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
I see now that it can re-energize multiple other units at a time, but... It still just... doesn't seem that good? I don't know. Most of the high tier units in this are underwhelming. :/ I watched a Wrecker get one-turn killed by a psi unit and I just really feel like high tier units are a waste. Especially with limited cosmite.
But, apparently tier 4's are supports across the board so idk. It just feels weird.
1. Ranged arc attack with stagger and no LOS penalty.
2. Transform to small target melee mode which also heals.
3. Re-energize gives selected units close to each other within the ability range all of their action points and removes status debuffs. Especially useful if said units have attacked and their targets are nearly dead, finish them off on the same turn so that they don't inflict damage on the opposition turn.
4. Small target melee form cannot be flanked and is stagger resistant. More movement points than Reaver form.
5. Multiple strike melee attack that heals per successful strike.
6. Special one AP melee attack that instantly kills target on successful check or does 1.5 times the damage of a regular melee attack with no heal on failure.
7. Option to transform back to Reaver form depending on tactical situation.
I'm in agreement with the earlier statement that the OP is too fixated on the damage numbers. Very fun unit to use, but the full value isn't realised if it's alone or spammed.
If the OP really wants a tier 4 unit that is built up to deal damage above all else, the Amazon, Kir'Ko and Syndicate offerings should be more to the taste since they have secondary attacks which are wide area and high damage.
if you just want big numbers your options are the earth crusher and the herald of oblivion
wreckers are just bad is the sad truth here. most t3s are worthwhile but the cosmite cost means you have to think about building them or not, your t2s and some of your t1s will remain relevant for most of the game because of cost efficiency, you can't just start wholesale replacing them when you unlock t3s.
In the very late game this isn't as much of an issue, but this design philosophy discourages me from building the unit almost at all compared to other strategy games, where getting better technology results in units that are more expensive but generally speaking are more efficient (even if only situationally so, like Colossus in SC2). This is the whole point of risking tech in a strategy game instead of spamming. I do not see a situation where having a single Reaver would be better than having 4 separate tier 2 units except in the very late game when I have an abundance of resources and the match is more or less already decided.
Using your analogy, it boils down to whether or not those four units can do the same heavy lifting a modded Reaver can in combat. From personal experience, a properly modded Reaver has little to no trouble defeating 4 modded tier 2 units if it comes down to a straight fight. Whether or not that's worth the research and production investment is purely down to player preference. The same argument applies for all of the tier 4 units and as other have noted many of the tier 3 units as well.
Tech wise, rushing most t4s is off the table simply because it will take ~30 turns to get one with with full tech rush vs having multiple stacks of anything else, including certain t3s. Quite frankly, they are luxury units that usually come in to play too late to really be worthwhile. Their only real purpose is as a force multiplier to help break deadlocks by bringing extreme support or offensive tools. They are not intended to win the game themselves.