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RuW)Bane

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Весь контент RuW)Bane

  1. Седня вроде должно быть ффа_стрим на дов2лайв.ком, хотелось бы уточнить время проведения - по Москве это будет полночь?
  2. Спекуляции тока подогревают интерес к самому чейнджлогу! :image194:
  3. Hormagaunt hp and damage nerfed by 10% Barbed Stranglers AoE decresed from 7 to 6 meters Adrenal gland hormagaunts recieve speed buff of 1.5 (as opposed 1 ) Hormagaunt adrenal glands are 75/20 Hormagaunt melee weapon skill is 55 Hormagaunt squad cost is 270 req. Termagant damage buffed from 7.65 to 8.8 Tarmagant poison whatever - the upgrade - buffs ranged damage by 45% (as opposed to 35%), adds 10% more hp. I am not sure about that, but there is either 25% hp buff on the Zoan, or it is it's regen aura. Either way- it is 25% Zoans now deal 150% dmg to heavy armour Zoans have 100% accuracy Zoan damage nerfed from 80 to 60 Zoan shield will absorb 0.2 energy per damage (from 0.3) Lictor Alpha toxic cysts price increased from 80/20 to 120/25 If I understand it correctly LA's assault jump and cysts are moved to t2 Not sure about that - maybe flesh hook cooldown up to 70 from 40 Warrior adrenal glands price decreased to 100/20 from 200/20 Warrior adrenal glands buff HP by 20% Probably RA - corrosive devourer buffed from 100 to 135 dmg I didn't really understand that Didn't undestand that - Probably some of RA's wargear (talon something - nid players - assist!) gets a buff from 25% to 35% but not sure on what exactly - don't quote me on that!
  4. сегодня вторник, следовательно я полагаю полный список на вменяемом английском появится через 8-9 часов, как обычно.
  5. Eldar Overall ‧ New Wraithguard ‧ Eldritch Storm now costs 500 global resource. ‧ Weapon Teams can now stationed in buildings Webway Gate ‧ Prophet Portal (???) now provides a stealth field, which allows surrounding units to stealth. ‧ With the Farseer, Webway Gates will be permanently stealth. Warp Spider Exarch ‧ Entanglement no longer work on stunned units. ‧ Group teleportation immune to knockback. ‧ Crackshot can no longer be used on units without ranged weapons. ‧ projection can be re-wire the building to enable (???) ‧ re-wire will not change the weapon damage projection (???) ‧ Entanglement no longer works on tanks. Farseer ‧ When Levitation is activated, she can no longer be knocked down. ‧ Weapon skill reduced from 90 to 70 ‧ "spiritual struggle" property damage from the needle into a heavy melee attack (???) Warlock ‧ Merciless Witchblade energy consumption dropped to 15 from 30 ‧ Destructor can now hurt units in buildings ‧ Weapon skill reduced from 90 dropped to 70 ‧ Cloak of Shadows will now affect vehicles ‧ Providence works more accurately. ‧ Warlock no longer has a knockdown ability ‧ Warlock has a new "Charge" ability. Avatar ‧ Wailing Doom sword attack power increase, increased to 340 from 250 (???) ‧ spend resources to reduce power 20 (Reduced energy usage by 20?) ‧ Build time reduced to 75 seconds Warp Spider ‧ Will only seek cover within a radius of 2 meters. Wraithlord ‧ Once a weapon upgrade has been bought, the weapon icons no longer appear. ‧ Increased Wraithlord cost to 450/120 from 450/80 ‧ Wraithlord HP increased from 700 to 1200 ‧ Wraithlord melee attacks now do AoE. Ranger ‧ Kinetic Shot can not be used on units immune to knockback. ‧ shooting skills to knock down properties into weapons and other weapons from down (???) ‧ penetration skills, no cooling time (???) Shuriken Platform Team ‧ Removed energy bars ‧ Can be stationed in the building ‧ HP increased to 825. Brightlance Platform Team ‧ HP increased to 825 Banshee ‧ When the Banshee Exarch (NOT BANSHEE SQUAD) uses Fleet of Foot, the squad takes 50% less damage from ranged. ‧ Banshee Warrior Aspect will now increase HP from 25% to 30% D-Cannon ‧ Artillery will now fire on the last position of the unit. ‧ Can be stationed in buildings ‧ HP increased to 825 Guardians ‧ Warlock aura damage reduction increased to 0.825 from 0.75 Falcon Tank ‧ Reduced speed, reduced to 6 from 8 Fire Prism Tank ‧ Increased damage when in Focused Beam mode. ‧ Reduced speed, reduced to 4.5 from 6.5 все таки проще печатать новую инфу чем перепечатывать старый пост))
  6. буду редактировать свой первый пост по чейнджлогу на предмет новой инфы.
  7. Ща перебираю форумы, список изменений не полный к сожалению, что то может быть переведено не правильно.... Чертовы иероглифы!
  8. Похоже узкоглазые братья первыми отхватили чейнджлог: Ссылка Вот что чел с форумов перевел, инфа думаю не 100%, так это не оригинал, но: overall -500 red for all T3 bombardment. -artillery type (plasma dev, D-cannon...) projectile will land at the location where enemy stands at the firing moment. -some vehicle speed lowered (looted 7->5 , fire prism 6.5->4.5, falcon 8->6 ) -walker healths increase but build cost increased also. (wraith lord 1200HP/450/120, dread 1200HP/500/140, no carnifex discriptions) -wraithlord and dreadnout melee attack now have area effect. +Garrison-able buildings on the map can no longer be fixed +Entities(ie a squad member) that have not enter the building will get damaged by grenades that was thrown into the building. +Heroes will cancel all queued orders when it's ordered to revive dead heroes +Stealth units cannot enter buildings when it's stealth +Outer Reaches - Fix some pathing problems due to the doodads on the map +Greentooth Gorge - Fix something on the top starting position to prevent units from getting stuck. orks -deff dread health increase from 450 to 650. -deff dread flamer upgrade cost reduce from 200/20 to 180/20 with 400 health increase, flamer damage only 40, can attack ground. -stikkbombas health increase to 200, improve attack strengths to 67, shock grenade CD down to 30s, adjust stikkbomb explosion radius. -slugga flamer upgrade +20% health, cost 85/20. -tankbusta barrage ability now has min range. -waaagh banner has a skill similar to mekboy's megarumbla, but during skill CD period, banner have no waaagh buff effect. -warboss claw damage buffed from 150 to 190; shoota ability damage buffed from 28 to 50. weapon skill lowered from 90 to 70. -commando hero rocket launcher damage nerfed from 72 to 65. eldar -weapon platform can garrison now. -warp gate have stealth ability; with farseer commander it stealths permanently. -warpspider wxarch entangle ability no longer works at vehicle. -both warlock and farseer weapon skill reduced. -farseer mind war ability cause heavy weapon type damage, not piercing damage type. -warlock no longer knock down enemy , but he have a new charge effect. -warlock merciless witchblade mana drain from 30 to 15; destructor ability can damage garrisoned units. -when banshees activate fof ability, they grant 50% range damage mitigation. all-aspect upgrade gives 30% health increase now. -fire prism attack mode buffed. -warlock leader's damage reduction on guardian squad lowered from 0.75 to 0.825. +cloaking shroud makes vehicle invisible. +providence ability now works more correctly. space marine -Techmarine's omminisiah blesing nerfed. -FC stormshield have 20% range fire protection for FC itself. -powerfist wargear and termy powerfist damage up from 145 to 170. -FC artificer armor have additional health and mana increment. -FC termy have lightening claw upgrade. -techmarine have new melta gun wargear; buff melee damage, buff bionic AE range and damage; -dreadnaught has multimelta upgrade which is good against heavy infantry and vehicle. -buff razorback damage from 95 to 110. -lazer cannon upgrade for HB devs and predator. -termy cost 600req/300red, ass termy cost same req as now/300red. -nerf cyclone missile launcher damage. -ass termy has 1800 HP from 1500, lower hammer damage from 85 to 75, have lightening claw upgrade. -tanrantula turrent have missile addon upgrade. tyranids -spore mine global ability becomes LA specific. -RA specific Mycetic Spores global ability now sends in a ravenger squad. -RA devour gun damage nerfed from 180 to 135, but its firing rate buffed from 1.8 to 1.4; RA can build hive node now. -lower horma adrelin upgrade cost to 75/15. -adrelin warrior damage nerfed from 55 to 27.5, but have melee damage synapse. -venom brood no longer knock down enemy, but have range damage synapse. -spore mine now can damage power node and gens. -HT crushing claws damage buffed from 73 to 120.
  9. Новый мощный трелер к кину! ссылка 720рх
  10. Думаю Авитус, на форумах буржуев упоминали что есть звуковая дорожка "Зачем Авитус, зачем?"
  11. В компании будет около 15 миссий, большинство уникальные. Надо быть полным идиотом для не понимания косяков компании оригинала - однообразность. Вдвое меньше кампания - как минимум вдвое насыщеннее. Если уже прикинуть по общей инфе - 2-3 миссии пройдет в джунглях, доделать сюжетные огрехи, возможно на Тифоне. Несколько миссий в окрестностях Кузницы Ангела, где встретим Элифаса и возможно Губернатора, вкупе с Имперской Гвардией. Две миссии на судне спейс Халка - это будет как минимум очень интересно. Ну и оставшиеся миссии на заснеженной и величественной Аврелии. Плюс думаю будет несколько как минимум внесюжетных кампаний в виде каких нибудь бонусов. Так что все пучком.
  12. А я возьму лицуху, и буду наслаждаться кампанией. Оценки ревью подтверждают что аддон получился по крайней мере занимательным.
  13. Это какой то проклятый вопрос - "че достанется владельцам оригинала?", и повторяется он с периодичностью каждые 5-6 страниц....
  14. а че в адресе мыла собаку собакой не судьба была нарисовать?)))))
  15. по этой игре можно сказать что все эльдарские сюрки голимая имба. мне даже фекса жаль чуток))
  16. думаю коммандосу все таки обязательно стоит выдавать на т1 первую броньку - так как дает ощутимый прирост здоровья и энергии. на т2 дробаш был бы достаточным подспорьем. нобами сначала грену потом кокбэк абилку. салагами стоит выжигать гены таким образом, чтобы струя огня попадала на несколько генов сразу, или же сразу помечай жечь место между генераторами - таким образом они все равно будут уничтожаться.
  17. wtf? O_o Завтра пойду ловить союз. За сколько взял?
  18. Наколько я припоминаю в 2009 в ровне дов2 был разве что Эмпайр: Тотал Вор, а ща на равне с аддоном к первому выходит аддон ко второму.
  19. Появилось первое Review на аддон: Оригинал EXCLUSIVE: Space Marines drive out the corrupt forces of repetition in this righteous expansion Words: Dan Stapleton, PC Gamer US It’s games like this that make Relic one of the best PC developers operating today. When I reviewed the outstanding Warhammer 40,000: Dawn of War II, my chief criticism of the campaign was the excessive repetition of simple “fight from point A to point B, then fight a boss” missions. Chaos Rising, the first stand-alone expansion, addresses that issue and then some, building on the strengths of the first game (including post-release enhancements like the addictive Last Stand survival co-op mode) with crack mission design and a new over-the-top evil faction. Rooting out a demonic Chaos uprising and unmasking a traitor among your ranks is the goal for your team of elite Space Marines (import your crew from DoWII save files if you’ve got’em). CR’s opening battle sets the tone for the next 14 consistently complex and excellently-paced missions: multiple kill-and-capture objectives climax in a defensive holdout against huge waves of Imperial Guard turncoats and artillery barrages. The second is just as good: a fight through a winding corridor of ice to reach a battle with the new Eldar Wraithguard heavy infrantry, followed by a timed mad dash back to the starting point to rescue a squad member left to guard the remains of a fallen Marine. Nearly all of the campaign missions are this exciting. Most missions are set on the bleak-but-gorgeous ice planet Aurelia, where glaciers crumble around you and white snow contrasts the blood from gory kills. Two missions take you inside an ancient abandoned spacecraft infested with Tyranids, where support abilities that drop from orbit are disabled, making you shuffle your equipment to compensate. Mix in a few skirmishes from the three previously visited locations - jungle, urban and desert - and CR has scenic variety to spare. Doing battle with the Chaos Space Marines is, at first, very much like fighting Space Marines… until they unleash the Bloodletters: tough-to-slay, flame-sword-swinging split-tongued devils, and Bloodcrushers, the demonic cavalry. As a faction, Chaos puts up a great fight that’s distinct from the style of the Orks, Eldar or Tyranids we fought before. On the home team there’s a new one-man squad: Jonah Orion, an ass-kicking Librarian with incredibly powerful spells - my favorite, the Warp Vortex, can grind several squads of infantry into meat, making him especially useful in defense missions. He’s ideal for co-op mode, where a friend takes over two of your squads so that you can focus on micromanaging his AoE (area of effect) and healing powers. My one gripe about Orion is that, like Davian Thule the Dreadnaught, his inventory items are mostly mutually exclusive with other squads, leading to significant inventory clutter as you rake in loot on the trip from level 18 to 30. Character progression is muddled a little by the new Corruption system, which adds some interesting choices (do you want to trade your goodie-two-shoes healing ability for some increasingly wicked offensive powers?) but doesn’t explain any consequences of corruption beyond the kind of vague warning you get about masturbating too much. Another issue is that the game so often conflates “corrupt” actions with failure, such as letting too many allies die or friendly buildings be destroyed, that I often felt like I was earning incompetence points. It’s also easy to remain pure via redeeming mission goals - you really have to want to be corrupt - which ends up downplaying the very clever and otherwise well-executed importance of corruption at the end of the campaign. But if it takes a second playthrough to get the most out of it, so be it - I’m thinking about my super-chaotic round two already. PC Gamer scores games on a percentage scale, which is rounded to the closest whole number to determine the GamesRadar score. PCG Final Verdict: 91% You'll love +Crack mission design +New over-the-top evil faction +Cool new heroic units You'll hate -Significant inventory clutter builds up -Corruption consequences aren't clear -Corruption feels confused with incompetence
  20. На вид новых карт реально штуки 4. Мне реально не нравится вся их дибильная идея размножать одни и те же карты. На конкурсе карт от мододелов была куча реально интересных и свежих карт, и ни одной мы еще не увидели в игре. По скриншотам судить конечно грех, но какая то досада.
  21. стрим гавно, а в офисе релик нифига не мгут нормально показать всех юнитов - никакой закачки, один дибилизм... p.s. никитос был частично прав сцуук....
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