I keep the irregulars with me in an extra unit and eventually you should have 2 six-stacks with each of your roaming heros. With True Assembly you should be assimilating a new free unit every 1-3 battles and your army will grow shockingly fast. I send out my reassemblers with my heros. With assembly I focus on getting my heroes leveled, energy, and cosmite. With just these mods the game should be a lot easier, beware the AI will use most or all of these mods as well, however they are constrained by their Story Line scripts so you should be able to build faster and stronger than they do. So any tip on combos for the finale is welcome. So I can still decide which mount I take and which mods. I haven't started the final level yet and still have the save from the last round of the assembly campaign. Yes, i like the Engineers too and thought about use them more often for the reason its cool that you can send cheap units in the frontlines and dont waste your good Stuff.^^ Its my Hero Mount Setup.Īll very defensive because I often fought against an army twice or three times as large, so survival was more important than dealing damage and then dying. I was also rather disappointed with how weak the AD's ranged attack is and the AOE isn't that great either.īut it may also be due to my mods: Positron Discharge Shield, Reassembly Module, Total Network Integration, Shield of Reckoning. In AOWP, Melee is just as good or better than Ranged in certain situations. Grants all friendly units in a 1 hex radius +20% and +1 maximum and optimal for 2 turns.Originally posted by VaeliusNoctu:During the campaign I also had the feeling that the LRs were stronger than the ADs. Īctive Ability: Full action 100% 0 Cooldown: 4 turns. Units inside that area are 40% harder to hit.Īll Biological units in this hero's army gain +5 maximum. The hero provides an additional +1 to adjacent units with Swarm Shield.Īctive Ability: Leave one action 100% 4 Cooldown: 3 turns.Ĭhanneling their psionic powers, this unit teleports themselves, spreading a cloud of obscuring smoke in a 1 hex radius around the target hex's location. Cannot be used on mechanical units, colony defenses, or other units with absorb pain.Īdjacent units with Swarm Shield gain +20% damage to all abilities. Damage dealt to the linked unit is reduced by 35% and is dealt to this unit instead. This unit links itself to the target friendly unit. This unit's melee attacks give it Frenzy, adding +10% melee damage per successful melee attack, stacking with itself and lasting 2Īctive Ability: Single action 100% 7 Can only be used once per battle. Secret Tech Unit, Hidden, Transcendent, 3 Frenzied, 2 Unleashed, 2 EmergentĮngulfer, Transcendent, -1 Frenzied, -1 Unleashed Secret Tech Unit, Hidden, 2 Frenzied, 2 Unleashed, 2 Emergent Secret Tech Unit, Hidden, Frenzied, Unleashed, 2 Emergent ^^ unless player has chosen Heritor, Promethean, Psynumbra, or Synthesis secret technology.^ unless player has chosen Celestian, Voidtech, or Xenoplague secret technology.You found a lost Imperial APC and repaired it. Psi-Stones of Dissonance, that when used causes psionic damage in an area.ĭrone Deployment Module: Skirmish, Regenerative Dermal Patches, Tactical AED Assistant.Imperial APC with various support abilities. Abyssian, which possesses powerful biochemical capabilities.īrain Enhancer: Mind's Eye, Drone Deployment Module: Laser, Regenerative Dermal Patches, Tactical AED Assistantĭuring a terrible battle, an Emergent saved your life.The pack you received after Sharpshooter training. The pack you received after Assault training.ĭisplacement Systems, Drone Deployment Module: Skirmish, Leg Exoskeleton Systems, Regenerative Dermal Patches, Tactical AED Assistant Psi-Stones of Dissonance that deals psionic damage in an area.ĭisplacement Systems, Leg Exoskeleton Systems, Old Jetpack, Tactical AED Assistant, Tactical Repair Rig.The pack you received after Close Combat training. Thrax Pistol that deals repeated biochemical damage.ĭisplacement Systems, Leg Exoskeleton Systems, Regenerative Dermal Patches, Tactical AED Assistant, Tactical Repair Rig.Rending Claws that deal repeated kinetic damage at close range.The standard-issue pack you received after basic training. Psi-Stones of Dissonance that deals psy damage in an area.īrain Enhancer: Mind's Eye, Blurring Canisters, Provisional Weapon Augments, Regenerative Dermal Patches, Wide-range Mending Rig, X-7 Combat Stims.Thrax Rifle that deals repeated biochemical damage.
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