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
It's strange that you couldn't use medkits. I remember using them on mutogs to stop the bleeding. Maybe that was changed with some patch. The regeneration is 25 for each leg intact, btw. So it's 100 per turn max.
Personally, I would just keep several dogs at each Phoenix base to defend against direct attacks. The traversal there is less of a problem. This way you don't need divert your planes each time attack happens.
I only use Mutogs to oversee Mutane/Living Crystal/Orichalcum production because I tend to have large surplus of mutagens, so for me Mutogs are useless and made of useless resource: perfect to mitigate costs of ancient materials farming.
Mutons regain some AP and half of the enemy max hitpoints if they make the killing blow which is nice.For some reason despite being organic they can not be frenzied......and take 3 supply.
Overall if you have surpluss of mutagens,then they are almost"free"and can be useful in base defence.Hope some DLC will give some love to the "Vechiles"