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Tuning for Auto-Cover in PVP — Update 2.2.3

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.


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.


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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2.2.3 release notes

Release Notes v2.2.3
Dawn of War II: Chaos Rising

General
New map

  • (2p) Hive City – Community map contest winner available for custom games

Cover seek behavior

  • Many units have had major changes to their cover seek behavior. They should cover seek when told to move near cover but otherwise stand and shoot in any other situation.

Garrison

  • inferno_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
  • piercing_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
  • plasma_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
  • suppression_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3

Chaos
Sorcerer

  • Chains of Torrment no longer affects enemies in buildings
  • Subjugation cool down time increased from 40 to 80s
  • Starting courage reduced from 200 to 100
  • Size changed from Medium to Small
  • Warp Rift no longer affects retreating units


Havocs

  • Mark of Tzeentch Lascannon slow effect now applies to Carnifexes and Tyrant Guard


Plague Marine Champion

  • Touch of Nurgle no longer affects retreating untis
  • Bile blower now properly hits all entities in a building
  • Bile blower’s bilious discharge cooldown increased from 20 to 30s

Blood Crusher

  • Daemonic Roar no longer affects retreating units

Chaos Dreadnought

  • Dreadnoughts under the effect of Blood Frenzy will now attack buildings with garrisoned troops

Chaos Predator Tank

  • Build time reduced from 55 to 45s
  • Autocannon damage reduced from 210 to 120
  • Mark of Nurgle cost increased from 150/35 to 150/50
  • Mark of Nurgle now increases health of the Chaos Predator by 75% up from 50%


Plague Marines

  • Plague missile slow now affects Tyrant Guard

Space Marines
Force Commander

  • Special attacks for lightning claws and power fist have been changed to weapon knockback and will not affect retreating units.

Assault Marines

  • Melta bombs now can be used on Tyrant Guard

Tactical Marines

  • Flamers now properly hit all entities in a building


Heavy Bolter Devastators

  • Lascannon slow effect now applies to Carnifexes and Tyrant Guard

Terminators

  • Cost for both Terminators and Assault Terminators increased to 650/350 from 600/300
  • Assault cannon damage lowered from 150 to 128
  • Assault cannon cost increased from 70/70 to 100/80
  • Heavy flamer cost increased from 40/40 to 80/40
  • Cyclone missile launcher cost increased from 60/60 to 100/70
  • Cyclone missile barrage scatter distance has been reduced from 10 to 6
  • Cyclone missile barrage damage increased from 40 to 50
  • Cyclone missile barrage cool down time increased from 20 to 60s
  • Cyclone missile barrage knockback distance and loft slightly increased

Eldar
Farseer

  • Speed increase from Holo-field on Farseer Webway gates can no longer stack with itself.

Warlock Commander

  • Starting courage reduced from 200 to 100

Warp Spider Exarch

  • Can no longer group teleport to out of bounds areas
  • Fixed an issue that prevented Shimmer Orb from being cast
  • Starting courage reduced from 200 to 100

Banshees

  • Starting courage reduced from 300 to 100

Orks
Sluggas

  • Sluggas can no longer ‘speed build’ buildings
  • Burnas now properly hit all entities in a building

Tyranids
General

  • Tyranid population threshold for upkeep lowered from 30 to 26

Hive Tyrant

  • The modifier for Invulnerability now lasts 12 seconds
  • Size changed from Small to Medium

Lictor Alpha

  • First strike from scything talons now does weapon knockback and will not affect retreating units

Termagants

  • Termagant claw damage has been decreased from 8 to 4

Raveners

  • Upkeep cost increased from 0.017 to 0.02125
  • Population cost increased from 4 to 5

Venom Brood

  • Cost increased from 300/15 to 350/15

Carnifex

  • Thornback upgrade cost increased from 100/50 to 200/50
  • Carnifex population cost increased from 15 to 20
  • Carnifex upkeep cost increased from 0.0765 to 0.0956

Synapse

  • Speed increase to Tyrant Guard is now exclusive and will not stack
  • All effects from synapse now apply within a 32m radius