View Full Version : Dark Crusade patch 1.2
Sideshow
19th March 2007, 23:33
It says so here! (http://forums.relicnews.com/showthread.php?t=137228)
If I remember right they usually release patches on a thursday...
EDIT: PATCH IS OUT! (http://www.dowpatch.com/files/DXP2-111-120.zip)
Strings
19th March 2007, 23:50
Necron nerf is nigh.
Sideshow
20th March 2007, 00:08
CHANGELOG! (http://www.relicrank.com/bloggo/2007/03/19/dc-patch-12-changelog/)
Sideshow
20th March 2007, 00:29
Highlights of the changes:
General changes:
Thermo Plasma gens now require T2
All turrets save Necron require barracks or armoury
Tech generally slowed down (slightly)
T3 inf slightly nerfed
Entrenching units can now target and don't lose hotkeys
Chaos:
Cloaked/plasma cultists/marines nerfed
Berserkers nerfed (require sac circ)
Horrors now reinforce, but no longer have monster armour
Eldar:
Rangers nerfed (power cost added)
Barracks needed for vehicle bay
Harlequins balanced, and given detection
Big changes to grav platforms... remains to be seen whether they'll be used.
Ork:
BUFFED!
Flash Gitz: Nerfed! (a bit)
Burna Bomb: Fixed!
Space Marines:
LS: NERFED!
ASM: NERFED!
Skull probes: NERFED!
FC, Lib & Chap Plasma pistols nerfed
Apothecares made meatier
Chaplain can now attach
Tau:
NERFED!
Krootox capped at 2
Firewarriors get a setup time
Kroot now T2!
Vespids nerfed! (like, REALLY nerfed)
IG:
NERFED! (I shit you not)
Necron:
BUFFED! (Seriously, I do not shit you)
gah
Special bonus: An absolute ton of new maps! Awesome!
# Tranquility’s End
# Emerald River
# Fata Morga
# Bloody Hell
# Emperor’s Valley
# Frostbite River
# Haine’s Demise
# Titan’s Fall
(these look like they're the maps from the mapmaking contest)
YegaDoyai
20th March 2007, 00:35
This just in:
Necron get buffed, IG get nerfed!
Sideshow
20th March 2007, 01:00
This just in IMMINENT MEANS NOW! (http://www.dowpatch.com/files/DXP2-111-120.zip)
Octavion
20th March 2007, 10:40
Resurrection Orb is now limited to +24 infantry pop cap.
Pfft! Tis hardly worth buying now.
XD
YegaDoyai
20th March 2007, 11:26
T3 grav platforms:
Any unit taking damage from a brightlance platform will suffer 75% more damage.
Yeah, i think they'll be used.
gor
20th March 2007, 13:58
not the best time to play SM. :(
Anti infantry peds are a bit good, but nerfed WW, plasma heroes and ASM is a real kick up the rump.
Necron are not just buffed. E.g, main issues with Necron being that NW are anti everything, flayed ones do ridiculous building damage, the orb can ressurect an army larger than normal squad cap, and soler pulse recharges to quick. These have all been addressed (NW and FO do less damage; pulse has longer cool down time; and orb has smaller radius, has them with only 30% health, and a maximum squad cap of 24. I know i know, these changes may not be the massive nerf everyone was hoping for. People were hoping for something like "Necron warriors no longer have guns" or "solar pulse destroys all necron troops, vehicles and buildings". alas.
The balances address pretty much every over powered tactic. I.e. no more
heavy bolter turret rush for IG
early Zerk beatdown
Tau kroot and vespids rush
Mad dok bomb (fixed, i like that Sideshow!)
Landspeeders (lol)
Now, i was too dumb to see the massive effect of increasing the tech2 upgrade has. Its only 5 more power, so, from 100 to 105. But of course, this means you CANNOT hit tech 2 without building a power generator. Hmmmmm
YegaDoyai
20th March 2007, 16:16
yes ru we had noticed that, but overall the wraiths now being a viable unit just means that instead of massed NW we get mixed NW,Wraiths and Flayed in you base just as you are hitting T2.
IG have changed quite a bit, the balances mean that HWT are viable and dangerous due to the fact that they WILL shoot at what I want now, and the bunkered troops doing 1/4 more damage means that the offensive bunker creep is back on. Not sure I like it yet, NW still Lolerpwn me so far even with 5 grenades and a HWT. Wraiths seem immune to plasma and lots more. Plus I'm not sure if it's a bug or not but the HWT entrench,unentrench occasionaly seems to select a random HWT near the one you select. Much like the issue of random building selection in a busy base.
--Mogwai--
20th March 2007, 18:59
lol. they were pretty reasonable with the balances, nothing massive. they made flayed ones BETTER?!?!. absurd. wraiths are still pish it seems, and solar pulse got off lightly... marines without the whirlwnd early could be in a lot of trouble, nerfing landspeeder cost/buildtime makes zero difference when you have the wait to upgrade HQ anyways.... chaplians attacking and apothercaries being buffed is nice.
the whole slowing down tech overall (needing a gen to upgrade hq etc) is a good idea, no more (of the same) daft overpowered builds.
Big changes to grav platforms... remains to be seen whether they'll be used.
Firewarriors get a setup time
Kroot now T2!
I gave a few things a try. Grav's are pretty hard now, def get used.
Didn't firewarriors always have a setup time?
Kroot are still T1
YegaDoyai
20th March 2007, 20:09
How are you finding the Choas changes?
Bluepixie
20th March 2007, 22:57
I've had a couple of games now.
Burna upgrades are pretty awesome for the orks, you'll definitely be seeing more use of them. Most of the other tweaks are good, but I'm still finding playing against Necron nigh impossible. Unless there is something I missing, orks still get pumped by Necrons. Going to give it a bit more time but it looks like I'm going to have to move away from the green skins. :(
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