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Carnage

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Весь контент Carnage

  1. Я не пользователь беты, но все же знаю ответ - пехота и шагатели.
  2. Сделал отдельную темку > http://forums.warforge.ru/index.php?showtopic=95557
  3. По-моему лучше для этого сделать отдельную тему, так как желающих высказать свое мнение насчет беты наверное много, а постить где попало не лучший вариант. Постарайтесь по крайней мере делать более детальные посты а не "поиграл ф бетку)) хДДД иг рулез)))" Скриншоты и видео приветствуются. Спешу напомнить что релиз беты намечен на 21:00 по московскому времени.
  4. Но все же ты стримишь на джастине, какие нибудь преимущества над лайвстримом и ятв?
  5. Ну вообще этой статейке уже больше года, наверняка кто нибудь да выкладывал на форуме.
  6. Небольшой оффтоп http://community.dawnofwar2.com/forums/topic/45676
  7. Carnage

    Т3 Юниты

    Leman Russ - 600R, 150P, 18POP, 45T A multi-purpose battle tank. Can be upgraded with weapons more effective versus infantry or vehicles. Default Abilities • n/a Upgrades • Executioner Tank upgrade - 185R, 35P, 30T Upgrades the Leman Russ to a Leman Russ Executioner which is effective against all targets. • Vanquisher Tank upgrade - 185R, 35P, 30T Upgrades the Leman Russ to a Leman Russ Vanquisher which is effective against vehicles. • Extra Armour - 100R, 25P, 30T Equips the Leman Russ with extra armour plating that cannot be repaired. Extra Armour can be purchased multiple times. When attacked damage is absorbed at the cost of energy. Baneblade - 1000R, 200P, 25POP, 75T Super heavy battle tank armed with numerous weapons. Autofire on the main cannon is disabled. Use its abilties to fire from the main gun. Default Abilties • Fire Demolisher Cannon Fire a large radius explosion from the Demolisher Cannon. • Fire Baneblade main gun - Fires the Baneblade Cannon. Upgrades • n/a
  8. Carnage

    Т2 Юниты

    Stormtroopers - 400R, 15POP, 29T Elite ranged infantry equipped with hot shot lasguns. Storm Troopers can be upgraded to fulfill different roles. Default Abilities • n/a Upgrades • Assault Kit - 15T Storm Troopers are equipped with overcharged hotshot lasguns. Increases range and reduces reload times, but increases damage when taken as well. • Anti-Armour Kit - 15T Storm Troopers are equipped with melta guns and melta bombs. • Recon Kit - 15T Storm Troopers gain the ability to sprint and infiltrate. Chimaera - 300R, 60P, 10POP, 45T Transports infantry units across the battlefield and allows nearby squads to reinforce. Loaded troops add to the Chimaera's firepower. Default Abilities • n/a Upgrades • Extra Armour - 90R, 20P, 30T Equips the Chimaera with extra armour plating that cannot be repaired. Extra Armour can be purchased multiple times. When attacked damage is absorbed at the cost of energy. Manticore - 300R, 100P, 15POP, 40T Mobile artillery unit that fires missile barrages. Default Abilities • Storm Eagle Fires 4 Storm Eagle rockets in quick succession at the targeted area. Upgrades • n/a Ogryns - 500R, 100P, 15POP, 43T Ogryns are tough ogre-like brutes who excel in close combat and are excellent at disrupting enemy ranged units. Can be upgraded with a Bone 'ead Default Abilities • n/a Upgrades • Bone 'Ead - 100R, 30P, 5POP, 15T Adds a Bone 'ead squad leader who unlocks the Use yer 'ead! ability which increases the speed and allows the Ogryns to knock down nearby units. Bane Wolf (Inquisitor Global) - 350R, 10POP, 150Z Default Abilities • Chem Bomb - 50E Fire a massive burst of chemicals that leave a toxic patch on the ground, dealing damage and slowing units over time. Upgrades • n/a
  9. Carnage

    Т1 Юниты

    Guardsman Infantry Squad - 210R, 6POP, 19T Basic ranged combat unit effective against other ranged forces but weak in melee. Can be upgraded with a Sergeant and a Commissar which increases the squad size. Guardsman infantry will proctect their leaders ensuring that they always will be the last to die. Abilities • Deploy Multi-laser Turret - 150R, 5POP A turret with a limited arc of fire. Equipped with a multi-laser which is effective vs. infantry. • Deploy Cover Upgrades • Sergeant - 85R, 6POP, 15T Adds a Sergeant to the squad who expands the squad size by 2 guardsmen and grants an extra guardsman for free whenever one is reinforced. • Flamers - 80R, 20P, 15T Equips the guardsman infantry squad with 3 flamers. Flamers are effective against buildings, units in buildings and most types of infantry. • Commissar - 75R, 20P, 6POP, 15T, Tier 2 Adds a Commissar to the squad who expands the squad size by 2 guardsmen and grants an extra guardsman for free whenever one is reinforced. Also grants the Summary Execution ability which will break a retreat in progress. • Plasma Guns - 100R, 25P, 15T, Tier 2 Equips the guardsman infantry squad with 3 plasma guns. Plasma guns are effective against heavily armoured infantry. Sentinel - 330R, 12POP, 23T Fast and maneuvrable vehicle that is fragile and vulnerable to small arms fire. Ideal for contributing to ranged fire fights or kiting melee units. Cannot capture points but can de-capture them. Default Abilities • Ground Pound Knock back nearby enemy infantry, stunning them for a short duration. Upgrades • Missile Launcher - 100R, 40P, 15T, Tier 2 When equipped with the missile launcher the Sentinel can change between firing Krak and Frag missiles. Frag missiles are effective against infantry and Krak are effective against vehicles and buildings. • Armour - 75R, 20P, 30T, Tier 2 Equips the Sentinel with extra armour plating that cannot be repaired. Extra Armour can be purchased multiple times. When attacked damage is absorbed at the cost of energy. Heavy Weapons Team - 225R, 30P, 12POP, 22T Equipped with a Heavy Bolter that suppresses large groups of infantry, has a limited firing arc and requires set-up time. Can be upgraded to a Lascannon or Autocannon. Default Abilities • n/a Upgrades • Sergeant - 65R, 25P, 3POP, 15T Add a Sergeant to the Heavy Weapons squad. Heavy Weapons are now entrenched when set up. Entrenched Heavy Weapons cannot be suppressed or knocked down and take reduced damage. • Lascannon - 75R, 10T, Tier 2 Upgrade the squad with a lascannon which is effective against vehicles. • Autocannon - 75R, 20P, 10T, Tier 2 Adds an autocannon to the squad which has increased range and does increased damage to all target types but lacks suppression. Catachan Devils - 400R, 40P, 14POP, 28T A squad of seasoned Catachan jungle fighters. Devils are effective in close combat and take advantage of several different types of weapons for every occasion . Devils will protect their leaders ensuring that they always will be the last to die. Can detect infiltrated units. Default Abilities • Exploseive Shot - 40E Fire a concussive shot, knocking back and suppressing enemy infantry. • Ol' Reliable - 45E Fire a volley of three grenades that deal moderate damage and heavy knockback to the targeted location. Upgrades • Demolition Man - 75R, 20P, 2POP, 15T, Tier 2 Add a demolitions expert to the Devils squad. The demoman comes equipped with a more powerful shotgun and has the ability to deploy satchel charges which are effective versus all armour types. Also grants the smoke grenade ability. • Sarge - 75R, 25P, 3POP, 15T, Tier 2 Add the 'Sarge' to the Devils unit. The Sarge is equipped with a melta gun which is effective versus vehicles and infantry. He also grants the camoflague ability that allows the Devils unit to infiltrate when standing still.
  10. Я это и имел ввиду, просто неверно выразился.
  11. Ну спейс марины и хаоситы до сих пор станят всяких животных вроде белых медведей и аватаров.
  12. А ты не мог бы перечислить преимущества ятв?..
  13. Обычный на т2, а легендарный на т3.
  14. пока я жду пиратку, расскажешь мне как там в бете?
  15. По-моему лучше убрать реплеиный интерфейс.
  16. Weapon • Crossbow Bolt Pistol – 130R, 30P, 20T Grants the 'Crippling Volley' ability which damages and immobilises enemy infantry in an area. • Holy Brazier – 100R, 20P, 20T Grants the 'Holy Pyre' ability which lights an area, damaging and debuffing nearby enemy units. • Inferno Pistol – 150R, 50P, 20T Grants the 'Judgement' ability which deals massive damage to a single target. Armour • Interrogator's Armour – 125R, 30P, 20T Increases the maximum energy of the Inquisitor and grants the 'Silently' ability which allows the Inquisitor to grant infiltration to an allied squad. • Excruciators – 140R, 20P, 20T Increases the Inquisitor's health, granting the 'Assail' ability; immobilising, suppressing & damaging a target over time. • Purgatus – 200R, 35P, 20T Grants the 'Purgatus' ability, unleashing a ring of flames that stuns and damages enemies. Supplementary • Rosarius - 120R, 30P, 15T Grants the 'Conversion Field' ability to absorb energy instead of health when damaged. • Liber Heresius - 110R, 20P, 20T Greatly increases the maximum energy of the Inquisitor. • Inquisitorial Mandate – 120R, 35P, 20T Grants the 'Impenetrable' ability which gives the Inquisitor invulnerability and a speed bonus. Default Abilities • Hammer of the Witches - Ignite the enemy unit in a white hot fire, dealing massive damage and stunning them. Globals • Imperial Guard Bunker - 150R, 5POP, 75Z Deploy an Imperial Guard bunker that can be garrisoned by infantry. Can be upgraded to a medical or repair bunker, and can be booby trapper. • Hellfury Strike - 150Z, Tier 2 Calls in a Valkyrie to fire hellfire missiles which unleath promethium on the ground that damages all units over time. • Infiltrated Strom Troopers - 300R, 15POP, 150Z, Tier 2 Calls in a squad of infiltrated Storm Troopers. • Valkyrie Bane Wolf Drop - 350R, 10POP, 150Z, Tier 2 A Valkyrie delivers a Bane Wolf tank to the targeted location. Effective vs. infantry. • Rocket Run - 500Z, Tier 3 Calls in 2 Valkyries to perform targeted rocket pod runs to devastate all units. В этой теме обсуждаем Инквизиторшу. P.S со временем как появится качественный перевод, обновлю первый пост.
  17. Weapons • Power Sword – 110R, 20P, 20T Effective against infantry. Grants the 'Lead by Example' ability which when activated increases the Commissar's speed and knocks down infantry. • Power Fist – 200R, 50P, 20T Effective against all targets. • Fist of Brockus – 200R, 50P, 20T Venerable powerfist. Effective against all targets. Grants the 'None Shall Fall' ability. Armour • Carapace Armour – 150R, 35P, 20T Increases health of the Commissar, reduces the energy cost and cooldown of 'Inspire Courage'. • Flak Jacket – 150R, 35P, 20T Increases health of the Commissar and grants the 'Inspire Terror' ability, allowing the Commissar to execute enemy units • Bionic Eye – 150R, 35P, 20T Increases maximum energy of the Commissar and grants the 'Inspire Determination' ability, adding new defensive benefits to the 'Inspire Courage' ability. Supplementary • Aura of Discipline – 125R, 35P, 20T The Commissar Lord's presence inspires his men. When he takes damage, nearby infantry will be healed. • Stubborness – 175R, 30P, 20T The Commissar Lord refuses to fall while his men fight. His health regenerates based on the number of nearby infantry. • Emperor's Wrath – 200R, 50P, 20T Grants an off-map artillery bombardment ability; three Basilisk shells hit the targeted location(s). Default Abilities • Refractor Field Consumes energy as the Commissar Lord takes damge. • Inspire Courage Executes a squad member of a unit, considerably increasing the damage they do for the duration of the ability. Globals • Imperial Guard Bunker - 150R, 5POP, 75Z Deploy an Imperial Guard bunker that can be garrisoned by infantry. Can be upgraded to a medical or repair bunker, and can be booby trapper. • Off-map Basilisk Flare - 75Z Fires an off-map basilisk flare at the targeted location. Reveals the area, detects infiltrated units, and shortens the range of enemy weapons for the duration of the flare. • Air Dropped Mines - 150Z Calls in a Valkyrie that air drops self-burrowing mines that will damage and snare the enemy. • Loyal To The End - 125Z Temporarily inspires squads in a small area. As members of the affected squads die, the remaining members will fight on becoming stronger as their numbers diminish. Only your own squads are affected. • Rocket Run - 500Z, Tier 3 Calls in 2 Valkyries to perform targeted rocket pod runs to devastate all units. В этой теме обсуждаем Лорда-Комиссара. P.S со временем как появится качественный перевод, обновлю первый пост.
  18. Weapon • Grenade Launchers – 100R, 20P, 15T Equip the General and his retinue with grenade launchers; effective against infantry & garrisoned infantry. Grants the 'Move! Move! Move!' ability, increasing the speed of infantry. • Sniper Rifle – 75R,35P, 15T Equips the General with a Sniper Rifle. Grants the 'Fire on my Target!' ability, granting increased range to weapons. Retinue weapons are default. • Melta Guns – 100R, 25P, 15T Equip the General and his retinue with meltaguns. 'Grants Fight Harder!' ability, lowering weapon cooldowns. Armour • Carapace Armour – 150R, 20P, 20T Grants the 'Stand Firm' ability, rendering infantry immune to suppression. • Stabilisers – 150R, 20P, 20T Grants the 'Back in the Fight!' ability, healing infantry over time. • Flak Jacket – 150R, 20P, 20T Grants the 'Incoming!' ability, decreasing damage taken by infantry. Supplementary • Sergeant - 30R, 5P, 20T Adds Sergeant to the retinue. Grants the 'Distribute Med-pack' ability. • Commissar – 40R, 10P, 20T Adds a Commissar to the retinue. Grants the 'Call Reinforcements' ability. • Vox Operator – 120R, 25P, 15T Adds a Vox Operator to the retinue. Grants the 'Refractor Field' ability. Default Abilities • n/a Globals • Imperial Guard Bunker - 150R, 5POP, 75Z Deploy an Imperial Guard bunker that can be garrisoned by infantry. Can be upgraded to a medical or repair bunker, and can be booby trapper. • Heavy Turret - 300R, 40P, 5POP, 100Z, Tier 2 Deploy a Heavy Turret equipped with Vanquisher Cannon that is effective against vehicles. Can be upgraded to an Excecutioner Cannon which is effective against all targets. • Basilisk Creeping Barrage - 175Z, Tier 2 Off-map Basilisks fire a wave of artillery shells that advance in the direction of your choice, knocking down and damaging all units. • Valkyrie Leman Russ Drop - 650R, 18POP, 275Z, Tier 3 A Valkyrie delivers a Leman Russ battle tank to the targeted location. • Rocket Run - 500Z, Tier 3 Calls in 2 Valkyries to perform targeted rocket pod runs to devastate all units. В этой теме обсуждаем Лорда-Генерала. P.S со временем как появится качественный перевод, обновлю первый пост.
  19. Пришлют. В очередной раз ты сам отвечаешь на свой же вопрос. P.S появился форум по иг http://forums.warforge.ru/index.php?showforum=483
  20. Сможешь начать скачивание сразу же после того как получишь ключ, раньше не получится.
  21. Бета выйдет сегодня в 9 часов вечера по нашему времени, инфа от разработчиков.
  22. я бы продал душу таскера за бета ключ
  23. ты из 1 категории, то есть > 31 января - в игру входят приглашенные vip-гости. на почту тебе должен прийти бета ключ, так что жди...
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