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4 Flamer shots or 1 goo shot feels quite weird when you compare their effectiveness with Scarab or Buggie rocket weapons. I understand that something must be done in order to preserve balance, but may be it would be possible to add some sort of vehicle ammo packages (make them expensive or make reloading to take full turn for vehicle and probably one soldier that will do ammo reloading). Biggest problem with most weapons - they fall off in the middle and late game quite drastically du to numbers and resilence of enemies.
Early on - 4 shots from scarab cannon is absolutely brutal for tough enemies, but in the middle of the game - there are just too many of them, and most of the time Vehicle is used as scout and glorified cargo truck.
The only vehicle that I don't like much is the ASPIDA - not enough health, not enough armour, and its weapons are low impact.
People sometimes post that they want ammo reloads for the vehicles, but I think they'd become OP - perhaps more ammo for some of the ASPIDA and armadillo weapons, but 8 rockets is plenty for the scarab, and the buggy already has lots of ammo between its 2 guns.
That less than most soldier weapon magazine and few deal more than soldiers weapons.
@ Kanjejou - a vehicles weapons are only part of what makes them useful, it's the damage soaking, transport, immunity to most special attacks. All those things are so useful, and the DLC gave 3 of the vehicles armour boosts.
Aspida and Scarab dont soak that well after early game , immunity to Which special attack? mind effects?Vehicules recieved armor boost? what was their previous armor values?
Still think vehicules should have more shots available per weapons (as a slot upgrade for exemple, expanded ammo rack?) or reload available or only take 2 slots maybe as a later game research.
I find that mid late ennemies shred armor and hp so fast that vehicule loose some utility
Upgraded Scarab is terrifying with those 120 damage rockets and can pretty much delete any pandoran below a siren. Those who survive are usually left without multiple limbs causing them to either escape from the map or bleed out trying.
Upgraded Armadildo can cover majority of maps in a single turn, making drive by tactics even more ridiculous. Napalm GL guarantees death to any arhtron or triton it hits.
Haven't tried Aspida, but i doubt its falling far behind.
Mutogs were reduced to taking only 2 slots to let them keep up. You can put one on Helious and rapidly deliver him as extra reinforcements to any Manticore operation.
I don't like the ASPIDA and I only use them if I find them, but the scarab has high armour and 900hp, which is a really good baseline for soaking damage. On top of this you can include a technician that can repair damage as long as he has the gadget arms - it just costs 1 action point and 1 WP. The new DLC allows you to buy an upgrade to the armour that adds 20 to most locations - that's a lot of damage soaking.
By immunity to special attacks, I mean vehicles aren't affected by fire, poison, psychic, and a bunch of other things - there are some that affect them, such as shred, piercing, acid, and goo, but it's a much shorter list.
Transporting soldiers and allowing them to fire and then re-enter a vehicle is really strong and it's another reason I don't like the ASPIDA, as it can only carry one soldier - or 2 if you pay extra.
I've tried the upgraded weapons for ASPIDA from the DLC and many of those shots miss - the bendy arms cause a lot of paralysis but it's melee only - they just feel low impact. If you want a melee vehicle use a mutog, they can absorb loads of damage, have no ammo limit, and now only take 2 slots on a plane.
I am not 100%, but I believe it is in your Phoenixpedia ingame somewhere; it is written in connection with the tutorials, that is for sure.