
RuW)Bane
Пользователь-
Постов
1 460 -
Зарегистрирован
-
Посещение
Тип контента
Профили
Форумы
События
Весь контент RuW)Bane
-
Я конечно не играю за зольдов, но отметить некоторые вещи можно. Тебе нужно больше внимания к отрядам - если есть фоф у гварды, то есть возможность убежать от противника или добежать до домика как в случае с варбоссом, нежели иксовать при виде верзиллы на подходе. Чем больше будет внимания тем реже пачки гварды будут забываться посреди полябоя с зеленокожими в нескольких метрах. Пауку стоит закачивать "Улучшенные прицелы" еще на т1 и не мучаться полигры бегая за одинокой пачкой салажек, точки капить мог отправить гварду, а пауком воевал на поле боя - например вязать шут орка. Может быть баньшей также стоило строить на т1, при должной поддержке с салажками они б управились. По поводу бросков гренок: когда враг видит что к нему на фофе приближается пачка гварды он само собой просто сразу отойдет с прежнего места еще до того как произойдет анимация броска. Следовательно кидай в предполагаемое место отступления, а также кидай в последний момент. А не когда за полэкрана увидел орка, затем нажал фоф, и сразу место куда граната бросится, после чего смотришь что случится. Если не было штормов то думаю одной сюрки было достаточно. У тебя ж варбосс был а не мек или командо. До ошибок т2 ты по сути еще не добрался :)
-
Меня запишите.
-
Клева, определенно! А ограничения на спам бладкрашеров будут?
-
Если смотреть на останавливающее воздействие, кто нибудь тестил на термосах барьер библиария и сетку паука?
-
5 минут зарегится на яндекс.деньги, 10 минут кинуть в банкомате туда филки, прийти домой и купить в онлайн магазине. ввести код, скачать директикс и играть. вся последовательность.
-
Каким макаром выдавать спецпатроны таркусу? Если как обычно - то тупо слетает весь шмот, а патроны в той же куче барахла где и были...
-
Эльдара щас наиимбовая имба. Мы с тобой это уже тестили. Я чет тоже в трауре.
-
Из дуэлей с хаосом в авто только один ЛоХ из 4-5 играл занятно. Он баловался ДартВейдоровским удушением с последующим регеном своих хп, но даже при вооружении когтями, фк с перчаткой и полем просто изничтожает Лорда. Седня скорее всего активирую Аддон и потестю его. Но на т1 он конечно довольно таки геморный хлопец - на него нужно порядочно войск, но его ахилессова пята это скорость, даже при всех лечащих абилках. Разводить его можно и нужно.
-
Dawn of War II: Campaign Reward Bug Those of you who have patched today and loaded up your single player campaign may have noticed some odd wargear. If you were playing the DOW II campaign on version 1.9 or earlier and reloaded your campaign after patching today, you will find that the Mission Rewards for Deployments that existed at the time you saved will now have bizarre, alien, or broken wargear. Yes, this is a bug and we are working on a fix for it. If this has happened to you, you can safely continue playing. Your save game is NOT corrupted, and all missions that spawn from this point on will have correct wargear. You will, however, miss out on the reward that would otherwise have been granted for completing the mission. No mission reward is required to complete the game. Most are basic weapons/armor, however the following missions have unique rewards: • A Spider Among Flies • The Defense Of Argus Gate • Eyes Of The Eldar • The Killer Serpent • Into The Hive • Rippa Splitta • Raid Against The Warboss • The Wailing Doom If you miss the reward from one of these 8 missions, it will be added back into your inventory when the fix is completed in the coming weeks. So to recap: It's safe to continue playing! Only missions that existed at the time you saved before the patch have messed-up rewards, all missions you unlock from here on out will be fine, and when we patch the fix we will replace the unique rewards from the above 8 missions. Sorry for the oddness, enjoy your funky Tyranid arms in the meantime.
-
ты замочил двух полных нубов капящих точки двумя отрядами и не знающими клавиши "х", как бы переплюнуть их по ошибкам тебе не удалось, найди кого то кто победит тебя и выложи.... эти репки не стоят времени кмк
-
С фуллзакачкой варбосса под баффами почти убил нечистого в дуэли :rolleyes:
-
Это Импи воздал тебе за то, что ты хвастался пред нами смертный! =)
-
Игра ушла на золото почти месяц назад. Считайте игру в упаковке версией 2.0 - а то что мы качаем 2.1 - 0-day patch. Думаю так. Версии Хаос Райсинг и дов2 будут полностью идентичны. Просто ключ разлочит все плюшки аддна, а вот патч как понимаете нет :)
-
Сейчас если качаем патч, и покупаем лицуху, то чтобы активировать Хаос Райсинг нужен тока ключ и все. Ничего скачивать не нужно будет. Это плюс этого апдейта.
-
235 кб\с! Гони Диман!))
-
Warhammer 40,000: Dawn of War II - Chaos Rising PC Review by Alec Meer Today 10:15 Oh, how to deal with a big fat spoiler? Half the people reading this will be itching to hear what it is, while the other half would rather I burned off all their body hair than even hint at it. It's especially tormenting in the case of this standalone expansion to the Games Workshop strategy role-playing game, because its best feature is in itself a spoiler. You'll feel outraged when it happens, because something you've quite probably come to rely on is taken irrevocably away from you. That's exactly why it works so well. I was furious when it happened to me, because it occurred just after I'd unlocked an excellent-sounding new ability that relied on the thing in question. Never got to try it, because of the turn the storyline took. Spitting teeth, I was. It's testament to how much Chaos Rising makes you invest in the people and powers it stars. This is not a simple matter of having certain branches of the tech tree cruelly snapped off. It's about giving you things to care about. Only on a cartoonish level, of course. Dawn of War II's cast of Space Marine heroes, returning here with a couple of additions, don't really have any personality beyond Clint Eastwood Guy, Angry Newsreader Guy, Sinister Whispering Guy and Tired Robot Guy. To developer Relic's eternal credit, pairing these broad sci-fi stereotypes with immediately memorable and distinct abilities mean Avitus (big guns), Tarkus (small guns), Cyrus (stealth), Thaddeus (jetpacks), Davian Thule (mech suit) and newcomer Jonah Orion (psychic) genuinely lodge in the mind. While the single-player and multiplayer are essentially two different games, a few key elements of the latter are snuck in at the end of the former. I can't think of any other strategy game in which I could name that many characters off the top of my head. Sure, studied players of WarCraft III or Starcraft could beat that number easily, but I'm talking about names and faces that worm their way into your memory without any effort, in the same way the catchphrase-spouting Colonial Marines did in Aliens. Then again, it's a stretch to call this a strategy game - even more so than it was with Dawn of War II. Famously, Relic decided to drop a big fat dollop of Diablo-like role-playing onto its respected RTS series, turning it into a game of experience points and weapon drops as much as it was one of flanking and cover. The latter element is further reduced in Chaos Rising, as you quickly end up with so many explosively powerful abilities that there's almost no room for the old mainstays of warfare. The campaign picks up where DOWII left off, raising the level cap from 20 to 30, and so the new abilities complement rather than replace the old ones. Tactical use of the environment is increasingly important depending on what difficulty setting you're playing, of course, but rapidly and carefully deploying your 15-odd powers is what really turns the tide of battle. You've shaped your little Diablo guys into the forms you want - not just in terms of the loot you've equipped, but also to what extent you've twisted their unwitting little souls. Chaos Rising is a game of choices. Will you open a defensive gate by disabling its hard-to-reach power generators, or just kick the whole thing down and hang the consequences? Will you take a lengthy detour from your next mission to save an imperilled ally planet? When an army of brother Space Marines wrongly believe you to be a traitor and turn against you, will you slay everyone you meet or sneak around them? Will you pet this cute puppy, or kick it into the nearest canal then tell the little girl who owns it that it always hated her anyway? In theory, it's Corruption and Redemption rather than good and evil, but hell, you know the score. Each of your squads corrupts individually, bar the morally unshakeable Dreadnought Davian Thule, and as they do they gain access to even weirder, nastier powers. There are penalties to using them, but the upsides are very up - for instance, the Librarian loses his healing ability, but is eventually capable of hypnotising enemy units to fight for you, or summoning a small horde of big, red naked demons. Thing is, you're not simply deciding to be Shiny Pure Guy or Dark Malicious Nutter. You're juggling a whole bunch of micro-factors in your mind. You might want Jonah's sinister Subjugate power, but you also want Avitus to remain Pure so that he can wear an especially powerful suit of Terminator armour that requires him to have an untarnished soul. Optional quests and deliberately lame items can remove corruption - but ignoring or rushing side-missions and donning especially tasty wargear will push it up. This system is simultaneously joyous (especially due to the increasingly confused squad leaders' bickering about your/their actions) and a little annoying. There's a Space Hulk tribute level, though sadly it's just another bug hunt rather than mustering the creeping menace of the board game. There are a few too many Corruption-gaining conditions, such as not taking certain characters on a mission, deciding not to take an otherwise-optional diversion and activating special powers that twist the soul of everyone you've got in play. Sometimes, it's a bit like being bullied - do this chore, or I'm telling your dad! Then again, it's a pretty good reflection of the stony-faced, sleepless dedication to the Emperor that all Space Marines are required to demonstrate. It's just a bit of a shame that it's so numerical - you're told Tarkus will be corrupted by a specific number of points if you take him on this mission. Really? He knows exactly how evil he'll become just by looking at the planetary shuttle and thinking about what he's in for? While DOWII has always been a statistical balancing act, it's a shame the slide towards Chaos isn't more organic. I'm pretty sure Nurgle isn't worried about numbers as he's busy subsuming entire galaxies in pestilence. Still, it's a great way of making you care about your troops, and adds a welcome layer of thoughtful management to the frantic loot-collection. Decisions on and off the field now carry import; it's rarely a matter of killing everything on the map and then equipping the highest-level stuff in your inventory. The mission structure has been overhauled to be less shallow, too. Chaos Rising is mercifully free from the infuriating repetition of its predecessor, each main mission a happy bundle of scripting, spectacular environmental destruction and brief mid-scrap cut-scenes. Relic has come up with a clutch of ways to raise the stakes, sensibly giving up on any lingering pretence that DOWII's single-player is anything like a traditional RTS in favour of plunging you into enormous fights that, while they might look unwinnable, are invisibly tilted in your favour. DOWII's handful of rinse-and-repeat arenas seem like a slightly boring dream once you're brain-deep in Chaos Rising. The story's good too, mostly due to that thing I can't tell you about, and because your lovely/nasty actions will affect its outcome. Again, it's a long way from being strategy as you know it, but there probably hasn't been a single-player RTS campaign this enjoyable since WarCraft III. And it's also playable in co-op. There's no saving it all up for skirmish and multiplayer here - by removing the old rules, Relic is able to rocket-launch the story missions to brand new places. It's what Dawn of War II should have been, though sadly it's a little on the short side. I hit the raised level cap a good few missions before the end, which killed the impetus a little. What of the multiplayer itself? Well, it hasn't enjoyed anywhere near as sweeping changes. It didn't need to, either. While the removal of base-building from DOWII multiplayer felt like a slap to the face of some Dawn of War fans, it made the classic build-and-bash model a little more accessible and a little more tactical. That approach is maintained here unwaveringly, but with the addition of Chaos as a playable faction and a few new units and tweaks for the four returning races. In many ways it's not a dramatic difference, but it makes a game that once felt a little small into the size it should be. The choice of factions, and in turn the battles, feel significantly bigger - scale through visual variety rather than headcount. The clone-summoning Chaos Sorcerer is the gnarly ones' hero in Last Stand. I've spotted at least eight different faces on his armour all told - can you find more? There was always a Chaos-shaped hole in the game, and it's been filled with twisted aplomb. That said, I didn't find their units quite as wild as I'd hoped, as Relic has largely concentrated on using Chaos-ised Space Marine stuff. The abilities and tech trees are different, but as a visual force they can look over-familiar. However, keep at it and you can summon the giant ball of apocalyptic, vomiting pus that is the Great Unclean One, Chaos' super-unit. He's the most startling, impressive and horrible thing in the game, and there's no pretending that Chaos are just Space Marines with rustier armour once he's on the field. They absolutely need to be here, but if you didn't get on with DOWII's multiplayer before, their pestilent presence isn't going to provide a way in. Flock instead to the revised Last Stand mode, a co-op standoff against waves of attackers, now playable as any of the game's five races. It doesn't have the last appeal of the multiplayer, but it's a splendid and instantly rewarding way into playing DOWII in company. All in, Chaos Rising is about as generous an expansion as you could possibly want. The single-player mode could stand to be a lot bigger, but it's gone to incredible lengths to address the main complaints about Dawn of War II. If you passed over DOWII on release, the Gold package released simultaneously with this makes a beautifully fatted offering. The strategy element might have gotten even more lost in favour of spectacle and looting, but it's absolutely worth it. As an epic, brutal adventure in the ever-adored 40K universe, there's nothing to rival it. 9/10
-
Dawn of War II: Chaos Rising will be going live on the following schedule, какие сложности? Патч это патч и он будет седня - а это конкретно про аддон.
-
Седня патч! Седня все оценишь. p.s. юзлесс это не юзабельно, а юзэйбл - это юзабельно... имхо))))
-
Плюс призма это т3 - и у нее в помощниках будут и стангранаты пауков и брайтленсер с врайтгвардой. Так что ныть рано начали.
-
Ха, шикарно, на день раньше обещаного! Может завтра доделаю перевод.
-
у банки урон берн вдвое порезали. p.s. переведу
-
See below for the full patch notes for the 2.1 Chaos Rising Update! =============================== Chaos Rising Update 2.1 notes =============================== New Features Global • Support for screen resolutions with a wider aspect ratio than 16x9, such as those used with AMD's Eyefinity technology • Stance Toggle option has been added for switching between ranged and melee unit behaviour in all game modes Multiplayer • New Map: 2p Judgment of Carrion • New Map: 2p Ice Station Obelis • New Map: 4p Desert Showdown • New Map: 4p Judgment of Carrion • New Map: 4p Selenon Fissure • New Map: 6p Argent Shelf • New Map: 6p Judgment of Carrion • New Map: 6p Calderis Refinery (Free-For-All) • New Map: 6p Judgment of Carrion (Free-For-All) • Added Librarian Unit to tier two of Space Marines • Added Weirdboy Unit to tier two of Orks • Added Tyrant Guard Unit to tier two of Tyranids • Added Gene Stealers Squad to tier two of Tyranids • Added Wraithguard Squad to tier two of Eldar • Added the ability to play against owners of Chaos Rising who are playing as the Chaos Race • Added Free for All and Team Free for All Victory Point game modes to Custom Games • New target priority system implemented so that idle units prefer attacking enemies they specialize against • Vehicle wrecks now remain on the map and provide cover The Last Stand • Added the ability to play with owners of Chaos Rising who are playing as Chaos Sorcerer or Hive Tyrant Campaign • Added the ability to transfer save games of completed Aurelian Campaigns to Chaos Rising • Added the ability save during mid-missions (Chaos Rising Campaign Only) • Wargear tooltips in both campaigns now contain significantly more information such as attack speed, accuracy, etc • New 'Invite a Friend' button added to the bridge to easily invite friends to a co-op game Campaign, Last Stand and Global Bug Fixes Global • Various general performance and memory optimizations • Various stability fixes to front-end menu screens Campaign • Fixed issue where a drag-select starting on a wargear item would "stick" even after releasing the mouse button • More enemies now have the updated unit decorators • Cyrus' Deep Smoke ability has been retooled; Cyrus now drops a smoke grenade when he infiltrates or reveals himself • Thaddeus' Ranged Specialist trait will now also add a passive chance to stun with any ranged weapon • The Chapter's Fury ability has been reworked to charge up from taking damage • Thule's Might of the Ancient ability has been renamed "Mighty Strike" • The Force Commander's Drop Bays and Orbital Barrage traits have been combined into a new trait called Orbital Command • The Force Commander has a new trait called Inspiring Shout which replaced Orbital Barrage's position on the Will path Multiplayer • Maps are now listed in alphabetical order • New tutorial loading screens have been added • Various minor ability functionality and balance tweaks • Various text updates for clarity and accuracy Army Painter • Space Marine Red Scorpions chapter added • Chaos Red Corsairs warband added • Chaos Alpha Legion warband added • Chaos Death Guard warband added • Chaos Emperor's Children warband added • Chaos Iron Warriors warband added • Chaos Night Lords warband added • Chaos Thousand Sons warband added • Chaos Word Bearers warband added • Chaos World Eaters warband added • Khorne Red color added • Chaos army paint schemes can be created by owners of DOW2 or Chaos Rising Last Stand • Fixed issue where players would lose ability functionality if revived after dying while entering a building • Fixed problem with player collision when standing on closing gates • Fixed an issue where the screen would turn black permanently during the transition between wave 19 and 20 under rare circumstances • Last Stand heroes can now be rotated in the hero select screen Front End and Options • Custom games list can now be sorted by clicking the 'Players' header • Fixed an issue where a player's Trueskill on the leaderboards screen would be one game behind the Trueskill displayed on the Player Statistics screen • Fixed the total number of wins/losses displaying incorrectly on the leaderboards • Fixed a variety of issues with rendering after changing graphics options • Default resolution on first launch will attempt to match desktop resolution before falling back to lower resolutions • Ultra settings have been disabled for users running 32-bit versions of Windows unless using the /3GB OS startup switch Balance Changes and Multiplayer Bug Fixes Global • Repair no longer works on ambient buildings • Artillery projectiles now fire at the location they were firing at when they begin their wind up animation, this makes it more difficult to hit moving targets • Units under the effects of the Phase Shift ability can no longer repair other units or buildings • Units can now be damaged by grenades while entering a building but before fully setting up • Looted Tank and Predator Tank no longer shoot continously without enemy targets while moving towards the destination of an attack move order • Unit and ability FX can no longer be seen through the fog of war (some exceptions) • Fixed issue where queued actions could sometimes be resumed upon reviving a hero unit • Camouflage abilities can no longer be used in buildings Map Changes • Angel Gate: Destroyed buildings at the top of the map to prevent garrisoning issues • Outer Reaches: Moved some objects to prevent units getting stuck • Greentooth Gorge: Added impasses to prevent units getting stuck behind bases Orks Global • Added the Weirdboy unit to Tier 2 • Roks global ability now costs 500 Waaagh • More dakka will no longer work on some units who have no ranged weapon • More dakka will no longer work on unconscious units • Ork global abilities order on the Select Hero screen now match their order in-game Kommando Nob • Remote bomb placement no longer keeps Kommando in suppressed animation state • Kaboom damage no longer works on invulnerable targets. • Kommando Nob's Rokkit Launcha damage reduced to 65 from 72 Mekboy • Banner no longer gives bonus to recharge times Deff Dread • Deff Dread health has been increased to 650 from 450 • Deff Dread Burnaz and Bitz upgrade cost has decreased to 180/20 from 200/20 • Burnaz and Bitz now adds +400 HP • Deff Dread cost has increased to 250/70 from 250/45 • Burna damage reduced to 40 from 90 • Burnas can now use Attack Ground • Special attack no longer cut through immunities and armor Stikkbomma • Stikkbomma stun bomb cooldown reduced to 30 seconds from 60 seconds • Stikkbommba grenade damage has been adjusted over their effective radius, does more consistent and higher damage. • Stikkbomma HP increased to 200 • Stikkbomb damage increased to 67 from 58 Tankbustas • Min range added to Rokkit barrage Warboss • Warboss Powerclaw now does 190 damage, up from 150 • Warboss’ Shoota ability now does 50 damage for the duration of the ability, up from 28 • Weapon skill reduced to 70 from 90 • Knockback shot can no longer target vehicles • Knockback shots changed to weapon knockback instead of ability knockback Stormboyz • Bomba boyz attack no longer hurts immune units Sluggas • Burna Upgrade increases health by 10% instead of 20% • Burna upgrade cost 85/20 Banner • Ork waaagh banner now has the Frazzle ability which stuns nearby enemies and buffs the speed, attack and defense of nearby allies • Ork waaagh banner no longer gives bonuses to ability recharge times Nob Squad • Can now attack buildings with their default weapon Looted Tank • Max speed reduced to 5 from 7 Eldar Global • Added the Wraithguard unit Tier 2 • Eldritch Storm now costs 500 Psychic Might • Weapon platform teams can now garrison buildings Webway • Holo-field ability added to farseer webway gate, when activated cloaks nearby units. • Webway gates are now permanently cloaked when playing as the Farseer hero Warpspider Hero • Entangle will no longer work on unconscious units • Units affected by group teleport are immune to knockback • Crack Shot can no longer be used on units without a ranged weapon • Heavy gauge filament can be toggled in buildings • Heavy gauge filament no longer changes weapon damage • Entangle no longer works on vehicles Farseer • Cannot be knocked back while levitate active • Weapon skill reduced to 70 from 90 • Mindwar damage type is now melee heavy instead of piercing Warlock • Warlock’s merciless Witchblade now drains 15 mana per hit, down from 30 • Destructor damages units in buildings • Weapon skill reduced to 70 from 90 • Cloaking shroud now affects vehicles • Providence should now properly make you invulnerable • Warlock no longer leaps and knocks down enemies • Warlock now charges enemies Avatar • Avatar of Khaine sword damage increase to 340 from 250 • Cost decreased slightly by 20 power • Build time decreased to 75s Warpspider • Warp spiders now only seek cover in a 2m radius to lower the time they spend between teleporting and firing at enemies Wraithlord • Wraithlord weapon upgrade icons now disappear when one is researched • Wraithlord cost has increased to 450/120 from 450/80 • Wraithlord health has increased to 1200 from 700 • Wraithlord now does splash damage on its melee attack Rangers • Kinetic shot cannot target units immune to knockback • Kinetic shot now does weapon knockback instead of medium weapon knockback • Infiltrate ability has no cooldown Shuriken Cannon team • Energy removed • Can garrison structures • Squad health increased to 825 Brightlance Weapon team • Squad health increased to 825 Banshees • When fleet of foot is used with an exarch added, squads takes 50% reduced ranged damage for the duration. • Aspect of banshee increases HP by 30% from 25% D Cannon • Projectile now fires at the location that was targeted when the D cannon begins its wind up animation. This makes it more difficult for the D Cannon to hit moving targets • Can garrison structures • Squad health increased to 825 Guardians • Guardian warlock damage reduction aura effect changed to 0.825 from 0.75 Falcon • Speed reduced to 6 from 8 Fire Prism • Improved toggling between fire modes • Speed reduced to 4.5 from 6.5 Space Marines Global • Added Librarian unit to tier 2 • Orbital Bombardment now costs 500 zeal • Blessing of the Omnissiah now repairs less HP to vehicles • Added the ability to upgrade Space Marine Turrets to Missile turrets Force Commander • Stormshield wargear now grants the Force Commander a 20% ranged damage reduction bonus • Force Commander power fist wargear damage increased from 145 to 170 • Force Commander terminator power fist damage increased from 145 to 170 • Force Commander artificer armour now grants 20 energy as well as addition HP • Fixed an exploit allowing the Force Commander to give a never-ending defense bonus to allies from a Webway gate • Force Commander in Terminator armour now has a lightning claw upgrade Techmarine • Techmarine melee damage increased from 14 to 18 • Techmarine now has a melta gun wargear option in tier 2 • Bionics now effects a 360-degree area with reduced damage • Proximity Mine can now be cancelled while building Devastator Marine Squad • Now has a Lascannon upgrade in tier 2 effective against vehicles Dreadnought • Dreadnought now has a multimelta upgrade effective vs. vehicles and heavy infantry • Dreadnought cost increased from 500/90 to 500/140 • Dreadnought HP increased to 1200 from 800 • Dreadnoughts now do splash damage with their melee attacks Tactical Marines • Tactical Marines now have the Kraken Bolts ability which increases their weapon damage by 20% against targets with heavy armour • Plasma gun damage decreased to 65 from 70 Razorback • Razorback damage increased to 110 from 95 Predator • Predator now has a dual linked lascannon upgrade which is effective vs. vehicles Terminators • Terminator powerfist damage increased from 47 to 48 • Terminator cost reduced to 300 Zeal and 600 Requisition • Cyclone missile barrage damage reduced to 40 from 80, no longer knocks back retreating units Assault Terminators • Assault Terminators now have a lightning claws upgrade • Assault Terminators HP increased from 1500 to 1800 • Storm Hammer damage decreased from 85 to 75 • Assault Terminators cost reduced to 300 Zeal and 600 Requisition Tyranids General • Tier 2 Carnifex has been reintegrated into the tier 3 Screamer Killer and remains in tier 3 • Added Genestealer unit to tier 2 • Added Tyrant Guard unit to tier 2 • The global ability ‘Mycetic Spores’ now deploys a Ravener Brood and has been moved to the Ravener Alpha • The global ability ‘Spore Mines’ has been moved to the Lictor Alpha • Tyranoformation now costs 500 Biomass Hive Tyrant • Hive Tyrant Crushing Claw damage increased to 120 from 73 Ravener Alpha • Corrosive Devourer damage reduced from 180 to 135 • Corrosive Devourer cooldown reduced from 1.8 to 1.4 • The Ravener Alpha can now construct the Hive Node structure Hormagaunt • The adrenal glands upgrade has been reduced in cost to 75/15 from 75/20 Warriors • Warriors with the Adrenal Gland upgrade now provide melee Tyranid units with a boost to melee damage • Adrenal Gland warriors damage reduced to 27.5 from 55 Zoanthrope • Zoanthrope windup speed increased to 2s from 1.5s Venom Brood • The Venom Brood now provides ranged Tyranid units with a boost to ranged damage • Venom Brood warrior no longer knockdown units with their leap Spore Mines • Fixed an issue where Spore Mines would not damage power nodes and power generators ============================== / end of notes for 2.1 Chaos Rising Update ==============================
-
Игроки: RuW DawnDrake vs ParanHeaven Расы: mek vs HT,mek Версия: 1.9 Карта: GTG Две игры с топ1 игроком внутриигрового ладдера. ^_^ Пинать корейцев! xD p.s. Так как у Димана накрылся инет - я выложу его блистательный триумф. Как всегда перед самым патчем появляются суровые гамы, Сибирский скилл превозмогает!))