Psynumbra feels like it takes A LOT of investment before coming together while competing for mod space. They probably work best with Celestian but I like theming and want to use that for my space paladins instead. Swarm shield just isn't worth taking AOE's for. Plus, Kir'ko just feel kind of weak at the moment (I'll likely drop them for the Oathbound). I just dislike the randomness of spawning / evolving pustules. Kir'ko / Xeno is nice as I prefer goo attacks to psychic stuff. Never sure what's the most effective role (melee, ranged, support, or vehicle). I still have issues trying to figure out how to build their heroes though. Heritor is a bit tricky so I'm still working it out but I am liking what I'm seeing so far. I used Synth with them and, while strong, I didn't like due to the units (I don't like their visual designs personally so I never really use them). I am trying Assembly and Heritor at the moment. But the aegis tank and the walker feel MUCH better and synergize well with everything I use. Ramjets feel awkward to use, tank is too squishy and seems to die a lot for me, and the crusher (while cool) takes 2 turns at best to kill stuff with its abilities. And I actually dislike the dvar machines a lot (except the glorious artillery). Their melee purifier fills in a needed role early game and the mods cover their weaknesses very well.ĭvar / Promethean too. Shakarn / Promethean are great dragon goodness. (If you've never played with a late-game Promethean stack all armed with Phoenix Bomb Launchers you owe it to yourself to try it at least once) Bow-wielding purifiers are great and Amazon bow units also get their range increase for Plasma and Phoenix Bombs. Use Upload AC Data to hack the cooldown on the Strike Missile ability (it costs 0AP) and spam rockets for an insane alpha strike. It's solid in general because vangaurd has so many mechanical units, but the dream combo is to get a Vanguard Walker supported by a few Network Links. They eventually scale into unstoppable superbugs, especially once they are backed up by a Habringer. Kir'ko in general are quite fun when you build around defensive mods and psionic buffs.Syndicate is probably my favorite faction, I love the aesthetic and most techs work well with it.I like almost all of the other factions and techs, they all have something interesting to build around. (If anyone has some tips I'd love to hear them) Dimensional instability doesn't really seem strong enough to build around and aside from the Phasewalk modulator their mods don't seem that great. There's also Voidtech, which I want to like but I don't really get how to make it work. (Not that I think it's weak, I just find it unappealing) I just thought it was funny that the quest has you micromanaging tactical combats unknowingly strengthening the boss you'll have to fight at the end of it.The only tech I really don't like is Xenoplague. The blow of losing him is softened somewhat by the stack of xenoplague units you receive as a reward once you complete. I had him in my neutral-clearing stack far away from reinforcements, so I had to take the fight with my depleted 5-stack. He leaves your stack and spawns in with a 6-stack of xenoplague units right next to you. I got super excited about building up this absolute powerhouse of a unit, but just when you finish maxing him out, in the final step of the quest, the Baron turns on you. IIRC he ends up with about 100 hp and a bunch of bonus damage/armor. Throughout the questline you're instructed to take certain actions in tactical combats that provide permanent buffs to the Baron (e.g., have Baron take damage X times have Baron deliver Y finishing blows). The quest really stands out from this/AOW3's template "clear this stack capture this territory etc." side-quests. Worth it half because of story-progress/flavor, half because of frustrating but cool/funny game mechanics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |