Dawn of War: Dark Crusade patch 1.20

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Rogue 9
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#1 Dawn of War: Dark Crusade patch 1.20

Post by Rogue 9 »

Well. This is certainly a gigantic patch. Here's the changelog. Discuss.

For me, I've got a few issues re: nerfing the Imperial Guard. Specifically, the Vendicare assassin. The unit sucked enough as it was; a huge price tag for a 3rd tier glorified artillery spotter. They made it so the assassination scope ability doesn't increase the assassin's sight radius (so the assassin will presumably need a spotter now, since they didn't say anything about it not increasing the rifle range), but more importantly they apparently completely nerfed the damage the assassin does to commanders.

That sucks. The assassin wasn't too good at killing commanders to begin with, because more often than not he'll decide to plink away at infantry or some building instead of the commander you want him to shoot. So sure, let's make him less able to do his job, because that's such a brilliant idea.

Oh, and while we're at it, assassination infiltration is a completely separate upgrade now. Brilliant, Holmes; buying infiltration for one single, solitary guy. That's totally worth it. Oh wait. It isn't.

But I'm rather happy with some of the Space Marine changes. They brought back Predator Destructors, and Chaplains can attach to squads now. Honor of the Chapter, bitch! :D Although on the downside, Assault Marines are now officially no longer worth it, since they take 3 unit cap instead of 2, and had no boost that would let them get beaten up in melee by Guardsmen any less than they do already to justify the increase. Also, Whirlwinds were moved to Tier 4 and nerfed with decreased damage and removal of the ability to fire on the move.
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#2

Post by The Village Idiot »

As I am reading this I see almost everything about the Space Marines turned down, power lower, cost higher, build times longer. Very few adjustments that I do like.

The Chaos on the other hand, more damage, more health, more abilities, less cost, just all around better.

Orks are going to hurt people even more, enough said

Although I do like the fixes to the global, bugs, and maps

(more later, change of shift)
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Charon
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#3

Post by Charon »

After looking at it, I can say yeah, Guardsmen get hurt pretty hard.

Necron got fucking nerfed to HELL, but it was a much much needed nerfing.

Overall, I haven't played with the new patch yet, but from what I see it looks like good things overall (Though assault marines up to 3 and Orbital Relay losing a space fucks things up some, damnit I liked dropping two dreads on a base!)
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#4

Post by Rogue 9 »

I liked dropping three way back when they had six spaces. Count yourself lucky and break out the mod tools. :wink:
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#5

Post by B4UTRUST »

there is no nerfing the Necron! That is blasphemy! They are unstoppable. They are Legion!
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#6

Post by Rogue 9 »

Well, I'm sticking with Dawn of War Expanded. The version 3.8 beta of the mod restores the old assassin scope functions, apparently. And I loves me my deep-striking Kasrkin. :mrgreen:
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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