Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Billy Lee Sep 6, 2019 @ 11:33am
Psi dmg OP
It's really too powerful. Bypassing the shield gives him full damage. Creating a high shield for example Vanguards or Dvars is impossible.
Playing several multiplayer battles, psi dmg has no comparison as to other forms of damage.
The structure of psi dmg should be changed. I understand the developers' intention, but this creates a too powerful weapon that is hard to match on the battlefield.
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Showing 16-30 of 32 comments
enricofermi2 Sep 7, 2019 @ 9:03am 
Well, armor reduces all damage (except Psi), resitance only reduces one of the damage types.

Since there are 5 different damage types resistance, specific resistance is 1/5th as good as armor/shields.
Blastom Sep 7, 2019 @ 10:16am 
Originally posted by enricofermi2:
Well, armor reduces all damage (except Psi), resitance only reduces one of the damage types.

Since there are 5 different damage types resistance, specific resistance is 1/5th as good as armor/shields.
For sure, it's not for general purpose - the resistance is mainly for "counter". Currently, I'm particularly fond of arc resistance, as both Syndincate and Assembly range units are focused on it. Thermal resistance can help a lot against Amazon.
Last edited by Blastom; Sep 7, 2019 @ 10:18am
Billy Lee Sep 7, 2019 @ 1:18pm 
Originally posted by DasaKamov:
What the others said - Psi attacks are definitely not any more powerful than other attack types. If your MP enemy realises that you're dumping all your mods into boosting Shields, and they find a counter to that, that's called "strategy".

You can either adapt and strategize around Defense instead of Shields, or you can accept that you've been out-played for that particular game.

1. You can't see your opponent's choice.
2. Shield mods are very limiting, and even if you do, your attack potential is slim. Do you think I would be busting mods to get only one shield?
3. I don't know what you call "strategy" is a game, everyone counts on balance. each faction gives you an equal chance of winning. Then you can talk about "strategy"
4. PSI dmg is above all. How do you want to compare the other if tthis bypass armor?
5. If you played something in MP, you would see this power because it is even noticeable against AI





Originally posted by wsc150:

psi fish have a psi resist mod

i think kirko and paragons have a mod that increases shields every time you get hit. Kirko swarm shield easily goes up to 4 with the hero skill.

there's got to be some kind of tac ops that helps, I really don't know them that well

kirko snipers are weak to stagger (unless they get the OP mod total network integration which is admittedly bs)

you can try screwing them in the butt with an equally OP operation called "acid rain" if you go amazon or kirko, it's not just about defending against psi but killing them faster than they kill you

i would suggest look at your kill options/tacs, not just defense against psi. 4 resistance against psi is not small by the way, and it comes baseline with almost all mech units. It means they can't pierce you to zero, it's always as if you have at least 4 armor without applying any mods.

you can also try shooting them better than they're shooting you, it's not likely they will have high defenses if they're going offensive

But what is the chance to get it?
Paragon have reactive shield, but it doesn't work well against a sniper or similar great damage.

every sniper is weak against stagger, but you only need one mod and you are safe.

"acid rain - Yes I know about it, as it also requires changes. There is no other analogous skill of this kind. Just 2-3 turns and your army is on the verge of annihilation.

for example. Once I managed to reach Reactive armor plating in MP.
And this is practically the only chance to save your unit, Vanguards tanks ...

Remember that MP is fast. Most units you'll never use, and any loss is painful. So you always try to give them the best chance of survival.

Only relationship exists. You focus on damage in this case, and he still has high damage and defense.


Originally posted by Blastom:
Originally posted by enricofermi2:

Do psionic attacks still ignore armor when you use focus to change damage type?
Yes. You can directly read it from the ability details. It's pretty op.
I've found that the "focus modules" does more, much more than the 10% - 20% damage as describled in early times, but didn't know why at that time. :steammocking: But I've put them on all my Wraith tanks.

exactly, you have no chance to counter this, and your 4 resists in mechanical units sucks.



Originally posted by Blastom:
Psionic, by itself, is very easy to counter with psi resistance modules - there're pretty of them. I've moduled some of my units with 10+ psionic to deal with a T3 landmark and Kir'ko armies.
But everything changed when focus modules come into play.

Firearm and Bio damage can alternated as well, but they don't have other traits. Kinect damage type is probably the hardest one to counter with resistance as modules are rare. While bio one only countered by Prometheus and the race/tech has it. After they're alternated, they accurately become "easier" to counter.

any attack is easy because you only need to strengthen the armor or shield (depending on the faction). So it always gives you something universal. And there really are few modules against PSi dmg that can turn into fire or toxins`


Experience against AI is nothing. AI, you won't get 9 Dvars flyram that can pull up to 40dmg when flanking. AI won't attack you with 12 snipers. And it's stupid enough to make you attack you easily. Where their great armies can be defeated only with your Troopers.
AI usually has the same modified army. Spam the same units.


No other way dmg has such possibilities. It doesn't give you such a high damage

MP consists in eliminating the enemy units, not reducing HP

Cacomistle Sep 7, 2019 @ 2:13pm 
Originally posted by Billy Lee:
Ok, look for a technology that can make me a shield.
In addition to Prysumbr itself, whose mods give resistance,
Sydntkat only has shield mods,
Kirko thanks and only swarm shield
Voidtech has one, but I don't think you will ever create a unit that only has to teleport.
Celestian give 1 shield.

https://mike6811.github.io/AOWP_TechTree/#/
Only tech tree


If you create a unit out of it that retains any firepower, congratulations.

There is a difference in MP game. AI has a potato IQ, and is not a challenge. AI does not spam 12 units Malicator and snipers Kirko. Who with good mods achieve even 30 dmg.
4 resistance in this case, you can put in the ass. Because most defense modes increase armor.
Ok first of all, you've specified multiplayer then assumed a situation that shouldn't really exist in a multiplayer game.

Second of all, your opponent has a stack of pure malictors. Kirko malictors do 10 damage base. Psynumbra has doctrines that can buff that up, so they can get like 13 without mods with that doctrine and the one that buffs damage vs non kirko. I'm pretty confident they cannot get 30 damage with mods other than by 2 damage mods, sadism (you'll never get this vs a mechanical unit), and the mod that gives damage on kill with 3 kills.

So without mods, a laser tank and a malictor are about on par with each other, assuming the psynumbra player used 2 doctrines. The laser tank has other abilities including its own armor/shield bypass. Whereas the malictor has a chaining attack. The malictor has I think 4 shields or something, whereas the laser tank has 4 psy resist.

So they start out pretty close to on par. The laser tank will get a bigger benefit from damage mods since its starting out with higher base damage. Whereas the malictor is easier to mod against the laser tank, and the armor buff from an industrial complex is actually useful (won't help vs the 30 damage shot though).

Keep in mind 2 though that psynumbra has spent at least 1 doctrine to make their malictors on par with the laser tank in terms of starting damage.

So I'd say that a vanguard player spamming laser tanks is likely to come out on top. They can support their laser tanks with pugs and engineers for no cosmite cost, which will be more useful than hidden that do almost nothing to a laser tank.

The thing here is, a pysnumbra player spamming malictors actually doesn't have a great way to counter laser tanks. If they start spamming bio damage, its counter to mechanical is that it shreds armor. Which has absolutely 0 synergy with psynumbra. So you'd have to make a full transition and lose out on the bonuses of your secret tech, in which case the vanguard player can transition into units like hackers/troopers/engineers again.

Funnily enough, since you've basically just picked out something you think of as a bad matchup. I'd like to point out if you play psynumbra kirko, and you play against a psynumbra syndicate, you look a lot worse off than this at a basic glance. You have absolutely nothing that counters wraiths. Bio isn't particularly great against shields, and malictors will get their asses kicked by them.

And admittedly its probably not a great matchup. But I don't think the game is balanced all that well in general. If you go up against a psynumbra kirko/syndicate, you're probably looking to end the game early as dvar/vanguard, or get like a good ally that can somehow let you counter them. And you'd probably be stacking offensive abilities.

If anything, this whole post would be a comment malictors are a bit too powerful. Because they can be competitive with a unit like the laser tank. But then again, a lot of that is only because of the 20% damage buff doctrine, in which case we should consider that synthesis player can just manufacture more than a psynumbra player.
Last edited by Cacomistle; Sep 7, 2019 @ 2:20pm
Billy Lee Sep 7, 2019 @ 6:42pm 
@Cacomistle
Such situations really exist in MP game. Players spam with 2-3 types of units.

You forgot the most important thing. Malictor have an attack that jumps on two units next to them within 2 hexes.
In the final 3vs3 battles. You can't set units to avoid this if you want to keep the ability to eliminate enemy units. Most players group and attack from one side, not like AI from all sides, along the entire length of the tactical map.

Don't forget that other factions also have support units that have a much better range than PUB or engineers.
Tank smoke still doesn't give you protection, because with all buffs the enemy still has a 90-95% chance of attack.

Vanguards don't have any shield mods, they can only pick up armor, which in this case seems like ♥♥♥♥.

In my experience. I just don't see any other way to Vanguards (I'm not talking about secret technology here) than laser tanks. Which are to be your main dmg creation. Walker sucks and even pity knowledge points on him.

Yea yea i can spam gunship and other staff, but please check this in MP first before speaking. Against AI, I can beat with Growth wasps.
enricofermi2 Sep 7, 2019 @ 6:51pm 
I really can't argue defintivly about MP balance, because like I said early I only play SP. But it sounds to me the issue is more Malictor being to strong than Psi being 2 strong overall.

Most psi units have lower damage, but with the triple bounce malictitors actually have some of the highest DPS with psionic.
easytarget Sep 7, 2019 @ 7:02pm 
As I've said before, there is no satisfying the MP crowd with their never ending crying about buffing and nerfing stuff. Every change leads to a new request to change again, it simply never stops.

In their ideal world everything is perfectly symmetrical, and therefore from an SP standpoint perfectly boring.
Cacomistle Sep 7, 2019 @ 7:36pm 
Originally posted by Billy Lee:
@Cacomistle
Such situations really exist in MP game. Players spam with 2-3 types of units.

You forgot the most important thing. Malictor have an attack that jumps on two units next to them within 2 hexes.
In the final 3vs3 battles. You can't set units to avoid this if you want to keep the ability to eliminate enemy units. Most players group and attack from one side, not like AI from all sides, along the entire length of the tactical map.

Don't forget that other factions also have support units that have a much better range than PUB or engineers.
Tank smoke still doesn't give you protection, because with all buffs the enemy still has a 90-95% chance of attack.

Vanguards don't have any shield mods, they can only pick up armor, which in this case seems like ♥♥♥♥.

In my experience. I just don't see any other way to Vanguards (I'm not talking about secret technology here) than laser tanks. Which are to be your main dmg creation. Walker sucks and even pity knowledge points on him.

Yea yea i can spam gunship and other staff, but please check this in MP first before speaking. Against AI, I can beat with Growth wasps.
I wasn't referring to the spam. I was referring to the fact they've gotten to 12 malictors in a non-decided game. It seems pretty unlikely unless you're playing like ffa, and ffa is an inherently unbalanced game mode.

I know malictors have arcing attacks. They're pretty good units. But they have nothing else going for them vs mechanical units. That's literally it. I didn't want to do the analysis of arcing attacks vs everything that a laser tank brings. For example the 10 range attack is pretty good.

If you're modding your malictors with clarity or some other accuracy buff that's still a mod slot you had to spend.

To be fair, the arcing attacks is stronger than the laser tanks massive impact shot and all that. But its not like insurmountable to overcome. The vanguard player should get a positioning advantage though, because laser tanks have that 10 range shot which outranges anything kirko can do, and hidden don't do enough damage vs mechanical to force a fight.

Also from what I remember, kirko psynumbra has no way to get stagger resistance. Which means you put the laser attacks stagger on laser tanks, get some engineers with the rocket turrets to support them, or get some gunships, and just stagger malictors to death. And they have no counter to that. If we assume the malictors are hitting on average 2 enemies with arcing attacks, then we should also assume that any gunship or rocket turret is also hitting 2 enemies (or walker but I agree that they're not too impressive as units).

Keep in mind also that I assumed a doctrine for the malictors to get their damage on part with a laser tank. Otherwise they deal 10 damage and a laser tank does 12 with other abilities.

I mean this matchup to me is that if it goes late, kirko psynumbra probably do have a little bit of an advantage. Part of that is ignoring tactical mods (which I don't use vs the ai so I don't know them off the top of my head), synthesis doesn't have much that's good vs psynumbra. Well the status immunity is nice but it doesn't help mechanical units cause malictors can't affect them anyways.

But I think a kirko psynumbra player would have to use tools that kirko has better than vanguard. For example, transcendent is a better support unit than pug. Hidden are an effective supporting unit and the smoke field can really mess up units like the laser tank (since its not very accurate). Whereas pugs aren't that great and engineers aren't all that impressive as support units (the turrets are situationally really nice but the engineer ends up next to them on turn end, which is really bad vs malictors). If its just malictors, vanguard can beat that.

Also kirko psynumbra has basically nothing else going for it. I think its a pretty even matchup tbh (malictors do more damage and are easier to mod defensively, but having no counter to throwing stagger onto their tanks is kind of significant especially since the laser tanks will shoot first with a shot that has massive impact).

I'm just not seeing this matchup as being inbalanced enough to need a bunch of buffs and nerfs. There's bound to be bad matchups. And it happens that synthesis vanguard doesn't gain much vs psynumbra. And even then, that's specifically late game. I think vanguard and synthesis both offer more strength early on than kirko and psynumbra, until large amounts of cosmite kick in. So ideally as vanguard you should be up a cosmite node or something by the time it gets to this point.
Last edited by Cacomistle; Sep 7, 2019 @ 7:44pm
Prometheus Sep 7, 2019 @ 7:54pm 
Malictors vs Laser tanks the Malictors will just mod in fire or bio focus. Keeps the armor bypass and no longer bothered by the 4 psy resist. Tanks get melted. Hidden can do the same thing.

Psynumbra units are mostly ranged. The Synthesis tac op that gives every unit 2 shield will be very effective.
CaptainChaos Sep 7, 2019 @ 8:21pm 
Amazon can easily counter with regeneration mods, and plantlike regeneration spores. My Amazon army is nearly invincible with plant support as everyone just heals so much every turn. If they get hurt and survive, they just run for a turn.

Also, autonom friends are highly resistant I believe.
Cacomistle Sep 7, 2019 @ 9:23pm 
Originally posted by CaptainChaos:
Amazon can easily counter with regeneration mods, and plantlike regeneration spores. My Amazon army is nearly invincible with plant support as everyone just heals so much every turn. If they get hurt and survive, they just run for a turn.

Also, autonom friends are highly resistant I believe.
Only the ai frequently damages units without killing them. Considering you've spent 2 mods on health, you wouldn't have some ridiculous shielding, and you wouldn't have good damage. Which means you'd have issues killing kirko malictors through absorb pain (which means they're safe to all move up and focus fire), and syndicate malictors deal enough damage to kill your units in 1 turn (plus they can teleport wraiths onto damaged units).

Regen is really not as impressive as a stat as people seem to think. Just ask yourself this. How frequently does regen save ai units? So between regen almost always saving player units, and almost never saving ai units, its pretty clear there's something about how the ai uses and fights against regen that makes it feel so powerful.

Amazon has other options (like I think they can get resists against psy damage types, and they have a powerful flanker which makes spreading out easier). And stacking regen is actually decently effective because malictors rely on aoe. But its far from making your army invincible.

Invincible is like building a tier 3 unit out of a citty with an industrial exploitation and that voidtech landmark, then modding it with reactive armor, and using absorb pain on it. You could get kirko units with like 20 armor+shield total that take 65% damage (and transfer it to a unit with regen). Interestingly enough to the conversation, a Kirko player could do that with malictors (although idr if kirko has a 2 shield mod). They'd have at least 7 shield 3 armor and 35% damage reduction (plus transferring to a less valuable unit), with 0 mods.
Last edited by Cacomistle; Sep 7, 2019 @ 9:30pm
Chameon Sep 7, 2019 @ 11:19pm 
This is all theory-crafting, I do not heavily play multiplayer, but I do spend an inordinate amount of time reading the trees.

Celestian T1, immunity to negative morale effects, all Psynumbra abilities use negative morale effects to apply a multiplier to themselves, and somewhat depend on them. Or, as a T5 tech, give a chance to your toughest unit who you're just going to waddle into the overwatch lines to just flat out disable all enemy ranged that shoot at it for two turns in overwatch. Add in that Celestian has some pretty good healing mechanics attached to it (As well as plenty of +wards) and you really shouldn't be too terrified as Celestians against most of these things.

Xenoplague T1, while Xenoplagues units might not be stars of Multiplayer, Xenoplague actually has some pretty decent mods, immunity to negative morale and mind control effects, while it doesn't reduce the damage, it does force the enemy to turn it into a damage race and also allows you to still play with your status effects, while also removing the damage ramp up they might be depending on from you having low morale. If they get to endgame, they can wrap four mods into one, granting a unit all of their mods at once, in addition to a +15 health modifier. That said, it's worth mentioning that Xenoplagues main answer to this sort of thing is to send in pustules and then charge while the enemy's not firing bullets.

Syndicate Control Collars (T3 Syndicate), grant T1 + T2 non-syndicate units immunity to morale effects and psy resistance, while also giving them the 'indentured' trait, letting them provide multipliers to your own psynumbra units, or reducing the cost to maintain them. Beat them at their own game.

Assembly lacks great answers to this on their own, unless they're very good at protecting the reverse engineer. While they can create constructs or other toys to eat Overwatch and then get the first volley in without terrible fear, they lack a reliable means of surviving all the volleys to come, and they can't really weave in and out to do this reliably in PVP.

Vanguard can convert to pure mech inordinately early on, giving them high armor reduction vs the psy damage without needing to go for further investments, and can then go out of their way to counter your other damage and/or out-DPS you, depending on the vanguards' particular flavor, furthermore, Vanguard has some serious mass-production doctrines that really should not be underestimated in their ability to just accept casualties in combat.

Kir'ko T7 Resuscitation Glands grant them the ability to just eat your overwatch with minimal real concerns. Yeah, you popped a mod, but your main tactic of keeping distance just got ate and they can now do whatever they want (Additionally, Kir'ko do have other 9 range options which they can use to fire without having to worry about your overwatch, as Overwatch requires the target to move in your range)

D'var have literally nothing but mechanical units in their techtree, and so just natively have 4 psy resistance, They lack range though, so you do get to reach out and touch them first, but if they're a weird build, like D'var Celestian or something, you might be in some pretty serious trouble taking them out before they get to make their own focused picks against you.

Amazons have Animal collars which are a T3 tech and that's before we get into how easy it is for amazons to spam summons onto the battlefield to eat your overwatches while they sit back and stretch, waiting for the perfect moment to break your line, forcing you to use your own tactical points to try to counter out their summons or risking severe problems. Also, worth mentioning, the Amazon basic support unit can, if the enemy's army isn't varied enough, give her whole army a damage boost against that specific unit type,

Voidtech can actively choose to get a teleportation mechanic at T7, and at T9 they can choose to get Quantum avatar and just passively be able to move as hordes (Especially as Kir'ko, if you're going that sort of crazy) and have a native ward boost of +5, or +9 as Kir'ko w/ a leader boosting the shields, and both of those are without using the additional +2 from the blink (So +7 / +11), with the ability to blink their whole army up to 9 tiles, I.E. into melee range with your units if they so choose. That said, this is some pretty high tech stuff for multiplayer, so it's worth mentioning that while Voidtech has the best endgame option, their early game is pretty terrible at dealing with it (They have a minor +1 shield tech REALLY early on at level 1, but that's it, which, while it grants cool movement options, doesn't solve all the problems)

Synthesis has a T1 that reduces enemy's accuracy, which you can stack with, for instance, Amazons' T3 that reduces enemy accuracy (Although not necessarily just that, Vanguard have the same thing, for example), to force the enemy to come up close and personal to you, basically forcing them to use movement that they might not want to which, against the snipers at least (Not the malictors so much) reduces their ability to deal damage exponentially, because if the snipers just walk up to you, you just shoot the snipers in the face.

Promethean have a T1 Tactic that just flat out gives a unit +10 Wards. So they give a unit +10 shields that already has decent shields, walk it into your overwatch line, then blitzkrieg your line. For instance, Promethean Vanguard (A pretty decent combo if you don't mind your damage pools being very limited) could be running a stack of 6 bikes. They're a T1 Skirmisher that requires -zero- research. Give each of the bikes some decent damage mods, toss a shield booster on -one- of them, and then send in the 'suicide' one to eat all the overwatch with its' 14 effective wards (4 psy resistance, 10 wards), then move all five of your other bikes up. You only need one AP to do your full volley into the ass of the enemy, and then the entire malictor/sniper stack is dead, because the Bikes actually do as much fire damage as the snipers do. Use those as a 'knights' chesspiece, exploiting their fast movement to keep them present whenever the enemy would have psychic units, and ditching whenever they don't, tad dah. Edit2: While this sounds nice in theory, it's actually literally impossible, as you cannot move the unit with the +wards

Psynumbra. T1 tech gives you +10% damage per enemy model killed, and +4 psy resistance. Ta dah. That's before we get into their later techs.

Summaries from my estimations:

Overall, Voidtech wins the most if the game goes on forever against the strat that's been underlined here, but that requires the game to go on forever for them to have functionally infinite cosmite, and ideally wants them to also have some morale immunity or something else going on. As that's never going to happen in multiplayer, it's best to presume Voidtech needs to depend on other things then just "I went heavy into voidtech so I win!"

Synthesis depends the most on luck, which, frankly, I don't love. Additionally, I don't love taking two modslots for this sort of thing. While they can do other things at higher levels and do some pretty serious work, that's higher levels, not things you should depend on in multiplayer. It's fine to hope for them, but out and out depending on them is a touch optimistic. If you're worried about this tactic and you want to go synthesis, maybe go for a combo with a race that has some good options to deal with these scenarios like Vanguards, for instance.

Xenoplague doesn't feel like it works that great in PVP to me, maybe I'm mistaken, but the time investment to get it going, in the smaller maps PVP traditionally did in the previous games, just doesn't feel like the sort of thing Xenoplague likes. Yeah, maybe they get out some lords of plagues early, but the lack of resistances to these precise issues just...smells bad to me. They feel like they're meant for a mid-game heavy timing attack, which isn't what PVP or PVAI really want, that said, if you're going to go for them, they do give some alright tactical commands.

Promethean just out and out lets one unit eat all the overwatches and not fall over dead, especially if that unit had good wards or psy resistance already to let it wade into the overwatch line, and it does so for a free investment. So long as your army's not slow, that alone can be sufficient to let you decide an even battle heavily in your favor, but given Promethean also likes working with groups that have decent answers to Psynumbra already....if you went promethean and the other guy went psynumbra, you probably have a pretty good lock on the first few turns of the fight, which can decide the rest fairly quickly if you play smart. Edit2: Please note, as noted in earlier edit, this does not actually work, and Promethean lacks any other real answers.

Celestian seems like it's good against Psynumbra by its' nature. Even if you just grab the absolute first mod and nothing else, which you want all your units to be enlightened for synergies with other Celestian units so that's kinda going to show up as something you might just 'do' because 'eh, I have the extra cosmite at the moment', there's also the T6 tech that gives them the ability to just flat ignore overwatch giving them the first turn whole-sale.

Psynumbra probably does best against Psynumbra in PVP, because giving a unit 4 psy resistance is pretty darned good. That said, Psynumbra never gets morale damage immunity, so the +25% damage booster Sadism does eventually show up, which will probably counter that damage reduction quick enough.

Assembly seems like it has the hardest time.
Vanguards and Dvar seem like they're in the best place for an introduction against someone who over-depends on / overproduces psynumbra units, although they do need to plan for the other units as well.
Syndicate has pretty decent wards across the board, which are actually their main defense stat, so if the Psi player can't get in melee, they're fine basically better armored then they otherwise would be, and if the psynumbra player's having to get in melee with a max tier unit, syndicate's probably also at endgame tier and should have their own answers.
Kir'ko has Resuscitation glands which are great.
Amazons have Instinct Controllers, which basically make all of their animals not only count as
better vehicles (+5 instead of +4) for psi resistance, but also give them +1 wards -and-, while it's at it, gives them +300 morale, making them harder to get to 'sadist damage boost' point, so....I mean...Lancers with 8 effective defenses for 5 cosmite apiece. Pretty danged good for pretty insignificant investment, and that's before we get into things like Bombardon's and other heavies that have their own high range attacks to trade with you without having to risk being shot by you, who also can wear those cheap boosters.

So, the only groups that seem like they're -truly- defeated by wandering into a psynumbra Kir'ko, irredeemably so, are Assembly Voidtech, as it'll just be too late in the game by the time they get access to the resources that let them BREAK the combo. Meanwhile, Amazons, with literally ANY class, can just tear apart Kir'ko Psynumbra like it was going out of style if they want to build that way, without even really focusing explicitly on that.

That said, the game's still in highly early days. And, again, this is just theory-crafting, doing a good chunk of math in my head, and comparing to my own experiences playing in the single player, while also using the resources of the tech tree provided by a lovely person earlier. I'll be editting this post to thank them specifically.

Edit: Thanks Billy for the Tech Tree site :)
Last edited by Chameon; Sep 8, 2019 @ 11:19am
vindicator Sep 7, 2019 @ 11:49pm 
Psi damage is useless on high shield targets and you can destroy shields only with late game laser mod weapons. So OP actually not op at all. Just dont stack armor and expect it to work vs psi opponent.
Billy Lee Sep 8, 2019 @ 4:07am 
@Cacomistle has not added me a post last night :/

Such situations really exist in MP game. Players spam with 2-3 types of units. As there is no time to discover others, and modification is still needed.

You forgot the most important thing. Malictor have attack that jumps on two nearby units within 2 hexes. So 12 are able to do like 36. Which gives them the amazing ability to eliminate several units in one turn
In the final battles 3vs3 army . You can't set units to avoid this if you want to keep the ability to eliminate enemy units. Most players group and attack from one side, not like AI from all sides, along the entire length of the tactical map.

Don't forget that other factions also have support units, and PUB is really weak with their low skills range.

@Chameon I will refer to this later



Originally posted by vindicator:
Psi damage is useless on high shield targets and you can destroy shields only with late game laser mod weapons. So OP actually not op at all. Just dont stack armor and expect it to work vs psi opponent.

Build a high shield for Vanguards, Dvars and Assembly? Factions that rely on armor. Any long-range attack can't do it, plus it will do the rest, add armor.
Wintermute Sep 8, 2019 @ 4:56am 
Strictly speaking, what really makes Malictor damage pile up is Broken mind debuff, and not its core damage. Stacking to up to -5 Psi resist that gets easier and easier to apply is nothing to ignore. Might try to focus on status resists instead - Dvar definitely have options for it.
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Date Posted: Sep 6, 2019 @ 11:33am
Posts: 32