![]() |
The RTSC Guide to Dawn of War
Builders in Dawn of War are pretty straightforward. Each race has their own unique version with one or two tricks and unique attributes, but they all perform the same basic actions. Builders don't use any Squad cap. They're often a loner, but in some races they come in squads, usually reinforcing for free and at a slow rate. Builders wear infantry_low armour, or "builder armour". This places them at the bottom of the pecking order when it comes to other units, especially against anti-infantry units and artillery.
The time it takes to assemble a structure - i.e. its build time - is defined by the structure's stats, usually for game balancing reasons. It is not defined by your builders - builders have NO preset rate of building. You can double up your builders, but all this does is grant a 33% build speed increase to the job at hand. For example, the Space Marines' Chapel Barracks takes exactly 45 seconds to assemble with one builder, and 30 seconds to assemble with two. Build speed is capped at just two builders. Assigning any more to a job will NOT make it go any faster. That Chapel Barracks still takes 30 seconds to erect, even with a dozen builders assigned to it. Extra workers go through the the motions of building, but really, they're just wasting their - and your - time. Put them to work somewhere else. For builders than come in squads, like Ork Gretchlins or Necron Scarabs, this means a squad's build speed maxes out the moment it has two members in it. There's no point in assigning a second squad to help finish any urgent job - it simply won't go any faster. Because you only get a 33% speed increase with two builders, its actually faster to have two concurrent builds worked by one worker each than have a pair of builders working on two jobs in sequence. The individual job will of course go faster with two, but you lose out over the longer term. Once a build job is started, the job's progress bar will inexorably crawl to a conclusion, even if the builder has been disrupted, knocked away from the construction site or had its morale busted by something terrible. The progress bar only stops on the builder's death or if you assign it different orders. Because build times are defined by the structure and not the builder, it doesn't matter what type of builder constructs it. The build times will always the same. In team games, allied players can complete each other's construction jobs and repair each others' buildings and vehicles. For team games, you should be doing this as a matter of course anyway. Its highly recommended that you not only share building tasks, but to help each other out when your bases get demolished. Worried about your Servitor getting killed at the front line while you try to repair or build turrets? Get your Ork teammate to use their cloaked Grots instead! Many team mates can be saved from Annihilation losses by building their factories or headquarters in the safety of your own base - and vice versa.
All Builders can repair. Once a repair job is started, only the builder's death or fresh instructions can stop its progress. Repair rates, unlike build rates, are determined by the builder's character stats. Repair rates are measured in health points repaired per second. For example, the Space Marine Servitor repairs any structure or vehicle at a steady 30 hp/sec. He'll fix 300hp of damage to a structure or vehicle in about ten seconds. Repair rates stack with extra builders, so two builders repair twice as fast, and three builders three times as fast. Repair rates are capped at three builders. Assigning more than three to a repair job is a waste of time: all you will see is the extra builders standing around, doing nothing - and getting in the way of other units. This can be a problem with excess builder squads, particularly with Grots, although the number of Grots in a squad has been halved in the DC 1.2 patch. Repairs costs you resources. As a general rule, the Repair Cost is how much it costs to fully repair a unit, based on its original purchase price. Its usually expressed as a percentage. For example, a repair cost of 100% means that you will consume the equivalent of the original Requisition and Power cost of the item you're currently repairing, assuming if you could repair it from 0 hp. At 200% it would cost double the original purchase price to fully repair. At 50% you can repair at half the original cost. If the item is constantly taking damage, then you're constantly drawing on your reserves to continuously fix it, bleeding away your precious resource stores and eating into your income. Since Repair Cost it is determined by your builder's character stats, in team games, you can use this to your team's advantage by having the better repairers in your team work for players with poor fixers. I'm don't know who foots the bill in this situation.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() |
![]() |
|
DoW Basic Guide |
||
![]() |
![]() |
![]() |
![]() |
|
DoW
Tiers ![]() |
||
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
Last modified Fri, Apr 6 2007 by Lindsay Fleay