Baneblade in Dawn of War II? I want to see that hidden easter egg.
The engine works very well for a Warhammer 40,000 game as the Universe is so completely diverse that things are at a believable level whilst incorporating a system of balance.
I fail to see your arguement and your need for excessive caps.
The Baneblade is coming out in the next expansion and it is the worst excuse of a Baneblade I've ever seen.
I have a TON of grievances in DOW2 and I'm pissed that Relic took it in this direction.
1. SPESS MARHEENS. 40k is not all about space marines. Space marines die by the bucketloads. How exactly does 10 or so marines have that much of an effect on the battlefield? And specifically against Orks and Tyranids, which are the worst enemies to pit them against. And they messed it up. It wasn't even an actual squad. At least give us a full tactical squad, or a 5 man Terminator Squad. Also, they use Drop Pods. What is so hard about drop podding me into the enemy base and not having us trudge across a billion enemies to do so
2. Numbers. 40k is about numbers. In their quest to go for spess marheens, relic completely forgot about every other faction in the game. The Orks and nids were implemented pitifully badly because the maps are so small and the population cap is so tiny. DOW1 had it perfectly. It was amazing what you could do in DOW1. There is NOTHING like seeing a waghh composed of hundreds upond hundreds upon hundreds of orks barreling down the map smashing right through your defenses. Hell, even the Imperial Guard. Since when were there so many Karskin Storm Troopers? This rant is continued below
3. Imperial Guard. How did they mess it up? Tanks are missing, even though the Leman Russ is the mainstay of the Imperial Guard. Also, apparently, the entire subsector has only hired Stormtroopers. Where are the infantry squads? Mortar Squads? And did Relic also forget how the Imperial Guard works? Sure they have specialized units, but against that Ork and nid horde, a couple of SS won't do jack. Which is also what DOW1 did right. DOW1 allowed you to make tank fleets of mass Leman Russes. You see that ork wagghh barreling toward you? Well, counter it with a human wave of hundreds upon hundreds of conscripts and infatrymen. Back it up with a sustained barrage from a dozen earthshaker guns. Support them with a dozen hellhounds and sentinels. THAT is what 40k is about.
4. Storyline. Bad Storyline. As for Jonas and the techmarine, as soon as they were found, they would've been thrown to the chaplain or inquisition to be questioned to see if they have the taint of chaos, it should have been impossible for them to be tainted. As for everyone else, do they really not have some policy that says 'Go see the chaplain if you have doubts or feel the taint" Because if they don't, well it's the BA's own damn fall they fell.
5. Raid against 1st Company. How. Why. What. They're the first company. As soon as you landed in the vicinity, they should've been slaughtered.
6. Terminator Armor. WHY. It made no sense. They get it, and then suddenly without any training at all whatsoever in it, they somehow wear it and use it. When did everyone receive terminator training again? It also took them like 5 minutes to put it on.
7. Voice Overs. Crappy voices mostly because of uninteresting characters but also, just bad actors. DOW1 had amazing voices, especially for the guard. "Fear me but FOLLOW"
8. Some scenarios. Because you can only have like 10 marines, so many things just don't make sense. It was laughable when I killed the Avatar of Khaine. Especially the Great Unclean One. You don't kill a GUO by throwing 10 marines at it. You kill it by either throwing 300 guardsmen at it and drowning it in fire from multiple leman russes and artillery.
It's a damn Great Unclean One. You need like a company for that,
I could continue, but I'm afraid I'll lose my work atm.