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Yeah, learning a new faction the same exact same time combat is reworked will make it tricky.
I think one of the largest reasons why they preform so badly (critical mass fights don't count) is also due to the fact ranged units no longer seem to get interrupted in melee and the AI hasn't changed its focuses in engagements, so if they're getting focus fired by guns and bombs, they'll feel it. So tactics remain the same, you just have less options to mitigate the cost prior to this patch.
The Repair from the support unit is okay, nothing spectacular but at least it doesn't stop them from contributing to the fight and with an upgrade can make the support a little more tanky if AoE fire is coming down, but I wouldn't say it's a deal-changer worth microing for.
It's very funny that, once again, the game's behaviour mirrors the lore. Every skirmish I've played, the Emperor has kicked down my door and started wailing on me the moment I'm outproducing him in Landsraad standing and spice output. Just need the Tleilaxu to join the game and help him out.
As for Ix, their Railguns are quite powerful, especially if you make sure they hold back, and you get the gear that increases their power based on distance from target. Being tethered is also a huge help, as they get attack speed based on your knowledge output, and Ix can output a lot of knowledge.
Suboid's are relatively cheap, but very fragile with their complete lack of armor, but they do offer a gear piece that offers an additional +10% power to nearby drones, which is handy. I think their other real role, is mechanical and building destruction, with their gear that ignores half the armor values of the aforementioned, so probably pretty handy on a push into someones HQ, since armor is no longer shredded. I would not use Suboids as meat shields, as that'll drain your manpower quite quickly, and they don't last nearly long enough to function as meatshields.
The Fighting Meks are much tankier, especially if supported by one, or several, engineers who have deployed their repair depots. Their upgrades range from bonus armor while tethered, to bonus damage vs biological enemies, to bonus attack per enemy armor (with a downside of a penalty to attack speed per armor).
As for the Resonance drones, I'm not exactly sure what role they serve, beyond making all your drones have an AoE damage field, which is still pretty nice. One of their upgrades also reduces the armor of any enemy affected by the static field by 1. Rather expensive at 5 CP, I usually only have 1 or 2 in my endgame army. Very cheap CP wise, and upkeep wise if you chose the no upkeep upgrade. Could potentially use them to swarm someone who doesn't have much AoE damage, but you'll still probably lose most of them.
Now, the unit I really like, is the Engineer. I like them almost entirely for their active ability, which lets them deploy themselves into a repair depot that heals mechanical units, even in combat. Combine that with an upgrade that gives them bonus armor while deployed that way, and they become a rather tanky way to drag out a fight. If I'm reading the tooltip right, it does come with the downside of stopping the Engineer from shooting while deployed, but I think that's evened out by letting your primarily drone army keep fighting for longer.
Now, my real favorite Ix unit, is actually one of their heroes, Nuwa, who is essentially and Engineer on steroids. Provides a long range buff to drones that gives them +1 armor, and a speed buff. Their attacks ignore half armor, and they also can deploy into a repair depot, with an even farther range than the Engineer, and anecdotally, looks like it heals faster as well. To top it off, Nuwa gets to keep shooting when deployed, with a faster attack, but losing their half armor pen.
The last two units of theirs to talk about, are their flying units, the Spirit, and I forget what their capital ship is called.
The Spirit always counts as tethered, which I guess mostly just means it constantly benefits from the knowledge output based attack speed boost. They are also stealthed in your territory, and in the territory of anyone you are in a Truce with, which probably makes them a pretty good harassing force, sneaking through an allies territory, to harass the enemy at some other part of their territory. I'm somewhat lukewarm on them, honestly. They do benefit from Nuwa's Drone buff, so I guess they technically count as Drones, despite not having the Drone trait.
Their capital ship, like most of the capital ships, is quite slow. basically counts as a mobile node, and any drone counts as tethered, even if far away from your network. In that case, it's relatively helpful for deep strikes into enemy territory. It's other big benefit, is it's active ability, which teleports every Ix unit in its Aura, to anywhere in the Ix node network, allowing you to quickly reposition from an attack, to defend a node under attack. Other than that, I don't really have much to say about it. Still like it more than the Spirit, mostly for the Tethering and teleport.
I am interested in everyone elses thoughts about them.
Suboids are something of a, needs must when the devil drives, unit that does more to bleed your manpower and serve as temporary troops while you collect fuel cells. Neither hero is much help for them, as even a third gear slot won't make them more than a support unit of desperation. Fight-Engineers aren't significantly affected by either hero, and thus remain a high value support unit with minimal numbers needed. Granted a third gear slot is nice, but there's no major benefit to have three over two for this unit; you're just not going to have that many of them running around.
At the end of the day Nuwa affects what should be the bulk of your army, that other guy I'm just not sure about. It's hard to say being a reusable assassin, in your own territory, is worth more than Nuwa's army wide effect. Even with some better combat stats.