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strongest resource production and way to overefficent units for there cost.
tons of units that can heal all your other unit with no real cd and some for redicioulous numbers...
when a hostile Castelan tumbles in the way of your city builder it is yours...
when you reach ornagers its practical autowin, and you reach that point fast, thnx to sayed broken strong resource generation..
Until the kataphron, you have nothing decent to deal with vehicles.
Capturing a Castelan was always tougher than it looked. The AI datasmith would take it right back if you didn't kill it first, but now your ability is on cooldown. Well, they doubled both the cost AND cooldown of capturing castelan robots, not that capturing them was ever consistent or dependable.
From my experience using them after the patch against the A.I. the loss of HP means now we have a cascade effect the moment you lose one of them, once the negative morale kicks in those Onagers are going to suffer a lot. If you are ahead it does not really matter, but if the battles seem to be "fair for both sides it can turn against you quite fast. Now you have to be ultra defensive until you get later tier stuff instead of until tier 5.
They are still a weak faction against vehicles early on, but now they also have kind of a weak mid game. The nerfs should not be an issue for PvP if your opponents do not get vehicles though and against the AI you still have a blast dealing with the air spam. Also is still the best faction to play tall in the game.
So... pretty much like every other faction? I mean, morale should work like that, if you lose important units it should have a morale hit on nearby units... Now you have to think more about your positioning and strategy...
I welcome you to play with them and see what I mean.
The early inf are melting most of none armored targets. All you need is to get a robot and use it to tank the overwatch fire, then let your inf kick in.
They are a bit weak in mid game, because of lacking of anti-armor units. But their snipers can deal with light armors easily so usually not a huge problem.
And in late game, with the stack buff, and 4 building/tile, they have very impressive production for both resource and units, and therefore a much larger army than others.
In fact, I came here to post "Is there seriously no way to delete or remove buildings?" after I thought, cleverly, that I'd build two unit production buildings in the HQ so I could save the space elsewhere to just stack resource buildings, then saw I'd have to have three of the same stupid building because a quest wants me to build two in the same tile...
Still way new, but I was initially thinking the idea of having multiples of the same unit production buildings in a tile was a waste. Then I realized that each one also produces multiple different resources. If you stick three or four of those on a tile with the associated resource bonuses, you now have a bazillion units of those resources each turn as well as the capacity to produce multiple units from the same building type at once. I've now gone from "These guys are really tough to play" to "These guys are comically OP".
and yep, unsmart to build anything else than mroe cores at the core hex with admech, that backfires with the race malus.