Warhammer 40 000: Dawn of War 2
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VGAdeadcafe




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PostPosted: Tue, 24th Feb 2009 23:20    Post subject:
damador. wrote:
Mantra2k wrote:
So is there a way to play co-op with the cracked game yet?


yeah Smile from the same day as the release were over net

Well, it works on real LAN but not with Hamachi, right ?
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LeoNatan
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PostPosted: Tue, 24th Feb 2009 23:23    Post subject:
Coop + The Club key = Very Happy
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Mister_s




Posts: 19863

PostPosted: Tue, 24th Feb 2009 23:29    Post subject:
I've played three missions, it's really fun. Yes it's simplistic a bit, but I like it. I need some advise though. Should I go all health and strength with the commander? Or is ranged important too later on. The scout squad seems a bit useless to me, except for bringing down buildings. Should I always do some recon with that squad first?
Is it worthwhile to go over the whole map every mission? Is it rewarding?

The game will probably get repetitive, but it's probably as much fun as you make it. If you keep using teh same tactic over and over again, it'll get old fast.
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LeoNatan
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PostPosted: Tue, 24th Feb 2009 23:35    Post subject:
Well, the Force Commander specializes in melee combat, hence his name, so range isn't really that important. You really want to throw him in the middle of a battlezone and let him do his magic. Later on, you get a warhammer and he is basically with no weapon at all, so only melee.

About scout, well, some love them, some don't find them useful. I am in the second group. I have transferred the building demolition to Devastators (was with Assault first, but they can't throw with Terminator armor).

It is rewarding to take at least one support structure (the black icons), because it gives some bonuses like turrets, mines, etc.

Also, this game, especially in the later missions, is anything but simplistic.
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fawe4




Posts: 1787

PostPosted: Tue, 24th Feb 2009 23:52    Post subject:
Commander can be a great ranged unit also. You can have him in Terminator armour with minigun. Have him with devastators for ranged attack and use that mech unit and assault marines for close combat.
With commander, mech and tactical marines you can got eather way and also go for a hybrid that is good at both close and ranged. The others are more of a specialists for one kind of attack.
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LeoNatan
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PostPosted: Tue, 24th Feb 2009 23:54    Post subject:
But why fight what is natural? He starts with high strength and low ranged. Also, in order to equip other squads with the melee weapons the FC can hold (like axes, swords, warhammers), it will take a huge portion of the upgrade points.
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Leftos




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PostPosted: Wed, 25th Feb 2009 00:08    Post subject:
Ahem. Warhammer noob here. Is there a story I should be following with this game, I mean, does the II make it a don't-get-it-if-you-haven't-played-the-first kind of thing? Or should I just go ahead and play.

The intro cinematic gave me an impression of what's going on, and it was quite nicely done. I can't stop thinking of Unskippable however.


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LeoNatan
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PostPosted: Wed, 25th Feb 2009 00:11    Post subject:
It is unskippable only the first time.

The only relation to the first game is one of the characters has a cameo role here, nothing special. Very Happy Just go and play. Smile
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Leftos




Posts: 1159
Location: Patras, Greece
PostPosted: Wed, 25th Feb 2009 00:16    Post subject:
iNatan wrote:
It is unskippable only the first time.

It wasn't a literal reference to the word Unskippable. It was just a "What would happen to this cinematic if the Unskippable duo went on and parodied it?"

Watch a few Unskippables, especially...
The Bouncer
The Getaway
Eternal Sonata
Dirge of Cerberus


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Mister_s




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PostPosted: Wed, 25th Feb 2009 00:26    Post subject:
iNatan wrote:
It is rewarding to take at least one support structure (the black icons), because it gives some bonuses like turrets, mines, etc.

Do I have to take buildings manually? I thought I got the buildings when I finished a mission. I assume you mean the buildings you see next to a region on the worldmap?
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dezztroy




Posts: 6590
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PostPosted: Wed, 25th Feb 2009 00:31    Post subject:
Mister_s wrote:
iNatan wrote:
It is rewarding to take at least one support structure (the black icons), because it gives some bonuses like turrets, mines, etc.

Do I have to take buildings manually? I thought I got the buildings when I finished a mission. I assume you mean the buildings you see next to a region on the worldmap?


You have to capture them manually. You only capture one each deployment.
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LeoNatan
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PostPosted: Wed, 25th Feb 2009 00:33    Post subject:
There are the grey star icons, which indicate the small things that you activate. This allows your units to flee to that area and replenish killed marines there. There are black icons, usually on the corners of the maps, usually two, on opposite corners, that indicate support buildings. When you take them (you right click on them with a squad, and they take it), they will offer extra help, like turrets, mines, drop pods, etc. Also, when capturing a support building, you have a chance of getting a very good wargear for your squads, so no reason not to go and grab them. Smile
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EyePatch




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PostPosted: Wed, 25th Feb 2009 00:34    Post subject:
I can't even see the intro. The Game locks up and a couple seconds later it starts playing but I can only hear it.

Shame the game didn't ship with modding tools, I'd like to modify some values but there doesn't seem to be a way to unpack DoW2's SGA files yet.
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LeoNatan
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PostPosted: Wed, 25th Feb 2009 00:35    Post subject:
Yes there is, go to relicnews.com.
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fawe4




Posts: 1787

PostPosted: Wed, 25th Feb 2009 00:38    Post subject:
iNatan wrote:
But why fight what is natural? He starts with high strength and low ranged. Also, in order to equip other squads with the melee weapons the FC can hold (like axes, swords, warhammers), it will take a huge portion of the upgrade points.


It all depends what unit combination you are using. For me by far the most useful squads are commander, assault marines and mech. But if you have all of them as close combat specialists you have only one ranged unit and that can be a problem against bosses that have a huge close combat protection. So you must ether throw one of them away or make him ranged unit. Assault marines are quite useless as ranged units because their most effective ability becomes obsolete. Mech can be a good ranged unit, but his instant kills make him hand to hand butcher. Commander on the other hand, can be superb at both. As ranged unit he has a lot of hp and hes got some good abilities that protect him against knockdowns.
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LeoNatan
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PostPosted: Wed, 25th Feb 2009 00:44    Post subject:
I have made my regular space marines (how are they called?) very good at long range, but now with the terminator armor and a flame thrower, they are very very strong at mid-range. The dreadnought and FC go at it melee, and Devastators support from behind. Don't currently use the Assault marines and Scouts.
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dezztroy




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PostPosted: Wed, 25th Feb 2009 00:48    Post subject:
There's a mod over at Relicnews, that lets you level up to level 30 and get enough attribute points to max out every stat.

The FC can be great at ranged, especiall with the right Standard. If he has a standard that gives armor, health or something else to units around him, he's great at supporting Avitus or Tarkus.
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Sin317
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PostPosted: Wed, 25th Feb 2009 00:54    Post subject:
iNatan wrote:
Well, my suggestion is to not try and take more power generators after the initial 3. Teleport (or whatever) the force commander to the gate and have him take the gate and close it (it takes forever), while the other units stand outside and just prevent anything from entering and disrupting the force commander. Also, make sure one of the three power generators is the closest one to the gate, so if a squad has to run for cover to replenish marines, they can reach the fight back quickly.


my approach was a bit different (maybe longer, dunno)

first i used cyrus to capture the 3 generators on the right side (using explosives to eliminate any resistance) + the strategic points (while you're there anyway. This turns on like half the turrets (useless tho). then i moved my other squads (FC + Dev + TacMar) up to first Strategic point (on the "road" to the gate) and put them in good cover. Then i proceeded to capture the remaining generators with Cyrus. This will turn on the remaining turrets and especially the mortars. Then i proceeded with all my units to the gate. I placed everyone inside the gate towers (they are invincible !) dev on one side, scout + marines other side. And i placed a detonator near the controller (which you have to capture to close the gate) and started capturing it with FC. Once those 3 big beast spawn/drop, activate "To Victory!" with FC (makes him invincible for couple secondes) and explode charges = all clear and you can continue capturing
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Sin317
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PostPosted: Wed, 25th Feb 2009 00:57    Post subject:
dezztroy wrote:
There's a mod over at Relicnews, that lets you level up to level 30 and get enough attribute points to max out every stat.

The FC can be great at ranged, especiall with the right Standard. If he has a standard that gives armor, health or something else to units around him, he's great at supporting Avitus or Tarkus.


mod ? i'd call that a trainer, aka a cheat ...


oh btw i restarted campaign. Mine was seriously messed up lol (day 43 , all level 20 and i was "only" at angel forge (2nd) mission
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LeoNatan
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PostPosted: Wed, 25th Feb 2009 01:06    Post subject:
Sin317 wrote:
iNatan wrote:
Well, my suggestion is to not try and take more power generators after the initial 3. Teleport (or whatever) the force commander to the gate and have him take the gate and close it (it takes forever), while the other units stand outside and just prevent anything from entering and disrupting the force commander. Also, make sure one of the three power generators is the closest one to the gate, so if a squad has to run for cover to replenish marines, they can reach the fight back quickly.


my approach was a bit different (maybe longer, dunno)

first i used cyrus to capture the 3 generators on the right side (using explosives to eliminate any resistance) + the strategic points (while you're there anyway. This turns on like half the turrets (useless tho). then i moved my other squads (FC + Dev + TacMar) up to first Strategic point (on the "road" to the gate) and put them in good cover. Then i proceeded to capture the remaining generators with Cyrus. This will turn on the remaining turrets and especially the mortars. Then i proceeded with all my units to the gate. I placed everyone inside the gate towers (they are invincible !) dev on one side, scout + marines other side. And i placed a detonator near the controller (which you have to capture to close the gate) and started capturing it with FC. Once those 3 big beast spawn/drop, activate "To Victory!" with FC (makes him invincible for couple secondes) and explode charges = all clear and you can continue capturing

Hahaha, well, I did the most dumb thing on that mission, don't ask. I teleported the FC to the support structure on the top of the map (behind the attacking Tyranid base Laughing) and captured it, all the while the other units were doing basically nothing. By the time I return the FC to the gate, it was a spamfest of small + large + HUGE Tyranids attacking everything. So had some hard time clearing everything, but it was easier when they came later in waves only.

But damn, Tyranids are very easy to kill with flamethrowers. Shame I didn't have them then.
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wrathamon




Posts: 908

PostPosted: Wed, 25th Feb 2009 04:20    Post subject:
Sin317 wrote:
dezztroy wrote:
There's a mod over at Relicnews, that lets you level up to level 30 and get enough attribute points to max out every stat.

The FC can be great at ranged, especiall with the right Standard. If he has a standard that gives armor, health or something else to units around him, he's great at supporting Avitus or Tarkus.


mod ? i'd call that a trainer, aka a cheat ...


oh btw i restarted campaign. Mine was seriously messed up lol (day 43 , all level 20 and i was "only" at angel forge (2nd) mission


Curious.

I am on Day 21, and quite a bit past Angel Forge. However at Level 15ish for most squads.
Damn this game has me hooked like no other RTS.
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digitalman42




Posts: 393

PostPosted: Wed, 25th Feb 2009 04:26    Post subject:
VGAdeadcafe wrote:
damador. wrote:
Mantra2k wrote:
So is there a way to play co-op with the cracked game yet?


yeah Smile from the same day as the release were over net

Well, it works on real LAN but not with Hamachi, right ?


It doesnt work with Hamachi?!?!?! wow thats gay if true.
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Lathieza




Posts: 7146
Location: NL
PostPosted: Wed, 25th Feb 2009 05:26    Post subject:
Just a quick question ... I installed this game using my GTA IV key and i can play this game online. Is there a risk i get blacklisted with this key ??

Or fuck it and game on ?
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wrathamon




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PostPosted: Wed, 25th Feb 2009 05:50    Post subject:
I would go with the latter statement.
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crossmr




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Location: United Kingdom
PostPosted: Wed, 25th Feb 2009 07:11    Post subject:
wrathamon wrote:

Curious.

I am on Day 21, and quite a bit past Angel Forge. However at Level 15ish for most squads.
Damn this game has me hooked like no other RTS.


probably because the single player isn't remotely an RTS?
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wrathamon




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PostPosted: Wed, 25th Feb 2009 07:34    Post subject:
crossmr wrote:
wrathamon wrote:

Curious.

I am on Day 21, and quite a bit past Angel Forge. However at Level 15ish for most squads.
Damn this game has me hooked like no other RTS.


probably because the single player isn't remotely an RTS?


Perhaps.
Not really a fan of the hardcore FPS like Supreme Commander, Total War Series and such.
Usually go with the simple ones like the C&C Series, Rise of Nations, Age of Empires etc.
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Wed, 25th Feb 2009 08:10    Post subject:
crossmr wrote:
wrathamon wrote:

Curious.

I am on Day 21, and quite a bit past Angel Forge. However at Level 15ish for most squads.
Damn this game has me hooked like no other RTS.


probably because the single player isn't remotely an RTS?


Or because the SP is fucking brilliant.

@Lathieza: Fuck it and game on. Once your game is activated, you're good.
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jermore




Posts: 1088

PostPosted: Wed, 25th Feb 2009 08:32    Post subject:
SP is pretty sweet.
I didn't care much for the original DOW, but DOW2 is decent fun in both SP/COOP and MP. (beta key)

Real-time strategy is a broad genre, and you definitely don't need buildings to be classified as.
It's not hard to see why fans of the original are angry DOW is 'dumbed-down' though. Although DOW is simplified, they've cut out of crap and streamlined gameplay into something more 'fun'.

I'm currently not epic enough to micro ravener on tyranids properly Sad
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DJSatane




Posts: 212

PostPosted: Wed, 25th Feb 2009 08:42    Post subject:
damador. wrote:
Mantra2k wrote:
So is there a way to play co-op with the cracked game yet?


yeah Smile from the same day as the release were over net


u need a valid key for ms live in order to play coop.
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damador.




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PostPosted: Wed, 25th Feb 2009 09:35    Post subject:
i have it - got is as beta key with beta DOW Smile also work with fallout and gta IV Smile


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