Dominions 6

Dominions 6

PAUL TURBO Jan 21, 2024 @ 11:37am
R'lyeh mind blast
Do I understand correctly that the "mind blast" move some r'lyeh units get only does 1 psychic damage? I have a bunch of guys standing in the back mind blasting but I can't see them actually hurting anyone. Worse, they stop mind blasting after awhile and then run in and die. I wonder if I am misunderstanding something?
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Jimmy James Jan 21, 2024 @ 11:39am 
Mind blast isn't terribly effective on mindless units - check to see what they're targeting
ilyude Jan 21, 2024 @ 12:03pm 
the mind blast is good because it can paralyze enemy units. I haven't played them in 6 with the larger indie provinces but 8-12 or so of them with a normal expansion group could be really strong if you had them fire on closest enemies, because they'd split up the enemies before the lines met and continue to paralyze enemies in melee to protect your troops. EA Agartha's Olms were nice for a similar reason.
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
amuys Jan 21, 2024 @ 12:09pm 
Paralysis lasts an absurdly long amount of time and makes anyone hit by it effectively helpless to even the lowest attack score
Babel Builder Jan 21, 2024 @ 12:18pm 
I also could not get olms to stay ranged. They would mind blast until about 50 fatigue and then go 100% melee. It really felt like they thought they were out of ammo.
Last edited by Babel Builder; Jan 21, 2024 @ 12:19pm
Draken Jan 21, 2024 @ 12:21pm 
Originally posted by Babel Builder:
I also could not get olms to stay ranged. They would mind blast until about 50 fatigue and then go 100% melee. It really felt like they thought they were out of ammo.

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.
Babel Builder Jan 21, 2024 @ 12:24pm 
Originally posted by Draken:
Originally posted by Babel Builder:
I also could not get olms to stay ranged. They would mind blast until about 50 fatigue and then go 100% melee. It really felt like they thought they were out of ammo.

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.
PAUL TURBO Jan 21, 2024 @ 12:50pm 
Originally posted by Babel Builder:
Originally posted by Draken:

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.

Originally posted by amuys:
Paralysis lasts an absurdly long amount of time and makes anyone hit by it effectively helpless to even the lowest attack score

Thanks for the info about paralysis
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Date Posted: Jan 21, 2024 @ 11:37am
Posts: 7