed from the Grey Knight Terminators to solidify the intended role for Grey Knight Terminators to be a strict anti-infantry based specialized variant, whereas Paladins/Interceptors are ideal for countering vehicles.
  • Purged by Fire is no longer a channeled ability, and now instead leaves a "Charred" area where enemies stepping into the area takes 3 flame_dps and are slowed for 50% in the area. Area radius reduced from 15 to 12. Lasts for 5 seconds.
  • Set new damage type for purgation flamer
  • Psilencer splash radius reduced from 3 to 1
  • Grey Knight Terminator Psycanon has been replaced with Psilencer (Shares similiar weapon statistics to that of the Strike Squad, but has 25 damage (from 23)
  • Purifier squad cost reduced from 450/75 down to 450/65
  • Grey Knight Rhino build time increased from 32 to 40 seconds
  • Grey Knight Rhino Lascannon build time increased from 15 to 30 seconds
Eldar

While not adjusting the sniper profile damage, the ranger shuriken pistols can now more effectively peel damage on incoming enemies if the sniper failed to take out a target. Alternatively, the courage damage should aim to help the shoot & move mechanics if the target is supressed whilst charging head-on against rangers.
  • Ranger Shuriken Pistol damage increased from 12 to 18 (dps from 5,25 to 7.875?)
  • Ranger Shuriken Pistol courage damage increased from 2 to 6
Dark Reapers are getting some improvements to help them scale further-on into T3 and act more as a staple-force for ranged-oriented combat for Eldar. With the recent health increase to Dark Reapers, they are more capable of bleeding less, so the shift in cost is to reflect their new performance.
  • Dark Reaper cost increased from 400/30 to 440/40
  • Dark Reapers weapon range increased from 44 to 48
  • Dark Reaper Pinning Fire is now no longer acquired by Aspect of Reaper
  • Aspect of Reaper moved from T2 to T3
  • Aspect of Reaper now grants +0.5 speed and 15% damage to the squad
  • Autarch shield energy:damage ratio from 4:1 to 5:1
Ork

The Wartrukk can be a nuissance to kill, whilst the performance of the Wartrukk is performing as expected, the return-value for killing it is quite low. Losing a Wartrukk will now have more subtle-consequences.
  • Wartrukk experience increased from 200 to 300
  • Increased Wartrukk red from 18 to 22
Tyranids

The Zoanthrope needs to be realigned with it's new effiency, so it's getting a small power cut.
  • Zoanthrope cost reduced from 400/60 down to 400/50
  • Changed Hive Tyrant Venom Cannon splash aoe to 180 degrees and moving accuracy decreased to 0.5 from 1
  • Lictor Alpha sight range reduced from 45 to 38 (normalized for Tyranid heroes)
  • Lictor Alpha energy cost increased from 45 to 60
  • Lictor Alpha Assault Leap damage reduced from 35 piercing to 20 piercing
Source: Codex


This post has been edited by ParanoidKami: Mar 19 2016, 04:47 AM


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# 2X-Flame Mar 21 2016, 19:56 PM
This mod looks pretty fun. I might have to reinstall this game.

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# 3Paranoid Kamikaze Mar 22 2016, 18:47 PM
http://steamcommunity.com/groups/beginnerelite

That's a link to a beginners club for Elite. They get together for matches every evening and it's a good place to start out if you're interested in the mod.
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# 4X-Flame Mar 23 2016, 18:00 PM
Hah, I stopped playing RTS/RTT online a long time ago. Just compstomps now.

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# 5Paranoid Kamikaze Mar 24 2016, 02:10 AM
Try 3v3's then. Most players who aren't competitive play it and it's playable at low apm's.
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# 6ViperCanel Mar 29 2016, 22:38 PM
QUOTE(ParanoidKami @ Mar 24 2016, 05:10 AM) *

Try 3v3's then. Most players who aren't competitive play it and it's playable at low apm's.

You reminded me of my DoW2 beta matches, some of the most fun I had in my gaming history :'(

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