Forum Overview :: Warhammer 40000: Dawn of War
 
huh by FABIO 07/01/2009, 8:45pm PDT
Rangers
• To use Fleet of Foot, the squad must have the Pathfinder upgrade
• Decreased the Health of rangers
• Pathfinder is now a Tier 1 upgrade
• Added Kinetic Pulse: a Ranger ability that fires a high-impact, low-damage blast of kinetic energy that can knock a single unit down
• Removed the Rangers’ Suppressive Volley ability
• Changed the cost to spawn a squad of Rangers from 360 requisition 25 power to 300 requisition 30 power
• Added setup/teardown time to the Long Rifle of 1.5 seconds
• Reduced the cooldown time on the Long Rifle from 7 seconds to 3.5 seconds
• Increased Ranger Long Rifle damage from 160 to 180


Yes

• Reduced the cost of Swift Movement from 120 Psychic Might down to 50
• Reduced the cost of the Crackshot ability from 150 Psychic Might down to 50
• Reduced the cost of the Distort Field ability from 175 Psychic Might to 75
• Increased the cost of Eldritch Storm from 650 Psychic Might to 750
• Reduced the cost of Seer Council from 600 to 450
• Decreased the Psychic Might cost of Spider’s Brood from 400 to 200


Yeah. Did anyone ever use Eldar global abilities that weren't seer council that weren't gateways, seer council, or storm?


Banshees
• The Banshee Exarch’s health has been buffed from 160 HP to 200
• Removed power cost on Banshee Squads
• The power sword’s damage has been increased from 34 to 37
• The Aspect of Banshee effect now increases HP by 20%
• To use Fleet of Foot Banshee squads require the Aspect of Banshee upgrade


A 9% damage increase? What happened to all those improvements from the video?



D-Cannon
• Removed knockback from the D-cannon weapon
• Increased the HP of D-Cannon crew members from 160 to 180


Huh? Wasn't that the whole point? I'm seeing anything about nerfing the Space Marine plasma cannon which was basically the same thing with a slightly shorter range, lower cost, and at only tier 2.



Sluggas
• The requisition cost of Sluggas have been increased from 270 to 300
• Increased the damage of Choppas from 17 to 27
• Increased the cost of Burnas from 30 requisition, 10 power to 50 requisition, 15 power
• Decreased the cost of Burna melee damage from 45 to 50
• Decreased the Burna cooldown from 3 to 0.3 seconds
• The Slugga Nob Leader is now a stealth detecting unit
• Upgrading to a Slugga Nob Leader no longer requires Tier 2
• Reduced the Waaagh cost of the Recklessness ability from 35 to 18


This might be a bit much! They needed help before, but that much? I'm kind of wary of boosting slugga/shooter damage after seeing waaaghed shootas tear apart my hormagaunts in hand to hand =(


Stormboyz
• Choppa damage has been increased from 19 to 27
• Increased the cost of Improved Rokkit Packs from 25 requisition and 10 power to 50 requisition and 20 power
• Choppas are now categorized as power weapons
• Increased the cost of Stormboyz from 400 requisition, 20 power to 400 requisition, 40 power
• Reduced the Waaagh cost of the Bommaboyz ability from 45 to 20
• Increased the health of Stormboyz from 160 to 180


Who the hell ever used improved rokkit? Other boosts are nice, maybe a bit more for that cost.


Tankbustas
• Changed the damage type of Rokkit Barrage from rocket to artillery
• Increased the scatter reduction of Rokkit Barrage from 40 to 48 (scatters less)
• Reduced the Waaagh cost of Tankbusta Barrage from 25 to 12
• Tankbusta build time reduced to 6 seconds


Rokkit barrage was underpowered before?? NT

I had no problem with their build time. They shouldn't be an instant panic button if the enemy takes you by surprised with a vehicle.


Warboss
• Increased the Bang Bang Hammer’s damage from 130 to 150
• Bang Bang Hammer hits now increases the speed of surrounding friendly units by 0.15 m/s
• Kustom Shoota now has a knockback ability called ‘Shoot ‘em Good
• Removed the passive knockback effect on the Kustom Shoota
• The limit break cost of ‘Cybork’ has been decreased from 800 HP to 400 HP
• Decreased the HP cost of Angry Bits from 800 to 200, you need only take 200 points of HP damage before Angry Bits can be cast
• Angry Bits now adds 1.5 m/s of speed to the Warboss when activated
• The Trophy rack damage reduction effect has been reduced from 50% to 25%


Who ever used the hammer/shoota over the power claw?


Deff Dread
• Decreased the cost from 300 requisition and 70 power to 250 requisition, 45 power
• Decreased its HP from 550 to 450
• Decreased Buzz Klaw damage from 170 to 120
• Increased the Burnaz ‘n Bits cost from 50 requisition, 20 power to 200 requisition, 20 power
• Increased the effect of Burnaz ‘n Bits from 125 HP to 300 HP
• Reduced the Waaagh cost of the Rampage ability from 75 to 35


Burnaz bits sounds nice and everything, but double the cost?


Global Space Marine Balance Changes
• Decreased the Zeal cost of Angels of Death from 500 to 250
• Decreased the duration of Angels of Death from 15 to 8 seconds
• Decreased the cost of Assault Terminators from 700 requisition/ 900 Zeal to 500 requisition/ 500 Zeal
• Decreased the cost of Terminators from 700 requisition/ 900 Zeal to 700 requisition/ 500 Zeal


NO

Jesus christ only 250 for Angels of Death?!! 8 seconds is still plenty to win a battle. You're going to get stomped with either duration, now you get stomped twice as often.


Apothecary
• Decreased the healing effect of the Armor of Apothecarion from 5% to 2%
• Decreased the healing effect of the Armor of Apothecarion from 5 seconds to 3.5 seconds


Christ yes.


Assault Space Marine
• Decreased the squad cost from 550 requisition, 50 power to 500 requisition, 50 power
• Changed the Armor type of the ASM from Infantry to Heavy Infantry
• Increased the HP of individual squad members from 325 to 400
• Increased chainsword damage from 34 to 35
• Changed the cost of Melta Bomb upgrade from 30 requisition, 15 power to 50 requisition, 30 power
• Melta bombs no longer immobilize, but instead reduce a vehicle’s speed to 40%
• Melta bomb effect duration has been changed from 20 seconds to 15 seconds


So you had the worthless stormboyz and the moderately useful assault marines. Now stormboyz get a shuffling around while ASM get an outright buff?



Devastator Plasma Cannon
• Slowed the projectile speed of the Plasma Cannon from 40 m/s to 35 m/s


ahahahahaha

I'm sure it's a regular Mooninite bullet now.


Force Commander
• Decreased the cost of the Stormshield from 150 requisition, 30 power to 125 requisition, 25 power
• Decreased the damage of the Thunder Hammer from 175 to 125
• Increased the energy cost of the Power Fist Flesh over Steel from 50 to 80
• Decreased the cost of Artificer Armor from 125 requisition, 25 power to 100 requisition, 20 power
• Added Teleport Ability to the FC’s Terminator armor
• Decreased the cost of Terminator Armor from 300 requisition, 150 power to 200 requisition, 100 power


These were all badly needed.


Scouts
• Added Explosive Shot ability to Scout Shotguns, a conical blast that grants knockback
• Removed the AOE on the Scout Shotgun
Increased the damage of the Scout Shotgun from 11.5 to 40


Jesus!


Tactical Marine
• Reduced the Flamer cooldown from 0.3 to 0
• Flamer burst info values have been reduced from 3 to 5 seconds to 1 second
• Reduced the reload frequency of Flamers from 6 to 8 bursts to 10 bursts
• Changed the squad’s armor type from infantry to heavy infantry
• Increased the squad’s capping speed from 1 to 1.5


THESE ARE ALL BUFFS WHAT THE HELL ARE YOU DOING STOP

They're going to be even tougher to kill now?


Techmarine
• The Orbital Relay Beacon now has a retreat toggle, allowing you to toggle whether or not you want to retreat to that point or the HQ
Tyranid Balance Updates


On one hand this did make the relay beacon a hindrance more than a help.

On the other hand it was one of the only things keeping the other races alive against space marines.


Screamer-Killer
• Added the Screamer-Killer, a ranged Carnifex unit to Tier 3
• Screamer Killers are equipped with a Barbed Strangler
• Screamer Killers can be upgraded to equip Venom Cannons
• Increased the damage of the Screamer-Killer’s Barbed Strangler from 85 to 150
• Decreased the 8 m AOE Bioplasma damage size down to 5 m


It was always pointless to get anything but a venom cannon before.


Hive Tyrant
• Improved Synapse effect has been decreased from 50% to 25%
• Reduced the damage of the Tyrant’s Charge; previously it was 20, now it is 15
• Decreased the -70% effect of Psychic scream down to -25%


Needed


Lictor Alpha
• Changed the name of the Loner upgrade to ‘The Lone Hunter’



Ravener Alpha
• Crippling Talons’ damage has been decreased from 110 down to 80
• The Crippling Talons’ slow effect no longer affects retreating units
• Acid Splatter’s damage has been decreased from 110 down to 60
• Decreased the Corrosive Devourer’s cost of 135 requisition and 60 power down to 150 requisition and 50 power
• Decreased the 150 requisition cost of Hardened Carapace down to 100
• Strengthened Sinew now grants the Fleet of Claw ability
• Strengthened Sinew no longer grants the passive speed increase
• Decreased the damage of Toxic Miasma from 15 down to 7.5
• The initial energy cost of Toxic Miasma of 7 has been increased to 10
• The Corrosive Devourer’s damage of 160 has been reduced to 100


All needed. Nothing about tunneling though.


Warrior Brood
• Increased the power cost of the unit from 15 power to 30
• Changed the cost of Warriors from 400 requisition and 15 power to 300 requisition and 30 power
• Removed Venom Cannon upgrade
• Decreased the squad’s damage from 25 to 22
• Decreased the range of the Warrior’s Barbed Strangler from 44 m to 30 m
• Changed the Scything Talon to a power weapon
• Decreased the damage of Scything Talons from 22 to 18
• Changed the cost of the Adrenal Gland upgrade from 100 requisition and 30 power to 200 requisition and 20 power
• Increased the damage of Adrenal Glands from 33 to 45
• Increased the Barbed Strangler’s damage per second from 45 up to 60


Do they not give gaunt synapse anymore?



• Fixed the Lictor Alpha’s Terrify ability failing to work in multiplayer games



• Rank and Performance bars have been removed from the Find a Game party panel. Both statistics were misleading and encouraging bad player behavior that was negatively impacting Matchmaking


Thank god. No more endless dropping.
PREVIOUS NEXT REPLY QUOTE
 
1.4 patch, changes galore by Arbit 07/01/2009, 6:18pm PDT NEW
    Tactical Marines: Still broke? NT by Fortinbras 07/01/2009, 7:06pm PDT NEW
    huh by FABIO 07/01/2009, 8:45pm PDT NEW
        Tac marines still tough, not as broken from the looks of it. by Ethan Steele 07/01/2009, 9:47pm PDT NEW
            It was their sergeant ability that made them broken by FABIO 07/02/2009, 9:59am PDT NEW
                Re: It was their sergeant ability that made them broken by Ethan Steele 07/02/2009, 10:51am PDT NEW
    It's worth mentioning again by Mischief Maker 07/01/2009, 9:13pm PDT NEW
        TOURNEYFAGS RUIN EVERYTHING NT by Fortinbras 07/01/2009, 9:50pm PDT NEW
    Totally different game now. by Arbit 07/03/2009, 12:41am PDT NEW
        They really need to rethink sluggas before final release NT by FABIO 07/03/2009, 1:26am PDT NEW
    Turns out making a unit Heavy Infantry is actually a nerf by Ethan Steele 07/04/2009, 10:56pm PDT NEW
        the main problem I've always had with DoW by FABIO 07/04/2009, 11:23pm PDT NEW
            Re: the main problem I've always had with DoW by Arbit 07/06/2009, 11:51am PDT NEW
    Been another patch, Rippers can't cap and other shit that is OBVIOUS by Ethan Steele 07/12/2009, 3:43am PDT NEW
        As someone who fucking hates RTS, should I buy this yet? NT by Worm 07/12/2009, 8:46am PDT NEW
            it's an RTS, this is an RTS game from the RTS genre NT by Weyoun Voidbringer 07/12/2009, 9:25am PDT NEW
            You flipped your keyboard when you tried the beta, THE CORE GAME HASN'T CHANGED NT by Fortinbras 07/12/2009, 9:41am PDT NEW
 
powered by pointy