Mangoose
Arcane
They don't, because:i.e. Chaos can run forward as an effective form of 'strategy'
Tacticals Marines are identical to Traitor Marines in every aspect except for horns
Assault Marines are identical to Raptors in every aspect except for horns
Devastators are identical to Havocs in every aspect except for horns
By the way, Loyalist Marine Storm Shielders can currently run forward much better than Traitor Nurgles, the Storm Shield has a huge amount of protection while running. Even passively. If you shoot at their shield arm while they're running, they can mitigate Main Tank (Predator) shots pretty damn well - as I have mentioned countless times. Nurgle Marines, on the other hand, can be picked off much more easily from range. They are actually not better at running forward.
Now, the advantage of Nurgle Marines is when they actually are in melee combat. Storm Shielders are not as good in the act of close combat, currently this is assumed to be because the shield must be activated to block, so when you "de-activate" you're no more durable than a regular Marine. Whereas the Nurgle Marine can melee without losing that durability.
See, you don't even know WHAT the issues are. You're bringing in what saw in other games and you think that those mechanics are going to be the exact same. Do you see Cultists in Eternal Crusade? Do you see Scouts in Eternal Crusade? Do you see base Space Marines that play differently from base Chaos Marines in Eternal Crusade?
Again I will bring up in 40k tabletop that Chaos has units that have all 4 strategies of movement. Chaos in tabletop have specialists (and actually are a more specialist race than Loyalists), including: (A) Khorne Berserkers that are meant to run into melee, (B) Rubric Marines which are slower than a Loyalists, (C) Noise Marines that play similarly to loyalist Tacticals, (D) Plague Marines which I don't even remember how they play.
In any case, the design choices in DoW/DoW2 aren't even faithful to the gameplay of actual 40k tabletop. They are RTS, and RTS design requires larger differences between races.
No, currently in the game the priority are much more fundamental design issues such as figuring out how to renovate melee combat to be more interesting, how to deal with UE4 and its issues with AMD, map/level design including considering capture points and whatnot, balance and bias between armor and infantry (in terms of which should be stronger, etc.), what kind of anti-vehicle methods there should be and how their mechanics should be designed, how jump mechanics should work, dodging and rolling mechanics, the stamina mechanic, gun mechanics (rate of fire, damage per hit), TTK (time to kill). Shit like this. Fundamental mechanics.but that aside, it is indeed a time of waiting to see what eventuates, it is a good time for these balance issues to be at the fore because it remains to be seen how the developers, and the community, will respond to perceived matters of balance
Right now we are dealing with even more fundamental mechanics than race balance. If you knew the actual status of the game, played it, or talked to people who have been in alpha for a moderate amount of time, you'd know this.
In other words, LOOK at the threads I listed in the spoilers/quote that are actually in the Founder's Lounge. There's a fucking huge difference between that and what's in General Discussion.
Speed of Eldar? Durability? Who knows? Maybe during the balance stage they can tweak it so the advantage is very low.
And I'm fucking serious when I ask you to play Planetside 2. I'm not joking. There are significant-ish playstyle differences. I already told you one army has vehicles that hover, yet other classes have advantages in other means that are tweaked to match.
You don't seem to understand that balance can be very well taken care of even during post-release, by changing numbers. Have you EVER read patch notes? Do you even look at how they balance armies/units in Dawn of War? They change damage amount, health amount, speed, whatever. This type of balance is not a priority at this moment.
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TLDR you don't seem to understand the priority "lineup" of different aspects of the game. You jump into balancing races when that is hardly a major issue at this point of the game. If you want a real discussion with me, then talk about the fundamental mechanics that I have listed above. Seriously. No joke and no insult intended. I'm explaining to you that we can have a fine discussion if we actually talk about what is an issue. I do not want to entertain about race balance when there are much huger issues. For example, if melee is not fun, then race balance doesn't even matter because melee is not going to be fun for any race.
I also don't care about concept art because everything is carbon copy from 40k fluff art. And this is actually a good thing because that's what fans want.
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