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Dark Crusade 1.2 patch live

Posted in General by on March 19th, 2007

Relic just released the newest patch for Dark Crusade this afternoon. It should be available for auto-patching. Manual downloads can be found here.

Patch Changes can be found after the jump.

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
o Requisition has been increased from 5,000 to 10,000.
o 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
o The Chaos Sacrificial Circle and Machine Pit no longer require a Barracks or the Armory.
o Heavy Bolter Turrets now require either a Chaos Armory or a Chaos Temple.
o Increased the build time on the Sacrificial Circle from 25 to 35.
o Increased the cost of the Desecrated Fortress from 300r/100p to 300r/105p.
o 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.
o Now renamed to Chaos Energies.
o Now adds 1000 health to Predators.
o Now adds 500 health to Defilers.
o Now allows individual Predator weapons to be upgraded to Lascannons.
* Berserkers
o Khorne Berserkers now require the Sacrificial Circle.
o 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
o Significantly increased the special attacks damage of the Daemon Prince.
o Daemon Prince now benefits from the Symbol of Chaos research.
o Decreased Daemon Prince Summoning Research cost from 400/400 to 250/250.
* Defiler
o Increased Defiler Battle Cannon disruption radius from 4 to 5.
o Increased Defiler Battle Cannon throw force from 25-45 to 40-60.
o Slightly increased Defiler Auto Cannon range from 25 to 28.
* Horrors
o Horror squads can now be reinforced.
o Horror squad armor type has been changed from Monster Medium to Heavy Medium.
* Lascannons
o Lascannon upgrades have been restored to the Predator.
o Significantly decreased Chaos Predators Lascannon damage against infantry.
o Decreased Obliterator Lascannon damage against some buildings.
* Possessed Space Marine
o Daemonic Mutation was removed from the game. The upgrade bonuses have been added to the base Possessed Marine unit.
o 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
o Soul Shrine requisition cost has been reduced by 50.
o Mobilized for War Research moved from the Soul Shrine to the HQ.
o Support Platform now requires an Aspect Portal.
* Dark Reapers
o Enhanced Optics upgrade now gives more damage and range to Dark Reapers.
o Dark Reaper knife penetration to Infantry Medium reduced from 45 to 27.
* Banshee
o Modified Call of War research to account for the Banshee Tier 1 health upgrades (Tier 2 Banshees still have the same health).
o Morale regeneration rate set to 15 per second.
o Increased Banshee Tier 1 health by 10%.
o Increased Banshee Exarch Tier 1 health by 10%
* Harlequins
o Harlequins Kiss damage is now capped at 4000.
o Decreased their population cap from 2 to 1.
o Harlequins can now detect infiltrated units.
o Its stealth detection radius was changed to 35.
* Grav Platforms have been reworked
o Moved from Tier 2 to Tier 3
o Acceleration and turning speeds have been adjusted.
o No longer affected by cover.
o No longer attach to squads.
o Turbo Boost ability was removed.
o Armor type has been changed to Vehicle Low
o Each Grav Platform type has a squad limit of 3
* The Bright Lance on Grav Platforms has been reworked
o Any unit being damaged by the Bright Lance takes 75% more damage.
o Their damage increase debuff no longer stacks.
o Setup time was changed to 2 seconds.
o The Bright Lance itself now does moderate damage to vehicles.
* The Shuriken Cannon on the Grav Platform has been reworked
o Now does area of effect damage.
o Any unit being damaged by the Shuriken Cannon now suffers from a movement speed penalty.
* Warp Spiders
o Reduced the Warp Spider’s damage to vehicles.
o Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 25% to 15%.
o 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
o Tier 2 Requisition Upgrade income bonus reduced from 25% to 20%
o Mars Pattern Command armor type changed to Building Medium.
o The Tier 3 HQ upgrade now requires a Mechanized Command
o Heavy Bolter Turret now requires either an Infantry Command or a Tactica Control.
o Reduced the cost of the Tactica Control from 175r/50p to 150r/50p
* Curse of the Machine Spirits ability has been reworked
o No longer changes the vehicle’s armor type.
o Now immobilizes the target vehicle for a short time.
o Shuts down all weapons on the target vehicle for a short time.
* Weapon Specialization has been fixed
o Damage bonus no longer applies to Guardsmen Grenade Launchers twice. Rather, it applies once to Guardsmen Grenade Launchers and once to Kasrkin Grenade Launchers.
o Decreased the Plasma Gun damage bonus from 100% to 50%.
o Heavy Weapon Specialization upgrade now increases the max number of heavy weapons per Guardsmen squad from 3 to 5.
* Assassin
o Assassin melee penetration to buildings reduced by 50%.
o Significantly decreased the damage the Assassin does to Commander Armor.
o Assassination Scope no longer increases the Assassin’s line of sight.
o Infiltrate is now a research that comes from the Tactica Control.
* Basilisk
o Decreased its max speed from 24 to 15.
o Increased its reload time from 6 to 9.
* Heavy Weapons Team
o Lascannon damage has been increased by 10%.
o Decreased the build time of weapon upgrades.
o Slightly decreased Heavy Bolter damage to buildings when entrenched.
* Hellhound
o Decreased the initial damage of the Hellhound’s Let it Burn ability from 100-150 to 25-50.
o Reduced the Hellhound accuracy on the move penalty from 40% to 15%.
* Priest
o Priest’s morale and health bonuses will now stack with other bonuses
o Priest’s morale now recovers at 50 morale.
* Ogryn
o Increased their health from 625 to 690.
o Decreased their Ripper Gun’s melee damage to buildings and vehicles.
o Armor type was changed from Monster Medium to Infantry Heavy High.
o No longer benefit from the Execute ability.
* Sanctioned Psyker
o Decreased the backfire chance of the Strip Soul ability from 15% to 0%.
o Decreased Strip Soul’s penetration damage to Commander Armor from 75 to 65.
o 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
o When a Monolith becomes a Fully Restored Monolith, it no longer loses its control group binding.
o Decreased the second Necron Power research cost from 750 to 550.
o Decreased the first Necron Power research cost from 400 to 300.
o Increased Necron Summoning Core’s armor from 0 to 100.
* Flayed Ones
o Are now available after building a Summoning Core.
o Are now morale immune.
o Decreased Flayed Ones special attacks damage to buildings.
* Necron Lord
o Added a visual for the Lightning Field ability.
o Lightning Field now charges twice as fast.
o Lightning Field also charges additionally when the Necron Lord inflicts melee damage.
o Decreased the radius of the Lightning Field ability from 15 to 5.
o Decreased the damage of the Lightning Field ability by 50%.
o Decreased the amount of health units receive when resurrected by the Resurrection Orb ability from 50% to 30%.
o Resurrection Orb is now limited to +24 infantry pop cap.
o Decreased Chronometron cool down from 90 to 70.
o Increased the cool down of Night Bringer from 180 to 300.
o Increased the cool down of Solar Pulse from 60 to 70.
o No longer receives a health bonus for each Tier 3 Monolith present in the game.
* Necron Warrior
o Decreased their accuracy on the move from 100% to 80%.
o Disruption Field upgrade no longer increases the range of Necron Warriors.
o Slightly decreased the Necron Warrior damage against buildings and vehicles.
o Decreased the health bonus of the Disruption Field upgrade.
o Teleports will fail when Necron Warriors get knocked down, but the ability will no longer become greyed out.
* Wraith
o Wraiths are now morale immune.
o Decreased the Wraith Claw damage against some buildings.
o Now begin with an ability that reduces ranged damage by 40%. This ability is always active.
o Wraithflight upgrade now increases ranged damage reduction by an additional 40% for a total reduction of 80%.
o Wraithflight no longer grants a health bonus.
o Decreased initial health from 660 to 500.
o 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
o 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.
o Even More Dakka Research now increases Trukk damage by 15%.
o Reintroduced the More Burna and Even More Burna upgrades into the game.
o Tank Bustas now require an upgrade to infiltrate.
o Slightly decreased the cost and build time of the Ork Mek Shop.
o Kustom Gadgitz research now increases the Big Mek’s Keen Sight by 10.
* Even More Choppy research has been reintroduced
o Increases the damage of Slugga, Stormboy, Shoota Boy, and Nob Choppa squads by 35%.
o This research will not affect Power Klaws.
o The research is now available at Tier 3 with a cost of 150r/100p.
* Ork Waaagh Charge (mobbing) abilities have been reworked.
o Mob bonuses triggering will now require a Pile O’ Gunz and a population of 50.
o Morale regeneration and damage bonuses now only apply to individual squads. The more units that are in a squad, the higher the benefit.
o A speed bonus has been added to the ability.
o A health regeneration bonus has been added to the ability
o Decreased the minimum number of Orks needed to start the bonus from 15 to 5.
o Morale immunity is still area effect and is not confined to individual squads.
* Waaagh Banner
o Decreased its infiltration detection radius from 35 to 25.
o Big Guns upgrade now increases the infiltration detection radius from 25 to 35.
* Big Mek
o Decreased its cost from 190r/60p to 190r/50p
o Decreased its Keen Sight base value from 25 to 20.
o Is affected by the Waaagh Charge ability when attached to squads.
* Flash Gitz
o Decreased their morale regeneration rate from 50 to 9 per second.
o Significantly decreased their damage against vehicles and buildings.
o Can now enter transports.
o Can now benefit from the Waaagh Charge’s damage bonus.
* Gretchin
o Their maximum squad size has been decreased to 5.
o Their health has been increased from 50 to 100.
* Slugga Boy Burnaz
o Slugga Boy Burnaz now require 20 pop to build.
o Increased Slugga Boy Burnaz from 20r/5p to 20r/10p.
o Slightly increased the damage of Slugga Boy Burna damage to Building Low.
* Stormboyz
o Reduced Stormboyz damage to buildings by 20%.
o Increased Stormboyz health from 220 to 275.
o Stormboyz Nob Leaders no longer take up pop after they are killed.
o Stikk Bombs now have a minimum damage of 25.
* Mad Dok
o Increased its cost to 75r/75p.
o Increased its training time from 15 to 20.
* Mad Dok’s Burna Bomb
o The Burna Bomb no longer explodes when deleted.
o Destroying the Burna Bomb before the countdown has expired also prevents the bomb from going off.
o Increased the minimum damage of Burna Bombs to 500.
o Changed the Burna Bomb armor type to Building Low.
o Slightly decreased the health of the Burna Bomb.
o Reduced the building armor penetration on the Burna Bomb from 50 to 20.
* Wartrukk
o Damage reduced by 15%.
o 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
o Power Fists Research now increases the damage of the Force Weapon and the Crozius Arcanum
o Increased the cost of the Monastery upgrade from 250r/100p to 250r/105p.
o Removed the Armory requirement on the Orbital Relay Deep Strike ability.
o Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p.
o Heavy Weapons Deployment now allows Predators to upgrade its individual weapons to Lascannons.
o Decreased the research time on Furious Charge from 45 to 20.
o 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
o Reduced the accuracy of the Assault Marine Bolt Pistol from 0.85 to 0.7
o Decreased the Hellfire missile disruption radius from 5 to 4.
o Decreased the Force Commander, Librarian, and Chaplain Plasma Pistol damage by 20%.
o Slightly increased the damage of the Sergeant’s Plasma Pistol.
o Decreased the Tactical Marine Missile Launcher setup time from 2.5 to 2.
o Decreased the Terminator’s Storm Bolter damage against buildings.
* Apothecary
o Increased its health from 200 to 500.
o Increased its cost from 45r/15p to 60r/15p.
o Increased its training time from 6 to 15.
o Changed its armor type from Heavy Medium to Heavy High.
* Assault Marines
o Increased recharge time of their jump ability from 90 to 110 seconds.
o Increased the squad cap count of Assault Space Marine squads from 2 to 3.
* Assault Terminator
o Reduced the stun percentage of their attacks.
o Adjusted their damage against buildings.
o Decreased their damage against vehicles.
* Grey Knights
o Decreased the cost of Grey Knights from 60r/60p to 60r/30p.
o Significantly decreased the damage of the Psychic Inquisition ability.
o Reduced the ranged damage of the Grey Knight.
* Land Speeder
o Increased their build time from 19 to 30.
o Increased their cost from 120r/80p to 120r/95p.
* Skull Probes
o Health increased from 100 to 200.
o Require either a Barracks or an Armory
o Now require a separate research to infiltrate.
* Whirlwind
o Reduced damage by 20%
o The Whirlwind no longer fires on the move.
o 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
o Greatly increased the health of the Shrine of Kauyon and Shrine of Mont’ka.
o Improved Metallurgy now increases the Tau Commander’s health by 200.
o Path to Enlightenment now only requires a Barracks.
o Path to Enlightenment HP increased by 1000.
o Kroot Barracks has been renamed as the Kroot Shaping Center, and now requires a Path to Enlightenment.
o The Greater Knarloc now requires Tier 4.
* Broadside Battlesuit
o Are now a squad of 1. Its damage, health, and costs have been adjusted accordingly.
o Greatly decreased Missile Launcher vehicle damage.
o Decreased Missile Launcher area of effect damage.
o Decreased the minimum range of the Broadside Railgun from 8 to 5.
o Decreased Railgun area of effect damage.
o Significantly decreased their damage against buildings.
* Crisis Suit
o Increased Missile Pod damage against some buildings.
o Increased Flamer reload time to 0.15 seconds.
o Decreased Flamer damage against all infantry by 10%
o Decreased Flamer damage against vehicles.
o Increased its morale recovery value from 50 to 150.
o Significantly decreased Burst Cannon damage to vehicles and buildings.
o Significantly reduced Fusion Blaster damage against buildings.
* Ethereal
o Ethereal can now detect.
o Increased the Ethereal Death Pulse cool down from 90 to 110.
o Ethereal’s Honor Guard are now capped at 1 squad.
o Ethereal’s Honor Guard now have a setup time.
* Fire Warrior
o Body Guards are now a squad of 1.
o Reduced its ranged damage.
o Shas’vre Fire Warriors now have a setup time on their ranged weapons.
o Slightly decreased damage against infantry.
o Decreased the damage bonus from the Advanced Pulse Rifle upgrade from 35% to 30%.
o Reduced Pulse Rifle damage from 70-80 to 63-72.
o Increased morale recovery value from 50 to 150.
* Hammerhead
o Increased the training time from 30 to 45 seconds.
o Increased the cost from 150r/275p to 165r/315p.
o Damage to infantry has been significantly reduced.
o Increased Hammerhead Gunship health from 2700 to 4000.
o Slightly reduced the Hammerhead Gunship’s accuracy on the move.
o Changed Hammerhead Gunship armor type from Vehicle High to Vehicle Medium.
* Kroot Carnivores
o Increased the cost of Kroot Carnivores from 40r/0p to 45r/0p.
o Kroot Carnivores have been moved to the Tau Barracks.
o Kroot Carnivore morale recovery value increased from 50 to 150.
* Pathfinders
o Increased morale recovery value from 50 to 150.
o Increased health from 250 to 350.
* Tau Commander
o Plasma Rifle upgrade now requires a Shrine of Mont’ka or a Shrine of Kauyon.
o Fusion Blaster upgrade now requires just a Path to Englightenment.
* Vespid Auxiliary have been reworked
o The Destabilization ability’s damage over time reduced from 400 to 200
o Squads are now capped at 5 members.
o Vespids now start with 3 squad members.
o Reduced Vespid cost from 60r/10p to 50r/10p.
o Squad build time increased from 0 seconds to 6 seconds per member.
o Morale recovery value increased from 50 to 150.
o Health increased by 10%.
o Shred now causes buildings to take double damage from all weapons for 10 seconds.
o 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
o Tranquility’s End
o Emerald River
o Fata Morga
o Bloody Hell
o Emperor’s Valley
o Frostbite River
o Haine’s Demise
o 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.

16 comments on this post. Add your own. Comments feed?

Posted by Relicnews | Dark Crusade Ladder Reset Imminent at March 20th, 2007 at 8:46 pm

[…] We assume the reset is due to the massive balance and gameplay changes introduced by the recently released patch 1.2 for Dark Crusade. The ladders for Dawn of War / Winter Assault have been reset in the past after major patches. […]

Posted by michael at March 21st, 2007 at 2:55 pm

after i downloaded the patch, when i put the cursor over the buttons, it turns white and in online games, when i am on the screen where you choose your army and team the left hand side of the screen is mostly white aswell. can anyone help?

Posted by TDH at March 21st, 2007 at 6:09 pm

I’m sorry to say the new patch is broken in two ways:

1) It’s crashed out on me in 2 out of 4 online games, and in one of those the other side crashed out instead.

DarkCrusade.exe caused an Access Violation in module DarkCrusade.exe at 001b:005ccd04.

DarkCrusade.exe caused an Access Violation in module GSLobby.dll at 001b:00b6faa3.

2) What the hell did you do to the Tau?
Before:
Broadsides = broken
Mont’ka = broken
Vespid = broken

Now:
Markerlight = broken
Broadsides = even more broken
Krootox = broken
Kroot barracks = broken
Honor Guard = broken
Pulse Rifle = broken
Mont’ka = still broken
Vespid = broken in a new way

Please please revoke this patch immediately and go back to the drawing board!

Thanks for bringing back the predator destructor though

Posted by Andr00 at March 23rd, 2007 at 7:17 am

The Ruinous Powers thank you for relinquishing the blockade on Predator Annihilators shipments out of the Eye of Terror

The servants of the false emperor shall once again taste hot, laser death

Posted by Chris at March 23rd, 2007 at 2:42 pm

Yeah, Relic, there is such a thing as SMALL GENTLE INCREMENTAL changes… when you change 3,000 things at once, you break as much as you fix.

This is all a little rediculous.

Posted by Billy at March 23rd, 2007 at 5:17 pm

Dear Relic,

This patch has acctually helped with a few things but not others at all. For one alot of rushing techniques have stopped and been slowed now, and thats pretty good becasue rushing got old. Theres only one thing about the patch I don’t like. Being an Imperial Guard player I don’t like how the assasins sight ability does not double anymore(Due to your patch) but in the game it still says it does and I WOULD REALLY like it to. The Imperial Guards infantry is not great at all they rely on commanders and serious weapon upgrades sooo… kiling some of there infantry at long rang would be nice again. And also its not called an assasian to
just to get weaker against commanders. Who usually gets assinated in war? COMMANDERS DO!

Thank you relic that is all.

Posted by TDH at March 23rd, 2007 at 7:15 pm

Damn game locked up my whole PC today. I’m going to have to reinstall to revert to a version of DC that actually works. Balance testing is one thing, but you actually also need to do some regular “let’s make sure it doesn’t crash” testing as well.

Posted by Matt at March 23rd, 2007 at 10:53 pm

it’s sad it took Relic this long to affect changes–such as the merciful return of Predator uprades–and fix problems–HWT/BS targeting, etc., but this patch does a number of things:
1) the Tau seem a little wonky, see above post for specifics
AND, MOST IMPORTANTLY
2) the Necrons, unfortunately, were not sufficiently nerfed. Maybe if ya’ll had been a little quicker with the patches, we could have a ‘rolling balance’ and fix problems as they arise, but it took over three months to unfuck the Necrons and they aren’t even completely unfucked.

Posted by Gary at March 29th, 2007 at 11:34 pm

Please fix Tau. Tau Broken…..
Killing the range made a huge break. Tau is a range race.
Broadside were Broadsides. The change was not even. 3 would hit diffrent targets. 1 hits 1 and still cost the same and takes up the same cap count. Fine start w/1 and let us renforce them.

With the current setting Tau is dead against everyone in standard standard standard Normal..

Great game dont break it.

Posted by TDH at March 31st, 2007 at 3:06 am

Stop taking balance advice from the highest ranking players - these are the people that do dirty tricks like delete base rushes to get to the top of the ladder. They don’t know anything about making a fun fair game.

Posted by Brent at April 3rd, 2007 at 12:40 am

I was so excited to see the changes just to be let down in so many ways. Being a Tau player it was extremely upsetting to find all of their strengths had been taken away form them. Tau have no base defenses unlike every other race in the game. This set back was slightly offset by their fire power which has now been taken from them. Who ever had the idea about entrenching the broad sides probably felt it was a good one with out considering how slow and weak they are. Now doing less damage and having fewer attacks they die to fast to make up for the cost in points and troop cap that they cost. This inability to kill vehicles at the beginning make them extremely vulnerable at the beginning of the game given they have no other vehicle killing units until tier 4. The Tau troops still good at first but later on don’t add up to all the up grads that other races get for their troops especially to really tough close combat troops like nobs, or even banshees. Tau tanks don’t hold up like they did. Taking away their killing power and their heavy armor puts the Tau at an extreme disadvantage when confronted by other races that have more heavy weapons that last longer.
Once again these disadvantages are a major offset by the lack of base defenses the Tau have. While I use to be able to destroy base defenses pretty fast I no longer can, so I haft to bring my hole army leaving my base completely defenseless. I just don’t understand taking away their few strengths and not adding any to compensate. They used to be quit good if you could build them up now they stay weak the whole game.

Posted by kenny at April 5th, 2007 at 9:56 pm

As a tau player, i am great dissatisfied with the new balance of the game. The taus have been weakened greatly,as mentioned before, the fire warrior’s ranged has been reduced and seeing Taus as ranged specialists, it is an offset to many tau players including myself. Also by redusicng the squadsize of broadsides, i dont know what relic is thinking. Firstly, since Taus have to base defenses; ie turrets and mines, a squad of 3 broadside would be an ideal defense. However, since relic reduced the maximum squad size to 1 and increase its hp slightly, the firepower offered by ONE broadside is hardly enough and its large cosumption of Squad cap (3) in contrast to the previous patch is pointless. If relic were to decrease the squad size of the broadside, at least offer base defenses or compensate by increasing the damage and range of the firewarrior. Seeing that the broadside in this present patch has only 1 per squad, taking up 3 squad cap AND its damage is inferior compared to the previous patch i would say this is the worst patch since one of the patch updates on winter assault. By taking ‘high’ ranking player’s contention into account, relic, you have already ruined a great game. Please reconsider the alterations made in this patch and try to ‘balance’ it out again especially the issues regarding Taus. Thank You for your time.

Posted by Razorback of Chaos at April 7th, 2007 at 10:06 am

This patch helps???

——————————

My apoligies bearing bad news about this patch to be added on to most likly the best RTS ever!

Obvious players have ‘commented’, or as I believe Insulted. That you have actually ‘De-Natured’ the Tua in all their previous glory, i admit this makes a very difficlut enemy easier, greatly… But myself and too many others think you’ve rendered this race into ‘Kittens’, they are now the most pephetic race in the game. However, my point bears the damage inflicted onto the Chaos, and on be-half of family and friends, the damage delt to the: Necrons and Imperal Guard. The Chaos are now servery compromised the soul and feel of them, losing bouses that the Choas really did need to win, they can survive but only win against a hard foe by time and extrem effert.

On the other hand, I can now get the daemon price early enought for him to actually do something! And the increase ’specs’ on their vehicles really does help, thank you!

As I can’t get a straight or productive answer from anyone consering the problems about the Necrons or Imerial Guard i will not say. But surficially to say, something somewhere has lost you clients in this massively played game!!!

I thank you for sort of ‘re-toning’ the Chaos and also for your time to read an other negative comment… However I have up most and ever confidence that you will improve all the aspects that don’t conform to everyone else opinion, will be resolved by 1.3!!! :)

Posted by Myrad at April 13th, 2007 at 10:37 pm

The Tau needed a nerf, and they got one! The reworking of their ‘raxes is much appreciated, but the decreased range and increased squad-cap cost of Broadsides might have been a bit over the top.

The Necron were not sufficiently nerfed (IMHO). Granted, at the highest level of competition, they might be balanced, but to the majority of players they’re still too powerful. I’m not sure what Relic’s stance on that would be.

Chaos got more stompy at the cost of stealth, and this seems fair, but we’ll see how it plays out.

Chaplain attaching to squads is… different. I prefer it, personally, although it does detract from his character a bit.

Bug fixes are much appreciated. Would have preferred an earlier bug-patch followed by a later tweak-patch, but I’ve worked in QA, and trust me: more patches is a SERIOUS pain in the ass.

Relic is doing good. They’re shaking things up. Gives everyone a chance to ‘re-learn’ the game. Besides, my, and everyone else’s comments are for naught until we play for a few months.

Posted by Morgatz at July 29th, 2007 at 9:07 pm

All right, so basically we’re seeing the same complaints. Tau got nerfed too much, especially Broadsides and Fire Warriors. Necrons didn’t get nerfed NEARLY enough, and actually got buffed in some areas. Necron players are STILL getting booted almost immediately from midlevel games due to the horrible balance issues. I like what you did with the Chaos, though I agree that stealth might’ve gotten nerfed a bit too much, I say keep cultist infiltration at t1 or t2 and leave CSM at t3 or t4. Eldar balancing was perfect, you won’t get any complaints from me. But I’m NOT happy about the Flash Gitz nerf. C’mon, the massive building damage was the best part. XD You cut it in what, a fourth? I can understand cutting it by 2/3, or even by half, but seriously, now they can’t do CRAP to buildings. At least increase their anti-infantry damage or accuracy to make up for it. Other Ork mods were great, though I would’ve appreciated a slight armor boost. Orks are supposed to be TOUGH, not squishy. What I really didn’t like, though, was all the Space Marine bonuses you handed out. My gods, SMs are already 30-50% of the player base, way overpowered, and the only real nerf I saw was to the Grey Knights (well-deserved. _) and the Assault Marines (which no one uses anyway). I would’ve really liked to see the Terminators and Assault Terminators lose some of their ability to totally demolish my base before I can get any kind of reinforcements back there. Or maybe quadruple their reinforce time and build time, that might balance it. A little. XD Bug fixes are appreciated, of course, but I REALLY wish you’d have added some new 4-player and 6-player maps. Those are my favorites, and some of them are getting pretty old.

Posted by Guest at October 20th, 2007 at 7:59 pm

I see imperial guards got killed over again but hey this time we took the tau down with us!!! Personally im an imperial guard fan soo.
Guardsmen-the 5 heavy really doesn’t help at all…because it decrease the damage bonus of plasmas from 100%-50% it makes the upgrade..well 50% less efficient still thats better then having 3 with 100% right? Nope since execution ability no longer stacks ontop of plasma and the fact that you have to reinforce 2 more costly (if not slow and annoying) heavy to compensate for the loss of firepower and i barely use grenades launchers for karskins anyways hellguns all the way. So this adjustment is only useful if you don’t use execution very much(very useful if you have lots of cash and don’t execute your fellow guardsmen very much).. but considering i execute about 20-50 guardsmen a game…Well what im trying to say is to find a medium.:D
The garrison unit dmg up was really nice but the best defence is usually a good offence.
Assassin- My favourtie friend for taking out pesky necron lord with solar pulse has been nerfed?!?! gg
Psyker-not my favourite anti vehichle unit anymore…now i have to rely on mass sentinals :( not like leman russ can take on heavy vehichles without mass backup (giving predator lascannon doesn’t help much either) Not saying that was a bad idea just..well..give the leman russ a chance.
Basilisk-Okay understandable they too strong :D but why decrease speed so much? now they need to run away more then ever!..Now i have to find a better way to compensate against heavy infantry/commander…Heavy weapons maybe?
Ogryns-Pshh you ain’t gonna get motivated by seeing your fellow guardsmen die? then i’ll place a commisar in your squad and see how motivated you’ll be then! Well actually i don’t mind that with power bayonet and a priest they are pretty much a melleeing tank (like terminators) but decrease on vehichle damage? i hope it isn’t much cause thats my only mellee squad (not including heores or commanders)
The IG Commissar Execute ability no longer stacks.
don’t like the sound of that…
I don’t know if this rants valid or im just a bad imperial guard player :( (highly likely) but i just thought id put my 2 cents in.
Well anyways i bet it’s hard considering you have to match up the balances with each and every race. Also calibrating it so it’s agreeable with every race but putting up a patch after a while and compensating it with lots of fixes is only a good idea if your guarenteed not to “aggravate” many players, not saying that i am it’s good enough you guys are doing this…but

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