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Super Unit Function problem
 
JamesX  posted on Mar 12, 2010 9:01:56 PM - Report post

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k, I was wrong. It only seems to work for Chaos Campaign. In the original campaign it boost the enemy HP by tons as well. Things that should die with 1 grenade will end up needing 3.
 
PeTTs0n  posted on Mar 12, 2010 9:12:32 PM - Report post

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Try playing around with difficulty settings - I recently started a new game at each, and guys at Recruit difficulty were basically 1-shot kills - nearly even bosses.

The durability of the enemies increased dramatically with every difficulty level step - a mission would take ~6-7 minutes on Recruit, using the trainer (not needing to activate any options though - the player units weren't in any danger) and that'd change to around 25min(!) at Hard. (Here the unlimited health option was basically needed, and to keep the time down (under 30min, at least) sometimes the remove enemy HP option as well.)

No idea whether this is because of the trainer or just the extreme spectrum of the different difficulty settings. Starting 15 new games (1 for each difficulty, with and without trainer, plus the same for Chaos Rising) just to check doesn't really sound like the most entertaining idea. Will update if I find something relevant though.

 
JagoRayken  posted on Mar 13, 2010 1:35:52 AM - Report post

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I'm playing at max difficulty and its still pretty much one shot kills. the bosses die in less than 5 seconds.
 
JamesX  posted on Mar 13, 2010 8:47:28 AM - Report post

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You can tell pretty easily because if you start the mission you will see the any unit you already explored will have the normal hit points - around 400. Once you turn on the super unit function on any unit, future units that gets generated (like the wave of Tyrnaid in Mission 3) will have around 9000 hp.

It is being applied to enemies, trust me

But it seems to work for Chaos Rising though, but it also seems to make either the enemies extremely weak or your unit's damage extreme high, because you can lay waste to everyone in seconds.

 
PeTTs0n  posted on Mar 13, 2010 11:56:06 AM - Report post

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Alright, so some update from the trainer maker(s) would be really nice - to see whether this is something that can be worked around or fixed.
 
Shade1982  posted on Mar 17, 2010 7:07:22 AM - Report post

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I can confirm this issue. If I turn the option on at the start of a map, it seems to work fine, but after the first couple of enemies, it seems to affect them as well. So, I put my scout squad cloaked next to an enemy. It was a Ranger squad. The squad showed 2k hp. I pressed * to reset structures/units. My units jumped back to their original hp, but theirs also jumped back to 214 (or something like that) hp. This was at Captain difficulty level. This normally wouldn't bother me that much, except that some units have a lot more hp. For example, I saw a warp spider with 13500 hp. This kind of negates the effect of the trainer, since all it does is make the fights take longer.

Great work on the trainer and very fast otherwise, kudos to you all.

Greetz

[EDIT] This was on the original DoW 2 campaign, for version 2.1, haven't tried CR campaign yet.

[Edited by Shade1982, 3/17/2010 7:09:03 AM]

 
Jambolia  posted on Mar 19, 2010 5:03:19 PM - Report post

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I have exactly the same problem, It's a shame there is no straight ability point option.
 
OddTask  posted on Mar 22, 2010 7:16:17 PM - Report post

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I can confirm this as well, it only happens to me in the original DoW2. Even on the first campaign mission the orks will have 3k hp while they normally would have 100+ hp without the option.

Makes for some loooooong battles.

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