Thread #2377400
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There's no way this is good. CA simply lacks the ability to pull this off.
That being said, my Imperial Guard regiment will be based on my beloved jobbers, the Moebian 21st.
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>>2377400
It's the savior of Total War series, arriving in glory with a new engine, actual faction variety and indepth features like destruction, customization and upgrades never seen before in series
It will honestly render all other TW titles unplayable
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>>2377400
I think it's funny how much you guys want this to fail. Spoiler: it won't, TWWH3 had absolutely everything to fail at launch and still didn't.
This game is going to easily be alive for 10+ years and there will be nothing like it in those years.
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>>2377705
>your argument doesn't stand over even the OP
>I can read the thread anon
i don't think you can mate
the op post is expeting the game to be bad, not unsuccessful. now that we've established you can't read this'll be the last (You) i give you.
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>>2377430
>only 4 factions at launch
This is a norm for strategy games. Always was. Why is still being used as some kind of a gotcha? All strategy games always either had from 2 to 4 very different factions or dozens, but differing only slightly.
The only difference is that back then games were abandoned quickly after release since there was no proper way to distribute updates and expansions and tech was progressing quickly so they were better off making next game, even if it meant having to reinvent the wheel. Case in point, even Warhammer games like Dawn of War were like this, neither being allowed to reach it's full potential and getting all armies represented
This isn't the case now. Gaming tech has peaked, graphics especially. There will be no great jumps in technology now. So developers can afford to properly flesh out games instead of abandoning them.
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>>2377735
>>2377728
tbf there were more factions available at launch in the first warhammer.
however i'm willing to give them the benefit of the doubt and grant that this time there will be systems at play that tw has never had before and they don't want to bite off more than they can chew. warhammer fantasy was closer to what tw was doing before than 40k is
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>>2377760
>Warriors of Chaos May 24, 2016
>Beastmen July 28, 2016
>Wood Elves December 8, 2016
>Bretonnia February 28, 2017
>Norsca August 10, 2017
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>>2377400
At least CA figured out that Imperial Guard is popular. Regular army dudes might seem a bit boring, but it gives some perspective. What's strange to me is that they didn't do Chaos Space Marines. Half their roster would just be model-swaped regular ones.
Eldar are also a bit confusing. If they only had the resources for four, then Necrons or Nids at least feel more popular, and would be bigger shake-ups to gameplay.Also how many hours after release until someone makes a mod to change everyone back to their proper names? I have yet to hear someone not paid by GW call them Astra Militarum, or spell it Aeldari
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>>2377817
These are the most normie factions available, also the ones with most content for DLC. They aren't making the mistake of adding a vampcounts like faction at the very beginning again and taking ages to update it because it has barely any content.
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>>2377760
Also WH2 was only lizards, rats and 2 flavours of elves so also only 4.
WH3 had Cathay, Kislev and chaos. Technically they are 5 factions, daemon prince and the 4 monogods, but on release they were frankly just 1/4 of a demons of chaos roster than really fully fledged factions, they got expanded a lot with further DLCs.
Ogres were in on day 1 but technically they charge for them separately and they are not included in the base game.
People really got used to (Im)Mortal Empires with all the DLCs and forgot that none of total warhammer games really had huge number of factions with big rosters on their own. I think this is sort of a legitimate problem for Total War now. People will get mad other games not having enough content when they are comparing it to 3 full priced games and like twice that over in DLCs.
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There will never be another good TW game. The only audience are people dumb enough to believe the complaints have mainly been about 'historical vs. fantasy', when all the problems with modern TW begin with Rome 2. Anyone who believes there is a new engine coming after seeing the embarrassing 'gameplay' CA's marketing strung together, with units shooting through each other, pre-canned animations, more GUI-bloat than ever before replacing actual gameplay feedback; you get what you fucking deserve.
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>>2378146
Based on the few interviews they did the campaign is going to be very weird and not TW like. Because it doesn't really make sense for most 40k factions to build up in a typical TW fashion it's going to be more short campaigns that soft reset and you pick another procgen sector to conquer and carry over only some buffs modifiers like it was a roguelite.
It's possible it turns out fine, but it's going to be weird as fuck. It's TW in name only. It's pure branding decision, might as well have called that dawn of war, but sega lost that one and someone else is making it so they had to pick another strategy brand for it.
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>>2378185
Regarding the 50 turn campaigns I feel like that is bit of a circular problem. People don't play very long campaigns because they are just a boring slog at that point and in response they make overpowered LLs that just get to that point faster, so people drop campaigns earlier so CA makes a lord that can get the invincible doomstack by turn 30. They are trying to cram the whole campaign progression into fewer number of turns rather than realise people just don't want to play the endgame because it's bad.
The resets do feel like one approach to that problem though. The meta progression will tell you you purged 0,2% of the galaxy so number goes up and people feel like it's progress, but you never get to the point a turn takes 2 hours because you just have too many armies and settlements to manage.
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>>2378218
Yes
Instead of simply adding Tyranids to DoW they had to move onto a sequel. Because of this they had to reinvent a wheel and make from scratch Space Marines, Eldar and Orks again. DoW1 forever remained unfinished. And then a sequel too. Such an absurd waste of time, effort and money.
Similar with Med2. Garbage game, true, but it could be improved and fixed. Instead they simply shat out worthless expansion adding 4 random and pointless minicampaigns instead of fixing and improving main campaign, the only thing of importance. They could have made proper expansion to flesh out HRE so it doesn't play like any other centralized country, but that never happened. No Mongol expansion for playable horse fuckers either. Hell, they could just flesh out world with those factions, eliminating those retarded Rebels. No fixes for fucked up behaviors of units or even basic mechanics like damn Crusades. Because game was simply aborted to make another one. Such a waste, but a norm back then.
This fortunately doesn't happen anymore. Game is released and properly iterated upon for years or more. Being polished and expanded to reach it's true potential.
>>2378262
no u
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>>2377769
We know they worked on WW1 already
Since they have an engine capable of supporting vehicles and ranged combat like in 40k, it's safe to assume they will use to adapt similar settings. WW2 and yeah even fucking Star Wars are possible now as well, reskining TW40K into them would be trivial
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>>2378296
And the WW1 games was obviously scrapped if it was ever meant to be a full title and not just an internal tech demo for the new engine version. Instead they rushed ahead the med3 announcement even though the game is years away to not get lynched by hisfags.
Also at the risk of reading too much into the small snippets we've seen it doesn't seem like TW40k will have super advanced vehicle and squad mechanics. It looked like DoW at best with blobs shooting at each other. You can sort of squint and accept it because 40k is dumb anyway but I don't think it would work for an actual world wars game. It's possible it has more features than it seems, but I don't think I'd give them the benefit of the dount.
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I hope the dlc add new factions sooner rather then later cause it would be abhorrent if you get every space marine legion as dlc before any xeno beyond the same 4 are in the game
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wake me up when they add bug puss-err, I mean Genestealer Cults
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>>2378181
i'm okay with this. those hideous screenshots of blobs mashing against each other head on in what looked like moba lanes would be much easier to stomach if they were part of a series of quick and dirty fights like in battlefleet gothic as part of a roguelite campaign.
yeah it's not total war but as far as i'm concerned the series doesn't have a respectable legacy to tarnish anymore, it's been shit for a while, might as well try something completely different, i'm open to it.
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>>2378942
I may be having a stroke, but I see Midgar from FF7 when I look at this map.
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>>2378185
>>2378203
The 50 turn problem is not just player attention span but also CA's bad backend design. They give AI cheats and resource bonuses because they can't actually program them to be intelligent. Inevitably you end up with the player being surrounded on all sides by enemies that just sit on their fortifications and instantaneously zero in on undefended provinces even if they can't actually see them so the entire thing becomes extremely not-fun.
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>>2378296
Putting the 'corporate' head on - there are a vast number of tactical WW2 games out there. A Total War version would have vastly more competition. For all the griping, they more or less own the "tabletop wargame but it moves" market, for linear warfare. And even with that caveat, really I can't think of many extant competitors that don't involve the ACW. Even turn based there's what, FoG and derivatives? But move into Shermans and Tigers, oh boy...
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>>2378974
well it does look pretty reminiscent of it i'd say, even down to the minimap. it's fine to disagree, but you shouldn't call me retarded, that's no way to carry a conversation
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>>2378942
Campaign aside, I can't see them changing the formula of battles too much even with the new engine.
It wouldn't surprise me if this played almost exactly like WH3 but most units have ranged weapons now, with all the issues that come from not putting much thought into the ramifications of such in regards to balance, AI behaviour, pathfinding and targetting, kinda like how Empire turned out. Let's not forget it took them 3 games to get gunpowder warfare sort of right with FOTS.
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>>2379095
>TWWH was unplayable at launch
...it kinda was tho. The only question for CA games is whether it will sell enough for them to patch it post launch. And it didn't have two other games, it had two relaunches each stocked with dlc.
>get real
They can put a 40k stamp on a .jpg of dogshit and it will sell. Real enough for you sunshine?
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>>2379038
In the hands of a player, units in Empire do mostly what you expect (or at least, they aren't any more unweildy than M2TW units) but the AI does absolutely stupid stuff 90% of the time which makes battles trivial
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>>2379038
>>2379408
i liked the longer kill times in empire, i agree with>>2379203
that it was the ai (and sometimes your units spazzing out) not knowing how to play that was the main problem.
in fots, and to a somewhat lesser degree in napoopan, units got mown down too quickly. i guess it makes sense since they're set a century after empire, when technology was more lethal, and i can't deny napoopan and fots were lots more fun to play, but still, i would have appreciated battles going on for longer. i'm not even mentioning artillery, which in fots practically ends the game, as soon as you get armstrong guns.
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>>2379203
Pretty sure certain formations in Empire (and Napoleon) were bugged, so the units only worked as intended at the most basic level. The fact that it was better to have your units walk into range and use fire-at-will to attack instead of manually targetting so your unit didn't spazz out or turn unecessarily made the gunpowder games pretty awkward to play, too. There's also the scale, which was completely wrong, but that's an issue with all TW games.
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Am I the only one quite optimistic for 40k total war? The Engine has trouble with things like melee units and cavalry, or chariots. But ranged infantry works pretty well. It would be nice to have a button like in steel division where you can see what a unit would be able to shoot at in any given location. but that is all it needs really.
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Personally I'm looking forward to yet another disastrous release in a long line of failures, and stand by with some 'Fell For It Again' awards to hand out to the utter spastics who never learn from the past and believe every false promise and greedily and unquestioningly swallow AI made hype slop.
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>>2379603
No idea, you can mod Shogun 2 by changing 1 line in a save file to have 41 units and the UI, everything scales to it just fine, so they must have internal testing for more units.
It's most likely that a dev somewhere higher up is convinced that the 20 unit limit is necessary for the gameplay somehow since the engine can handle more units per army just fine.
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>>2379603
>>2379840
I think the biggest issue with high unit counts is unit card readability. They should add a toggle for units and groups that collapse them into a mouseover popup on the side. That way if you have units standing in guard mode/suicide chaff that you form a big line and charge the enemy with they're not squishing more important unit cards.
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>>2379873
They could have it so you can have 20 high tier units that don't stack on each other but all of your shitter Tier 1 archermanni, spearmanni and swordsmanni stack on top of each other. Would give you a good reason to use the lower tier stuff en mass while also allowing you to have clear unit card readability for the units that actually matter.
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