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Pustules are weak and don't spawn often, but they take damage which your Dvar units should be taking. Since they were free to begin with, use them like the expendable units they are and keep production of Dvar faction units up to keep the expansion pace on track.
The Xenoplague mods are good, especially the early ones. If you're not making use of them extensively then it's no wonder you're complaining. The parasite gives HP and immunity to negative morale and mind control, while the muscles give massive impact to melee units and parasitic infection which increases the likelihood of post-battle pustules. Use them extensively. Even if the pustules don't spawn, the ability to stagger just about every land-bound unit early on should be used and abused.
Lastly, Xenoplague gives Dvar a third damage channel. You will still rely on firearms, melee and explosives. But the biochemical will help against the Quartzite monsters.
https://steamcommunity.com/sharedfiles/filedetails/?id=2016932854
That is 4 Destroyers and 6 Pustules. I have been fighting to keep my energy positive because of the upkeep of all the free units, lol. I do have the doctrine of increased chance to spawn/grow if a hero is present. I'm sure it helps a lot.
As for the strength of Pustules. They are absurdly good. You might not be very good at playing melee though. A lot of folks get it wrong because some intuitive things you'd do with ranged you do not do with melee. Here is a copy and paste of a post I made on the official forum. Its a basic primer on melee combat.
Melee is a different beast from the usual play. You are right. Go aggro. Run up to an enemy, hit them with a melee attack. They are now staggered and under melee overwatch, meaning when they act on their turn your unit will hit them again, and also stagger an action point off them. A simple example: Run up a Frenzied to a Trooper. You hit it, now it has 2 AP. During their turn they shoot your Frenzied, they get one shot, you melee overwatch, they lose their last action point. Your melee unit effectively just got two solid hits in and negated two of your target's AP that turn. They can't even move away. You still get the melee overwatch hit. You also still get melee overwatch even when you sprint (go into red movement).
As a general overall strategy you need to learn different positioning and its hard to write a guide on that. However I've found spreading my units out and getting as many staggers as possible is ideal. Also it seems counter intuitive but if you have moved two melee units up to an enemy unit and staggered off two AP. Don't finish that unit off. Use your actions elsewhere. The reason is the unit only has 1 AP. Other enemies will have 3 AP so are more threatening now. Also since the enemy is weakened and under melee overwatch it will probably die to the melee overwatch. So let it. Save yourself that action to work on an enemy that isn't doomed.
I spawned relatively close to the opposing dvar faction, so I rushed them with what I had managed to spawn + the units I had produced. Ignoring most economic buildings and techs. The dvar had splitted their troops, so taking their only city was quite easy, even took a colonizer of theirs off guard.
Went then full on defensive mode, as by this point you have not a lot of forces, and the Amazon will soon send 2-3 stacks at you. Build the defense buildings at the cities facing toward them, and rebuild your forces as far as you can. A tactical spell (can't remember the name) can deal 20% hp damage on a full stack, use it before engaging them.
Had 3 tries on this one before I got the rush chance, dvar only was 2 sectors away from my very early 2. City.
In the campaign I found the Dvar to be honestly overpowered with Xeno. Then again the Dvar are pretty OP on their own.
Once you have the plague pods and a few plague units, you'll have gribbly monsters popping out of the woodwork every turn.
edit: And, no, it's not a bad combo. None of the combos are bad, they all offer unique combos and complimentary benefits.