I find it odd that you talk about dvar but no one mentioned their ramjet yet. It's their first unit research, and this thing terrifies me. It has a missile, which means they actually have artillery as their first researched unit. They're the first to get a flyer, and it's an artillery unit reaching at 10.
They are IMO an odd race to play, oscillating between going melee and forcing you to come to them. They will annihilate any cover you can have or have them useless. They have many units to go close and personal. Yet they have units that are the definition of position warfare. When I see their roster, I feel like they want a trench warfare from ww1. They can trech and annihilate anything that come close, and they can force you to do that. Or they can assault your fortifications like nothing else can.
I need to test them more, but they feel very interesting.
Yeah, I just finished a 12 player scenario with Promethean Dvar, and kind of changed my opinion on them.
Though I basically only used trenchers, the promethean infantry and foremen, with the fire AoE mod on the trenchers and the heat targetting on everything.
Based on the martial changes I figured it shouldn't matter too much with promethean Dvar, as most weapons are single action anyway, so you should still get two "full" shots out of it. Didn't work too well, as you can't move and thus the 5 range on the promethean weapon is really limiting. Which I think is a good sign towards balance.
What I never noticed before (or was it not working before the patch?) is the accuracy increase inside the trench, which makes trenchers real powerhouses. Of course everything causing burning with fire mod on bullets and fire mod on explosives in combination with the heat targetting extra damage worked like a charm, the AoE on the trenchers is a huge bonus as well.
Since the foremen don't have a cooldown on their concussion melee you can tie down once enemy consistently per foreman, after there is no cover destruction/AoE needed anymore.
And yeah, Dvar are surprisingly melee-heavy, especially the excavation tanks. Now with all the fire buffs the tanks are extremely dangerous up close because of their defensive flames. And the tanks are 32 movement ones which makes them useable.
Also, the baron weapon is really awesome on your ranged heroes. 12 damage repeated, at 7 range, with stagger, and the 80% accuracy can be easily offset with hero skills. Plus all the weapon buffs you can mod onto the heroes with 4 mods, those things are brutal.
Also, the later doctrines indeed are quite nice, increasing your cosmite income by 20% is great. (Then again, all races have great lategame doctrines)
However, some points of my critique still remain:
Dvar Mods.
Trencher Upgrade is a must-have first research, and stays on every trencher the whole game. Then comes a whole lot of nothing IMHO. Stagger resistance is "fine", the 8 explosive resistance is pretty much useless unless you fight another Dvar, and I guess only there to not punish all the AoE too hard considering friendly fire. The detector that ignores 50% of cover, meh. 20% crit chance, 10% hit 10% crit, 20% evasion all are better IMHO.
The repair kit, while allowing for a big heal OR a res of a mechanical unit... meh. I guess if you go mechanical-heavy it's useful. But since you basically need to go all infantry or all mechanical in your stacks to not waste mod slots, and the anti-synergy of your mechanicals destroying your healing trenches... well.
Melee Attacks can cause concussion...meh, foremen do that already, trenchers should be shooting, tanks kind of kill the things near them, so concussion isn't necessary. Apart from that only works on bio and cyborgs.
Flare...30% hit chance increase for an action? That the enemy can just evade? Meh. The Psi Mod grants 20% with every attack that sticks on the enemy.
And the final mods, +400 morale on adjacent just does too little in the lategame, and the kinetic thing...I never used honestly, but it sounds so useless.
Strange, kind of antisynergistic roster.
Bulwarks, while allowing a save closing in through their concussions, and agile overwatch against melee, all great, but without any way to heal them they are rather squishy. The strategic heal of the foreman also only works on biological units.
Trenchers and Foremen work great together, along with any bio/cyborg secret tech units. And mechanicals make it weird. They destroy your trenches, most of all.
I still find the baron basically unuseable because of the 24 movement. Had he 32 movement there could be something about the baron/bulwark combo, where you can seamlessly integrate excavation tanks once they come in. I don't mind the artillery being slow, that's expected.
Then the whole long range and melee/low range combination. Makes fights with them unique though, and both trenchers and foremen are almost impossible to melee because of their melee overwatches.
I added some excavation tanks into my trencher/cleanser/foremen stacks once I had some, but they weren't great really, since they couldn't be healed. (I had phoenix bombs on my foremen so no place for the reconstruction kit)
VERY specific colony building/terraforming options.
If there aren't vast amounts of volcanic sectors, you basically never need to build it. And for most of the game (until you get the volcanic research) you still want to build on standard "good" colony positions. You can change mountains to buildable terrain, which is alright if you are swimming in ressources already. But a non-specific sector without any building in them can usually be found without paying for the terraforming operation. And at the time space becomes a real issue and you might be "forced" to take volcanic sectors, you usually can get the volcanic research anyway, at which point it only increases morale I think?
If it would make the colony "immune" to all hazards it'd actually be useful, but only for volcanic? Meh.
All that said, they ARE the most interesting race to play IMHO, BECAUSE of their weird quirks. Since there is almost no damage loss for moving every turn, the fights play out very different to other races IMHO.