The Eldar are pure annoyance to play as and against. Early on they got these 3, pretty similar ranged infantry units (the ones costing 15 req to reinforce and are built at the HQ, later also Corsairs and then the Dire Defenders). All of them are pretty similar and I don't really get what their distinct roles should be as range, weaponry, squad menu upgrade choices are pretty similar. I get it that each infantry type has it's own upgrade path aside from the generic +damage and +health upgrades, still I don't *feel* that there's anything justifying to have 3 so similar ranged unit types. And the only thing I noticed Dire Defenders are good at is throwing grenades faster than other infantry. According to ingame text they should also be good against vehicles after an upgrade but that's a section already covered by the melee infantry built at the HQ that only costs 15 req to reinforce and can be outfitted with anti vehicle weaponry (ranged).
What makes the Eldar annoying to play is that they, story-wise, are about speed, illusion, traps etc. but that's already covered by the Dark Eldar (+fear) and the Tau. As they lack tanky units early on they've received shields and selfrepair on their vehicles and tons upon tons of buff effects and special stuff to the point where I'd say: That's too much ! I really don't want to run around with the Farseer and Dark Seer (? unsure of name currently), spamming their special abilities just because it's so damn efficient.
Economically they're also annoying with their req <-> energy income transfer toggle as that has to be done per Webway structure, resulting in micromanagement all over the map. And that toggle provides the player using it with a resource plus still even if the other resource already hit +0 production value, so there would actually be something to transfer anymore to generate the other type of resource, yet the other type of resource still receives the bonus. That can be easily exploited for mass resource production.
Their Scoprions, the sole strong melee unit, is morale broken easily. Couldn't test Harlequins yet to compare those to them.
The snipers are mediocre always. Too few per squad to fight infantry hordes - the only type of enemy they're actually good against, too little range compared to many other sniper units so that they lose vs those if spotted, the slow on enemy targets doesn't stack in duration or strength on continuous attacks, making it mediocre and against hero units they're also mediocre but not good either. They should get +1 squad member or slightly more damage via their stealth research, a leader unit that buffs the suqad's damage and increases it's sight range (currently sight is smaller than weapon range) and an upgrade at tier 3 at least that makes them more effective against heavy infantry, considering they're useless against vehicles and structures and not that good against commanders / heroes / special infantry units either but just mediocre.
There seems to be an issue with the visibiltiy of enemy Eldar structures, sometimes flickering from visibility to invisibility while in range of a long-range detector unit or structure. I guess it may have to do with the Webway upgrade that is supposed to reduce keen sight on enemy units.
Edit: Eldar structures relocate very slow. If could relocate as fast as in the campaign then the Eldar would have their mobile bases as in the campaign. Combined with their construction unit's teleportation ability this could make some nice flanking ability but also good hit & run.
Huge power and requisition issues. It shifts. Early on requisition is rare as Space Marine combat units are pretty expensive, then power due to vehicles and upgrades draining it (by my impression more so than for other factions), then it's requisition again, unless you're trying to build defenses that cost a lot.
2 issues with the Scouts:
1) their leader unit construction order is on the button [Q] - same as the order for "Run !" and that's a button conflict
2) the new "Silenced Tactical Bolter" makes weird, electronical click-bug sounding noises and I guess the wrong wound file was used there; it's pretty nerve-wrecking having to listen to that
Also the Scout's sniper rifles are too bad. Medium at morale breaking, somewhat useful in terms of damage, overall same issue as with the Eldar's snipers: Even multiple Scout squads, all outfitted with sniper weapons, struggle to compete with fewer heavy infantry in terms of damage and morale effect, even when just used as fire support unit they're not that much noticeable later on. Tier 3 upgrade for more effect against heavy infantry desired.
BUG: The Scouts' explosive charges can't be detonated with their abiltiy for that reliably. It doesn't work as it should.
Their Stalker AA tank isn't worth buying. It's so bad against aircraft, in firepower, range and survivability, that I've totally stopped using that unit. According to text it can drop minefields faster than the other 2 transport units but why it got that ability or how that should help it perform it's AA role is a mystery to me.
ISSUE(?): Sternguard Veterans (ranged elite) can't purchase some weapons more than once instead of 6 times after all the researches (Multi-Melta, Plasma Cannon, Twin-Linked Lascannon).
Having 4 of them is too much. They're still good at reducing enemy morale in melee combat but they're too weak and vulnerable now, especially in ranged combat and despite correct weaponry. Rather 2 useful ones (range / melee) or multiple upgrades than a bunch of 4 same-ish that all feel far weaker than the sole version from Dawn of War GOTY version. Seriously: Take a look how long it takes one to take out some targets their weaponry is supposed to be good against (in my case I noticed that vs Chaos Marines). There's more than a minute spent on a single unit when only using the ranged fire mode. Feels like attacking with a scout pistol. In Dawn of War GOTY the same weapon shredded through Orc infantry reliably. Feels very off.
Noticed that the Space Marine's purely ranged Dreadbaught stops attacking structures with it's bolter additioally to the missile launcher but instead only uses the missile launcher. The 2 ranged upgrades also seem to malfunction with the spot they're attached to and the attack animation spot used.
Forgot the name of the tank with the description "exchanges accuracy for more damage" - this one tank totally lacks a niche. I've tried to put it at good use multiple times anywhere but other tanks always outperformed it. Could be made good against monstrous creatures and slow unit around the one being hit. That'd give it a niche.
For the specialized Leman Russ tanks it'd be nice to get a tooltip info what their secondary main- and side weapons are. Most start with bolters but some with flamers. Add main- and side weapon information to these tanks too please and to what these can be upgraded (if even).
The Demolisher tank is vastly overpowered: huge range, high damage vs structures, medium damage vs vehicles, area damage vs infantry +slow +morale reduction, never misses and can attack aircraft (!). This beast is currently good vs everything, more or less, but mostly. Of the Tank Command tanks only the Vanguard and Punisher should be able to attack aircraft, not every other tank, aside from with side guns. Imperial Guard has these, the Medusa tank and their own air units aside from infantry and defenses to engage aircraft. That's good enough.
The Punisher tank doesn't do well enough vs infantry which is it's niche. Many other Tank Command tanks do similarly well while being good vs other unit types to and some of them even apply additional effects. I'd suggest buffing the Punisher's damage bonus vs infantry and heavy infantry (all weapons on that unit). It could also get a niche of a stacking armor penetration debuff the longer it attacks an enemy unit so that it could be a useful armor reduction debuff stacking unit vs other super units that are usually hard to kill. The flamer side guns weapon upgrade should deliver less damage per single unit but focus on area damage and morale effect (and also receive some bonus vs demons / monstrous creatures).
The default Leman Russ tank should receive a vehicle cost decrease from 4 (same as any of the specialized Leman Russ patterns) to 3, as that tank doesn't have any nerve gas launchers and can't get any specialized upgrades either. The default Leman Russ tank doesn't perform too well vs vehicles and structures and is easily countered by anti vehicle weapons.
The Chimera tank (light version, without cannon) should have it's vehicle support cap reduced from 2 to 1 because that's what the light transports of other factions cost. The light version of the Chimera lacks an armor upgrade and so pretty fast becomes a paper tank. Luckily it has a lot of flamers on it to drop enemy morale fast and due to that has some survivability vs morale effected infantry that doesn't do a lot of damage until morale is dropped. It's bolter weapon upgrade needs a buff: I'm paying money to replace an area effect, morale dropping, useful vs structures, never missing flamer for a single-target-only anti-infanty-only, not-morale-dropping bolter that doesn't really perform well (low damage, medium range). That bolter should be better vs infantry and heavy infantry than it is now - I'm using it on a paper tank and dropped my morale reducing flamer for it ! Eventually this bolter could also drop enemy morale a bit more than regular bolters.
Guardsmen Riders could use either a rally command on their squad leader after researching a tech tier or reseaching a +morale technology; alternatively a new squad member, available at tier 2, carrying a flag for +morale and +morale healing would help (only has generic Guardsmen rider ranged attack to not block others in melee combat). They're really only good for short combat as their morale regeneration is bad. I'd prefer a rider with a flag as described, available after some of the +morale researches. Also eventually at tier 4 adding explosives to their special abilities would give them huge harass potential. Alternatively sniper / melta setups would also work as they can be positioned nicely and are meant to harass.
That unit should be constructible without installing a depot for it first. It's one of the iconic key units of the Imperial Army and not being able to build it right from the start just feels odd. The keen sight of the unit should be the same as after it's sensor upgrade initially and the sensor upgrade should double that as the Sentinel is a scout / harass unit by definition. This unit also has a lot of confusing weapon choices: Many being labeled as anti vehicle / anti structure but only one being labeled as anti infantry. It's not clear what to use in which situation and how. Basically I need 3 different setups:
1) infantry & listening post / turret structures (early game harass)
2) vehicle & all structures (fire support; bad against (heavy) infantry)
3) infantry, heavy infantry, special infantry, infantry heroes (fire support vs infantry as well as find & kill vs infantry)
What I currently get are weird weapons that all don't perform too well, a lot of thing I need to research (depot, sensors, armor) and the unit still not performing all too well after that. The only thing that feels right for the unit currently is that it's vulnerable but the harass / fire support role lacks.
I like the concept of having upgraded versions of the intitial weapon role choices available early on. What I don't like is that I have to kill my unit and rebuild another, because unlike the Leman Russ tanks I can't just upgrade and existing weapon to it's successor that improves the unit.
Sandbag infantry dudes (the ones costing 1 population): There's a bug with them, making them not benefit from the armor upgrades when toggling between sandbag mode and back. So it's as if they're lackign upgrades, making them easy to kill.
Comissar Cadets: They reinforce too slow, are too expensive to reinforce, are affected by generic unit knockback, making them fail to attack other races' melee infantry, their damage is bad, even with a Priest attached to the squad and all melee damage upgrades researched, they have no special abilities (aside from execute via Comissar) and o grenades either. They are so bad that I stopped using them. Must have: faster and cheaper to reinforce. Nice to have: a basic ranged damage protection buff (1 shield icon of 2 possible ones), knockback immunity vs knockback of other races' infantry so that they can actually fight them instead of failing at that, a squad-adjusted (in health, combat values) medic as squad menu purchase option - as melee units are among the hardest hit units, at least 1 secondary effect - either stun or slow, eventually after the power fists research. Also when talking about zeal etc. this should be THIS unit's special but it doesn't get any value improved while in combat and also lacks a leader that improves the squad's health and damage as the Comissar only applies his generic Comissar buffs - so the squad overall either needs to adjust for that with overall buffed values and the Comissar kept the same or the Comissar should additionally provide the buffs a squad leader would provide. Also curious if 2 Comissars in the squad would actually mean that the passive regeneration bonus stacks or not.
EMP should only target vehicles and structures, if that's a possible thing.
The range of stationary structures should always be higher than the range of mobile units of the same or lower tech tier or size. The range of the platforms is too low. I get it that high range would make it easy to effortlessly deal with enemy bases and unit concentrations so perhaps multiple +range upgrades per individual unit could be added so that the platform CAN have more range than the mobile units but it'll cost time and resources, making it a strategic choice. It'd also be nice if there's be a button to toggle off ALL earthshaker platforms' attacks as their siege damage also hits own and allied units close by and while squads can easily be mass-selected the same is not possible for structures.
Execute should be usable once a Comissar is attached to a squad and not only after tier1 has been researched. Otherwise there's no reason to actually attach a Comissar to a squad prior to that, when it's better to use him to melee tank the enemies instead while the squad deals ranged damage.
Cast animations too long, everything else mediocre, affected by knockback. Due to all of that often dies after a single use of special abilities or before that. Could use some editing. It's pointless having a caster unit that's easily killed by most other units, affected by knockback AND has long cast animations. Could also use an upgrade at tier 4 that overall buffs all values a bit and reduces cooldowns as otherwise Comissars and Priests are the superior choice.
I don't really get it what value they should add for ground units. Their air attack requests don't improve with the tech tiers and researches - neither in power nor in frequency they're possible, they're actually somewhat strong melee combat units instead of ranged combat units and their squad bonus doesn't actually help the squad a whole lot with it's own combat role but instead refers to air units (?).
Btw. Communication Tower air strikes should scale with tech tiers anyway as they cost resources.
Explosives (dropable by infantry squads):
For larger squads the range of the action needs to be increased as otherwise the special ability is both a risk (as the whole squad is in explosion radius upon using this) and not worth the damage (forcing the whole squad to move, causing more damage drop than a damage plus of the explosives would grant). So as squad sizes increase the range for size should perhaps too - or right from the start be buffed.
Vehicle support cap cost far too high compared to usefulness, attack animation bug.
BUG: After dropping bombs it sometimes happens that this special ability is getting "stuck" in it's recharge cycle and won't recharge anymore ever.
Firesword is supposed to be good against infantry, morale, demons but does "okay" instead of well against those doesn't actually stand out against demons. Due to being a flame weapon the vehicle should actually also be good vs light structures. The Stormlord is supposed to be superior vs infantry, heavy infantry and morale but in reality is "good" instead of "superior", despite being a niche tank. The weird thing about the Stormlord is that it's also supposed to be a transport but it's main weapon doesn't work while moving, that it needs to face the enemy it's attacking and that it's dropped in via cargo ship into combat instead of being built at the player's base, granting the opportunity of loading units in there (which is also rarely required as other drop actions exist except when talking about vehicles). Stormblade and Stormsword have issues with melee units attacking them.
The new support truck that was added with this update:
This is just one support unit too much. The IG already has 2 Chimera types and 2 infantry hero units of which 1 can supply them with infantry units. Just one more unit doing the same isn't actually helpful but unit clutter. It'd be more helpful if the light Chimera transport would've received these upgrades to make that unit more useful as currently I've always built the Kronos pattern of it instead due to being pretty much the same but with more health and better punching. I'd like to see this new unit removed and it's upgrades being transfered to the light Chimera instead to keep this unit useful later on. It's also a fast unit transport already.
Currently Warhammer style unit spam isn't possible for the IG as it lacks proper unit setups. Instead of being able to construct a fully outfitted squad to send directly against the enemy it's always necessary to train a leader in the HQ to attach to the squad, add further infantry via squad buy menu to the squad, reinforce the squad until at max, then buy it's weapons and only then the squad is ready to be sent against the enemy. There's unit management involved as if the IG were Space Marines.
Ideally, as the IG mobilizes (proceeds through the tech tiers), squads should be created with more members already reinforced up to the point of reinforcing squads after training them is no longer necessary as they're already maxed out, all types of squad leaders (Comissar / Priest / Psyker/ Vox Operator) would be available from the squads' weapon buy menu instead of having to train them at the HQ, then transfer to the squads to attach them to them, secondary support units would passively be added with the tech tiers or via research (medic, flag carrier) and the tech tiers would also allow to outfit more and more squad members with proper weaponry while keeping the units themselves squishy (aside from some basic health upgrades).
Flag carrier units of all factions:
Very low health, bad regeneration, nearly non-existing damage. I can life with the poor damage but that unit should STAND. Also +morale isn't the thing helping all to much and that I want of that unit but also that it *increases* morale regeneration of the squad it's attached to considerably ! It doesn't help that this unit shares a limited-unit-pool with all the other special squad-attachable units either. Either make this unit a more useful choice or take it off the shared squad-attachable unit limit.
Edit: In case flag carriers already improve morale regeneration rate this belongs in the tooltip too instead of not being mentioned.
For all units, structures, special effects, upgrades:
If anything has or adds a special effect please add that to the tooltips ! If something does area of effect damage, if area of affect damage does only affect the enemies instead of all units, if something has knockback, EMP, disables abilities, blinds, stuns, ignores terrain etc. That's all worth putting into the unit / upgrade / special ability tooltip !
Same for units that are immune to knockback etc. -> info in tooltip pls.
Global issue with transportation:
Trying to get units inside transport units sometimes becomes problematic and micromanagement as the units often won't enter their transport at all unless being maneuvered very close, by hand, to a specific spot near the unit from which they can enter it. Can anything be done about this for reliability of transports ?
It'd be nice to get an information in the tooltip which weapon is replaced by the one offered by the upgrade or whether there's installed an additional weapon on an empty spot. Most often it's obvious, sometimes not.
Edited by: UsernameUsernameRev