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The new class is pretty neat and I've been delving through the DLC's config files to find out more details about the SPARK unit so I can work out the best way to build them into my squad. I thought I'd share what I found in this post in case anyone is interested. As with my previous posts, I will place the directories of all relevant .ini files at the bottom of the post. Here goes! Please let me know what your experiences of the SPARK have been so far. This is mostly theory crafting.
In terms of damage and shredding, the spark's cannon is identical to that of a grenadier who has taken shredder. It's aim however is vastly inferior. While the SPARK's innate aim stat is slightly better (+5 aim over the grenadier at colonel rank) this is massively outweighed by its inability to equip PCS:AIM or Scope, which together add +31 aim at tier 3 (or +41 aim on a flanked target). The only good news is that the SPARK will have a better chance to take advantage of high ground/proximity bonuses due to it not needing to take cover and ability to jump to high ground.
On this basis, the SPARK's offensive output seems low. The units abilities will have to make up for it's unimpressive base offensive stats.
Can the SPARK do this? Ability-wise, overdrive is potentially very powerful allowing the spark unit the possibility of firing three times in a turn. Additionally, the strike ability has higher damage output that the even the hunter's axe (7 damage with the initial unit, rising to 9, then 11 at T2, T3) and gets a +20 AIM bonus on the SPARK's base aim. By colonel rank, the melee will be 100% to hit on targets with no defense stat. It's a shame the strike ability has a 3 turn cool down however.
STRIKE_COOLDOWN=4 STRIKE_HITMOD=20
The units AOE abilities seem somewhat lack luster to me. Bombard appears to be very weak. It gets only one charge and deals 3, 5, then 7 damage to a 3 tile radius as it upgrades. Nova deals 6 damage within a 3 tile radius around the SPARK. By the time you get access to it (colonel rank), that seems pretty poor. In order to deal decent damage to late game enemies, you will have to be close and be willing to take some damage. NB: Nova's damage type is explosion and it doesn't shred or penetrate armor, as far as I can tell it will not do extra damage to robotic units either.
SPARK_NOVA_MULTITARGET_BASEDAMAGE= (Damage=6, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Shred=0, Tag = ', DamageType='Explosion') NOVA_COOLDOWN=0 NOVA_RADIUS_METERS=4 NOVA_ENV_DMG=20
Overall, the SPARK unit seems to have a somewhat weak offensive presence, particularly in the late game where weapon attachments and PCS become very important. Well planned use of its abilities may be able to change this, but it's too early to say whether this will be the case.
Section 1b: SPARK basics - Defense##
The SPARKS defensive stat progression is unlike any other class. The SPARK has an huge initial base health of 11, 6 more than other classes. However, this does not increase as the SPARK levels up. By colonel rank, the SPARK unit will only have 1 more base health than the ranger. The SPARK units does however come with 1 base armor pip.
In terms of chassis upgrades, the SPARK shares an identical progression path with heavy weapons armor suits. T2 upgrades give +2 health +1 armor, T3 give +4 health +2 armor. Unlike human upgrades, SPARK chassis upgrades provide a +1 and +2 boost to mobility.
As with offense, the SPARK seems a bit weak going by base stats alone. The unit trades the ability to take cover and and hold an item for an immunity to flanking crits, 1 pip of armor and an early advantage in health. This does not seem worth it in my opinion. Can the SPARK's abilities save Dr. Shen from embarrassment?
From what I've seen so far - YES!!! Overall, the defensive abilities of the SPARK appear to really strong. Intimidate seems like the best skill on the entire tree. Since the panic applies as the SPARK is targeted, a successful role will effectively cancel 2-turns of the attacking enemy. The chance for the ability to go off are surprisingly high - 25%, 40% and then 55% for T1, T2, and T3 chassis! Combine this with extra armor from bulkward and extra defense from a borrowed aid protocol and the presence of a SPARK may be even better than have a pre-patch meme-beacon on the field.
TIER1_INTIMIDATE_STRENGTH=25 TIER2_INTIMIDATE_STRENGTH=40 TIER3_INTIMIDATE_STRENGTH=55
The repair skill seems to be excellent also. It repairs a base 6 points of damage and has two charges. I think this skill makes up for the SPARK's otherwise low health pool (given it cannot take cover). The description says that this skill repairs more with upgrades, but I can't find how much this is in the config files.
BULWARK_ARMOR=1 REPAIR_CHARGES=2 REPAIR_HP=6
Defensively, the SPARK's abilities allow it to shine. Although it's base stats are nothing special, picking the right skills as the SPARK levels up could make the SPARK the best defensive resort we have ever seen in the game.
Bulwark vs Adaptive Aim - Choice: Bulkward
I think the frequency that a SPARK will want to use and overdrive to take three shots is probably quite low, especially considering the constant need to reload. This make Adaptive Aim very low impact IMO. Bulward is much better. Extra armor is a big deal all the way through the game, as is free cover for your other units.
Rainmaker vs Strike - Choice: Strike
Rainmaker can only ever benefit one use of a heavy weapon and even then the additional damage/radius is marginal. Strike can be used multiple times and gives the SPARK the ability to attack without using ammo and while dashing. Easy choice.
Intimidate vs Wrecking Ball - Choice: Intimidate
As already said, I think intimidate is the best ability on the SPARK's skill tree. Wrecking ball on the other hand seems like it would actually make the SPARK worse. Anyone who has used andromodons/gatekeepers/sectopods in MP will know how impossible it is to avoid destroying your own cover/blowing up cars with them. Wrecking Ball is to be avoided at all costs.
Repair vs Bombard - Choice: Repair
Another easy choice. Bombard is like a single use grenadier grenade that doesn't shred while repair virtually doubles the SPARK's overall health pool.
Channeling Field vs Hunter Protocol - Choice: Channeling Field
I'm not too fond of either of these. The SPARK is crap at over-watching due to it's low AIM and AMMO count, even if you manage to proc the 33% chance for Hunter Protocol the shot will probably still miss since the aliens will get +40 defense from dashing. Channeling Field is probably a bit better, it could potentially be used to store up a ton of charges and then one shot an exposed enemy (each charge adds +1 damage).
Sacrifice vs Nova - Choice: Sacrifice
This is a tough choice. Based on theory, I think Sacrifice is better. Potentially, this ability is a ghost grenade. All units inside the radius cannot be targeted and the +20 defense of the ability can be stacked with an additional +40 defense from aid protocol. The ability even prevents the Archon King's Icarus Drops from being used.
Nova is a unique move. While it has its down sides, the skill can potentially deal up to 24 AOE damage without using a single action point. That's insane. It could be great for finishing off avatars. You could even move inbetween casts to finish off multiple groups. However, given the limitations, it seems like it would be much harder to use that Sacrifice.
INI Files:
...SteamsteamappscommonXCOM 2XComGameDLCDLC_3ConfigXComClassData.ini
...SteamsteamappscommonXCOM 2XComGameDLCDLC_3ConfigXComGameData_CharacterStats.ini
...SteamsteamappscommonXCOM 2XComGameDLCDLC_3ConfigXComGameData_SoldierSkills.ini
...SteamsteamappscommonXCOM 2XComGameDLCDLC_3ConfigXComGameData_WeaponData.ini
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