Tue, 06/08/2010 – 12:54pm | by Thunder
Game Designer Clint “TASK3R” Tasker gives us a preview of some tuning to auto-cover coming in the next udpate:
Since the release of Dawn of War II unit plans and cover seeking have been a point of contention. This feature was originally brought over from Company of Heroes and adapted to Dawn of War. The intention was to make units of troopers seem more lifelike and intelligent. In COH you can see this when riflemen come under fire, they will search for cover, or dive for cover when an artillery round explodes nearby.
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Guardians supporting
a Warlock
The fast pace and brutal combat in Dawn of War II makes it a far different game than Company of Heroes. A unit that spends time searching for cover instead of firing at the enemy can cost you a battle. Dawn of War II has developed its own community of skilled players who become discouraged when the control of a unit is taken out of their hands. I play Dawn of War II, the same as you, and there is nothing more frustrating than trying to kite a walker with a missile tact squad; just when you think you can turn them, take a shot and continue kiting they turn around, my squad steps three meters into cover and end up in melee range, only to be tied up.
We had taken steps to fix this in earlier updates and patches by making squads at least fire their first shot before they sought cover, but this still resulted in undesirable behavior. Ultimately we have decided that the unit’s movement should be left primarily in the hands of the player. So, in our upcoming 2.2.3 update we have made large changes to the cover seeking and behavior of units.
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Whoops! Guardians run off
to find cover…
We have not stripped cover seeking out completely; instead we have left it in areas where the user is specifically trying to move a unit into cover. When a unit is selected and the player assigns a move order within 3 meters (2 meters for melee units) of cover the unit will automatically move into that piece of cover. Players can still do a right-click-drag order to specify which side of cover a unit should move to and see the preview for entity positioning. In fact this is probably the best way to move a unit into cover as it grants maximum precision. More importantly than what will happen is what will not happen. Entities will no longer move or perform other cover seeking activities in the middle of combat. Once engaged the unit will stand still and fight for the entire duration of the combat, maximizing their damage per second.
On top of this we have increased the rate at which most units and commanders rotate. What this does is remove that sluggish feel for when units turn. It’s a bit difficult to describe in just words but it will make kiting and moving units in general a lot more responsive.
I know, I know, this is just a whole lot of talk and you’ll have to try it for yourself. Look forward to these changes and more coming in the 2.2.3 update.
Right-click preview

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