File Details

Download this file | Go to files list

Dawn of War: Professional (DoWpro) is a mod for the Dawn of War franchise that has been developed over many years, and is based on the Warhammer 40000 universe. DoWpro aims to enhance the multiplayer experience by incorporating intelligent gameplay design and balance with the exciting and spectacular game that is Dawn of War.

No longer will units become obsolete as you gain higher tech, and no longer will you have to spam a certain 'overpowered' unit in order to win.
In DoWpro strength through diversity is promoted, and with the return of the 'hard counter' system from the original Dawn of War game, DoWpro offers the player many different choices on their path to victory. This makes for very interesting games, as two consecutive games between players can turn out completely differently.

The latest version of DoWpro is for the second Dawn of War expansion: Dark Crusade. Boasting seven completely unique races to choose from, DoWpro: DC offers a huge amount variety, and will soon be extended to incorporate nine completely unique races with the release of the Soulstorm expansion and DoWpro: Soulstorm.

3.10 was a pretty solid patch that was used for the second DCpro ESL tourney. There were mixed reviews with some players citing Space Marines and Chaos as being overpowered, and other races lacking. After careful consideration it would seem that it may have been specific elements within the Space Marine and Chaos arsenal that afforded them too much versatility when faced with multiple armour types, making things easier for Space Marine and Chaos players. Fundamentally, ongoing testing has shown that many races have a pretty good chance of winning against any Space Marine and Chaos player (ultimately the best player in the game typically wins) however, the leniency afforded by such upgrades as plasma became increasingly obvious and thus steps have been taken in 3.20 to make Space Marine, Chaos and Imperial Guard players work harder to hard counter.

As ever there's been ongoing refinement to gameplay, numerous bug fixes. I hope that 3.20 will offer a richer gameplay landscape. As previously mentioned, hard counters have been looked at closely - specifically plasma, flamers, HB's and dedicated anti-elite heavy infantry melee units (Berserkers, Banshees, Ogryns, Wraiths, 'ard boyz, Grey Knights and Kroot Hounds). Plasma is now poorer against a wider variety of units including inf_hvy_high (Terminators), which in later tiers encourages the use of the newly buffed anti-Terminator close combat units. No longer will tactical plasma walls counter light, heavy and elite infantry quite so well all at once. Furthermore, the tier1 close combat units that start fading from general use are now more important in later tiers.

Additionally jumpers have been further hard-capped to 2, making the slippery slope of jumper spam against some races more manageable. Assault Space Marines were primarily at fault due to melta grenades, but Raptors and Storm Boys were also an issue. Hopefully the harsh limit will be the final resolution of all jumper woes.

3.20 aims to force wider diversity in your armies as you strive to counter your opponents army with more efficient troop selection. There'll also be more rewards for killing heroes - the Tau commander death penalty has been extended to all heroes (excluding Imperial Guard mini-heroes). To compensate, hero wargear has been moderately cheapened in the later tiers to increase its affordability and encourage better hero management.

New AI from LarkinVB and visuals from reeelax also feature heavily in 3.20. Many thanks guys for your great contributions!

Regards ~ the DoWpro Team

Download this file | Go to files list