Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Dawn of War - Rework v2 (+DISCONTINUED+)
iLetUWin  [developer] 12 Nov, 2017 @ 5:32am
SPACE MARINES - Dawn of War Rework v2
Dawn Of War 3 – Rework (SPACE MARINES) (Patch Notes) MUNNY9DD
11/11/2017
Prepare yourself for a wall of text… that would make The Emperor feel safe. Note if anything in the log has not been implemented yet, like squad requirements or anything at all, this is the direction it’s heading in.

Patch Note Legend
HP (N = Normal, A = Armoured, x5 = Units in Squad)
DPS (A/I = Anti Infantry, A/A = Anti Armour, TRUE = …True Damage)
DPS 25-35 = (Random equation added to DPS. Note that all DPS values are based on per attack, and in no way represent actual damage per second, due to varying weapon fire rate values, and effect such as splash damage.)
DPS.M = (Melee) DPS.R = (Range)
RANGE = Weapon Range
REQ = Requisition Cost
POW = Power Cost
MOVE = Movement Speed
TIME = Build Time (s = Seconds)
SPAWN = Built From
UPGRADES = Upgrades available to unit
Change. = Change to basic stats of existing unit or feature
MS = Movement Speed
NEW! = New units or feature
(Note) = Developer Thought Process

SPACE MARINES
Line units
Tactical Marines: Change.
DPS.M - 5.5 > 6 A/I
DPS.R - 4 > 4.2 A/I
SPAWN - Doctrine Chapel
NEW!
Plasma Guns 100/REQ 55/POW > 100/REQ 75/POW
Now reaches fire rate within 2 seconds instead of 4.
Now deals TRUE damage.
DPS.R - 16 > 15 TRUE
Requirement > Tier 2/Arsenal
(Note) This is designed to make Plasma Guns the counter to almost everything, like in the lore. This will also make them much more reliable for pushing out damage, instead of the enemy retreating, or closing in on your units before the fire rate kicks in.
Flamer 75/REQ 40/POW > 100/REQ 60/POW (If Slow Death doctrine equipped)
Literally Kill Team’s flamer. It’s no longer an ability that can be interrupted, or miscast.
DPS.R - 3.75 > 2.5 A/I
Requirement > Arsenal
(Note) This is designed to make flamers a much more reliable weapon, instead of a glass cannon ability. I still don’t know why they designed it like that in the first place.
Missile Launcher 150/REQ 20s
Literally Kill Team’s missile launcher.
DPS.R - 150 A/A > 175 A/A
Requirement > Tier 3/Arsenal
(Note) All of this is designed to make Tactical Marines truly versatile, as they were meant to be. Now they pose a threat to all targets, however now require tech to do so.

Scout Marines: Change. 250/REQ > 300/REQ
HP - 125N > 200N x5
DPS.M - 2 > 4 A/I
DPS.R - 1.4 > 2.4 A/I
DPS.R - 22 A/I > 28 A/I (Scout Strike Doctrine)
REQ - 50 > 60 x5
Plasma Guns 100/REQ 75/POW
DPS.R - 16 > 15 TRUE
(Note) This is designed to make Scouts capable of holding their own in a fight, forcing them into a harassment/utility/combat role, instead of just a vision and blind grenade role. Scouts are now also able to equip Plasma Guns, however due to their inexperience, cannot acquire the fire rate buff, or the overheat debuff.

Scout Snipers: Change.
DPS.R - 25 > 25-35 A/I

Assault Marines: Change. 500/REQ 15/POW > 500/REQ > 30/POW
HP - 300N > 400N x5
DPS.R - 2 > 4 A/I
POW - 3 > 6 x5
Requirement > Tier 2
(Note) This is designed to make Assault Marines stronger units for jumping into a fight and staying in it. This should also further push Space Marines harassment options at Tier 1, towards the Scouts.

Heavy Bolter Devastator: Change. 450/REQ > 540/REQ
HP - 270N > 280N x3
DPS.R - 4.5 A/I > 4.7 A/I
REQ - 150 > 170 x3

Lascannon Devastator: Change. 450/REQ > 600/REQ 15/POW
HP - 280N > 290N x3
DPS.R – 13 A/A > 13 A/A (Can no longer charge up, or increase damage by charging)
REQ - 140 > 200 x3
POW - 0 > 5 x3
(Note) It is hard to explain what happened here. Basically Lascannons originally did extremely low damage but fired absurdly fast. I completely removed the ramping damage mechanic, and removed the laser beam animation. These default settings made Lascannons look like Grav Cannons, which may be interesting to look into. The original charge mechanic allowed Lascannons to hit damage brackets of approx 98 A/A at full charge, up from approx 28 A/A. The new Lascannons however do not charge, and always do high damage, sitting at around 76 A/A at all times. The Lascannons fire rate cannot be adjusted, which was part of my original intention, of bringing them closer to the lore. I believe the fast fire rate is hard coded to the animation, and cannot be adjusted in the weapon_bag. Lascannon Devastators cost increased due to their new strength.

Deathstorm Drop Pod: Change.
HP - 1000 > 1500A
DPS.R - 14 > 6 A/I
(Note) This is designed to make Deathstorm Drop Pods strategic area denial units, and remove their absurd kill potential. This should force enemies to choose whether to fight around them, instead of simply running away because they deal too much damage. Higher HP means it will hold out against abuse much better, and this change also serves as a nerf, to the immediate surprise impact upon Deathstorm Drop Pod landing.

Land Speeder: Change. 175/REQ 175/POW > 200/REQ > 150/POW
HP 700A > 1050A
(Note) This is designed to make Land Speeders a safer unit to build, as it now costs less power, which means less power upkeep. No more high risk low reward game play. It shall also withstand damage much better, as the counters to skimmers was simply overkill. An example being a Tank Bustaz squad killing a Land Speeder, in one volley… this actually happened to me in multiplayer, and I am sure it was 1 squad. The +50% HP buff will go out to all skimmers naturally.

Predator Destructor: Change. 150/REQ 300/POW
DPS.R - 1.8 A/I x2 > 2 A/I x2 (Heavy Bolter Sponsons)

Predator Annihilator: Change. 150/REQ 300/POW > 150/REQ 400/POW
HP - 2250A > 2500A (Now same HP as Predator Destructor)
DPS.R – 420 7s A/A > 420 5s A/A (Main Lascannon)
DPS.R – 100 7s A/A x2 > 125 2.5s A/A x2 (Lascannons Sponsons)
(Note) This is designed to reinforce the idea, that Predator Annihilators are the go to Predators for tank hunting. They no longer take ages to reload, because they now fire much faster on all 3 weapon platforms. The massive increase in the rate of fire of the Lascannons Sponsons, and the 25% increase in damage, is considerable. The Predator Annihilator is now terrifying, when it is facing opposition and firing all weapons. They should be worth the extra 100 POW cost. I also bumped up the Predator Annihilator HP to match that of the Predator Destructor. Why there was a difference here in the first place, is probably due to the in game roles the units play. However it is the same vehicle chassis, so I decided to change that.

Crusader Marine Squad: NEW! 400/REQ
HP - 350N > 320N x5 (1750N > 1600N HP)
DPS.M - 18 A/I
DPS.R - 4 A/I
REQ - 80 x5
UPGRADES - Power Swords
SPAWN - Barracks
(Note) We could call them Close-Combat Marines… but that sounds awful. Let’s think of the Black Templars, and thank them for their inspiration. Also they are in the DOW 3 trailer, so I had to make them. Space Marines needed an early melee unit, with the move of Assault Marines to tier 2.

Imperial Guardsmen (Chapter Militia): NEW! 200/REQ
HP - 93.75N x10
DPS.M - 2 A/I
DPS.R - 2.15 A/I
REQ - 20 x10
TIME - 2s x10
ABILITY - Frag Grenades > Requirement > Arsenal
SPAWN - HQ
(Note) This is designed to replace the cheap disposable pre-mod Scouts. Imperial Guardsmen will fill the role of basic HQ, low tier combat unit. They are not Battle Brothers, and thus do not benefit from banner shields.

Rhino Transport: NEW! 300/REQ 150/POW
HP - 1500A
DPS.R - 6.5 A/I
DPS.R - 125 or A/A (multi-melta upgrade) 50/REQ 50/POW 15s
TIME - 35s
ABILITY - Reinforce Aura
Requirement > Tier 2/Arsenal
SPAWN - HQ
(Note) The Rhino can now transport up to 2 squads! Forgot to add this… oh and the chassis was turned to the whirlwind chassis. The rhino does not need side sponsons… it isn’t a land raider. Remember those?

Death Watch Predator Destructor: NEW!
HP - 4000A
DPS.R - (Identical to Predator destructor)
TIME - 180s
ABILITY – Destructor Devastation Doctrine, Piercing Shot
Requirement > Tier 3, Kill Team Ironmaw
SPAWN – HQ
LIMIT - 3
(Note) This is designed to make the involvement of the Death Watch more substantial, as they now provide you with FREE Predator Destructors at tier 3. The Death Watch Predator Destructor is also more powerful than it’s regular counterpart, boasting higher HP, and access to the Predator Destructor doctrines. However the Piercing Shot Doctrine still requires an Imperial Knight Paladin, to be deployed on the field. The Death Watch Predator does not benefit from the shield doctrine, and takes a lengthy time of 3 minutes to recruit.

Elite Units
Kill Team Ironmaw: Change.
HP - 2250N > 2750N
DPS.M - 8 A/I > 10 A/I
DPS.R - 5 A/I > 6 TRUE (The Death Watch has access to various bolter rounds)
RANGE – 30 > 40 (They have scopes on their bolters)
ABILITY - Skull Probe Deploy, Area Scan, Frag Grenade, Tireless Doctrine
(Note) This is designed to make Kill Team Ironmaw, more powerful in combat. Death Watch Kill Teams are armed with some of the finest tools of their trade, which the Imperium has to offer. So the added abilities, effectively buffer their role as an early army support unit. Note I do plan on giving them unique heavy weapons, to further increase their individual characters. However at the moment it is not high up on the list. I also want to make KTIM cost 5 elite points, but currently do not know how to adjust this. Only then can I justify giving them powerful heavy weapons. When Kill Team Ironmaw is in your loadout, you may summon Death Watch predators, which are essentially there to add the theme, that your army has the Inquisition’s extended support.

Jonah Orion: Change.
(Detector) Now Detects Stealth units, as a psyker should.

Chaplain Diomedes: Change.
DPS. 15 A/I > 20 A/I

Terminators: Change.
DPS.R 2 A/I (Old Assault Cannons) > 20 A/I (Storm Bolter)
DPS.R 5 6 A/A (New Assault Cannons)
(Note) This is designed to make Terminators more effective at countering armoured targets, since they can now equip assault cannons that do A/A AOE DPS. This should do well against opponents like Wraith Guard.

Assault Terminators:

Lady Solaria: Change.
DPS.R - 13 A/A x2 > 16 A/A x2 (Battle Cannon)
(Note) This is designed to make Lady Solaria even more effective at outputting raw damage. The reason for this change is because Lady Solaria, despite being the leader of her house, and being one of the most expensive elites in the game, was not as reliable as other “Knight” class elites, due to her lack of flexibility and utility. I personally only used her when I planned to use Whirlwinds, which are extremely powerful, when she is deployed. Lady Solaria was designed purely as an attack walker, with no reliable long range abilities, magical Wraith Knight jumps, Imperial Knight Paladin shields, or Morkanaut repair services. I felt that this change was acceptable.

Imperial Knight Paladin: Change.
DPS.R - 250 A/A > 220 A/A (Battle Cannon)
RANGE - 40 > 50
(Note) This is designed to make the Imperial Knight Paladin capable of firing on enemies from extreme ranges, in order to constantly harass enemy lines.

Buildings
N/A

Upgrades
Power Swords: Change. 125/REQ 125/POW > 150/REQ 150/POW

Abilities
N/A

Doctrines
Thunderhawk Redeployment: Change.
Now Dreadnaughts and Predator tanks can be redeployed via Thunderhawk.

Scout Strike: Change.
DPS.R - 22 A/I > 28 A/I (Scout Strike Doctrine)
Damage increase.

End of Patch Notes
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Showing 1-3 of 3 comments
Mastur Ch33f 17 Nov, 2017 @ 6:09am 
I installed the mod but nothing changes for me. There are no new units at all. Am i doing something wrong?
iLetUWin  [developer] 18 Nov, 2017 @ 1:13am 
Select the mod when you are making a match.
Ggjustice 20 Nov, 2017 @ 2:10am 
Lets give eldar ability to instantly kill everyone just like in the lore :D
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Showing 1-3 of 3 comments
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