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Carnage

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Весь контент Carnage

  1. Для сравнения Раскрывающийся текстРаскрывающийся текст Раскрывающийся текст
  2. Tyranid Campaign Hero Раскрывающийся текст “forward…consume…” – Hive Mind Cut off from the main Tyranid fleet, the Tyranids in sub-sector Aurelia are a scattered and disorganized nuisance at the start of their campaign in Dawn of War II: Retribution. When organized by the Hive Mind they are a lethal force that strikes system after system, stripping all life from planets in their path. The Hive Lord leads the swarm in their campaign to rebuild the psychic link with the main Tyranid fleet and finally consume sub-sector Aurelia in its entirety. The Hive Lord is a monstrous beast of barbs, spikes, claws, teeth, and incredible strength. The primary strength of these creatures though comes through their psyker powers. The Hive Mind is in contact with the Hive Lord through a psychic link. The Hive Mind is the omniscient power that propels and guides the Tyranids and the Hive Lord serves as the commander on the battlefield, organizing the lesser creatures that make up the Tyranid swarm. The Hive Lord’s synaptic power instructs and empowers weaker organisms, allowing them to act as a group and with surprising intelligence. The Tyranid campaign is quite unique in that there is only one Tyranid Hero unit, as opposed to four for all other factions. The swarm that the Hive Lord leads in the Tyranid campaign is made up of everything from Rippers to Raveners. These units can be summoned to fight by the Hive Lord itself, adding ever increasing numbers and weight to Tyranid attacks. As the Hive Lord gains levels throughout the campaign, not only does this allow you to unlock new abilities for the hero but you can also unlock upgrades for the types of units that can be summoned. To start the campaign the Hive Lord can summon Rippers, small melee units that don’t deal very much damage. These can be upgraded to Hormagaunts and then to the truly lethal Genestealers. The abilities for the Hive Lord itself often revolve around its synaptic connection to the units around it. Many of its abilities bolster these units in some way, granting them more health or healing, or in the case of Explosive Decomposition, using a death of a unit in the swarm as a weapon. With this ability a Tyranid killed within range of the Hive Lord’s synapse will explode, damaging nearby enemy units. The opening scene of the Tyranid campaign features the Hive Lord beginning to rebuild the psychic link with the main Tyranid fleet, using splintered remnants of Hivefleet Leviathan that were cut off during the Tyranid invasion of Sub-Sector Aurelia
  3. Кстати про анонс ландрейдера и батлвагона уже не стоит сомневаться, а жаль, хотелось бы побольше пехоты. Ждем анонс юнита для хаосит.
  4. Multiplayer Unit Profile - Tyranid Swarmlord Раскрывающийся текст The Swarmlord is the new unit that takes the field for the Tyranids in multiplayer games in Dawn of War II: Retribution. It has been given many names, but Swarmlord is the terrifying name given to this beast by the Imperium. It is the pinnacle of development for Hive Tyrant bioform, called upon when conventional Tyranid tactics and adaptations have failed to win the day. Unit: Swarmlord Availability: Tier 3 Abilities: Leech Essence – The Swarmlord drains the life from surrounding infantry units for a duration which increases his health regeneration. Blade Flurry – Unleashes the full strength of the Swarmlord, heavily damaging and knocking back adjacent infantry. The Swarmlord isn’t going to be on the field until late in the game, given its cost and the Tier 3 requirement. The Swarmlord’s status as a powerful late game unit results in it being nearly unstoppable in melee combat, wielding four bone sabers, but it also increases the movement speed of all Tyranids within range of its synapse. Additionally, units can reinforce their squad, replacing lost squad members, when near the Swarmlord making it an important part of the Tyranid end game. Not only does it move like it’s got a purpose, the Swarmlord brings with it the power to lead and back the attack, able to cut a swath
  5. Именно так, но сейчас у разработчиков полная поддержка Steamworks и патчи они смогут выпускать сразу же.
  6. http://forums.warforge.ru/index.php?s=&amp...t&p=1706008 не тоже самое?
  7. Странно что я не заметил, сорьки за боян.
  8. Раскрывающийся текстИзменения баланса Хаос Чумной чемпион - Теперь способность Дыхание Нургла восстанавливает Чумному чемпиону 190 здоровья вместо 140, а союзникам 55 вместо 45. Лорд Хаоса - Увеличилось продолжительность способности Кровавая жертва с 10 с до 25 с. Хищник Хаоса -Увеличилась скорость передвижения с 5,7 до 6. Космические десантники Хищник -Увеличилась скорость передвижения с 5,7 до 6. Эльдары Призрачный Лорд - Снижена стоимость улучшения Сюрикеновая пушка с 100/40 до 100/25. - Увеличен урон улучшения Копья света с 60 до 80. Огненная призма -Увеличилась скорость передвижения с 5,0 до 5,5. Орки Ноб-Коммандо - Дополнительное оборудование теперь даёт 0,3 регенерации здоровья вместо 0,5. Мек - Увеличилась стоимость баннера Waaagh! С 75 до 75/10. Стрелки - Снижен урон Большого свинцомёта с 37 до 33. - Увеличился урон Ноба с 36 до 40. Нобы - Теперь Нобов можно «сбивать с ног» при действии способности Неистовство. - Увеличилась стоимость способности Неистовство с 50 Waaagh! до 70. Тираниды Зоантроп - Увеличен урон с 60 до 75. - Увеличен модификатор урона выстрела на краю радиуса с 0,4 до 0,6. Исправление ошибок - Исправлены ряд ошибок, из-за которых некоторые подразделения меняли режим атаки неуместный для их типа оружия. - Исправлена ошибка, из-за которой ваш командир при отступлении зависал на базе. - Исправлена ошибка при которой Мек не мог телепортироваться при использовании Дакка Дакка Дакка или Дефгана. - Исправлена ошибка, из-за которой при выдаче сержантов у отряда переставал показываться индикатор энергии. - Исправлен ряд ошибок, из-за которых нельзя было отменить "посторойку" заказанных отрядов. Перевод dow2.3dn.ru
  9. Новые скриншоты Раскрывающийся текст Интервью Раскрывающийся текстGameSpot: We have to admit that it's pretty intriguing to hear the Tyranids will now be a playable faction in the single-player campaign for Retribution. Tell us about how the team eventually came around to the decision to give the deadliest xenomorphs in the galaxy a starring role in the story. Jeff Lydell: Our goal with Retribution was to give players a chance to play with as many of their favorite 40K races as we could. Since no one has had a chance to play the single-player campaign with Tyranids in any of the Dawn of War products, they were a natural choice. GS: How exactly will the Tyranids' story be told? It seems safe to assume, for instance, that they won't be getting mission briefings from commanding officers who trade witty banter. JL: You are going to hear the voice of the hive mind. That's not a physical character but more of a very creepy voice in your head. The Tyranids are also psychic creatures and are capable of picking up enemy transmissions. Some of the story is told from the point of view of intercepted vox calls or overheard enemies. GS: Without spoiling anything, tell us what the Tyranids' motivations in Retribution will be. Are they simply looking to devour known space and annihilate anyone who stands in the way? Or will they have specific objectives tied to the story? JL: The Tyranids have a compulsive need to complete their original mission and reunite with the main fleet of the Tendril. Something in the sector is preventing them from reforming the synaptic link, and they need to neutralize that threat. The Tyranids are looking out for the fleet, and events in the sector are going to force them directly into the heart of the conflict. It will all make sense once you are playing. GS: Will the faction have any new units or heroes unique to the campaign (that don't also appear in multiplayer)? JL: Yes, they will have a new unit, and it will also appear in multiplayer. Expect the debut of a new Tyranid hero in Dawn of War II: Retribution. GS: How will Tyranid heroes grow and improve over time? Will players kit their Tyranid heroes with gear in various inventory slots and choose to spend experience-based points in various ability scores? Or will they improve differently? JL: The role-playing elements for the Tyranids are [restricted] to the [advancement of the] hive tyrant. We did this for a few reasons, the main one being that we wanted the majority of the Tyranids to be disposable squads. Disposable meant the progression aspects didn't make sense. We also couldn't have multiple speaking characters with the Tyranids, since their entire lore revolves around them being a race united under a single consciousness. As you progress with the Tyranids, your overall army will get stronger. GS: Is this change indicative of how Relic plans to design future expansions and Dawn of War games in general? By giving each race a turn at single-player campaign stardom? JL: It's too early to speak for every future Dawn of War game, but I'll reiterate that our mission with Retribution was to get as many races as we could into the hands of our players. The last two games had focused entirely on the Space Marines as the playable characters, and it's time to let some other races have their time in the sun. GS: Can you give us a general update on Retribution's development? What aspects of the game is the team currently working on? What's got the team most excited? JL: We've been able to play through the entire game for a month or two now, and we are working on finishing off the last features of the game before we start fixing bugs and polishing. What's got us each of us excited depends on who is working on what. I'm personally excited that we have multiple races available for the campaign and great stories for each of them. GS: Finally, is there anything you'd like to add about the Tyranids, the campaign, or Retribution in general? You don't have to be psychic to survive in a universe teeming with Tyranids…but it helps! JL: For the Tyranids, I'm really happy with the voice behind the hive mind. The actor who did it has a very creepy voice. For the campaign, I'll add that the Tyranids aren't the last race we plan on announcing, and for Retribution, I'll add you can expect new content and new features to be announced in the coming months. GS: Thanks, Jeff.
  10. PC Gamer Inteviews Lydell on Retribution and Steamworks
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