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Author Topic: Dawn of War 1: Soulstorm: Ultimate Apocalypse  (Read 31726 times)

Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #75 on: June 26, 2015, 11:18:07 am »

Do feel free to contact me if any of you feel like playing a game. As long as it's not too late here I'm willing to join in.

As for my computer; I have 8gb of RAM on 64bit Windows. Though I did used to play on 32bit Windows with 4gb but I can't say what playing online was like as I never tried it then.
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #76 on: June 26, 2015, 11:38:03 am »

Bweh, guess it's finally time to upgrade to 64bit. :\

-snip-
Interesting. Linked topic is a bit old, but your speculations are totally in line with what I experienced. There's also some talk there about AI behaving differently (un)broken-wise on different sized maps and some talk about sometimes behaving just random... guess they still did't fix that completely? Well, tbh, AI is competent well enough, has to be said, I ain't the one to ask for more challenge. Still salty about CSMs rushing me last game with raptors, possessed marines and tanks only to switch to mass renegades after my defeat, which (who'd have thought?) proved absolutely useless tactic against Aklyon's defenses. :V

I guess we should try some human vs. human fun then?
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #77 on: June 26, 2015, 11:43:20 am »

I'll admit though, the giant mass of infiltrator units was annoying. Just...not especially effective once I found what necron thing had detection besides wraiths.
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #78 on: June 26, 2015, 11:48:46 am »

The silly thing is AI went complete retard with them - I could check it's buildings and in fact it had queued up termies and more possessed... but also renegades, renegades all the way. So termies did manage to show up a few times, but map was just flooded with renegades, heh. Well, next game, I go full defense, promise.
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #79 on: June 26, 2015, 02:08:56 pm »

Speaking of infiltrators, Dark Eldar titans. Sinistar managed to push me off the map with them, although they did crumple if they pushed too close to my base defense array.

Was pretty fun though, I probably should push out more.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #80 on: June 26, 2015, 03:03:29 pm »

As for my computer; I have 8gb of RAM on 64bit Windows. Though I did used to play on 32bit Windows with 4gb but I can't say what playing online was like as I never tried it then.
Mm... I'm on a 4 gig ram computer, myself. Pretty sure 64bit. I'm fairly sure my bottleneck is my CPU, actually -- it's something like a dual-core 2 ghz piece of junk (and I don't believe DoW multi-threads). Computer's got the most ram and best video card I've ever had consistent access to (though said video card is still an integrated one, iirc, it's just relatively beefy as those go), but the CPU is kinda' shite.

Can run skirmish, (non-UA) campaign, and so forth, just fine, but apparently the bit of slow-down involved in that also leads to hilarious desync in an online DoW environment :V

Re: The AI, I've noticed that you if press in and encircle them close to their starting base very early (like, start dropping turrets within firing range of their immediate starting zone exits before you hit the first headquarters upgrade), they seem to just kinda' roll over and give up. Still try to get out and whatnot, but compared to what happens if you let them expand it's almost pathetic. One of the hard games we ran, me and mech managed to more or less cut off the Eldar before they could really get going, and it basically took them forever (and probably a half-hour of me being badly desync'd and functionally unable to issue commands :P) to start mounting a credible offense. The chaos daemons on the other half of the map got loose, and spent the whole time making a bit of a mess :V

Basically, hyper aggression seems to throw the AI off a bit. Cut 'em off from expansion and resources and they're muuuch less of a threat.
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Radio Controlled

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #81 on: June 26, 2015, 03:12:13 pm »

Chaos deamons seem rather OP though at the moment, compared to most other races.

I can play a game tonight probably, though won't be on for hours more. Send a pm if you wanna play.
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Tellemurius

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #82 on: June 26, 2015, 07:01:03 pm »

Chaos deamons seem rather OP though at the moment, compared to most other races.

I can play a game tonight probably, though won't be on for hours more. Send a pm if you wanna play.
I dunno about that, Tau is freaking broken at the moment

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #83 on: June 26, 2015, 07:07:48 pm »

... tell me more? At least insofar as AI goes, I haven't noticed much more trouble vs. them as I have anyone else.
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #84 on: June 26, 2015, 07:20:17 pm »

... tell me more? At least insofar as AI goes, I haven't noticed much more trouble vs. them as I have anyone else.
30k health vespid swarms.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #85 on: June 26, 2015, 08:13:30 pm »

*checks*

... in tier IV, after basically everything's been researched, and with something like a 1k total requisition cost per squad, to reach that much health. I know at least the Inquisition Daemonhunters can pull off that same trick -- full up'd Grey Knights with the shrine running have around 32k hp, iirc, and I do believe with a lower total resource cost and somewhat greater versatility (via heavy weapons), if somewhat less mobility (that deepstriking largely mitigates, heh).

A 30k health at full reinforcement elite infantry squad in the absolute late game isn't particularly out of line for UA, tell :V

E: Also, they seem to actually top off at ~25k, testing it. Would take sticking that alpha knarloc rider on a squad to make it breach 30k (which would be kinda' silly, as the thing's slow). Have they updated beyond 1.8.2?

E2: Ah, or a couple of those commander health research things. Full up on those gets a vespid squad to around 34k health (In tier 4, with basically everything researched, and your commanders exclusive global bonus dedicated to health*). I... normally go for production or relic, instead of HP, myself. Is HP the default for folks, or do y'all have different preferences?

*Inquisitors do it without the commander bonuses :V

E3: The fun bit is that it's pretty easy to get the plain carnivores over the 30k threshold under similar conditions... just takes a bit of cannibalism. The shaper squad doesn't even need very much, heh.
« Last Edit: June 26, 2015, 08:40:41 pm by Frumple »
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Tellemurius

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #86 on: June 27, 2015, 02:10:18 am »

*checks*

... in tier IV, after basically everything's been researched, and with something like a 1k total requisition cost per squad, to reach that much health. I know at least the Inquisition Daemonhunters can pull off that same trick -- full up'd Grey Knights with the shrine running have around 32k hp, iirc, and I do believe with a lower total resource cost and somewhat greater versatility (via heavy weapons), if somewhat less mobility (that deepstriking largely mitigates, heh).

A 30k health at full reinforcement elite infantry squad in the absolute late game isn't particularly out of line for UA, tell :V

E: Also, they seem to actually top off at ~25k, testing it. Would take sticking that alpha knarloc rider on a squad to make it breach 30k (which would be kinda' silly, as the thing's slow). Have they updated beyond 1.8.2?

E2: Ah, or a couple of those commander health research things. Full up on those gets a vespid squad to around 34k health (In tier 4, with basically everything researched, and your commanders exclusive global bonus dedicated to health*). I... normally go for production or relic, instead of HP, myself. Is HP the default for folks, or do y'all have different preferences?

*Inquisitors do it without the commander bonuses :V

E3: The fun bit is that it's pretty easy to get the plain carnivores over the 30k threshold under similar conditions... just takes a bit of cannibalism. The shaper squad doesn't even need very much, heh.
Thing is though that vespids are extremely cheaper to train than Grey Knights and are in a squad of 9 instead of 5. More than 3 squads can easily lockup troops. Not including backup from Tau battlesuits

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #87 on: June 27, 2015, 02:16:27 am »

I never really have problems with beating tau, much less at least than beating, say, deamons.

I mean, their starting infantry can jump, and if this jump lands inside a guardsmen conscript squad, it is virtually dead outright.
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #88 on: June 27, 2015, 03:44:37 am »

I find armies that have large amounts of infiltrators to be my biggest enemy. Mostly because actual detectors tend to be either turrets or small units like Servo-skulls that die easily and have to be fiddly attached to squads.
Dark Eldar and Chaos Space Marines are the biggest annoyances.

I believe there was a bug in a previous version that made the Tau invincible. Not sure what caused it.

I feel the Tau are good for a game of "hunt down and assassinate the Ethereal. Though, conversely to my complaint above, with most turrets being infiltration detectors it is hard to sneak a sniper into their base.
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Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #89 on: June 27, 2015, 08:29:11 am »

Could give plain space marines a shot, then... they've got an end-game building that's more or less a global detector (and reveals more or less the entire map at the same time). Most commanders are either natural detectors or upgradeable to being one, too, for what that's worth. Inquisitors have a detector unit that, while flimsy, has pretty ridiculous range, too... and that's discounting the Damocles stuff, or putting auspex on turrets (which are immobile, but the range is again huge) or somethin'. Most of the factions have at least a couple sources of keen sight that's both mobile (and/or with a massive detection range) and not-entirely-squishy.

@ tell; The total cost for a getting a vespid squad up to full health is 1,040 requisition. They are cheaper than the equivalent inq critters -- the GK Terminators, which come in full reinforced at 1330 req and 320 power  -- but they're still pretty expensive darn expensive (you can buy up about two full squads of the lesser GKs for roughly the cost of a single vespid squad, ferex. Only has about 2/3rds the HP, total, but fairly significantly better in most other ways for the cost). Requisition cost is three dead vespids from equalizing, and the individual GKs have significantly better resistances, as near as I can tell. Plus overall better damage output, iirc. Bit worse at tying stuff up, though, true.

Seriously though, the vespids don't really seem that out of line with equivalent research stuff, cost/effectiveness wise. End-game stuff gets beefy, and for all their meat the vespids aren't that impressive in other areas. Don't really see them as a competitive advantage m'self, basically.
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