I think there is a Secret Tech 101 thread as well 
One Thing I want to discuss are Dvar, not sure if that deserves its own thread though...
Soo, basically, are Dvar an underpowered race? (MP Players might give valuable Input on how many MP Players Play Dvar compared to other races)
I just can't really find their strongpoints. I know you can't compare single Things in races as everything works together, but my current opinion after playing with and against more Dvar in the campaign:
Special Colony Building: Morale Bunker that allows volcanic Terrain. Basically does nothing unless you have volcanic Terrain near you, which is pretty rare on most maps and Standard Scenarios.
Compared to 50% Food to Unit Production of Kir'Ko, I think more Food flat for Vanguard, Research for assembly, I think some forest Bonus for Amazons (and there are far more forests compared to volcanic), the Dvar one seems pretty underwhelming to me.
Units:
Trenchers are really cool and strong, especially with the first mod.
The Bulwark's agile Overwatch is okay, but other than that?
Foreman...yeah, is Kind of alright with cover destruction/stagger, morale boost and a heal...gets a mechanical heal later on. But compared to Biomancers, Transcendents, PUGs, Vorpal Snipers(I think) pretty underwhelming.
Baron doesn't Need Elite Barracks, but is slow and imho not too useful.
Excavation Tank is fine, but nothing Special.
Artillery is powerful but slow, probably the best of artilleries, but that's expensive lategame and with 24 Speed not for "normal" army stacks.
The Flyer is lacking a ranged attack, and has a relatively normal rocket.
And the Earth Crusher...well, is pretty underwhelming IMHO. 9 Range repeating attack is good, but 24 movement on ground, while other T4s fly or float, and often have nice Utility on top of attacks. Underwhelming IMHO.
Mods: The first mod is great and stays relevant for trenchers the whole game.
Apart from that, I can't find anything Special really. Melee Attacks get improved...are there that many melee attacks? Trenchers got a backup one, foremen have one but should rarely be in melee... do the Flyer and excavation tanks rushes Count as melee? Even if, big Targets in melee range are hard to Keep alive in any real fight.
Their final mods seem really underwhelming as well. Morale Boost and +2 resistance on adjacent Units? Meh. Stagger resistance and damage cone...meh. Targeting flare? Yeah it's a 1 turn 30% damage buff on 1 to 2 Units most often, only useable on heavy mechanicals though...meh.
Compared to...almost all mods of the other races
Regeneration, harder to hit %, reactive armor/shields, most or all get stagger resistance as well. Dvar mods just seem inferior IMHO.
Hero: Dvar hero skills are Kind of cool, but all races' heroes have cool skills IMHO.
Doctrines: Honestly can't remember what Dvar had, but with Assembly, Kir'Ko, Amazons having great ones early and later, they can't be really superior...
Operations: Can summon trenchers, can increase production. Other than that the usual stuff, plus the terraforming one which I'd call cool, but with very niche uses at best. Increasing production is only useful if you have the energy and cosmite to pay up as well, even on other races with less production I mostly find myself restricted by energy and cosmite, not my production Speed.
Damage Channels:
Kinetic is fine, other races have it as well. Other races can make more use of it's debuffs because of more repeating attacks.
Explosive: Unique damage channel that lets Things that go boom go more boom. Yeah it's fine, but more for later on IMHO, with excavation tanks and artillery, as foremen have low range and prospectors, while doing fine in battle, are Scouts after all.
Which brings me to their Gimmick of prospecting, which is thematic and useful early game.
Now I don't really mean underpowered in a pure gameplay sense. In SP they Play "fine", they work okay. It's just that the other races have so much more useful... ... stuff in General I feel. Teleporting or Stunning Snipers, Long range poisioning Flyers, self-healing core Units or reviving specialists, Regeneration and Evasion mods, not to even speak of the final mods that are most often insane... you Name it, Dvar lack it
They are neither specialists in Long range, nor mobility, melee, mid-range.
Which is Kind of a shame as I love their style generally, along with Kir'Ko and then Assembly as a Close third.
Do I just not see "it"? Are Dvar your favourite race and why, gameplay wise? Are their mods secretly amazing? Other races can also build slow tank/artillery T3 stacks, but those in itself are Kind of niche, and Dvar ones are not THAT much better...
TLDR:
So in conclusion, what Dvar IMHO have going for them in a nutshell:
+ Prospecting, Good Artillery Unit (still slow though), Trenchers are a cool core unit.
+ Can stagger quite often (but stagger resistance is Kind of common, making that often a moot Point)
but at the cost of
- Sub-par Unit roster with underwhelming T4
- Really weak mods compared to other races
- Sub-par Special colony Building
- Sub-par debuffing abilities with many single-target attacks
- Low single-target damage due to much AoE and single-target attacks
Am I wrong on that? Why?
One Thing I want to discuss are Dvar, not sure if that deserves its own thread though...
Soo, basically, are Dvar an underpowered race? (MP Players might give valuable Input on how many MP Players Play Dvar compared to other races)
I just can't really find their strongpoints. I know you can't compare single Things in races as everything works together, but my current opinion after playing with and against more Dvar in the campaign:
Special Colony Building: Morale Bunker that allows volcanic Terrain. Basically does nothing unless you have volcanic Terrain near you, which is pretty rare on most maps and Standard Scenarios.
Compared to 50% Food to Unit Production of Kir'Ko, I think more Food flat for Vanguard, Research for assembly, I think some forest Bonus for Amazons (and there are far more forests compared to volcanic), the Dvar one seems pretty underwhelming to me.
Units:
Trenchers are really cool and strong, especially with the first mod.
The Bulwark's agile Overwatch is okay, but other than that?
Foreman...yeah, is Kind of alright with cover destruction/stagger, morale boost and a heal...gets a mechanical heal later on. But compared to Biomancers, Transcendents, PUGs, Vorpal Snipers(I think) pretty underwhelming.
Baron doesn't Need Elite Barracks, but is slow and imho not too useful.
Excavation Tank is fine, but nothing Special.
Artillery is powerful but slow, probably the best of artilleries, but that's expensive lategame and with 24 Speed not for "normal" army stacks.
The Flyer is lacking a ranged attack, and has a relatively normal rocket.
And the Earth Crusher...well, is pretty underwhelming IMHO. 9 Range repeating attack is good, but 24 movement on ground, while other T4s fly or float, and often have nice Utility on top of attacks. Underwhelming IMHO.
Mods: The first mod is great and stays relevant for trenchers the whole game.
Apart from that, I can't find anything Special really. Melee Attacks get improved...are there that many melee attacks? Trenchers got a backup one, foremen have one but should rarely be in melee... do the Flyer and excavation tanks rushes Count as melee? Even if, big Targets in melee range are hard to Keep alive in any real fight.
Their final mods seem really underwhelming as well. Morale Boost and +2 resistance on adjacent Units? Meh. Stagger resistance and damage cone...meh. Targeting flare? Yeah it's a 1 turn 30% damage buff on 1 to 2 Units most often, only useable on heavy mechanicals though...meh.
Compared to...almost all mods of the other races
Hero: Dvar hero skills are Kind of cool, but all races' heroes have cool skills IMHO.
Doctrines: Honestly can't remember what Dvar had, but with Assembly, Kir'Ko, Amazons having great ones early and later, they can't be really superior...
Operations: Can summon trenchers, can increase production. Other than that the usual stuff, plus the terraforming one which I'd call cool, but with very niche uses at best. Increasing production is only useful if you have the energy and cosmite to pay up as well, even on other races with less production I mostly find myself restricted by energy and cosmite, not my production Speed.
Damage Channels:
Kinetic is fine, other races have it as well. Other races can make more use of it's debuffs because of more repeating attacks.
Explosive: Unique damage channel that lets Things that go boom go more boom. Yeah it's fine, but more for later on IMHO, with excavation tanks and artillery, as foremen have low range and prospectors, while doing fine in battle, are Scouts after all.
Which brings me to their Gimmick of prospecting, which is thematic and useful early game.
Now I don't really mean underpowered in a pure gameplay sense. In SP they Play "fine", they work okay. It's just that the other races have so much more useful... ... stuff in General I feel. Teleporting or Stunning Snipers, Long range poisioning Flyers, self-healing core Units or reviving specialists, Regeneration and Evasion mods, not to even speak of the final mods that are most often insane... you Name it, Dvar lack it
They are neither specialists in Long range, nor mobility, melee, mid-range.
Which is Kind of a shame as I love their style generally, along with Kir'Ko and then Assembly as a Close third.
Do I just not see "it"? Are Dvar your favourite race and why, gameplay wise? Are their mods secretly amazing? Other races can also build slow tank/artillery T3 stacks, but those in itself are Kind of niche, and Dvar ones are not THAT much better...
TLDR:
So in conclusion, what Dvar IMHO have going for them in a nutshell:
+ Prospecting, Good Artillery Unit (still slow though), Trenchers are a cool core unit.
+ Can stagger quite often (but stagger resistance is Kind of common, making that often a moot Point)
but at the cost of
- Sub-par Unit roster with underwhelming T4
- Really weak mods compared to other races
- Sub-par Special colony Building
- Sub-par debuffing abilities with many single-target attacks
- Low single-target damage due to much AoE and single-target attacks
Am I wrong on that? Why?