10 reasons to hate dow multiplayer -1 reply

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Junk angel

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29th January 2007

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#21 12 years ago

well if you play 1v1's harasses (not rushes) are vital. Cheap rushes arel ike double vspid rush etc. That is the difference.

The reason why I often dislike the online exp. of the game is because. I play quite a lot of auto, been as far as 1400 at least once, but I'm sufferenging from a badluck streak lately :) meaning that that last gaurd did not get away etc.

And thus my scoring has sufferend. my % has suffered a lot form autoing. And even if I'm often far better than 80% players I get kicked for havong a % too low. That's what riles me up.




MaximillianWeisemann

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28th December 2004

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#22 12 years ago

Come and join me on a few comstomps then :) Comps don't complain, comps don't bitch around, comps do rush but you can counter them if you know the tricks, comps can be quite tough so you can have some very good and intense games, comps don't give up and drop out and, best of all: comps don't call you names when you smash them.

Cpt_Weisemann, vet compstomper since people get p... off when loosing to a better opponent.

(The backhand is the fact that your win ratio % ends up too high for everyone else)




Junk angel

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#23 12 years ago

Actually to say the truth, I more or less dislike compstomps. In a way, one can see that a lot of compstompers only do it to improve their stats :( You probably don't, but lot's of others do




ssolrac

Addicted to GF

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2nd February 2006

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#24 12 years ago

The only reason I ever go into a compstomp is to still get the online experience with human allies, but not the constant rushing of human opponents.




MaximillianWeisemann

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#25 12 years ago

Heh, i've got to say that some of my best games every played were against comps. Fierce and brutal cityfights on Lost Hope where we had to fight for each meter forward toward the ennemy bases (and rebuilt bases). Successfull last stands against the odds being sieged on Black Fortress (custom map) fighting 4v1 while my last ally made a desperate run for the bases. Long lasting war of attrition on quite any map under constant pressure on every point of the line...

It's just a matter of right settings, right map and right players :) Btw when i go for a compstomp, i'm going for 3v3 or 4v4 ones, larger scale, larger battles. The 3v5 Bunker149 games are also interesting when you're struggling to push the ennemy back out of the fortress and keeping them away while a strikeforce is set up to hit the rear. Daturias Pits, Streets of Vogen, Lost Hope, these maps having particular starting locations always lead to multiple frontline skirmishes where you're often alone against a couple of comps in overwhelming numbers, you've got to hold till reinforcements get there...




Dude in a box

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26th January 2006

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#26 12 years ago

I only play compstomp when I really want to set up a mighty defense and then win with a sweeping counter attack. Always good fun on urban and city levels i find, or bases with 1 entrance.

-DIAB




The Body Popper

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14th February 2006

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#27 12 years ago

I prefer comp stomps simply because I love wars of attrition/siege warfare. War is best when you have to fight for every bloody meter you take. and does anybody else think that artillery is underused in dow? I found that many players dont use it correctly.




Mr. Pedantic

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8th October 2006

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#28 12 years ago

I think that's because its underpowered. Artillery should have a huge blast radius and be cheaper to produce, and faster as well, not like the Whirlwind, which is absolutely useless against infantry, unless they're standing still and on half-health




MaximillianWeisemann

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#29 12 years ago

Whirlwinds can be pretty annoying, same goes for Basilisks. They both fire from far behind the lines and break the opponent's moral aswell as spreading them out and killing a few in the process. There's nothing more annoying than a space marine missile launcher squad unable to fire cause they're under artillery fire and thrown all across the area, once they're back on their feet (with some casualties), those thrown back will take time to get in range and the others will loose time in setting up... before being pounded by a new shell.

Now think about a slow necron army closing in, under sustained artillery fire they're even slower, scattered across the area and unable to provide concentrated fire on a single target. Artillery is not about the direct damage, it's about softening the ennemy up and let it hit your lines in pieces instead of a large unstoppable wave.

On attrition wars, artillery is very valuable, and the races lacking long range artillery suffer alot although they have access to weapons with the same effect, at closer range (like Tau Skyrays, Eldar Fire Prisms, Chaos Defilers...) as fill ins.

Indeed, they're not often used in regular games: too expensive compared to other units... but for artillery fans there's still a great solution, and that's compstomping. Especially when your defence line is holding a narrow path. Heh, i've even been saved by artillery on some games.




Mr. Pedantic

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#30 12 years ago

yeah, its damage radius is not enough to slow more than a few squads of anything. And defilers and Leman Russes are quite good. mobile artillery that hits back.