Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

+DEATHWATCH+ (DISCONTINUED)
iLetUWin  [developer] 13 Sep, 2018 @ 8:10pm
BALANCE
POST YOUR THOUGHTS ON BALANCE AND YOUR PERSONAL EXPERIENCE, REGARDING GAMEPLAY IN THIS MOD! I AM CURIOUS.
Last edited by iLetUWin; 13 Sep, 2018 @ 8:10pm
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Showing 1-15 of 27 comments
Mustafao01 14 Sep, 2018 @ 7:10am 
The balance from the hour of play ing this mod is ok but I hope you start making balance changes when all the things are added, this way you can do It on swoop instead of potentially taking more time but from fiest impressions. Its stable enough.
Mustafao01 29 Sep, 2018 @ 1:41am 
Hey fam, do you have anything new brewing for the DEATHWATCH mod, or a rough road map at least.
iLetUWin  [developer] 2 Oct, 2018 @ 8:53pm 
Probably going to nerf Space Marines in a few areas (Crusader Marines, Vanguard Marines, Guardsmen grenades), and maybe try to buff Eldar early game. I know bots are not something to go off of due to micro, but Eldar Try Hard bots are very weak. Vanguard Marines lose 1v1 to a Dreadnought, but apparently can kill Assault Terminators 1v1 easily due to AOE damage. Not intended. Guardsmen weapon range appears to be longer than bolter range, and their damage may be a little too high early game. Mostly because they have strong grenades. Just some thoughts.
Mustafao01 3 Oct, 2018 @ 3:05am 
the ork copters are tough to kil as well and the ai has a tendancy of building less anti-armor units. Making my blitzkriegs practically unbeatable.
iLetUWin  [developer] 3 Oct, 2018 @ 12:04pm 
Indeed i severely buffed the ork copters simply by making them a squad of 3. Now 1 piece of scrap = 3 upgrades, and 3 buzzsaw abilities. Although to be fair I like how they feel, they should still be toned down. Almost every new unit should be tuned in some way lol.

I have been playing the Exodus mod, and I do like the feeling of the basic units. Although there are no new strategic options or game mechanics, the units feel sensible. I especially like the work done on Elites. I think it is coming time to make balance passes again. I have run out of assets to play with.
Last edited by iLetUWin; 3 Oct, 2018 @ 9:34pm
iLetUWin  [developer] 3 Oct, 2018 @ 12:10pm 
Also I have still not yet found a way to.modify the AI to the extent of the Exodus mod. So far I only tweaked their resource rate. Although I crush the hard AI in Exodus, imagine what that AI could do... with Try Hard Bot resource multipliers. If I manage to get the AI solid like Exodus, then their is no need to give Try Hard bots a starting resource buff. No need to defend against such early overwhelming rushes, (should you choose not to prepare for them). If he can do it I can probably figure it out.

Again if I can find out how to modify AI, then I will make them get more anti armor units.
Mustafao01 4 Oct, 2018 @ 6:50am 
can 't you just ask him
Mustafao01 4 Oct, 2018 @ 10:40pm 
Also is there a way to make abilities of line units ai controlled or on auto mode so this way they toss grenade without my say so? i am horrid in micromanaging things.
iLetUWin  [developer] 6 Oct, 2018 @ 2:24am 
BALANCE/CHANGE PASS #1
“SADLY THE UNIT COVER MECHANIC WAS REMOVED, DUE TO A BUG PREVENTING CERTAIN WEAPONS, FROM DAMAGING UNITS WITH THE COVER PROPERTY.”

(SPACE MARINES)
Jonah Orion + Grey Knights (NEW!)
- Cost – 3 EP > 6 EP
- Jonah Orion is now accompanied by 6 Grey Knights
- Emperor’s Light Ability – Duration – 3.125 seconds > 6 seconds
- Added Ability – Psyker Blast
- Added Ability – Land Speeder Lone Wolf Doctrine
- Added weapon to Jonah Orion – Eldritch Storm Lightning Bolt
Tactical Marines (Buff)
- HP – 280N x5 > 320N x5 (1400 > 1600)
Imperial Guardsmen (Nerf)
- DPS.R – 2.1 A/I > 2 A/I
- Guardsmen Grenade Ability DPS – 40 A/I > 35 A/I (Max entities hit “Infinite” > 6)
- Movement – 7 > 6
Crusader Marines (Nerf)
- HP – 340N x5 > 320N x5 (1700 > 1600)
- No idea how the AI is using assault leap on these guys…
Vanguard Marines (Nerf)
- HP – 600A x5 > 575A x5 (3000 > 2875)
- DPS.M – 34 A/A > 22 TRUE (Now less of a threat to armoured squads, “Wraithblades, Terminators, etc”)
Dreadnought (Buff)
- No longer requires population (whoops)
Scout Snipers (Nerf)
- Limit 6 squads (No Spam)

(ELDAR)
Dire Avengers (Buff)
- DPS.R – 3.1 A/I > 3.3 A/I (Can now fire while moving)
Howling Banshees (Buff)
- HP – 64N x5 > 200N x5 (420 > 1000)
- Movement – 7 > 8
Dark Reapers (Change)
- Cost – REQ/540.POW/20 > REQ/600.POW/30
- DPS.R – 8.5 TRUE > 9.5 TRUE (Max entities hit “Infinite” > 8)
- AOE.DPS - 0.66 > 0.4 Mid/Far 1 Near (If that makes sense… Basically the further away the units are from the hit, the less damage they take. 1 = 100%, 0.66% = 66% etc.)
- (These guys… I never know what I want to do with them.)
Rangers (Nerf)
- Limit 6 squads (No Spam)
Wraithblades (Buff/Change)
- Cost – REQ/180.POW/225 > REQ/400.POW/300
- DPS.M – 80 A/A > 90 TRUE (Now an even greater threat against Infantry)
- HP – 420A x3 > 500A x3
- Movement – 4 > 5
Wraithguard (Buff/Change)
- Cost – REQ/150.POW/175 > REQ/300.POW/300
- Movement – 3 > 4
- Allowed Weapon Overkill (if true, applies full damage to the squad's health, even if it results in multiple entity deaths / critical) (Should help kill multiple entities in a squad)

(ORKS)
Deffkopta (Nerf)
- DPS.R – 11.1 A/I > 9 A/I
Nobz (Buff/Change)
- Cost – REQ/250.POW/200 > REQ/600.POW/100
- DPS.M – 37.5 A/I > 39 A/I (Crushing Blows! Nobz now slow enemies on hit and deal AOE damage!)
Lootaz (Nerf)
- Cost – REQ/462.POW/0 > REQ/462.POW/18
Weirdboy (Buff)
- HP – 500N > 1000N
Mega Nobz (Buff)
- DPS.M – 70 A/A > 100 A/A

MUCH MORE DATA NEEDED! PRAISE THE MACHINE SPIRIT!
End of Patch Notes
Mustafao01 6 Oct, 2018 @ 10:55pm 
There is a dawn of war discord group that hosts gamenight, most of their members have been playing your mod so ask them for feedback!
Mustafao01 18 Oct, 2018 @ 7:53am 
Also get in touch with the creator of the REDUX mod itoaster, he's great and can give you tips on how to balance as well.
iLetUWin  [developer] 18 Oct, 2018 @ 4:12pm 
The Redux mod is far from balanced imo. The guardsmen are prime examples of this. The best balance mod is Exodus.

However the Redux mod does things I never thought possible. It is incredible. I believe sound and even icons have been added to that mod. However I have no idea how.

Imagine if we could bring in new models to the mix.

Then I can finally have my Tau back.
Last edited by iLetUWin; 18 Oct, 2018 @ 4:18pm
Mustafao01 18 Oct, 2018 @ 11:11pm 
You can straight up ask the man as well, he is pretty great with his friends and both of your efforts combined can bring in something new for the modding community and DOW 3 in general.
iLetUWin  [developer] 19 Oct, 2018 @ 1:04pm 
Mustafao01, I understand that you are determined that I work with others, but you need to understand the implications of what you are saying.

It is not a gathering of positive traits as you might believe. Or even the gathering of the same vision for Dawn of War 3. A benefit for working on a project by yourself is that you have complete control on the direction. So you can have complete quality control, and focus.

For instance, DEATHWATCH Mod breaks limits and makes battles stupidly big with a bunch of new units, and closer to lore representation. Hence swarms of Orks, stronger Space Marines, etc.

EXODUS Mod does a fantastic job at re-balancing the game, for fans of vanilla DOW 3.

REDUX Mod is a great start for a DOW 1 remake, but it is very unfinished at the moment. It is in it's early stages. I remember iToaster, when I began modding Dawn of War 3, he was curious on how to get missile launchers on tactical marines, like I did.


If you want me to be specific on things that bother me about the Redux mod, you will have to look deeper and think long term.

For instance
- Eldar units that run across the map in a few seconds, and deal 10,000 dps, or maybe this is a bug. Seriously though, my play through of Eldar was wack.
- Orks with only "10 population".
- Seriously limited population and tiny armies.
- Very poor balancing.
- The ability to trade resources like in Age of Empires, which in my opinion, degrades a resources value, since you can simply trade it. You will never starve for power again, but that makes power worthless.

These are just a few examples.

I hope you understand what I am trying to say.
I may branch out to other modders in the future, but there need to be a certain quality in work. A certain role.

For now I am content with the current direction of the DEATHWATCH Mod.

Mustafao01 19 Oct, 2018 @ 8:20pm 
Originally posted by Fabricator General:
Mustafao01, I understand that you are determined that I work with others, but you need to understand the implications of what you are saying.

It is not a gathering of positive traits as you might believe. Or even the gathering of the same vision for Dawn of War 3. A benefit for working on a project by yourself is that you have complete control on the direction. So you can have complete quality control, and focus.

For instance, DEATHWATCH Mod breaks limits and makes battles stupidly big with a bunch of new units, and closer to lore representation. Hence swarms of Orks, stronger Space Marines, etc.

EXODUS Mod does a fantastic job at re-balancing the game, for fans of vanilla DOW 3.

REDUX Mod is a great start for a DOW 1 remake, but it is very unfinished at the moment. It is in it's early stages. I remember iToaster, when I began modding Dawn of War 3, he was curious on how to get missile launchers on tactical marines, like I did.


If you want me to be specific on things that bother me about the Redux mod, you will have to look deeper and think long term.

For instance
- Eldar units that run across the map in a few seconds, and deal 10,000 dps, or maybe this is a bug. Seriously though, my play through of Eldar was wack.
- Orks with only "10 population".
- Seriously limited population and tiny armies.
- Very poor balancing.
- The ability to trade resources like in Age of Empires, which in my opinion, degrades a resources value, since you can simply trade it. You will never starve for power again, but that makes power worthless.

These are just a few examples.

I hope you understand what I am trying to say.
I may branch out to other modders in the future, but there need to be a certain quality in work. A certain role.

For now I am content with the current direction of the DEATHWATCH Mod.

Thanks mate for the well put together reply and I respect your decision for modding. I would be a hypocrite if I said that I didn't enjoyed the mass armies in your mod, its just that I was more or less seeking for exchange of information in between the modding community.
Never the less I will look foward to what both yours and itoaster's mods bring in the future, thanks for explaining it to me.
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