![]() Wait for trench cd, then advance, or pull them out of the trench for easy full damage flanks. Trenchers are gap closers, get in position, trench up, then one pip full damage shot. I'm not sure what you mean by Dvar not having range. I believe the current meta is settled with 2 clear tier1 races and Synth as the OP tech - the rest are the wonnabes with Amazon as the worst. Has race flying combo in Transcendent + Engulfer, which is great!Ĭurrently having 2x 1vs1 games figuring out the Dvar but their lack of range is hard to overcome so probably the results will be FAR lesser than what assembly and syndicate can do. Also can't research rush like Assembly and can't have race line-ups like Syndicate (flying chair Dune dude + t1s). Void Kir'ko for the jumping sniper that does mass buff + debuffs units it hits - obvious and atypical in terms of having great synergy + helps stop Syndicate pilot heroes because of the +5 resist mod. I have no idea why the Amazons exist in the game but Celestian is ok on them for the flying secret tech t2 unit and for looking for dwelling units as the Amazon class units are the worst line-up in the game (no range, no way to put the pressure on the opponent to have to move in and CC can't counter snipers). I mostly did Synth Assembly as the counter for the *MOST* atypical Synth Syndicate (one research gives you all the mods you need = best for rushing) But they're also cyborgs, which means they can equip a mod that lets them enjoy the amazing healing experience that is standing around in fire. Promethean Assembly - They have guns that can light stuff on fire. I heard they like fire too, not sure why but I feel like I can appreciate that. Promethean Dvar - They use guns and explosions and welders to light stuff on fire. Promethean Kir'ko - They too can use their mind-tricks to create fire, but it's more stylish because this fire comes from extra-dimensional termite people. Everyone mocks their melee unit, but that's only until they get punched in the face with shield-piercing, armor-scorching fire. Promethean Syndicate - They can use the power of their minds to light stuff on fire. Not to mention the archers that fire fire. Promethean Amazon - They have a lot of lasers that let you light stuff on fire, and they do it while riding dinosaurs. Their flamethrower units can throw said fire three times in a row, but more importantly they have jetpacks that let you fly with the power of fire. Promethean Vanguard - Early on their lasers let you light stuff on fire, but later on their bullets also let you light stuff on fire. I honestly have no idea what you mean by "atypical" here, so I'm just gonna list some of my favorites in no particular order. Then, on top of that, you have access to a way of reducing Stagger resistance (compromise) and access to increased Stagger power (arc weapon tree), Psionic operations that only effect non-mechanical alongside Synthesis operations that only effect mechanical, and methods of increasing operational power all over the place. SynthesisSyndicate: In a faction that lives and dies on cooldowns, the Network Link is king. Really, that should be enough, but the Wraith Tank is also the single best recipient of PyrX absorbtion panels thanks to the Wraith Drive, and the Psionic weapon channel lets you apply burning to stack with the Thermal Targeting array. PrometheanSyndicate: Purifiers count as Indentured. Then you have the fact that Flesh-Tearing Implants are the single most efficient offensive mod in the game, which goes great on (self-healing, re-activating) light bringers. Nanite Boosters are also a cheap way to make Xenotech units huge problems to remove.ĬelestianAssembly: Stagger resistance is the best thing that a melee-focused unit can ask for, which makes Tenents of Tranquility my favorite single mod to go on Scavengers. XenotechVanguard: Vanguard has the flat-out best support for a melee hero: stagger resist, jet packs, self-healing/resist boosts, healing/obscuring/grenade reloads on the PUG. What are some of the combos that other people have hit on? The Amazon Echo Walker is tremendously powerful because of the easy access to Stagger resistance the Evasion defense mode makes them almost impossible to kill with direct fire weapons, they more or less ignore grenades, and the high base power on their glaives means that they tend to win melee slapfights with other t1/2 assault infantry (especially if they don't have stagger resistance!). So I just finished a game with VoidTech Amazons that was a complete steamroll.
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