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521
KSP x Youtooz plushies now available!
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tabu_niw
Dans le forum « Titan Quest II Tech Issues & Support »
6
Out of video memory
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TaschenTresor
4
Is there no answer to the constant [Win 11] crashes?
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longjohn119
1,734
521
KSP x Youtooz plushies now available!
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Winter
Dans le forum « The Long Dark Modding »
4
Истребитель Котов
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SIGMA_GNIDA
177
Dawn of war 4?
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☣ βioClone λx-45 ☣
Dawn of War 4 would need to totally re-consider as Base Company of Heroes 1 and apply it to W40k.

Yes, I say Coh1 because it is the most balanced game, enphasis on covers, but keeping the gameplay simple. It also uses the number of units you would want to see on Dawn of war in general and thus has a macro/micro you can elaborate from that point.

One biggest problem for Relic/DoW is trying to keep lore to certain point... some minor changes however can get "accepted" (by community) thanks to the fact the ravens were made by Relic as their own custom chapter rather reuse an original GW chapter. (however now the chapter is canon on the w40k universe)

Relic could learn a bit on how they did Balance units in Company of Heroes 2 (based on time/resources to get deployed in the match) and would help also to DoW when we talk about things like "balance" a deamon and a land raider...

They could also make more unique differences on how factions build stuff.... for example Imperial and Space marines forces pretty much work identically on basebuilding layer....

On certain point I would prefer either something more radical, (like Space marines more pointed towards "fast and easy deployment forces") or maybe the opposite (space marines being a sub-specialization inside the imperial forces, so half their building system would be parented with other imperial forces)... on this second example, Sororitas, Imperial Guard, and Space Marines would be sharing like a 30% of basic units and buildings, also the main building layer, then the other 70% would be their own unique units, buildings or variations...

As final point, what I think would feel as the important element to make it shine it would be "a better environment" and this goes with the hand of 3 key elements.

Maps with 3 types of design:

-Hardpoints : Environmental formations that direct the flow of the game, Undestructible.

-MidPoints : Other environmental formations that can be modified by the battle: Hard terrain, small to medium buildings, cliffs, craters, delericts, small to medium sized walls (imperial guard trench style)

-Barren: Plain terrain: Mostly open areas with little cover, still could get modified by explosions like creating crates for extra cover, This areas would be the equivalent to a "clearing on a forest" and would be or death grinders or a wonderfull place to build a base or some defenses and trenches.

The flow of the game should be about save resources to ask better/more specialized equipment OR depending the faction Upgrade your units... for example a Space Marine or Necron player could get their mid units units more specialized to be equivalent to something more elite of other faction...

while for example an Ork or Imperial Guard army will move towards the idea of "using old units until they die", to get them replaced later by a more competent unit"... there you set an elite vs flood styles and you can encourage for ones keeping units alive while the other could move towars the opposite idea... obviously later stuff like support powers and weapon upgrades would require mayor testing to make sure adding aditional options would not be breaking or confusing the intended roles to get exploited by an army.
19
Cheats are killing this game
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Roovka
Dans le forum « Counter-Strike 2 Échange »
0
💋🍓[H]200 Knives 🔪 / 20 Gloves 👏 / KATOWICE 2014/15 SKINS💔 / 700 Play guns💔/ 2000 TF2 KEYS [W] Nice offers
Dans le forum « PEAK Discussions générales »
0
inconsistent fall damage
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RTRF
2
Teleporters
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Zathabar
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