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File: wh40kslop.jpg (1018 KB, 1920x1080)
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>new engine
>plays the same like old engine but with even worse framerate

what did they mean by it?

https://www.youtube.com/watch?v=yxo4j00dnwY
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>>2476252
>pre-alpha build
what the fuck are they talking about that screenshot is a beta version unless all of that shit is placeholders without functionality
>>
why does the combat still feel so floaty? its a new engine, and melee isn't even the focus. and still explosions, impacts and projectiles have this total war floatiness
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>>2476258
its random screenshot i thought looked cool from google
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>>2476252
This was anti-hype for me.
Fucking plays exactly the same as warhammer 3 (which is shit) but with more retarded flashy blob deleting shit.
They needed to reinvent their formula to make 40k work.
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>>2476261
Looks like total war standard to me, what were you expecting?
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>>2476298
And how to reinvent the formula huh
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>>2476252
>still same blobds from total warhammer
>same unresponsiveness
>looks like texture pack at best
i dont know what fucking curse was put on CA but pre rome 2 titles didnt have such dogshit melee and range combat. And i dont really like medieval 2 or empire. It is really feels like some goofy ass lost technology.
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>>2476304
Rebuild it for shooting warfare with cover mechanics and high lethality.
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>>2476384
i played shogun 2 just now and infantry absolutely just blobs up and fights like in a moshpit
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>>2476416
wasnt shogun 2 post rome 2 release?
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>>2476463
no
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>>2476252
Doesnt matter. It has Spuacee Muhrines so it will sell like hotcakes
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>>2476252
>plays the same like old engine but with even worse framerate
You are retarded. It looks completely different and like a massive improvement on every single layer
>>
>>2476887
This
Companies keep making shit, charging people out the ass, releasing half baked games with DLC on release and everyone keeps throwing their fucking money at it.
The average person deserves hell.
>>
Never ever trust labels like "pre-alpha" or "beta" or phrases like "they'll improve it before release". Every video, teaser, screenshot is a complete and final product. It looks like Warhammer 3 with a 40k skin. That is what I was expecting and I am disappointed I got what I expected. I plan on getting it and playing the 2 hour demo steam gives. I really want to like this game but CA is trying their hardest to push me away.
>>
>>2476304
There is lots of ways to do it if you are not the shittiest company on earth trying to make the bare minimum viable product. And frankly everything would be better than Space Marines and Orks standing in front of eachother in lines plinking away like they're pike and shot infantry

The combat should be closer to a tactical strategy game with expanded scale that is on purpose beyond your ability to micro, something like XCOM but real time and with tens of dozens of small units.
The terrain should be covered with features that would grant cover, impede movement, or grant defensive bonuses like high-ground etc. And rather than ordering everything directly, each unit should have a commander with traits that give specific bonuses, enable certain strategies, and a general personality that would describe how the commander leads his squad. Cautious, Agressive, Reckless etc.
How the game would play is that you would give your unit a general order like take hill X. And then the commander AI would direct it's unit to accomplish it as best as he can by translating that order to direct actions through his equipment, personality trait, what the unit is good at due to bonuses etc etc.
Depending on the intel you have on the enemies in the area the commander would also act different, like a cautious commander would move very slow if he knew there is a tank in the area and he has no AT, a reckless one would not and then try and rush and blow it with C4 etc.
You could micro-manage them of course, but there should be enough squads given to you on a big enough map that it became effectively impossible to manage everything yourself. There should be no pause, at best a 0.5 slow-down to facilitate this.

The game would be about knowing your units. their commanders, and knowing where they can do the most good and when they can be left alone and when they need to be tard-wrangled a bit. Add to that army level assets that can be used in support like airstrikes, CAS etc.
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>>2477676
globalism and feminism has made retards the biggest proportion of consumers
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>>2476416
Command them to hold ground if you want to keep formation
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>>2476252
Is the cope still ongoing that 40K works in total war format? It obviously doesn't and fantasy is king.
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>>2477737
It looks amazing so everyone is getting hyped up
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>>2477741
NTA. Cutscenes do nothing for me. The gameplay is what matters.
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>>2477746
It's massively improved as well, in an addition to sovlfvl features like ships travelling between regions, buildings you built showing up on a campaign map, or every battle now starting with this varied intro showing off your army, scenes randomizing every time.

Of the top of my head, few random gameplay features they showed off already
>Models cannot shoot through each other, need a line of sight, will use different weapon if it's better (like throwing a grenade over an obstacle, or using plasma against more armored units), if they hit cover instead of enemy model it won't deal damage
>Reloading isn't just a cosmetic like in all Total Wars until now. Every model in every unit keeps track of his ammo. Example: if he shot 3 bullets, this same model within an unit will remember this when you order unit to move, shoot 2 more next time and reload
>Single unit can shoot at a few different units
>Single unit can be equipped with a variety of different weapons, each model within an unit deals different damage and has a different rate of fire and range from other models in unit holding different weapons
>Both premade and generated campaigns for an infinite replay value
>Units, experience, tech tree, even turn count carries between campaigns
>Single "Theater" has multiple campaigns within it between which you progress
>Destroying buildings and terrain creates/destroys cover and opens up new paths
>Leaderless armies
>Tech tree unlocks meaningful features like new weapons, instead of being just buffs and debuffs. Nagash Tech Tree is used as an example of it's complexity
>Unit caps/resources to limit doomstacking
>HQs like Captains, Librarians, Commanders etc have bodyguards again
>Ancillaries attached to general will show up in his bodyguard
>Ships are no longer conjured out of thin air when army wants to embark, fleet is a separate entity you need to manage
>Flavorful diplomacy between normal factions and separate relations with planetary governors
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>>2476252
>40k
>armies with guns
>its just blobs shooting each other in the open
I thought this would have more tactical gameplay, like putting forces in cover or shit
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>>2477754
>It's massively improved
>few random gameplay features
More than half of them was in older tw titles.
>>
>primaris
AAAAAHH save me modderman!!
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>>2477767
yeah, 40kino brings back long lost features, improves them and adds new ones to boot
A massive improvement
>>
>>2476304
Basic shooty infantry should be incentivised to get in close and destroy the enemy in close combat or else you shouldn't be fucking around with modern automatic weaponry because it'll devolve into static blobs blasting each other from max range.
>>
Id be more interested if CA wasn't the dev. I dont trust them at all.
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>>2477921
Wow, that one's a real mind blaster. I bet that's never been adressed in a game like this before.
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>>2476252
the demo made me lose all hope for med 3
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>>2478734
good, nobody cares about rehash.
>>
There's no point to any of these newer total war games if they don't ditch the health-bars and bring back single hit-point models again. That feature alone makes the engagements too indecisive and causes a host of other problems.
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>>2477754
>like throwing a grenade over an obstacle
>grenades in line units' kit
Oh no!
>>
>>2478754
Oh boy it sure will be fun having units of 5 whole space marines versus 40 orks or 100 IG/Gaunts.

Keep your dumb ideas to yourself.
>>
>>2476252
This shows how much GW trust CA now and how successful the WHF games are. It's their most important IP after all.
GW by all accounts threw CA a bone with WHF which was near-death and it blew up into a massive franchise and got people into the tabletop itself.
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https://youtu.be/qmlgdmEMdtM?t=612
I imagine, with all the info we got, gameplay layers they talk about look like this, from biggest to smallest
1. Galaxy Map - You pick your faction FIRST and then select Theaters to beat.
At start there will be only Armageddon Theater (but some campaigns within it can be random too) and custom generated Theaters
Later Theaters like a Maelstrom or Cadian Gate will be added
2. Theater - A collection of several Campaigns between which progress carry. Some Campaigns are premade, others generated
Final Campaign is the star of entire show, particularly important and much harder to beat, to compensate for your progress carrying on. Remember, they know people abandon Campaigns 30 turns in and they designed 40k to counter this, just like many other cheeses and exploits. Every Campaign is meant to reflect the thrill of those ~30 turns. They will scale with your progress to be harder. To say it plainly, you won't be able to snowball through Theater, AI doesn't have to keep up with you anymore (at which it fails in every TW) they will "level scale" for next Campaign

When you complete one Campaign, you select either another Campaign, a single Planet to fight for or a single Battle on your way to the finale. This is because they want both for gamer dads without time and shut in neets to play for as long as they want. You have to beat several Campaigns/Planets/Battles on your way to end Campaign

Both Galaxy Map and Theaters are essentially Campaign selection

3. Campaign - a Planetary system, consists of Planets, moons, asteroids, stations etc to fight over.
Factions fight over Planets normally here and yes, we know we can fight wars on multiple planets simultaneously. It all happens at this same time, just like when you fight to unite Empire, Lizardmen fight in Lustria
4. Planet - essentially a continent
5. Battles - duh

That "live service" gimmick leaks talked about is fluff for social media at best and possibly not even present in game yet.
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>>2479077
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>>2478855
It's like that in the TT. This franchise suffers massively if you try to make the battles like AoE2 or Warcraft 2 i.e. just 2 blobs of healthbars slamming into eachother.
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>>2479084
they've been using more and more multiwound infantry for like a decade now groganon
>>
What's everyone's thoughts on the movement change in campaign to where you just have action points to move from region to region? Does this mean that each region only has one map type? Like before you'd have forest and maybe a river and grasslands in the same region and where your guy was in the region affected the map.
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>>2479137
I believe this is a feature inherited from a scrapped TW:WW1. It exists in order to portray frontlines. Real time battles are just a "flashpoint" (a term they keep using), the most important part of an ongoing conflict where an actual difference will be made like breaking through enemy lines or capturing/destroying a key location/facility etc
It looks sensible to me. I expect it to not be a thing in Med3, but be used again if they decide to revive WW1 or make WW2
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>>2479161
Did they say if there are army stances or anything?
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>>2479112
would still be preferrable to nu-tw.
>1st volley
nobody dies
>2nd volley
nobody dies
>3rd volley
nobody dies
>4th volley
half the unit dies
the fact of the matter is there's no real benefit and it makes the gameplay worse in every discernable way. if you're the kinda guy who likes to watch UI elements rather than the battlefield and its assets there are already plenty of RTS games for you so they should play to their strengths.
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>>2479174
meme by grifters
this is not how it works
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>>2479165
nothing, at least for marines
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>>2479161
>one of each of a few basic units to fill out obligatory charts and get bonuses
>15 heavy firepower units
canonical nu40k chapter makeup
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>>2479182
It work exactly in this way.
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>>2479219
It doesn't. Entities within an unit have their own hitpoints (hit_points X bonus_hit_points). Those are then multiplied by amount of entities to show unit total health, which is simply for your information. If you start damaging them, total health will naturally decrease visually. But they are not suddenly dying randomly for an arbitrary reasons due to a total health being low.

Model within an unit must be hit and if damaged enough to get through his armor, he will die even in a first volley shot by enemy archers.

This is why you can manually dodge enemy arrows, spells, artillery. Which can be used to cheese enemy AI in TWW in particular, by baiting them into shooting at your highly mobile small single entity like a Lord on a flying mount, and then moving away so they waste their ammo without damaging your Lord
Same reason why AI dodges player artillery

Infantry normally has 8 hit_points. You could set hit_points of all units to 1, but that would make gameplay simply shit and boring
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>>2477790
how does it improve them?
>>
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>>2479313
Med2 had unit upgrades which allowed you to give them stronger armor and weapons
TWW let you equip gear on your Lords and Heroes, but it didn't change their look, animations or anything beyond stats and adding an unique ability sometimes. If you equip a sword on a Ranged Lord, he still has bow.

TW40k lets you upgrade your units to a different tier (like Intercessor -> Stenguard Veteran)
It lets you customize unit loadouts including equipping different weapons within a single squad. Each weapon has a different range, rate of fire and other stats. If Librarian dies, his bodyguard cannot cast spells like he does. If you lose a Heavy Bolter guy from your Captain bodyguard, no longer will he use it.
Ancillaries are now part of your HQ bodyguard
HQs can be given gear which changes their look, animations, abilities and the way they fight (Like changing Chainsword on your Captain into Thunderhammer)

Straight improvement over Med2 and TWW. Same with many other features
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>>2479332
that seems to make units jacks of all trades
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>>2479336
more likely to mean specialization is king again. better to have two units, one with all anti-tank and one with all anti-infantry, to go up and shred a threat each than two units with a mix of gear being mediocre regardless of how you use them.
>>
>>2479332
I see theyre recycling the chaos warband mechanics from TWW
>>
>>2479368
And Amazon's from Troy
But yes. It's probably why it existed to begin with, just like many other features betatested through their recent games. Daniel and his customization being the most obvious, since he hardly even fits into TWW and can't interact with normal items so he sticks out like a sore thumb. Or even that "teleporting" reinforcements is a thing in TWW3 Realm of Chaos battles, even though it's completely nonsensical in whfb setting.
Gorbad's themed armies were mentioned as well alongside upgrading units, ported as an another incentive to make cool armies instead of just doomstacking.
>>
>>2479376
I do think its a decent mechanic, at least I like it and will work well for many different units in tw40k. Like ork boyz with a few battles under their belt can become nobz and so on.
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>>2479264
I know they have individual hitpoints in the healthbar system but in practice it's going to happen the way i wrote earlier where you have extremely inconistent results from things like volleys and charges.
If you have single hitpoint system you get consistent results, decisive engagements and a player can gauge the fighting strength of his unit by just looking at the number of models instead of the UI.
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>>2479384
Ripping off Mount and Blade feels so obvious in hindsight I cannot resist temptation to use an upgrade mod for other factions now. Especially Monogods not having this mechanic suddenly feels off.
Too bad that modders don't know restrain so you can upgrade literally everything no matter how nonsensical it is and with no care for any limitations. Upgrading basic State Troops to Greatswords is fine obviously. But upgrading Balista into Catapult and then into a Cannon is just retarded.
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>>2479439
If you could limit it to only do it in a region that had buildings to make the unit it would make sense. Taking an experienced crew and moving them over to a more valuable type of artillery with some retraining.
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>>2479084
No it fucking isnt.
>>
With what ca caught up in the last few years im suprised that anyone can be excited over this. On the other hand w40k fanboys are one of the worst fanbases and will literaly eat shit that have SM emblem stack ontop of it.
>hurdur trese a lot of changes to strategic map play, graphic changes like new building showing up, randomized intros of my toys moving and ships traveling through space
Nigga tw games are all about battles and you can already see from the trailers that they are bad. Magic chese was replaced with altilery/bombardment shit, they feel almost the same as all pther tw, even with kindda shit tabletop capture points mechanics they decided to dont focus on it so the game even dont have this as a changw going for it.
All people that are stoked for it are die hard w40k fans that eat scraps from the ground throwed by GW, people that feel that this shit need to achive sucess or elese something will be wrong with their lifes. However they skip the fact that both GW and CA didnt do anything great since forever and that the whole w40k have a known, jew release model plastered all over itself. Getting hype over 40k product in 2026 is omissahia gay, come out of your cryo chambers and embrace the fact that your game will suck as much as your oblivious lips.
>>
holy third worlder melty!
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>>2480944
This post starts off strong but becomes totally incoherent towards the end.
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>>2479439
Rather than Mountain Blade, the entire setup uncannily reminds me of that cartoony 18th century roguelike RTS Master of Command. That's not terrible necessarily, but I didn't like the roguelike grind and basically being funneled into making elite meta armies because you need to grind down infinite grenadier-guards with a 3:1 casualty ratio or you just lose and I somehow doubt CA will be smart enough to make unit upgrade trees meaningful without being gamey and grindy.
>>
Forgot how blatant ca was with its shilling
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>>2476887
What should it have been then?
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>>2479264
>It doesn't.
It is.
>4 hp, 1 dmg
>1t volley, 60 get 1 hit, 30 get 0 hits, 30 get 2 hits
>2d volley, 60 get 1 hit, 30 get 0 hits, 30 get 2 hits ->few unlucky rolled 2x2 die
>3d volley, 60 get 1 hit, 30 get 0 hits, 30 get 2 hits -> all rolled 1x1+1x2 and take hit die, all who rolled 2x1 or 1x2 and roll 1x2 die ->there point where you lost half or unit or so
Very sad that you didn't even played post-empire but tries to argue.
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>>2486101
I did play it though. TWW is the first good Total War game since Medieval 2. Played both a lot
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>>2486722
>I did play it though
No, you didn't.
If you'd, then you'd don't bring video where few elite units with aoe weapon shoot at weakest chaff in the game.
Or you just argue in bad faith.
In either case you not deserve more attention than you have already.
>>
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>>2486885
I did. I made this video for this thread
>If you'd, then you'd don't bring video where few elite units with aoe weapon shoot at weakest chaff in the game.
Yes, that's the point and a perfect and quick way to showcase this. Models within a unit still need to be hit to die in post Rome 2 games. They don't magically die when "whole unit hp" depletes, each model has it's own wounds. They can die in first volley too
In fantasy setting many beings are more durable so it's normal such creatures won't die to a single shot. Which is why they have more wounds. If all of them had 1 or 2 wounds, game would suck
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>>2486898
can you do a video with shielded dwarves getting shot with arrows?
>>
Why do all the vids of Total Warhammer 40k and Dawn of War 4 just look like two players moshpitting their identical blobs together. Fucking Company of Heroes 2 is 15 years old and had more interesting flanking and cover.
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>>2487183
Total War hasn't had meaningful cover and flanking mechanics in over a decade, especially TWWHF, which the 40k one is clearly based on.
DoW4 seems to be going for more DoW1, where the old school spectacle and blobbing was (and still is) the expectation, not the sweaty 1v1 micro of multiplayer grogs.
Most OG RTS players want to *feel* cool and amazed by the spectacle, not have to work spinning a dozen plates to do it. Hence why RTS is largely dead nowadays (outside of its atomized focused niche subgenres), due to the near-constant focus on micro+MP+PvP, which is missing the point for the large majority of the potential player base.
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>2486898
> that's the point
The point of this is argue in bad faith. No more.
No more (you) for you tho.
>>
>>2476252
>>plays the same like old engine but with even worse framerate
how i think about most new "updated" emus for my /vr/. they're all bloat or trying to be "accurate".

though to be "fair" the original games i played didn't have any fastforward/turbo options to make them run at 100+ FPS to skip pass the cutscenes or whatever.
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>>2476252
bad graphics bad game
case closed
it looks like downressed FSR slop with sharpness set to max



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