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
Also they scan my units with their biomancers at 9(!) range disabling abilities and making them ultra vulnerable to the blind
You cannot "rush" them in melee since then you only be running right into their scans and flashes. The problem is their ultra long range meaning they dont have to come into the "danger" zone of my units. If their flashes would have a lower range like the granade then it would be a more balanced ability
But that would not work with a real player. They are OP at least against vanguards.
You can actually, pretty easily, because they don't have ranged overwatch, which is a massive handicap compared to like every other faction.
They get extra range (one hex iirc) if they are parked behind cover.
Destroy cover, reduces their range, and now you will outrange them.