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deep dish peat moss
Jul 27, 2006

orangelex44 posted:

...try playing a smaller map? "Small" map with 3 AI should mean you can just conquer towns instead of building any.

Unfortunately the map gen option to increase the number of settlements doesn't fully work yet (small maps only get a couple, though maybe that's a good thing) and I can't stop the AI from spamming the map with colonies, so I have to do the same to keep up.

To be clear I still really like this game and have played almost 40 hours (!!) in the week since it came out but I was echoing the sentiment of another poster who was missing the ability to turn off city founding.


Edit: For what it's worth the magic number I always shot for in AoW3 with city founding off and only capturing settlements was around 3 cities per player, so by the time I was hitting late game I'd hold maybe 5-7 (and they were less of a time/focus investment there)

deep dish peat moss fucked around with this message at 02:33 on Aug 15, 2019

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Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


I'm gonna set up some AI commanders so I can tool around in scenarios. What faction/tech combos make the most sense so that everything's covered do ya'll reckon?

Vargs
Mar 27, 2010

I wish this game had more layouts for colony battles. It has the same issue as Total War: Warhammer where you do tons of them and they're all the same, except with sometimes with a different superficial racial reskin.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
Hey, Gerblyn. How do you disable the use of tactical operations spells in autocombat? There's a signifier for whether your dudes are allowed to in the pre-combat screen, but left-and-right-clicking on it doesn't seem to change anything.

These idiots will routinely chew up 150+ energy on easily winnable combats :argh:

Caidin
Oct 29, 2011
I have difficulty understanding the A.I's decision making sometimes. So a syndicate guy declares war on me, and sends a 5 dudes to take an landmark sector on our border while my hands are busy elsewhere. Instead of of just attacking it, first he splits his 3 indentured out and has them run at it and lose to the basic garrison, then his swoop bike mounted hero and one of those Growth bees split off and fly around like their going to attack my colony by themselves only to turn around next turn and also splat against the landmark guards.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Goddamn the second syndicate campaign mission is miserable. Nothing but tiny islands with teleporters leading nowhere useful most of the time. And shitloads of neutral marauders making the seas a royal pain in the rear end to colonize. Plus the various missions piss off every single other faction, leading to attacks from every direction. And it sure was great when the teleporters randomized and doom stacks appeared right outside three of my cities.

my dad
Oct 17, 2012

this shall be humorous
The espionage missions are a trap. My friend vented about that planet, he ran into the same problem, though he mostly compained about how insanely difficult it is to keep track of which portal goes where. He won by replaying the previous mission to get his hero the mods and gear needed to make her a combat monster, then completely ignoring the espionage stuff and rushing scouts through the teleporters to find a few players and then rushing them one by one with his hero and a growing swarm of indentured while befriending everyone else.

Impermanent
Apr 1, 2010
if you drag units to where you want them to go they auto-route through the right teleporters

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

GreyjoyBastard posted:

Hey, Gerblyn. How do you disable the use of tactical operations spells in autocombat? There's a signifier for whether your dudes are allowed to in the pre-combat screen, but left-and-right-clicking on it doesn't seem to change anything.

These idiots will routinely chew up 150+ energy on easily winnable combats :argh:

I have it on my list of things to add, there's nothing right now I'm afraid.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

deep dish peat moss posted:

Unfortunately the map gen option to increase the number of settlements doesn't fully work yet (small maps only get a couple, though maybe that's a good thing) and I can't stop the AI from spamming the map with colonies, so I have to do the same to keep up.

I asked about this, apparently it works in that it tries to place more, but if it can't find space for them, it won't place any extra. If you reduce the number of dwellings and landmarks, you should see more settlements.

ninjewtsu posted:

guys i think assembly might be overpowered

Yeah, both Assimilate and Vorpal Shot + Crit Mods are a bit broken right now. In the first big balance patch I'll be toning them both down a bit.

As an example, someone here can use the Assembly starting army, without mods, to kill an army guarding a settlement (which includes T3s and is modded), and he often doesn't lose a unit doing so. He does cast some operations though (Shredder Bomb is op too)

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

deep dish peat moss posted:

Edit: For what it's worth the magic number I always shot for in AoW3 with city founding off and only capturing settlements was around 3 cities per player, so by the time I was hitting late game I'd hold maybe 5-7 (and they were less of a time/focus investment there)

Yea this is exactly it for me as well. 3 or 4 per player at best.

Impermanent
Apr 1, 2010
preliminary Fun rankings after having won a scenario with each race (god help me i can't believeI've done this already)

1. Assembly. These guys own. Powerful t1s, powerful options for making stacks resilient to auto-combat, and interesting, thematic t3s and t4s. If you don't like an artillery that is just a turret that walks around I don't know what's wrong with you. Incredible synergy with Synthesis - so much so that it's hard to take any other secret tech with them.

2. Syndicate. Basically, I like snipers. But more than that, I like the Enforcer t2s for how they create space, and the protoss-y movement capabilities. The sub-theme of mind control helps a lot. Putting them and Psynumbra together is almost too mustache-twirling Bad Guy Energy but boy is it fun to walk away from half of your combats with more units than you started.

3. Amazons. My first impression of them was that they were boring and fragile, but that really turned around once I got to their t3s. That tyrannosaur with the regen mod is one of the best tanks in any tactical rpg of any kind I've played. They're basically a giant above-ground pool filled with hit points, except this one can yell real loud and scare your enemies' massed T1's. The T4 has a special place as the most fun Ent I've ever taken to the field.

4. Dvar. I actually wanted to rank these guys higher, but their games take soo long, and their T4 is big and impressive but boring. I actually haven't fielded more than one artillery tank at a time, so it may be that I would like them more if I ever put together a 6 stack of those things, but I don't care quite so much for their attrition-based combat style. I love dwarves in most tactical rpgs/4xs that have them, so I'm sad to not appreciate them quite as much here, but I think that maybe I haven't hit on the right secret tech pairing for them. The ones I've tried are Void, which is fun and the hammers are great, and PyreX, which is the Boringest Secret Tech.

5. Vanguard. They're just X-Com guys. If you're not an X-Com vet like me they're probably pretty cool and neat but I know x-com lik ethe back of my hand at this point. I only have played them with Void, which is a fun way to do things but may not necessarily be their best representation.

6. Kir'Ko. I really hate Swarm Shield but I love their snipers. They've got some great, some okay stuff, and some bad stuff going on flavor wise (I don't love that the previously enslaved race is the non-human one because of the ~implications~ but honestly making long posts about politics in videogames is very 2016 and i'm too burned out to do an effortpost on that, Suffice to say I'm conflicted on that but whatever) The more important thing on them is that their T1s with sniper backups are fun but I kinda hate that they have the self-sacricing hero mechanic when i'm playing them (feels bad to make my heros die) and against them (feels bad to plug a million rounds into a unit for some other unit to die) It's clearly very powerful but it plays weird. IDK. Maybe I just need to wrap my head around them more.

Zulily Zoetrope
Jun 1, 2011

Muldoon
Kir'ko I think get the funnest doomstacks thanks to swarm shield and the various buffs you get to clustering. I had one stack that was just a Harbinger and a Bombard beetle that would cluster around the elite flowers from the growth and unleash high-precision artillery charges across the map which would make anyone hit explode and/or release entangling vine creatures on death, while also never dying because of multiple regen mods and the buffed hero swarm shield. The biggest battle I had was my single stack getting attacked by four enemy stacks in an open field and no unit dropping below ~65% health, meaning they'd be at full at the start of every round.

Owl Inspector
Sep 14, 2011

finished my first non-campaign game. The game seems fine and worth the time, but I struggle to think of anything that jumps out at me as actually feeling better than AOW 3 except colony militias. It's a strategy game so I could be missing a lot that's improved on a big picture level, especially since I'm pretty new to AOW 3 as well, but it's my impression so far.

Visually I have a harder time telling important things apart without having to hover over them, like what the terrain type is or what a particular visit site is. Combat having miss chances on normal attacks is a huge disappointment compared to AOW 3. Strategy map movement feels very weird compared to 3--it's extremely slow and you have to research 4 individual mid game techs techs to boost it to how fast you used to be able to move, and then there's the tech that lets you move across your own domain faster which instantly jumps you to blitzing across the whole screen in a turn. Not being able to build roads wherever really reinforces that too. Then there's some oddly missing QOL features from 3 like being able to set cities to infinitely repeat their production, the UI buttons to cycle through heroes, and the ability to tell autocombat not to use spells.

I really enjoy how few unnecessary fiddly bits there are in AOW 3 so I was disappointed to see more diplomatic complications like casus belli and throwing insults and whatever, which right now feels like complexity that doesn't actually add anything to the experience. maybe it ends up being better in more serious games.


Anyway. I mostly just bought planetfall sight unseen to support the devs for putting AOW 3 out for free and I'm still enjoying it, so it's fine. It still has that good feel of already thinking about my character for next game before I'm done with my current one. and I think I know what it's time to be.

toasterwarrior
Nov 11, 2011
I reckon just one more range for both medkits and bombs for Dvar Foremen will make them competitive versus Bulwarks, along with Bulwarks possibly losing Concussive Shot.

Another thing: as much potential Heroes have for becoming very powerful combat units, I can't help but reserve them as stack leaders and army buffers, at least for Dvar and Vanguard. The benefits they can give while in an APC are just too drat good.

trypsin
Jul 8, 2007
The game is really solid, seems to me more polished than release AoW, and it's nice to see some class secret tech racial unit diversity from the get-go (although they feel samier than where AoW3 ended up)

Digirat posted:

Strategy map movement feels very weird compared to 3--it's extremely slow and you have to research 4 individual mid game techs techs to boost it to how fast you used to be able to move, and then there's the tech that lets you move across your own domain faster which instantly jumps you to blitzing across the whole screen in a turn.

This not only slows down the early game but can mean quite a few turns lost creeping if you adopt a standard 'broad circle around the capital' route only to discover the way is blocked by mountains/water and have to backtrack for 5+ turns. It also mostly removes the strategic element of planning routes to include visit structures (usually doesn't feel worth it to detour for 2 extra turns before getting to the next big creep battle) or any benefit to taking no damage versus taking medium to light damage in battle (since you'll have lots of travel time to regenerate by the time of the next big fight). On the other hand, increasing it significantly would mean that armies can strike cities from a long way out in the fog of war from very early on, which would change early strategy.

My mostly uninformed opinion is that the terrain adaptation techs would probably be 'good enough' without giving the terrain movement advantage, or maybe just half the advantage (i.e. bump up the base move range by reducing costs by half of what the terrain techs give).

This might be amplified by my having mostly played Dvar so far, in which it feels like almost all the higher tier units are just painful to use offensively because they are soooooo slow. Related, why does the Dvar excavator tank have 32 move but the Vehicle mount version has only 24?

Vehicles in general feel a bit underpowered, as I think others have mentioned, especially since you have to take 10 skill points worth of hero skills to use them and miss out on all the OP weapon drops. Survivability seems much higher on foot, where when you can take cover and aren't taking an hp and armour penalty. The Dvar Bulwark is still super worth it as a vehicle because the base unit skills are just so good (and the Dvar starting army desperately needs damage). I'd agree that concussive shot should at least be single use only, or just removed.

Most of the other vehicle options just kinda feel like a downgrade to the hero on foot, especially when they are competing with 2 point options in the background and colony categories. Furthermore, the vehicles only cost 75 energy, so the vehicle options are worth 11 hero skillpoints and 75 energy versus the weapon loadouts being worth about 10 energy, 8 cosmite and 4(5?) hero skillpoints; is a loadout point worth the difference when the alternative is taking both a 2 point background and 2 point colony option?

toasterwarrior posted:

Another thing: as much potential Heroes have for becoming very powerful combat units, I can't help but reserve them as stack leaders and army buffers, at least for Dvar and Vanguard. The benefits they can give while in an APC are just too drat good.

I've started to feel the opposite.. even the APC, with its amazing support powers, quickly starts to play like you've just taken an above average tier 2 specialist. If you've launched the healing nanites and triggered the sensor scan (admittedly both *very* powerful), you then feel like the hero doesn't have any more to contribute for a couple of turns while they reload. If they had to spend their turn to use a tactical operation, the APC would be amazing, but since that's not required, they don't have any other real damage or contribution once they've thrown the grenade (unless you find a good secondary weapon), and it's risky to use them as mobile cover since they don't have any particular survivability boost. There's some very good passive skills (especially Dvar Siege Master ... which doesn't apply to the hero in the APC), but they're good enough to take even on a more damaging hero build who can provide other tangible benefits like killing enemies and soaking damage.

Meanwhile sniper/melee heroes in my other games are averaging about 1.5 kills per combat turn...

Gerblyn, there are also a few minor interface annoyances I'd like to flag :)
- The civilopedia forgets the drop-down filters from the previous page when you click back, which makes (e.g.) browsing a particular race or secret tech research or operation list a pain (tho I don't think AoW3 didn't even have a back button, so it's nice to have)
- I spent ages trying to work out what building pre-reqs there were for an Elite Military Facility, so that I could have it built in preparation for my first researched Elite unit, but as far as I can tell the building just becomes available after an Elite unit tech is researched - this is fine - good idea even, but needs an entry note.
- Some of the weapon tech entries are incomplete vis-a-vis who gets it (I think Laser techs are tagged as Amazon but not Vanguard?)
- It's not clear which unit mods are not available via research - I think it's the ones with a little golden symbol next to the tier? I couldn't find a mention of what that actually indicates.
- AoW3 remembering scenario settings from the last started game was a really nice feature (I think added in one of the patches?). I'm really missing it here.

toasterwarrior
Nov 11, 2011

trypsin posted:

I've started to feel the opposite.. even the APC, with its amazing support powers, quickly starts to play like you've just taken an above average tier 2 specialist. If you've launched the healing nanites and triggered the sensor scan (admittedly both *very* powerful), you then feel like the hero doesn't have any more to contribute for a couple of turns while they reload. If they had to spend their turn to use a tactical operation, the APC would be amazing, but since that's not required, they don't have any other real damage or contribution once they've thrown the grenade (unless you find a good secondary weapon), and it's risky to use them as mobile cover since they don't have any particular survivability boost. There's some very good passive skills (especially Dvar Siege Master ... which doesn't apply to the hero in the APC), but they're good enough to take even on a more damaging hero build who can provide other tangible benefits like killing enemies and soaking damage.

Meanwhile sniper/melee heroes in my other games are averaging about 1.5 kills per combat turn...

In my current Vanguard game, I lucked out into a thermal rocket launcher and it's been killer on my commander and his APC, along with his PUG buddy. PUGs are pretty much the best reason not to switch from an APC as Vanguard, I reckon.

That said, I do want to suss out the part of the game where healing drones and sensor scanning are no longer as useful, and I imagine it's when your units can self-sustain like crazy and you have access to an easy 20% accuracy boost on your units, through mods or whatever. After that, it's down to whether your faction has good vehicles (Dvar) or not, though invariably I imagine they end up in one anyway since some of the T3 vehicles are absolute monsters in a good pilot's hands.

toasterwarrior fucked around with this message at 11:25 on Aug 15, 2019

Autodrop Monteur
Nov 14, 2011

't zou verboden moeten worden!
This is my first time playing an AoW game and I have some questions :)
I'm running into some issues and would love some tips.

Should I be colonizing a lot in the early game? I managed to complete the first Kir'Ko mission thanks to strong heroes and modded out units. Started out a random scenario as the Amazons, but I'm running into trouble because I'm getting boxed in by two Kir'ko AI players who keep expanding like crazy, leaving me very little space to expand myself. They're allied as well, so it's not really easy for me to grab some land from them since they have troops all around my teritory.

As a game progresses, I run into energy problems. What are some good ways to keep your energy production up other than having colonies dedicated to converting production to energy and deleting units you're not using any more?

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

trypsin posted:

Gerblyn, there are also a few minor interface annoyances I'd like to flag :)

Passed it on, thanks!

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Autodrop Monteur posted:

Should I be colonizing a lot in the early game? I managed to complete the first Kir'Ko mission thanks to strong heroes and modded out units. Started out a random scenario as the Amazons, but I'm running into trouble because I'm getting boxed in by two Kir'ko AI players who keep expanding like crazy, leaving me very little space to expand myself. They're allied as well, so it's not really easy for me to grab some land from them since they have troops all around my teritory.

As a game progresses, I run into energy problems. What are some good ways to keep your energy production up other than having colonies dedicated to converting production to energy and deleting units you're not using any more?

With colonizers costing cosmite, you have to strike a balance between modding out units and expanding in the early game. In general, the more cities you can plant, the better off you are, but you also need to be able to clear the sectors you're claiming to get the most out of them, which requires mods for harder encounters. My current experience has been that getting out one colonizer, then modding my starting stack before putting out more colonizers is my usual go-to but it also depends on your starting area and your starting hero. E.g. if you're doing martial tradition, getting early mods on your starting hero can let you clear much harder encounters, so it might be worth grabbing them before pooping out colonizers.

Energy sectors. Once you have 2-3 cities dedicated to production, your cities should probably be focused on Energy and Research. In the late game you want your unit production cities to have the energy exploitation that reduces unit upkeep for units produced in the city.

victrix
Oct 30, 2007


UI annoyance: Am I dumb or does the unit build list snap back to the top every single time you add a unit to the queue?

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Cynic Jester posted:

With colonizers costing cosmite, you have to strike a balance between modding out units and expanding in the early game. In general, the more cities you can plant, the better off you are, but you also need to be able to clear the sectors you're claiming to get the most out of them, which requires mods for harder encounters. My current experience has been that getting out one colonizer, then modding my starting stack before putting out more colonizers is my usual go-to but it also depends on your starting area and your starting hero. E.g. if you're doing martial tradition, getting early mods on your starting hero can let you clear much harder encounters, so it might be worth grabbing them before pooping out colonizers.

Energy sectors. Once you have 2-3 cities dedicated to production, your cities should probably be focused on Energy and Research. In the late game you want your unit production cities to have the energy exploitation that reduces unit upkeep for units produced in the city.

Should the first city be food or do you not do food at all?

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Ratios and Tendency posted:

I'm gonna set up some AI commanders so I can tool around in scenarios. What faction/tech combos make the most sense so that everything's covered do ya'll reckon?

There's a few obvious ones with a ton of synergy: Kir'ko/Xenoplague, Syndicate/Psynumbra, Assembly/Voidtech.

Celestian works quite well with literally any faction. Voidtech is a pretty good "I don't know what to take" choice but really shines on melee factions because of the tier 1 passwall mod. Psynumbra is solid for anyone but works best if you've got psi units in your lineup already. Xenoplague is extremely awkward and kind of bad if you have no natural bio damage. Promethean is another generic choice because no one really uses its weapon types naturally. Synthesis is a great choice if you want to focus primarily on your race rather than your tech, since it has a ton of great support mods and buffs.

Autodrop Monteur posted:

This is my first time playing an AoW game and I have some questions :)
I'm running into some issues and would love some tips.

Should I be colonizing a lot in the early game? I managed to complete the first Kir'Ko mission thanks to strong heroes and modded out units. Started out a random scenario as the Amazons, but I'm running into trouble because I'm getting boxed in by two Kir'ko AI players who keep expanding like crazy, leaving me very little space to expand myself. They're allied as well, so it's not really easy for me to grab some land from them since they have troops all around my teritory.

As a game progresses, I run into energy problems. What are some good ways to keep your energy production up other than having colonies dedicated to converting production to energy and deleting units you're not using any more?

Colonizing fairly rapidly and constantly is vitally important. The yardstick I've been using on hard that feels good to me is that if you're not acquiring a new colony every ~7-8 or so turns in some way(either colonizing, buying out neutrals, or capturing), you're going to fall hopelessly behind economically and in cosmite production(since capturing cosmite nodes is the only way to really boost your cosmite production, since techs will only get you another 10 per turn or so and it takes forever to do so).

Energy problems are tied to your expansion. Energy production cities are necessary to support multiple decent stacks, and you'll need multiple decent stacks to push offensives and protect your territory.

Kanos fucked around with this message at 12:27 on Aug 15, 2019

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Taear posted:

Should the first city be food or do you not do food at all?

Most of my cities start off with a food exploitation unless they have enough food income to grow at a rapid pace without it due to Bio-domes or there's a landmark nearby that I really want.

Also, if your starting city has a biodome within reach of you starting army, taking it down will net you enough food to immediately grab the sector the bio-dome is in, which supercharges your growth. If you get really lucky, you might start next to the low level food landmark, which gets even more dumb when it comes to growth. It is well worth declaring war on a faction to get it running ASAP. Peacing out afterwards usually costs similar amounts to what you'd pay to get them to move.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Kanos posted:

There's a few obvious ones with a ton of synergy: Kir'ko/Xenoplague, Syndicate/Psynumbra, Assembly/Voidtech.

Celestian works quite well with literally any faction. Voidtech is a pretty good "I don't know what to take" choice but really shines on melee factions because of the tier 1 passwall mod. Psynumbra is solid for anyone but works best if you've got psi units in your lineup already. Xenoplague is extremely awkward and kind of bad if you have no natural bio damage. Promethean is another generic choice because no one really uses its weapon types naturally. Synthesis is a great choice if you want to focus primarily on your race rather than your tech, since it has a ton of great support mods and buffs.





Amazons and Dvar both use the fire damage channel natively on a ton of units and have a bunch of Promethean synergy.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Zore posted:

Amazons and Dvar both use the fire damage channel natively on a ton of units and have a bunch of Promethean synergy.

Amazons use *lasers*, which don't naturally cause the burning prometheans like unmodded, and laser mods don't apply to any of the promethean units. There's synergy if you fish for it but it's kind of a secondary synergy built around having specific mods locked in on units. Similarly, Dvar have no natural fire damage except the defensive flamers on their tank until you start slapping explosive bullets on everything; explosive bullets rule, of course, but they're a midgame mod at earliest and quite expensive to kit your army out with.

Vanguard has the same level of secondary synergy as Amazons and Dvar, i.e. they can unlock promethean synergy with mid-tier mod tech options, but it's not immediately natural.

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.
RE:Vehicle heroes, I think what you're rally buying there isn't the vehicle, it's the Vitality I and II. You can always switch it out later.

toasterwarrior
Nov 11, 2011
Vanguard has good synergy with Promethean because their version of the Purifier uses repeating shots (good lord how many times have I mentioned this, not angry at anyone, just surprised at how it stuck in my mind), which means that they get three chances at best to apply the burning debuff. This synergizes very well with Vanguard jetpacks letting them get a free flank on turn 2, most of the time, as well as the Promethean mod that gives a hefty bonus against burning enemies.

Promethean Plasmoids can also get obscenely hard to kill with the Vanguard sensor mod, which adds a 20% evasion bonus to them. Coupled with them being a small target, you could rush the little bastards at the enemy and tie them up, leaving them open to shooting or grenades.

And of course, your first elite as Vanguard is the Laser Tank, which gets an easy synergy thanks to it having thermal damage naturally.

toasterwarrior
Nov 11, 2011
There's a subtle but powerful synergy with Voidtech and Vanguard (plus Dvar) too: Flechette Rounds and the Voidtech augmentation that causes all attacks to have a chance to apply Dimensional Instability. Here is where the game needs UI work: Flechette Rounds inflict bleeding, and while the DoT is obvious, what isn't is that bleeding also causes the enemy to suffer -2 kinetic resistance. Likewise with the first level of Dimensional Instability. Troopers and Bulwarks can straight up inflict -4 kinetic resistance against anything with some luck, and they already naturally inflict kinetic damage so you can stack some serious bullet pain with them.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe
I'm going to be doing a stream at 16:00 CEST (~50m from the time of this post) where I'm gonna be playing Promethean Amazon in a sort of "How-To" way, if anyone's interested!

https://www.twitch.tv/paradoxinteractive

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


man the disassembler mount for assembly heroes does not seem very good at all.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Hey Gerblyn, just an idea: Maybe consider adding a commander skill for heroes to buy that provides bonus strategic movement to 24 movement units. It's fine that 24 movement units are slow in tactical, but their incredibly lovely movement speed on the map largely disincentivizes me using them regularly in stacks, and it's a shame, because there's a lot of really cool 24 movement units.

I wouldn't mind dropping 4 skill points or whatever on a "Pathfinder" or "Logistics Expert" skill or something that lets a hero bump slow units up to 32 on the strat map. That way there's still an opportunity cost for using slow units.

toasterwarrior
Nov 11, 2011
Make it cost 10 skill points like Piloting 2 even, since 32 move Walkers, Barons, and what have you are gamechangers.

Delacroix
Dec 7, 2010

:munch:
Stream is up!

Thinkin' about Gerblyn's catte.

e:And it's done. Monday will be another loadout stream.

Delacroix fucked around with this message at 15:59 on Aug 15, 2019

my dad
Oct 17, 2012

this shall be humorous

The one game I played, I also found a Tyrant's Gauntlet in the first crate.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


where do those crates come from?

toasterwarrior
Nov 11, 2011
Do units you purchase from NPC factions benefit from special buildings in your HQ sector? Because I've made friends with the Autonom and I think I can do some real good poo poo with their laser robots plus Promethean and Vanguard's laser tech path...

Ogdred Weary
Jul 1, 2007

A is for Amy who fell down the stairs
62 MB patch just hit

Edit: Whoop, https://forum.paradoxplaza.com/foru...update.1233092/

Edit 2: Oh my god

Ogdred Weary fucked around with this message at 16:24 on Aug 15, 2019

Autodrop Monteur
Nov 14, 2011

't zou verboden moeten worden!

Kanos posted:

More good advice

Thank you! This clears up a lot for me. Gonna start a new game and see how well I'll fare this time.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters
Is it weird if I look forward to patches for the goofy artwork now :allears:

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