I'll always happily bear with someone who provides a good arguement or line of discussion! Even more so for a wee-hours-of-the-morning-post. I just wish there were more like you floating round the internet [e digicons]:grin:[/e] . Given the broad nature of science fiction lore to draw upon and the application of real world knowledge, I am for my assuming for at least the TEC, that they find old human habits hard to kick. Humans haven't successfully created any m
Johno8
Just a random thought I had sobear with me as my terminology may very well make the arguement a tad over complicated. So, is it possible to scale damage received based (both shield and hull) on the angle of the fire in relation to the defending ships OWN firing arcs? As an example if a ship received fire head on (be it a broadside, fighter fire etc) i.e the damage was to its front firing arc, could that then be scaled to say 3/4 or 4/5 damage? In comparison a proper bro
Cam controls are currently at a very basic RTS fare. With the latest patch you can zoom right into the action for sync kills and eye candy. You can zoom out far enough to see essentially your squad/squads area of operations and no more. Given the smaller scale of the engagements, it is really quite enough though. Unfortunately, the WASD keys do not effect the camera orientation and as the beta does not allow you to bind keys, there is no option but to ALT+mouse movement.
Well it is a beta (albeit, one built off the game's gold or post gold) programming so you can expect the odd inconsistency to pop up. Anyone else digging the balance so far? As I mentioned before some people are taking grief with shuriken cannons, techmarines as well as shot gun scouts and to a lesser extent, assault marines but I personally think they all play pretty well. They are open for power plays but can be countered with a bit of poise and patience. Hopefully th
hah i got it! your pop is 101/100 how'd you manage that one?
Commanders are key components for your army as they give you access to a handy variety of abilities (both natively and wargear based) as well as being able to select wargear to tailor their play style. They are by no means omnipotent and you won't be seeing the equivalent of death by Starfall-although each race does have access to an awesome T3 AOE attack. If used well they can blunten an attack but they will need adequate support to do so.The techmarine turrent spam is a pain but the turrets
If this works out properly it would be ace for the BFG mod. Gothic 40k asides, boarding actions would make for an interesting change up in tactics. Give 'em to kodiaks and watch them wreak chaos in an opposing fleet. Anyways, success or not kudos for laying down a potential framework for its application.
For a while Eldar were the dominant race, being able to output devastating T1 units. Of note is the supression monster that is the shuriken cannon, not to mention the versatile guardians and banshees. Couple this with the Wraithlord at T2 and for a while they were winning alot of games. However, currently the techmarine has risen to prominence with his ability to lay down tarantula turrets, which coupled with his potent local and global repair capabilities give him a huge lead once he digs in
Each player is free to select his/her own race and hero so you can end up with some pretty eclectic permutations. On the plus side it makes you keep your wits about you and can simply be a lot of crazy fun...watching carnifexes and wraithlords pummel enemies together is a strangely amusing sight.
I own the retail version and I had to go to the 'My Games' tab and click 'Activate a product on Steam'. Once there I simply inputted my CD-Key (manually inserting the hyphens mind you) and then restarted Steam. Then I went back to 'My Games' and DOW2 was there. I imagine you should be able to do the same as me, though one would think it should pick it up automatically. In your case you can really bet either way. It is a hefty download too, weighing in at just over 2 GB. And yeah, the beta is
Well I was lucky enough to get a hold of the recently released private beta of DOW2 (for Soulstorm owners, next week it goes public) and I thought I'd share my opinions with everyone as well as get the chance to hear the views of fellow gamers. Note my experience relates to 3v3 matches, the beta also allows for 1v1 matches. Introduction R
You were just pipped for best multiplayer as well. As it is, you should definitely (crosses fingers) pick up their overall award for Best Strategy Game and give ridiculously high budget games a run for their money, pardon the pun, in the other catergories. Finally an extra congrats to the crew at Stardock for GCII:Twilight of the Arnor picking up the Best Expansion award. Here's hoping Entrenchment and the 2 other expansions fare as well come this time next year.
In the individual system awards over at IGN, Sins has swept the competition! It has picked up: Best Strategy Most Innovative Design Best New IP PC Game of the Year (Runner up in Best Multiplayer) IGN's final say on Sins beating out rivals such as Fallout 3, GTA IV, Warhammer Online and Left 4 Dead This is a controversial choice, to be sure, as many games scored higher than Sins of a Sol
The tau are pidgeonholed by the rules into a disproportionant reliance on attack craft and missiles. However you could make them reflect their 40k selves. A highly mobile force with an excellent variety of weapons that output an excellent fire/size performance. On the flip side their increased subspace mobility comes with a significant penalty to long range jumps meaning tau need to consistently refocus their frontline production facilities in order to maintain lines of logistics and requisit
With the increased importance on broadsides it'd be fantastic if the fleet formation options were expanded, rather than just the tight, normal or loose coherence from vanilla sins. Then again it is equally achievable with micromanaging. Anyway the first release is excellent for an early alpha, definitely moving in the right direction. The only real issue I had with it was a few pathfinding woes with my cruisers who on a few occassions decided to jump the opposite direction to which I told the
More congrats boys! You have a genuine tilt at the first 3 and in my books deserve the overall plaudit. And with that said, all my respective votes have been cast for Sins. Round up the cavalry then, to paraphrase the TEC, There's work to be done.
Huzzah for Galactic Civs snagging a spot as well. Never being a better time for space strategy buffs. Now we just wait for the Strategy Game of the Year awards to (hopefully and rightfully) roll in for Sins. Great job lads!
Have you given thought into how you can integrate Fleet Admirals into the mod? Off the cuff and tying into the base mechanics of purchasing levels in Sins, you could link each class of Admiral to a designated experience level. ie Purchasing a Vice Admiral directly levels your Flagship to lvl 2, an Admiral takes it to lvl 3 and a Solar Admiral takes it to lvl 4. Alternatively or additionally, your flagship (with admiral) could gain certain passive bonuses ranging from mo
Great work on the mod boys, congrats on the first release. Just a few quick questions which have most likely already been covered but firstly with Chaos will you include the Planetkiller (It'd be an interesting mechanic if it could actually destroy planets, if not even as a fleet pillbox it would be fun) and in regards to the Tau, will you be using the standard GW models or the gorgeous Forgeworld models?