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Post by havnor on Apr 17, 2017 13:33:12 GMT -5
It's all about quality VS quantity... Anyway i would say you should start with fighter fleet and then advence right into battlecruisers for example if you need more power...
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Post by havnor on Apr 17, 2017 13:30:06 GMT -5
Wowowowow very nice scanner, I can't waiiiiit... It should enable some new tactics in my opinion just now I don't know how to use it hahaha
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Post by havnor on Apr 17, 2017 1:34:00 GMT -5
I don't know but having gun, boarding, torpedo fighters with repair and refuel stations seems to me quite superior...You don't even need to put points into repair and can boost your ship more... So I would say fighters are better but only when you have alta mesa coz missing Torpedos leaves you in melee range and without it cruisers are better...
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Post by havnor on Apr 13, 2017 11:53:45 GMT -5
It looks like we don't need xenos, we will tear ourselves apart alone
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Traitors
Apr 11, 2017 3:17:48 GMT -5
via mobile
Post by havnor on Apr 11, 2017 3:17:48 GMT -5
This wasn't what I meant... I got this idea in a background of Warhammer Chaos/Deamon worlds...So no betraying but these suicidal sacrificing world... Nice idea
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Traitors
Apr 10, 2017 8:31:38 GMT -5
via mobile
Post by havnor on Apr 10, 2017 8:31:38 GMT -5
What about planets attacked by xeno could have chance turning into cultists ruling planet which will build latest available ships and attack you with them... However to balance it out no colonisation and no tech or build advancement for then...
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Post by havnor on Apr 8, 2017 9:21:58 GMT -5
Weapon...and thing that is shoot by weapon also look like plasma
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Post by havnor on Apr 8, 2017 4:58:14 GMT -5
Doest it supposed to be green like scouts needlers... Now it looks like plasma pistol and it isn't...
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Post by havnor on Apr 8, 2017 0:54:15 GMT -5
I would like to ask of someone has some useful build wich is heavy dependant on bio-poison (no just scouts,Soldier and captain too) I would like to hear it... Im currently starting new Ironman group to try to find it out...I don't know if it is just me,but bio poison weapons dost seem so good (especially for scout).
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Post by havnor on Apr 6, 2017 23:53:12 GMT -5
To the future captain build... Don't forget debuffs...They are quite good and they help to maximise Ap usage.
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Post by havnor on Apr 6, 2017 15:02:09 GMT -5
BERSERKERS: Unstoppable melee specialist If you need a brickwall or a bulldozer then berserker is your man. Strengths: Insane autoblock, one of the best (paladins are better with warding fire), unlimited counterattack, grenades, great endurance, few of the best self-buffs, medicore selfheal and cheap effective Aoe slash. Weaknesses: Almost zero range( there are nice big Aoe grenades, but without points in granedes or quickness (preferably coz +counter-attack), normal speed (depends on team or relic armor with +MP), low accuracy and defense on lower levels. Most Useful Talents: Unbalancing blows 3 is core of every berserker, heat cheap Aoe (+3 heat), -Ap for goliaths/litch/narvidians and also mp and acc debuff... Also If you want more -Ap then go for lvl 8 bit it isn't worth it in my opinion. Uncapped Fury 3 or 4 is nice selfheal with some mirror buffs and debuffs. However what makes it great is that it allows your berserker to operate solo or with medic without the fear of dying orning with low Hp. It is best used more times in one round, because parry penalty can result in more loses than your healed Hp (same approach can be applied to neptunes heat burning ability). Wrathful defense 10 you are going to absorb a lot of Xeno punching so this is allows to take hits without pain and to deliver crushing blows back. Second point is true for Indomitable Defense too but you need just 2 or 4 lvls. For Shieldbearers warding shield 10 is must for autoblock. Least Useful Talents: Berserker slash high heat cost low acc... Bad Bad Bad. Battle-lock no no no... You are Bull of vengeance not turtle of great useless static bonuses. How to use the Berserker: There are two different ways and it isn't axe shield and dual. It depends on backup. Soldier/neptune/Hydra(not best but can do their job)/turrent(very Limited) It's often good to cover back of your partner ( usually on less populated Front) to make for lack of ow area. In some cases if you have one front or severel berserkers/ow you can use good old phalanx formation ( berserker front, back Soldier/...) If these ranged area support your job is to destroy trespassers or clear damaged xenos. Berserker/Paladin/Captain This is for all melee fans. Pumping insane amout of melee dmg. However you need to advance deep into xenos and rush ranged xenos. You need to be dependent on autoblock to survive. Otherwise you are roasted. Captain can balance lack of range with pistol/grenades and paladins can keep Hp full. Anyway best strategy is standing close to each other and spread attacks between templars. However berserkers should take more punishment because of unlimited counterattacks. For this I vote for paladin berserker combo. You can also use scout backup but it is worst lacking crowdcontrol. It can be used with previous combinations or in very small corridors or fronts.
Feel free to correct me.
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Post by havnor on Apr 6, 2017 13:44:38 GMT -5
I almost never use Plasma Soldiers... Their damage is amazing to be sure, but their damn awful range is what keeps them off my roster. I find that the Heavy Levs are more than sufficient to punch holes in almost any Xeno, but have enough range to keep them away. I will certainly include them as a viable build for the purposes of this thread, but I'm just not a fan. Low difficulties they are OP as hell, but on Brutal and up, I'm uncomfortable letting enemies get that close to something without a counter-attack. I used to use them in the Alpha as a Captain/Engineer escort, and still do once in a while, but their close-in tree takes RP away from my broader strategy. Shredding Fire/Grenade/-MP Armor works very well for them and if you use Rallying Charge they can keep up no problem. I also like sometimes more range but do just one with that relic ammo with 2x plasma dmg on penetrating hit or pair them with neptunes for ranged Overwatch, coz it is true plasma soldier ow is something closer to melee range... Would you mind if I add something like your soldier guide for berserker?
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Post by havnor on Apr 6, 2017 9:27:19 GMT -5
Another thing that Soldiers are great at is the fighting advance. When you need to fight through a wave of Xeno to reach the objective on the other side, Soldiers can make an attack that hits 1-5 enemies with Burst Fire, chuck a grenade into the fray, then set down Overwatch to keep the remaining horde at bay. For me for this task is grenade,plasma,shredding fire,lockdown soldiers... And chaplain, Relliars fists... Also dragoon Armor relic... I would say godlike build for advance for me at least
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Post by havnor on Apr 6, 2017 5:22:41 GMT -5
You can also manage your heat with engineer...However he will build up heat very fast so probably using relic reactor for him (+MP+60 heat)...
However, with combination of pressing need, or rallying charge and so on, you should also deploy as much as needed of specialist be it two hydras in extermination by fire or two engineers when you need multiple tp's...This goes with breaking your squad in small teams or individuals so besides using group buff for some mission it's better to use for example berserkers (with one of best selfbuffs and also selfheals) connected with engineer/hydras/scouts... Many tíme you can achieve victory by running objectives very fast... However you can sometimes use brute force of bigger Battleforce (+6) and then it is better to focus on group buffs and class synergies...But for some levels I find builds without defense (soldier,Neptune, turrents) much better...usually with group around 4 templars because you can't defend effectively you need to cull through xenos in way and absorb or avoid others...
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Post by havnor on Apr 5, 2017 15:05:15 GMT -5
I would like to add from my point of view engineer is vital part of the team, often you need to use then and so you should have synergy with their build with rest of the team...for example no turrent if you use soldiers and neptunes, but yes if you have berserkers...engineers May look weak but with new flamethrower and debuff which add fire dmg they can be godlike company to few hydras...
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