Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

+DEATHWATCH+ (DISCONTINUED)
iLetUWin  [developer] 12 Aug, 2018 @ 1:36pm
ORKS - Change Log
Dawn Of War 3 – DEATHWATCH (Patch Notes) Fabricator General
11/12/2018
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

ORKS
Line units
Boyz: Change.
HP - 160N x8 > 120N x16 (-25% HP) (+100% Size)
DPS.M - 5.25 A/I x8 > 3.9375 A/I x16 (-25% DPS) (+100% Size)
DPS.R – 1.38 A/I x8 > 0.69 A/I x16 (-50% DPS) (+100% Size)
REQ - 37.5 x8 > 18.75 x16 (-50% Cost) (+100% Size)
(Note) Dis ere’ is to make da Orks more Orky. Okay so here is the run down, on my thoughts on Orks as a whole. I wanted to make the Orks a true mob army, with too many troops on the field to readily count. My goal is obviously to bring Orks closer to a 40K standard. Hope this is not too complicated for you… but if you’re an Ork, it might just be. So what I initially did was reduced the HP, Cost, and DPS of Boyz, and Shootaz by 50%, while doubling the squad count. This in theory seemed like a good idea, since the HP, Cost, and DPS of each squad was identical, to vanilla DOW 3 after this change. Ah what the hell here is some random math.
(Example: Note these are not the actual stats for Boyz in this example.)
Boyz (Vanilla DOW3) > Boyz (DOW3 Rework)
HP - 100N x8 = (800N HP) > 50N x16 = (800 HP after 50% reduction + 100% squad size increase)
DPS.M - 5 A/I x8 = (40 A/I DPS) > 2.5 A/I x16 = (40 A/I DPS after 50% reduction + 100% squad size increase)
You get it? Good.
However… in play testing I was wrong and here is why. It is quite simple really. The faster models drop, the faster the squads overall combat effectiveness drops. An example is a faster loss in squad DPS, when unit models die faster. Also when I reduced the Boyz Choppa DPS by 50%, they began to slap their targets like wet noodles! Now this was because only a few Boyz are actually hitting a squad when they surround it, and with 50% less DPS, it was funny to watch. However the 50% DPS reduction was fine for ranged units, where all the models in the squad were able to fire their weapons, instead of blob up hopelessly around an enemy.
So here was my solution. I reduced the HP of Boyz, and Shootaz, by only 25%, (Effectively increasing the overall squad HP by 50% due to the 100% squad size increase). I reduced the Boyz Choppa DPS by 25% instead of 50%. For these line units I retained a 50% decrease in cost, and 100% increase in squad count ratio. Now Orks seem like worse shots than before… but that’s only because there are more of them. Now Orks are more numerous, but in an acceptable way. However be aware that for these 3 line units. Again Boyz, and Shootaz. Due to the squad’s 50% HP increase, and to the 100% squad size increase, with only 25% HP decrease per model, AOE weapons are exponentially more powerful against them, while single target weapons are exponentially weaker against them. This makes sense and fits the theme, that to kill a mob of Orks, you need lots of Dakka. Rant end.

Shoota Boyz: Change.
HP - 125N x8 > 93.75N x16 (-25% HP) (+100% Size)
DPS.M – 2.5 x8 A/I > 1.25 x16 (-50% DPS) (+100% Size)
DPS.R - 2 A/I x8 > 1 A/I x16 (-50% DPS) (+100% Size)
REQ - 43.75 x8 > 21.875 x16 (-50% Cost) (+100% Size)
(Note) Dis ere’ is ta make da Shootaz… shoot more and miss more?

Lootaz: Change.
HP - 200N x4 > 140Hp x6 (-30% HP) (+33.333% Size)
DPS.M - 2 A/I x4 > 1 A/I x6 (-30% DPS) (+33.333% Size)
DPS.R – 1.7 A/I x4 > 1.19 x6 (-30% DPS) (+33.333% Size)
REQ - 110 x4 > 77 x6 (-30% Cost) (+33.333% Size)
(Note) Dis ere’ is ta make da Lootaz… shoot more and miss more? Oi! What is dis! Same idea as for Boyz and Shootaz, but less extreme, so that I could make them squads of 6 instead of 8.

Tank Bustaz: Change.
DPS.R – 22.5 A/A x6 > 27.5 A/AI x6
Bonus vs Skimmer units cut in half.
(Note) Dis ere’ is ta make da Tank Bustaz… do more damage, to da ard targets, while doing less damage to flying thingz.


Nobz: Change. 250/REQ 200/POW > 400/REQ 100/POW
HP – 600A > 700N x5
REQ - 50 x5 > 80 x5
POW - 40 x5 > 10 x5
(Note) Dis ere’ is ta make da Nobz ezier to recruit for da Waaagh, since dey now need less power… but more requitsition… whateva dat iz.

Bomb Squigz: NEW! 400/REQ
HP - 150N x5
DPS – 400A/A x5 > 300A/A x5
REQ - 80 x5
TIME - 5.5s x5
MOVE - 7
SPAWN - Boyz Hut
Requirement > Waaagh Tower 4
(Note) Dis ere’ is to giv da Orks some Squiz, good fer running into objectives, being launched from Trukks, blowin up… and whateva. Nerfed dem GOOD, cuz they iz too OP. Oi… whaz dat?

Flash Gitz: NEW! 700/REQ 110/POW (DAKKA, DAKKA, DAKKA!)
HP - 400N x5
DPS.M - 37.5 A/I
DPS.R - 7 TRUE
RANGE - 30
REQ - 140 x5
POW – 22 x5
TIME - 6.5s x5
SPAWN - Dakka Hut
Requirement > Waaagh Tower 5, Pile O’ Gunz
(Note) Dis ere’ is to giv da Orks some eavy dakka, ta deal wit da point eads and da smelly humiez. Who betta to do da job than tha Flash Gitz, wit dere (Ridiculously loud and obnoxious) snazz gunz. Deze rich flashy Nobz will show da boyz, dat over gitz do not stand a chance! Nerfed dem GOOD, wit the pointy eads Dire Avenger dakka overheat mechanic. TOO MUCH DAKKA, is too much.

Elite units
Wierdboy Zapnoggin: Change.
(Detector) Now Detects Stealth units, as a psyker should.

Buildings
Waaagh Tower: Change. (MORE BOYZ FOR YER WAAAGH)
HP - 2000N > 2250N
(Note) This is designed to make the green tide happen. How you ask? What is new you ask? Well for each Waaagh Tower built, the cost of the next Waaagh Tower is now increased by 15%. Also for each Waaagh Tower built, the cost of Boyz and Shoota Boyz, is now reduced by 5%. The 5th Waaagh Tower may be 75% more expensive, however after it is built, Boyz and Shoota Boyz will be 25% cheaper to join the fight, and to reinforce their losses of course.

Upgrades
N/A

Abilities
N/A

Doctrines
N/A


End of Patch Notes