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I think there is a Secret Tech 101 thread as well :D
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 :D 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 :D
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 note: Foremen have concussion on their melee attack, that is very strong.
 
Soo, basically, are Dvar an underpowered race? (MP Players might give valuable Input on how many MP Players Play Dvar compared to other races)
My biggest issue with the Dvar is one thing:
They do not have a cleanse (debuff removal). Not on any of their supports, not any any of their tactical operations. They have to offset that with the Secret Tech and/or Resistances (inlcuding fielding Mechanical).

If you look at planetary Oligarchy and the Baron, it is rather clear that going with 24 Speed Heavy units is their longterm gameplan. -35% Upkeep is a lot of reduction. And if you waited that late, you propably got the Upkeep reduction Energy Sector Buildings.
With a Level 3 or 4 Energy exploitation and the Upkeep reduction, you are at 45% or the 50% cap. For T3 and T4 units, that is a lot of money. T3 heavy drops from 12 to 6.

If you go for a earlygame rush, Trenchers can be summoned onto the strategic map. The only issue is keeping your foremen alive, as they lack a self-heal.

The Bulkwark has a lot of powerfull properties:
It is mechanical and Heavy, but not large
It is 32 Speed.
For a single action you can either pick Agile Overwatch or concussive shoot.
CS ignores terrain, has a high accuracy and 12 strenght chance. So they will knock out a target with unerring reliability, on 7 range with a single action.
 
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My biggest issue with the Dvar is one thing:
They do not have a cleanse (debuff removal). Not on any of their supports, not any any of their tactical operations. They have to offset that with the Secret Tech and/or Resistances (inlcuding fielding Mechanical).

If you look at planetary Oligarchy and the Baron, it is rather clear that going with 24 Speed Heavy units is their longterm gameplan. -25% Upkeep is a lot of reduction. And if you waited that late, you propably got the Upkeep reduction Energy Sector Buildings. So -50% is in reach.

If you go for a earlygame rush, Trenchers can be summoned onto the strategic map. The only issue is keeping your foremen alive, as they lack a self-heal.

The Bulkwark has a lot of powerfull properties:
It is mechanical and Heavy, but not large
It is 32 Speed.
For a single action you can either pick Agile Overwatch or concussive shoot.
CS ignores terrain, has a high accuracy and 12 strenght chance. So they will knock out a target with unerring reliability, on 7 range with a single action.

Yeah, Bulwarks are cool. BUT they can't be healed by Default, the tech for that Comes in the midgame.
But yes, the concussive shot is great for you can take out a vital target for a turn to Change positions etc.
And I'm not sure if 2 more range really beats a second stun turn through Biomancers sleep for example.

Also, at the time you begin Building 24 Speed stacks, do you really Need the upkeep reduction anymore? Usually for me that happens pretty lategame, when it goes against full stacked cities, and at that time I don't really care if a stack costs me 30 Gold upkeep more or less...reducing indentured upkeep is great on the other Hand.

One note: Foremen have concussion on their melee attack, that is very strong.

They do...but foremen are pretty frail when at the frontlines, are often relatively far behind because of morale buffs/Close range heals... in battles where concussion would really help, the Foreman would die after his one hit :D
It IS great for melee overwatch though, generally trying to melee trenchers/foremen is really horrible ^_^

And that's Kind of the ongoing theme that got me to write the post in the first place...
Foreman can heal, but only with 1 range. Most healers can do that with 3 or 5 range, adjacancy is often a Problem. And can only heal biological, so only trenchers and other foremen (and heroes).
Most healers can heal their roster (well, as Amazons and Kir'Ko only have biologicals, Assembly only Cyborgs ^_^), foremen can't.
There are quite some "second life" mods in race tech, not for Dvar though.
Of Course they aren't completely unusable, they just seem to be...Sub-par in almost any aspect and I can't figure out what they got going for them.
Kir'Ko for example get Regeneration and adaptive armor really quick, have swarm shield, great T2 all around.
Amazons have great T1 unit, and generally perfect synergy throughout their roster and strong Units on a unit to unit Basis.
Assembly get revives really early, have resilient because self-healing melees, awesome snipers.
Vanguard has a really good free heal mod, PUGs smokefields are awesome.
Syndicate I never cared about so can't say anything good or bad.
And Dvar have...a great T1 unit, with a slightly janky Regeneration as you Need to set the trench up, and move the trencher away next turn if you want to heal another unit with it. Which means the other unit probably won't have a good firing Position or even AP left...
And it only works on 2 of their Units of Course. And... a great artillery?

Like, are Dvar supposed to really shine in the endgame and supposed to outrange the enemies with slow moving "siege stacks"? I don't get it, while you are trundeling along someone starts the doomsday, and your ground based 24 Speed stacks could maybe even be halfway there before the 10 turns are over :D
Are they supposed to be a hardcounter to melee? That's a bit specific for my taste.
Are the prospectors supposed to Speed you along early game that you outnumber the enemy, until your lategame artillery Comes? Even then, the final mods suggest a more Hands-on Approach. :rolleyes:
And of Course you'd Need the Research as well, so I find assembly can snowball a tech Advantage way better than Dvar could snowball...pretty much anything.
 
And I'm not sure if 2 more range really beats a second stun turn through Biomancers sleep for example.
The two units are not properly comparable.
Sleep has 5 Range, 8 Strenght, 2 Turns, 2 Cooldown
Concussive Shoot has 7 Range (8 with that Firearms mod), 12 Strenght, 1 Turn, 2 Cooldown.
And of course their Lockout Unit Traits.

Personally I rarely use them for Overwatch. Overwatch seems to have -2 Range compared to normal attack. Unless I can cover enemy units straight in the Overwatch area, Overwatch is rarely worth it.

Also, at the time you begin Building 24 Speed stacks, do you really Need the upkeep reduction anymore? Usually for me that happens pretty lategame, when it goes against full stacked cities, and at that time I don't really care if a stack costs me 30 Gold upkeep more or less...reducing indentured upkeep is great on the other Hand.
35% of that reduction is from a Doctrine that only applies to heavies. And 6 is less upkeep then any T2 unit.

Generally low tier units do not benefit from upkeep reduction that much. Upkeeps seems to be rounded, so the T1 costs either 4, 3 or 2/turn. Only -25% and -50% mater.
But with a base upkeep of 12 for T3, every 10% is guaranteed to save you at least 1 Energy/Turn.
And yes, the unit upkeep does add up.
There is only one building chain that has upkeep, and no normal ones cost energy.
So unit upkeep and Opeartions will be your big drains.

They do...but foremen are pretty frail when at the frontlines, are often relatively far behind because of morale buffs/Close range heals... in battles where concussion would really help, the Foreman would die after his one hit
It might be possible to make a Foreman only army, wich could heal itself, throwing explosives and concussive punches everywhere.

Another trick is to move the Foremen into the cover (even the trenches) the units to be healed are vacating:
1 Step for the unit
Move Foreman into cover
Heal from cover
Finish movement of the unit
 
Yeah, and Biomancers are specialists... it was just a rough example. Agile overwatch has the General Overwatch Problem, yes. That's why in conclusion the bulwark is a good unit, but doesn't stand out compared to other T2 Units.

On the upkeep I'm still not convinced. But you may be right, as I'm still in the campaign I've only completed one Scenario so far. That was with Assembly though, where I had a 6 stack of modded reapers soooo... energy and cosmite weren't Problems at that stage :D (And having so many Heavy Units that upkeep WOULD become a Problem would only occur if I basically have won anyway and am just dicking around)
Maybe in enormous games that only have Domination victory and thus last a very Long time... in a Standard Scenario vs. AI I don't really see it.
Plus of Course it has to compete with all the other doctrines available...feels underwhelming to me. :confused:

Foremen... yes, but their damage is SO low :-/ And I think you get more healing out of six trenchers in their improved trenches, Foreman have the usual one-time-only heal.
And the cover Thing, well, yeah it works, but of what use is this?
When I move the unit from cover/trench, that is usually because the battle shifted to another place, or melees are coming near. If it'd be just one melee it could probably be shot down, if there are more the Foreman will get mutilated by the second one.
And if the battle shifted, the attacks of the Foreman again don't matter. :D

Yes, trenchers and foremen don't really suffer from moving mid-battle since they still got their full potential attack, that Comes at the expense of less damage in stationary fights and less debuff potential though...
I think the main Problem I have with Dvar are the underwhelming mods. They don't feel "Woah" really, so your Units don't really Change much IMHO. With shredding claws, Regeneration, free self-heal, Evasion and the like it opens an entire new Dimension to many Units. While Dvar...if I ignore 3 armor in melee attacks, where neither trenchers nor foremen have really damaging melee... *shrug* More accuracy, stagger-resistance, more armor is all Standard fare, okay but not exciting. And the final mods, that often are REALLY OP seem very niche for Dvar as well. Like, an added Level of stagger generally for all Units for example, so that trenchers can get +2 stagger with kinetic, bulwarks as well...to make up for the lack of debuffs (and strategic movement Speed if you want buffs with the baron)... Granted that happens with the improved trenches, but they are on exactly one unit...
 
Foremen... yes, but their damage is SO low :-/ And I think you get more healing out of six trenchers in their improved trenches, Foreman have the usual one-time-only heal.
And the cover Thing, well, yeah it works, but of what use is this?
1. the Foreman is protected by cover.
2. If in upgraded trenches, the Foreman heals. It is the upgraded trenches that carry the heal, not the Trenchers.
3. Trenches also seem to disable flanking attacks.
 
1. the Foreman is protected by cover.
2. If in upgraded trenches, the Foreman heals. It is the upgraded trenches that carry the heal, not the Trenchers.
3. Trenches also seem to disable flanking attacks.

I found the foreman quite practical to destroy cover, since my trenchers tend to stay still.

Also, the trenches will heal other units too, like heroes. I think they also heal mechanicals (e.g. Bulwarks), but it has been a while since I played Dvar.
 
Also, the trenches will heal other units too, like heroes. I think they also heal mechanicals (e.g. Bulwarks), but it has been a while since I played Dvar.

Bulwark, Baron and Prospector destroys trenches upon entering.
They propably would heal them, if those were not heavy units that killed Trenches by walking into them.
 
They propably would heal them, if those were not heavy units that killed Trenches by walking into them.

They should theoretically, since it just says "Heals the Unit inside" without any limitations about biological, infantry, light or anything.
But since everything that is heavy destroys them it's hard to test (without mods).

That is good to know!
I wonder what would happen if you gave them the "walk through cover" VoidTech mod...

My assumption is that if they walk OVER the trench, it'll stay there, but if they stop inside the trench it'll still get destroyed. Should be easy enough to test as you just Need the first mod and a hero with the attack vehicle perk that gives you a bulwark :) Might do that this Weekend.
 
That is good to know!
I wonder what would happen if you gave them the "walk through cover" VoidTech mod...

My assumption is that if they walk OVER the trench, it'll stay there, but if they stop inside the trench it'll still get destroyed.
While the trenches provide cover, they do not work like the conventional cover you find on the battlefield.
They are more like a Positive Hazard Effect. One that can be removed by a heavy unit walking through. Kinda like standing in fire with PyrX Absoprtion Panels - just a easier way to remove it and most units will path through.
 
They should theoretically, since it just says "Heals the Unit inside" without any limitations about biological, infantry, light or anything.
Actually it says "heal Dvar units inside".
I wonder what would happen if you gave them the "walk through cover" VoidTech mod...
This Mod (Phasewalk Modulator) can only be applied to Infantry and Mounted. Just for fun I i applied it on Amazon Tyrannodon, he destroys trenches upon entering or just passing by. The difference is what heavy unit w/o mod walks around trenches, unit with mod goes directly through trenches (and destroy it).
 
Actually it says "heal Dvar units inside".

This Mod (Phasewalk Modulator) can only be applied to Infantry and Mounted. Just for fun I i applied it on Amazon Tyrannodon, he destroys trenches upon entering or just passing by. The difference is what heavy unit w/o mod walks around trenches, unit with mod goes directly through trenches (and destroy it).

Oh, right, forgot about that ^_^
Huh, alright. Should reinforced trenches not be just destroyable with a unit with this demolitionist perk that does 200% cover damage though? :D
 
This Mod (Phasewalk Modulator) can only be applied to Infantry and Mounted. Just for fun I i applied it on Amazon Tyrannodon, he destroys trenches upon entering or just passing by. The difference is what heavy unit w/o mod walks around trenches, unit with mod goes directly through trenches (and destroy it).
The Tyranodon (like most T3 units) is also a Juggernaut and Large Target. That may mess up the measurements.
 
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.
 
The Tyranodon (like most T3 units) is also a Juggernaut and Large Target. That may mess up the measurements.
Well, Heavy/Large units (i.e. Tyrannodon) destroys trenches, regardless of Phasewalk. Heavy/Not Large units (i.e. Bulwark) destroys trenches. Heavy/Large/Floating units (i.e. Rift Generator) destroys trenches. Light vehicle units (i.e. Abyssian, Hoverbike, Lancer) not destroys trenches, regardless of Phasewalk.
And, Dvar Hero on other faction vehicle still considered as Dvar (I think it is not obvious).
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.
Pretty bad "artillery" since the range is only 5 and big (2) cooldown.
 
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.
It is not a artillery. Just a flier with a AoE, like the Vaguard Gunship, Hellcopter and just about any other non-scout flier.

An artillery has these properties:
2-9 Range. Usually a full action for a single shoot. 1 Turn cooldown.
The only thing that slightly breaks this mold is the Dvar Rocket Artillery.

Something funny about the Ramjet however:
Xenoplague heroes can getr Skitter (harder to hit the more they moved). And this flier is good at moving and usually needs to move for maximum damage.