I know how much you guys love it when I show up to complain so here is some more stuff that burns my ass.
1 - My IG sergeants keep running off from the squad
It seems to happen at random, although often when my squad is repairing a sentinel.  I'll be hunkered down behind cover, repairing my sentinel as it fires, when suddenly I see my sergeant running out into the enemy lines.  He ends up in combat and my squad now behaves as though it is tied in CC.  I know the vanilla game had issues with HWT extras behaving strangely due to their desire to engage in combat but having no weapon, perhaps the sergeants are behaving this way for similar reasons.
2 - HWT extras still move forward when I don't want them to
On the previous note, HWTs no longer rush into cc like they did in vanilla, but because of the short range of their lasguns the extras sometimes move forward in a way that can cause problems.  Is there anyway to make them stay put and only have the guy with the heavy weapon do the engaging?
3 - Ogryns
They also knock allies back. If Ogryns could not knockback allies would they now be really OP?
4 - Sentinel collision can be very poor
Sometimes sentinels can be incredibly frustrating to move when there are commanders and units around them.  Sometimes the mere presence of a bulky commander or another vehicle near my sentinel can cause it to stand still or spin around helplessly.  Since sentinels are very easily melted from midgame on, every second counts when you need to move your sentinel out of the firing line.  These aren't bulky dreadnoughts or tanks, these are like metallic ostriches, they shouldn't be this poor at turning and moving around other units.  I know this may just be part of the games pathing code and not something that can be fixed easily.
5 - Commissar Execution
Its a great ability in many circumstances, but the inability to retreat is a real killer if you dont have a chimera or some other reinforce point.  Retreating is a non-optional part of this game, and having your squad unable to do it for that long is really harsh.  I believe in the concept of risk reward for games like this (I would like to see more), but between this and the indiscriminate ogryn knockback, it feels like some races get a much larger dose of risk with their reward.
			
									
									
						General IG Gripes Thread
Re: General IG Gripes Thread
1 Give your squad a stop command first or a move command right where you want the squad and sarge to be.
The sarge will follow your move command even though you start repairing, my guess is that he can't repair and doesn't stop because of it.
Just micro and you'll be fine.
2 Would be a welcome change. Maybe just give them dummy guns (pitiful damage but long range)
3 Do they even need this kind of buff?
4 Micro better
5 The time that you can't retreat was already lowered while the buff time stays the same. (15 and 10 secs)
Breaking retreat like that and a 100% damage buff is a very big deal. This drawback should not be reduced further.
			
									
									
						The sarge will follow your move command even though you start repairing, my guess is that he can't repair and doesn't stop because of it.
Just micro and you'll be fine.
2 Would be a welcome change. Maybe just give them dummy guns (pitiful damage but long range)
3 Do they even need this kind of buff?
4 Micro better

5 The time that you can't retreat was already lowered while the buff time stays the same. (15 and 10 secs)
Breaking retreat like that and a 100% damage buff is a very big deal. This drawback should not be reduced further.
- Adeptus Noobus
 
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
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Re: General IG Gripes Thread
You could also plan ahead and build a bunker between your army and your base. You can then retreat, execute near the bunker and reinforce if something happens. No need for a beacon. 
Unless you were talking about the LC execution ability "Inspire Courage".
			
									
									
						Unless you were talking about the LC execution ability "Inspire Courage".
- Skyward Sorceror
 
- Posts: 82
- Joined: Mon 05 Oct, 2015 1:04 pm
Re: General IG Gripes Thread
Frankly it takes practice to get your vehicles to move right (I still can't, sometimes the bloody things turn around instead of going in reverse).
As for HWTs, well this is something to be expected in squads that have some shorter range weapons, for a good example Flamer guardsmen. Sometimes those flamer specialists will go and run ahead of the squad to be able to use their flamers (Except when in cover). There isn't much you can do about this, aside from try to get them in cover, that way they stay there to keep cover bonuses.
Note: It's not a foolproof plan though as DoW II's cover system doesn't quite get everyone in cover right.... I've seen moments where there is some space for a GM or two to take cover with their HWT gunner, but they don't... Just be glad your HWT is in cover, and that your teams aren't trying to CQC as if they were Catachans or Kriegers.
EDIT: Well IMHO Ogryn's knocking allies back is just a inconveniance/bad thing depending on situation, but speaking from the standpoint of a guy who doesn't really use Ogryn's, I feel that making it knockback allies encourages some thinking about when to charge. Plus there are times where knocking back afew friends is worth the payoff of knocking a blob of enemies. I don't recommend doing such things often, but there are times where it's handy.
			
									
									As for HWTs, well this is something to be expected in squads that have some shorter range weapons, for a good example Flamer guardsmen. Sometimes those flamer specialists will go and run ahead of the squad to be able to use their flamers (Except when in cover). There isn't much you can do about this, aside from try to get them in cover, that way they stay there to keep cover bonuses.
Note: It's not a foolproof plan though as DoW II's cover system doesn't quite get everyone in cover right.... I've seen moments where there is some space for a GM or two to take cover with their HWT gunner, but they don't... Just be glad your HWT is in cover, and that your teams aren't trying to CQC as if they were Catachans or Kriegers.
EDIT: Well IMHO Ogryn's knocking allies back is just a inconveniance/bad thing depending on situation, but speaking from the standpoint of a guy who doesn't really use Ogryn's, I feel that making it knockback allies encourages some thinking about when to charge. Plus there are times where knocking back afew friends is worth the payoff of knocking a blob of enemies. I don't recommend doing such things often, but there are times where it's handy.
Ten squads die by me.... Look at all the damn I give.
						- 
				saltychipmunk
 
- Posts: 787
- Joined: Thu 01 Aug, 2013 3:22 pm
Re: General IG Gripes Thread
I actually like how ogryns knock back allies. It always bugged the crap out of me how many  mechanics in this game ignore the laws of physics. having the ogryns ff with that ability adds a layer strategy to them since you cant simply camp them on your guardsmen.
			
									
									
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