Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have noticed that the Olms run in and try to melee as well despite seemingly having enough fatigue to continue mindblasting. It used to have an ammo limit so I'm not really sure what's going on there. I think either they still have a limited number of shots, and it's not displayed since mind blast also costs fatigue now, or they're just set up to try and melee after a certain point anyway
Things like spiderwebs, mindblasts and dragon breaths now do not have ammunition, but instead cause fatigue.
Once a unit hits 50 fatigue, they will stop using those attacks.
Yes, but I would expect them to start using mindblast once they are below 50 fatigue again. Hold and fire should make them fire until tired, and then alternate resting and firing.
Say you have a reinvigoration buff, or cast relief - this should put them back into range mode.
Agreed, I never want to risk my mind blasters by having them go into melee. I want them to rest and keep mind blasting.
Thanks for the info about paralysis