[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

[Advertise on 4chan]

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • There are 84 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!

Self-serve ads are available again! Check out our new advertising page here.


[Advertise on 4chan]


The Virgin Kir'ko and the Chad Oathbound edition.
Keep Preserving the Future fellow swarmheralds

Previous thread:
>>344315
>>
"generals" are not allowed on this board. if a previous thread died, it is probably because people are not interested in talking about the subject matter any more.
>>
>>376456
Dumb rule one specialised genre board, of course people will post same stuff, popular threads are even more of a generals then.
>>
File: PIZFm3c.png (167 KB, 258x507)
167 KB
167 KB PNG
My empire mode lineup so far. Any other suggestions?
>>
File: money.png (217 KB, 500x375)
217 KB
217 KB PNG
>>376854
I don't really like Syndicate Xenoplague or Assembly Celestian, but all combos are viable so whatever I guess.

I'm not sure about your Perk choices though. Veteran and Martial Tradition are both fine. In general I think Veteran is great while Martial is a bit overrated (though certainly not bad). I guess in empire mode Veteran becomes a bit less impactful while MT becomes stronger, because it's easier to have your heroes start out OP once you've got a few planets under your belt. Data Repository is fine, but I think Energy Cache is better for a 1-point advantage, since DR is a bit unreliable and EC helpts you get your second colony up quicker, which leads to an enduring advantage. I'm not a fan of Cruel at all. Sure, it's easy to compensate for, but the thing is I never want to compensate for it. Depending on my build I either want to invest as little as possible into happiness while Cruel forces me to invest (slightly) more, or I want to max out my happiness to farm colony events in which case Cruel effectively lowers my happiness cap. I'd rather take Kleptomaniac since 10 energy per turn is nothing after the very early game, and for the very early game I've got Energy Cache.

My favorite setup at the moment is
Background: Veteran, or sometimes Diplomat for an alliance victory. The 2-pointers aren't bad, but Veteran gives me that early game advantage which is more important than the long-term advantages of most 2-pointers IMO.
Starting Bonus: Energy Cache. Again, it's all about getting a better start. There's something to be said for Military Detachment but I prefer to save my points.
>Weapon: Whatever. I usually get the sniper layout, though the vehicle options can be a nice change of pace. Taking a mech as Oathbound is basically mandatory.
>Vice: I prefer taking nothing here, but if I took a vehicle I'll have to pay for it with Klepto.

But honestly anything works in empire mode as long as you don't play like a tard, so it doesn't matter much.
>>
File: 100% Vanguard.jpg (86 KB, 1280x720)
86 KB
86 KB JPG
>Vanguard/BOS quest
>Vanguard command:Emperor Anon,Kill these synths!
Accept quest?
>>
>>377104
>Kill these assembly comanders!*
Apologies our communications have been uh...hacked.
>>
>>376879
>Syndicate Xenoplague
Actually not that great. I picked it for the ability to collar destroyers, for xenografted muscles on enforcers and hyperaggression on GAs. But it feels like not going plague lord is an error.

>Assembly Celestian
This one is actually really great. I picked Celestian to patch up Assembly's tough early game but it works even better than that. New Lightbringers are basically strictly better Scavengers except they can't hit air. Makes it really easy to take out the player closest to you, then you can go Fireburst on vorpals or get the stun mod in the arc tree for the storm riders for an even better alpha strike.
>>
>>376879
>Assembly Celestian
As >>377333 said
Super Sayian Scavengers rape ass like no tomorrow.
The rest is just an extra to already solid faction.
>>
What are the best mods to get with renown system? Dwar's explosive mods seems nice, since explosives enchantments are rare.
>>
>>377418
I always like to get a cheap stagger resist mod if I'm playing a race/tech combo that normally doesn't get it. Apart from that I tend to go for strong endgame mods like sequential kill system.
>>
>>377418
stagger res, jetpack, dvar prospector, weapon mod for if your ST doesn't match your faction (non-oathbound heritor for example), consuming gaze, heritor happiness/colony growth doctrine, ai overseer doctrine, autonom network units for mechanized races
>>
>>377418
this >>377472
Jetpack is an absolute game changer for many factions especially since the major buff that it can be equipped to "battlesuit" units. It is no wonder they are exclusive to Vanguard
>>
When do you get 4 cities up? When do you win your first war? When do you take silver landmarks? Gold landmarks? When do you win the map?

It feels like I extend my games too much, making it very difficult to capture exploration sites (hyperaggression tormented + plaguelord type beat), not go to mention tier 4 units in enemy garrisons and even in NPC killquests.
>>
>>378122
Again the answer here is "it depends." There are too many variables.

For me I play normal games with Extreme difficulty and Hardcore Game Intensity with Invasions on. Also on Pangea map because the AI simply terrible at waging a war over water and using teleporters is easy to exploit.

This means the Invasion starts at turn 50 by then I must prepared for the insanity of the assault that Voidbringers will unleash 1700-2000 armies that respawn at the spawners almost immediately after you defeat it. Meaning I need to have like 4-5 colonies up with at least 1 colony ready to produce elite units fitting for 2-3 armies and researched elite units with mods to support them. In this case most of my victories come from defeating the invasion because there is simply no time for anything else.

If the Voidbringer beacon lands close to me I can usually win by turn 90-100 (best is 87 so far). With no invasions most of my victories are from territorial dominance best is turn 94. I rarely play Doomsday victories cause I prefer to fight my best is turn 96 but I am confident I could do better if I would go straight for Doomsday.
>>
File: LejCi5ixg.png (398 KB, 712x489)
398 KB
398 KB PNG
>>378122
cont >>378186
A lot depends on what you have to work with what commander perks, which faction, which secret tech, what type of map etc. I aslo almost never declare war on NPC factions with the Hardcore difficulty level the NPC factions armies are really strong and Marauders are enough a problem already.

For example with Heritors I got for Energy/Research at the start. Research Condemn to drained and Op-effectiveness 1-2 and slot Technologist. Prepare 2 early armies of T1-2 units with the goal massing Drained as much as I can even from marauders and Quests. Once the drained gain Resurgence and I got like 2 full armies of them things are pretty much ready to go on a crusade and keep those undying legions snowballing out of control. It's pretty straightforward from there.

The bigger challenge is building up the economy quickly enough to support all this and having enough of army at home to not get overrun while the main armies are busy necroing more troops.

In my last Vanguard Heritor game I was ready with all that by turn 47-48 with 5 colonies. Just at the final moment before the Invasions hit thankfully all spawners and beacons landed far away.
>>
>>378186
>>378217
Almost forgot I play Medium sized maps with the normal 6 players, already mentioned Pangea, Hardcore Intensity, Extreme AI Level.
>>
File: Purifier 50% off.png (1.5 MB, 1370x1035)
1.5 MB
1.5 MB PNG
>>378217
cont.
On a previous game on Shakarn Promethian I manged to put together pic related thanks to the glorious power of Residential exploitation and some dumb luck. With this one colony allowing me to produce two of these absolute unit Purifiers per turn for half price the AI had little chance to stand against them. By the time the invasion arrived a turn 50 I almost wiped out my two close neighbors and had the grail quest done. Sadly the beacon was far and the Voidbringers had fire spec and fire resist (obviously since I was Promethian) so I could only defeat the invasion by turn 87 once again.
>>
>>376425
love this game. should have bought the dlc during last steam sale
>>
>>377920
Feels like Vanguard has an excellent melee mod lineup in general. Two stagger protection mods (one of which gives units reach), sequential kill system, jetpack, nanites, even their detector mod gives dodge.
>>
>>376425
Anyone get the cream api to work on linoox?
>>
I just want a proper fantasy AoW game... With more races, more race units (but keep classes too).
>>
>>381037
They've finished working on Planetside (apart from maybe a patch or whatever), so it's possible AoW4 will be next.

I just hope they take what they learned form PF and don't just repeast the old AoW mistakes like copypaste rosters and low-tier units being useless past the early game.
>>
>>381702
>Planetside
Planetfall*

Hurr.
>>
>>378707
>sequential kill system
This is still one of the most BS mods in the entire game. No wonder Vanguard is the one that has access to it,
>>
>>381702
>copypaste rosters and low-tier units being useless past the early game.
Oh, true.
>>
>>385773
Low tier units are supposed to be useless in the late game otherwise nobody would build late game units.
>>
>>385922
Lategame units should obviously be stronger in a straight comparison, but not necessarily more efficient. Few things make for a blander endgame than just mindlessly spamming your faction's best unit and rolling over everything. 4x games already suffer from shitty endgames in general, so anything that creates more variety is a definite plus. By allowing low-tier units to remain relevant past the early game the way Planetfall does, you significantly diversify the way endgame battles can play out.
>>
>>385922
Late game units should be better, but rarer.
>>
>>385922
Planetfall already does that with mods and unit synergies.
>>
>>385922
>Low tier units are supposed to be useless in the late game
Say that to my army of Troopers,who can easily destroy "late"game units without trouble
>>
>>381702
low tier units are great in PF tho, what are you talking about?
>>
>>388343
Not every faction is easymode like Vanguard.
>>
File: file.png (584 KB, 903x508)
584 KB
584 KB PNG
>>388380
I'm saying PF does it right unlike the fantasy AoW games. So if they make a new fantasy game, they should do what they did in PF.
>>
>>388390
Vanguard is one of the harder ones, partially due to a lack of melee option and completely worthless autocombat.
>>
>>388473
>Vanguard is one of the harder ones
It's not quite as strong as Amazon or Shakarn, but they're definitely very strong. Vanguard Troopers are easily one of the best T1 units in the game if not -the- best, they have fantastic support options, firearms tech is top tier, and they have a few of the best mods in the game as racial tech. Their midgame isn't the most spectacular but it's still good and in a pinch they can just be carried by their strong early game. Just spamming troopers is a viable option 99% of the time. Their T4 is either the best T4 in the game or one of the worst, depending on your strategy and who you're fighting.

The lack of melee isn't really an issue since you can fight defensively better than most factions and you have plenty of access to stagger.
>>
>>388606
They're a strong faction, but Kirko is a strong faction, comfortably top 3 if not the absolute best, and they are weird as fuck to play.
>>
>>388691
>Kirko is a strong faction, comfortably top 3
By what metric?

They're pretty commonly regarded as the weakest faction.
>>
>>388700
>They're pretty commonly regarded as the weakest faction.
By people who don't know how to play the game, sure.

Their low level units shred and high tier mods are borderline broken. Ever heard of ravenous? That's their second worst unit.
>>
>>388729
>hurr everyone who disagrees with me doesn't know how to play
Good argument. Again, by what metric do you claim they're top tier? All I'm seeing is one guy's shitty opinions without even an attempt to back them up. Just because they can win games doesn't make them top tier, any faction can do that.

Frenzied are the worst T1 in the game and become irrelevant almost immediately. Most people skip them and go for Hidden or Engulfer spam instead. Unleashed are mediocre even for scouts. Hidden, while good, are outclassed by the other factions' snipers in the long run because Psychic damage doesn't have any good mods for snipers compared to stuff like Firearms or Lightning. Emergent are just shit and take too much babysitting to maybe become useful. The only really good lower-tier units they have are the Engulfer (which is good for rushing) and the Transcendent (which is just good all-round and can help your otherwise shitty melee units become functional). At higher tiers they've got the Ravenous which as you mentioned is a waste of resources, and two artillery units which are okay but both worse than something like Dvar artillery. Their T4 Harbinger is good but it's too little too late to be very relevant.

On top of that, their racial special ability that's supposed to give them the edge they lack becomes useless as soon as the enemy starts bringing AoE.
>>
>>388756
Literally the only thing you're correct about is that Frenzied are bad, and that is solely because Kir'ko don't have inherent access to anti-stagger mods.

Unleashed are not "mediocre", they're an extremely combat-capable scout that actually had to be nerfed last patch to tone down its oppressiveness. Hidden are incredibly good when you get them, they're not traditional snipers. Psionic damage always remains relevant for going through armor alone, and it gets cool mantras and focuses on top of that. Emergent are fodder and scouts and treated as such. Engulfers are incredibly strong. Transcendent are potentially good. Both of their artillery units are great.

If you think swarm shield is bad, you also think quantum avatar and oathbound in general are bad, and that is really the nail in the "you pretend you know how to play" coffin. Swarm shield is actually overpowered, which you would have noticed if you ever played multiplayer. Kirko units are balanced as if they didn't have swarm shield applied - you can check this by just comparing them to their nearest counterparts. the reasons swarm shield is OP is because the advantage it gives you (+2 shields) is waaaaay better than the disadvantage it presents when active. most of the time you're not losing anything by clumping up, whether that's because your opponent has no AOE or because you didn't have enough space to spread out anyway (think city defense). Assume an aoe attack is hitting, on average, just under two units because of ground targeting (and remember that fliers proc swarm shield when hovering above grounds!). With that logic there's essentially no downside to swarm shield at all! Kirko just have a flat +2 shields available to them for free.
>>
>>388764
>they're an extremely combat-capable scout
They're mediocre scouts that lack camouflage so they'll die the moment they come near wildlife, and don't have any abilities to make up for it like Prospectors, Scryers, etc. They're better at combat than most other scouts, but you won't be building them so it's a moot point.

>Hidden are incredibly good when you get them
They're good at the start. As I said, they fall off because of the lack of appropriate mods, while other snipers get better because other snipers do get good mods. You can use them as support with Psi mods, but you don't need Hidden for that.

>Engulfers are incredibly strong. Transcendent are potentially good.
No argument there.

>Both of their artillery units are great
First, the fact that two of their T3 try to fill the same niche and the third is shit, is a bad thing. Second, neither of them are actually great. They're good, but not compared to actually great artillery.

>quantum avatar and oathbound in general are bad
When the fuck did I even mention Quantum Avatar, and how is a Tier 9 Voidtech mod relevant in a Kir'Ko discussion?
As for Oathbound, yes. Post-nerf, they're one of the weaker nations in the game.

>you pretend you know how to play
>if you ever played multiplayer
Again, just desperately claiming that everyone else doesn't agree with you doesn't play the game is pathetic.

>your opponent has no AOE
>aoe attack is hitting, on average, just under two units
First of all, getting access to AoE is easy for all factions, especially when you know you're up against Kir'Ko. Second, there's no way an AoE is going to hit less than two units per square, especially against a faction that needs to put their units adjacent to one another to get their bonus. It makes sense if you're playing against AI who doesn't know how to prioritize targets, but even a standard 7-hex AoE attack will hit AT LEAST 2 units at any time, unless you're spreading out, in which case Swarm Shield is obviously useless.
>>
>>388796
>They're better at combat than most other scouts, but you won't be building them so it's a moot point.
Holy shit lmao. I didn't even read past this sentence. No wonder you think kir'ko are bad.
>>
>>388823
>oops I realized I have no actual arguments to back up my claims so I'll just give up
Okay.
>>
>>388829
You have been solely using unleashed as solo autoexplore scouts, how the fuck is anything else in your post relevant?
>>
>>388796
>As for Oathbound, yes. Post-nerf, they're one of the weaker nations in the game.
its actually hotly debated whether theyre better than amazons if u want to understand how wrong u r
>>
>>388756
>Emergent are just shit and take too much babysitting to maybe become useful.

I respectfully disagree. Emergents are really cheap and they are summons which means they do not take away a spot in the production queue. For 50 energy and 7OP they are cost efficient, cheaper than OWLs (60Energy8OP) and arguably a better unit in combat than OWLs. Once you research OP Effectiveness II you can spawn them every turn so they should be treated as expendable troops, becoming a T2 upon prime is an extra bonus and a really good one at that. And since they are summons they can pop up anywhere to join the army, if nothing else they can be used as expendable meatshields or lesser scouts

In battle they can be a major nuisance since their attack blinds by default and they are very maneuverable with tunnel. They can safe reach spots that are out of reach without tunnel, they can tunnel in before the fight opens and flank the enemy with a reasonable chance to blind too, blind is a very strong debuff and their blind roll is the same as Flash arrows but +1 more range it is not bad at all. And since they are expendable the enemy must chose to deal with them or your main force.

Against the AI Emergents can also be used as "familiars" to other Kirko units to join up and provide Swarm shield to lone units and present a weaker target to draw fire away. They can also be used to lure enemy units away from the main battle into a corner of the map then tunnel away to safety thus splitting enemy forces or just die.

They are very solid summon, they cannot be completely ignored in battle because of blind, they have good maneuverabily so they can pick when to fight, they are cheap and expendable, they can trigger swarm shield, and they become T2 units if staying around for long enough.
>>
I haven't played the game since they brought in the new faction DLC and I'm wondering what people think is the best secret tech to take with them?
I was thinking of going synthesis for my first play though cause of the arc synergy and all the mods/ops to buff up their battlesuits
>>
>>389552
Oathbound plays well with every ST. My favorite off-kilter combo is actually Oathbound Psynumbra — it sounds bad, but Oathbound have easy access to Fatalism but not enough powerful negative statuses to inflict, which is where psynumbra comes in; also malictors are seers and benefit from seers' crusade. Celestian, promethean and synthesis are all easy to play. Heritor can do some neat stuff with AP resets, plus entropy weapon mods. Xenoplague is good on every melee race. I don't really know how to make voidtech work, haven't looked into it.
>>
AOW3 forever!
>>
>>389607
>I don't really know how to make voidtech work, haven't looked into it.
Basically the same logic as psynumbra. Aside from dimensional instability, Voidtech has dimensional desync, stasis pocket inducer and the "teleport enemy to me" thing that rift manipulator does. They're incredibly strong as is, but fatalism makes all of them always succeed.

Oh, and oath of loyalty has really cool synergy with echo walkers.

>>388796
Basically all of what you've said is wrong. Kir'ko are incredibly good, just not as good as oathbound, who, post-nerf, are merely arguably the best race in the game, rather than objectively the best. The oathbound lategame units all stomp, and early on they're capable of incredibly fast, reliable clear without even losing a hitpoint, much less attrition. Unleashed are blatantly overstatted for their role, and the idea with them is that instead of frenzied you mass unleashed. They're basically flying destroyers. In general, "not building any more scouts" is a blatantly wrong way to play the game, even if we're not talking about combat capable scouts like kir'ko or oathbound one. Psychic damage is great. Even ravenous are good, that one anon is wrong. Swarm shield is blatantly busted, not every attack is an aoe attack.
>>
>>388796
>First of all, getting access to AoE is easy for all factions, especially when you know you're up against Kir'Ko. Second, there's no way an AoE is going to hit less than two units per square, especially against a faction that needs to put their units adjacent to one another to get their bonus. It makes sense if you're playing against AI who doesn't know how to prioritize targets, but even a standard 7-hex AoE attack will hit AT LEAST 2 units at any time, unless you're spreading out, in which case Swarm Shield is obviously useless.

Most early game AoE attacks are 1/battle or have cooldowns and they do considerably lower damage (8-10) than single target attacks (15-27), this is where Swarm shield helps to soften the already smaller damage.

Sure if you are going against mid late game artillery then it is way-way less efficient but if you are using T1 units against their direct counter then you are doing something else wrong.
>>
>>389609
*AoW1
>>
>>388606
Is the mechanic of turrets inheriting Vanguard engineer mods still work and is still as OP?
>>
>>390979
It's not particularly OP, but it's an intended mechanic that works for every unit temporarily summoned by another unit. Drone carriers would have been garbage without it.
>>
post screenshots
>>
File: Valentine Wrecker.jpg (165 KB, 1322x881)
165 KB
165 KB JPG
>>393671
There is clearly no greater chad in Planetfall than Michael Valentine.
>>
File: 196.jpg (1.28 MB, 2560x1440)
1.28 MB
1.28 MB JPG
>>393671
>>
Any recommended mods?
>>
>>395342
this please
>>
>>394411
what the hell
>>
>>395342
Is there a map maker community like there was for AoW1 and 2? Heavengames was the shit, never bothered to look into forums of 3.
>>
File: Triggered.png (67 KB, 829x477)
67 KB
67 KB PNG
In all honesty who is this mod for? Can anyone enlighten me? The only reason I can think of is the Resurgence but it is way to expensive to be put on cheap units in large quantities.

I would not put this on a Firebreand and also wouldn't put it on heroes they got better mods. What is the point having a unit that attacks randomly in a game where selecting your targets carefully is key to victory? I even found that a Firebrand usually opts to use it ranged attack even if there i a melee enemy it can punch making it weaker even with the +30% damage buff.

I mean if you can already afford to have your units get so triggered you are already in the in more territory. This mod will not serve help you win a battle any more than any other mod that gives you +20% damage.
>>
>>398001
Only firebrands and raiders, really. Its primary use is honestly resurgence.

>I mean if you can already afford to have your units get so triggered you are already in the in more territory.

If you have 3k strength per army and are just cleaning up, you know what's useful? Not losing units in autocombat ever again.
>>
>>398958
>Only firebrands and raiders, really.
The mod itself costs more than a raider.
>>
>>399059
So? Stasis pockets are also expensive, but you're putting them on your raiders, right?
>>
>>395342
There is that new adventure mod that changes units hero skills etc
Faction mod makes you a part of a NPC faction and it adds tons of new units
There 2 are the only ones that stick oit for me right now
>>
>>376456
You're dumb, dude
>>
bump
>>
What are your favorite off-kilter combos (not matching lore- or flavor-wise, no shared weapon groups)?

For me, it's Psynumbra Oathbound. Malictors give extra XP and benefit from Seers' Crusade, Consuming Gaze on melee stuff, easy dark sun stacking on the likes of Champions and Wardens. Adversity gives vulnerability to statuses to a faction that doesn't really have any... but guess what psynumbra has like 300 of!
Not bad for a combo the devs said makes zero sense but is in the game because it would be dumb to ban players from using it for lore reasons.

Dvar Heritor should also be interesting. Their units often have two abilities meant to be used one after the other, so it would be great to, say, pump AP into a rocket artillery to let it set up and immediately fire.
>>
>>405077
Xenoplague Vanguard, to roleplay a mad scientist that infects his troops with the Plague and raises monsters Even if the basic troops die they are just feeding the "Experiments" where I use the doctrine "Forced Infection" for it which I otherwise would never use cause troops are far too valuable alive.
>>
>>405077
I'm quite a big fan of Celestian Shakarns
>>
File: Quarzite Pokeyman.png (187 KB, 736x146)
187 KB
187 KB PNG
Did you raise your Quarzite Pokemon well?
>>
>>408150
I'd love to do more Monster Unit evolution shenanigans but the only race capable of actually doing it effectively are the Amazons and they're fucking LAME.
>>
>>408978
Amazons are actually great, though.
>>
>>409140
But their aesthetic sucks and all their outfit options look really gay despite them all being women.
>>
>>409173
I made a Grace Jones like Amazon.
CyberConan vibes.
>>
>>408978
Technically any race can research that tech once they acquire an amazon colony.
>>
One thing I've noticed after playing a few battles in Planetfall, is that the entire squad gains xp based on the number of enemy units killed in the battle.
This is much better than 3, where attempting to evolve a snake or spider hatchling was insanely difficult, due to XP only applying to the unit who had landed the killiing blow.
>>
File: Grace.jpg (310 KB, 1247x1019)
310 KB
310 KB JPG
>>409247
>>
>>409972
Where do you get that commander background I have all DLCs and never saw it.
>>
>>410934
I got the season pass which includes the cosmetics dlc.

It got the vaguard cover art guy with a porn stache and aviator glasses on it.

I also made an oathbound Freddy Mercury.

Which was ironically fitting. I once fought him as impossible computer AI conquered world opponent.

He raped my empires ass and gave my commander AIDS.
>>
File: get_ready_for_freddy.jpg (245 KB, 1145x861)
245 KB
245 KB JPG
>>411048
>>
>>409699
Never mind that, support units basically didn't get any XP, as per tradition for turn based videogames
>>
>>411919
Oh, yeah, that's another thing Planetfall got right.
>>
>>385922
Not to start a flamewar, but look at StarCraft. Zealots remain an excellent frontline with excellent tanking ability. Zerglings are super spammable scouts and harassers, while still being good for pinning an enemy and dealing damage. Marines are a backbone dps for most strategies, though they are a little too efficient.
Low tier units shouldn't be the be-all-end-all but they should still be useful, so long as they have a role to fill. For instance, having them transition from your main dps force early, to having them be supports who can pin down enemies with fire, or being super spammable and easy to resurrect, or being more adaptable to specific battlefield conditions, or being faster than the rest of your force, or something just to make them fill a niche that higher tier units don't completely encompass.
>>
>>413597
Yeah
AoW in all parts was filled with lategame units being spammed mindlessly.
At least AoW3 reduced it with expansions, but you still bumrushed for the Juggernaut.
Planetfall late game units are mostly focused support with lodsa HP.
>>
>>413597
You are correct and I do not see why people say low tier units are useless they are still useful because of mods an Operations and even the highest tier units having weaknesses to exploit. Like making your units resistant to their elemental attacks and kiting some units to specifically disrupt them and using your OPs to focus them down, since they are smaller in number.

Many operations give all your units buffs so that the low tier ones can outdo a lower number higher tier ones. And there are just a few OPs that affect the entire battlefield to equalize the number advantage. High Tier units are usually bigger and bulkier meaning they are easier to hit while low tier ones are mostly infantry that can take cover becoming harder to hit.

Also HighTier units cost cosmite while naked limiting their number considerably while low tier units do not only their mods cost comsite, so they can outnumber. If someone can afford to spam high tier then they probably already own a lot of land with cosmite nodes so they either played the game well or just got super lucky. Then there is Ranks which can further improve the performance of low tier units.

An Expert rank Vanguard trooper has 52 HP, while a Novice Laser Tank has 68 while costing 3 times the Energy 2 times the production and 20 cosmite. The big diference is the 5 armor vs 1 for troopers. But the 20 cosmite can buy two T1 mods for the two troopers each. Equip them with Electrified ammo and combat sensors for 10 cosmite and they have a decent fighting chance.

Finally focusing on research and Teching up should be a viable strategy, that is why research is its own separate resource. In Starcraft the teching up is tied to the same two basic resources giving considerable flexibility in when to use it. In AoW they are a completely separate resource so investing into research is money gone with little to no recoverable value. Gaining high Tier or "better" units is the reward for that.
>>
>>413661
>An Expert rank Vanguard trooper has 52 HP, while a Novice Laser Tank has 68 while costing 3 times the Energy 2 times the production and 20 cosmite. The big diference is the 5 armor vs 1 for troopers. But the 20 cosmite can buy two T1 mods for the two troopers each. Equip them with Electrified ammo and combat sensors for 10 cosmite and they have a decent fighting chance.

With electrified ammo on repeat attack they have a good chance to apply electrified on the tank and keeping it up making the tank 15% less accurate, then the troopers got +15% evasion from the combat sensors giving them 30% evasion even without cover and troops can take cover. They can run around to surround and hit flanks for +20% damage while the tank only got a one use smoke screen and a burst shot. Or equip Rail Accelerators and the troops will outrange the tank by 1 range.
>>
>>413672
AI also prefers T1 and T2 spam to high level shenanigans.

Planetfall matches seem to be over before t4 units come into play.
>>
>>414094
You are correct, if one has played or saw any half serious mutliplayer games they would know that massing air scouts dominated those games. So much so that the devs had to add a new "Ant-Air" trait across the board for all factions of the game to combat that inbalance and they had to nerf scouts as well.
>>
i'm thinking of buying this game now that it is on sale, how does it compare to AoW3?
>>
>>414232
Most Anons will say that AoW 3 is better in every way but only becasue they are mad that Planetfall is a completely new setting.
>>
>>414239
this so much. planetfall is great
>>
>>414239
>>414242
I don't mind the setting, I enjoy sci-fi as well. I am more concerned about the gameplay and wether the ai is better than it is in aow3
>>
>>414232
Do you like catgirls? AOW3 with expansions.
Do you like lizard girls? Planetfall or AOW3.
Do you like death by SNU SNU? Planetfall.

Both are great games. AOW3 has the better mods but it is the older game.
>>
File: 1608153260301.png (868 KB, 1041x582)
868 KB
868 KB PNG
>>376425
synthesis vanguard is really stupid in a fun way. drone carriers confer the revival mod onto their drones so it becomes an even more effective tool of drowning your enemies in bodies. the attack drone getting a chance to inflict blind is an added bonus. you could also go for the stagger mod but I wanted the extra point of shields from the blind mod.
>>
>>415002
Super fun I once had the game crash just becasue of it all.
>>
>>415002
>confer the revival mod onto their drones
Wtf, how is it legal?
>>
I know how to use all minors and their units, but what is the purpose of the not-Mad Max junkies?
Their units are meant to be spammed and suicided, but why would I waste my influence this way?
Are they only good for mods and modifiers?
>>
>>414239
While enjoyed 3, most of the enjoyment was after adding the Necromancer.
The Planetfall mod system tickles the right side of my brain.
>>
>>415633
Grooming high tier undead camps until your heroes can rez them under your control was fun and busted. Amazons t4 can do that in planetfall.
>>
>>415528
All summons inherit all mods.
This includes engineer turrets, and sub torpedoes.
>>
>>415528
Yes this has been in the game for awhile

>>415679
>All summons inherit all mods.
>This includes engineer turrets, and sub torpedoes.
There is some caveat to this. Summons cannot inherit mods that offer an "Active ability". Like Nanite injectors, Spore pods, any throw-able grenades etc. Summons only inherit mods passive abilities that also match their kit. For example a ranged summon cannot inherit melee abilities, a laser summon cannot inherit firearms abilities, flying summons cannot inherit land based abilities and so on. Only the effects that would normally apply to them are inherited.

The only notable exception to this rule is the self copy of Echo Walkers because those are treated as a true unit. The copy inherits everything even on use mods that were not yet used while also copying the current HP and effects of the user. If an Echo walker makes a copy when it is on half HP, blinded and poisoned the copy will also be on half HP blinded and poisoned.
>>
>>415624
I guess they are good with jetpacks, but so are kirko frenzied.

Maybe they are great with the spacer t4 because they can become the new prophet if it is killed.
>>
>>415624
their melters are pretty decent units if you don't naturally have armor melting units. if you're in a situation as vanguard, the only way for you to strip armor is with the highest tier laser mod which you won't get for a while. also, if you don't have a secret tech to give you melee units the only way for you to access melee is through heroes and the tactical operation that calls in a valkyrie so you can use their most basic melee unit to fill in that slot for you as a sort of discount kirko frenzied if you couldn't find a kirko settlement on the map.
>>
Imagine using Spacer units when the based Therians exist.
>>
quick question. I got some amazons in my empire now but I haven't played as them that much. can I use arkadian restoration to turn an uninhabitable mountain sector into arkadian? I'm just asking to see if I should bother going down their tech tree for that. also, a more general question about amazon terraforming: obviously sectors are comprised of 2 traits most of the time. fungal + ruins, ruins + arctic, etc. when you terraform, which trait gets changed? do you get to choose or is it predetermined?
>>
>>416952
As you said sectors are composed of 2 parts the keywords you can search for info in the game archives are "Clime" which is the basic terrain (arctic, fungal, arcadian, desert etc.) and the "Terrain feature" (plains, forest, mountain, ruins etc.) Terraforming only changes one of these that is stated on the Operation. The Mountain is a bit confusing because there are Large mountains and normal mountains but have the same name. Large mountains cannot be changed by Amazons tech only Dvar can demolish them.

For example Reforestation will remove the existing "feature" and turn the sector into a forested sector but does not change the climate Some exception exist like it cannot change Mountains.

Arcadian Restoration changes the "Clime" of the sector (Arctic, fungal Arid etc.) into Arcadian but does not change the feature on it, it wl lremian forested or mountains

It does not work on all Climes tough like large Mountains, Ocean and Coast and not sure about Volcanic ones.

Sometimes a sector can spawn with permanent "Uninhabitable" tag despite appearing completely normal maybe this is a glitch or bug I do not know. Once I had a completely flat uninhabitable sector which I could even actually terraform into forest but nothing changed it was still completely Uninhabitable without any indication on why.
>>
>>416730
You don't always have a choice.
I don't see any reason to get Spacers when any other faction is available.

I like the madmax/gamer lore but apart from resurrection shenanigans I don't see any use in their suicide tactics schtick.
>>
>>417963
>I like the madmax/gamer lore but apart from resurrection shenanigans I don't see any use in their suicide tactics schtick.

In their defense, for just 25 Influence Psychos are actually quite the bargain especially for factions that do not already have access to cheap melee. While roided on Berserk chemicals psychos can stagger even heavy units in melee which makes them an annoyance and deal a good amount of damage too. Their other units are pretty mediocre I agree on that.

Spacers truly shine with their doctrine the Wasteland Scavengers which is literally free money after every fight you win, even from random marauders that periodically attack your sectors and get easily routed by militia it is free money. Of course a doctrine slot is quite a valuable thing but it is a lot of money in the long run.

Spacers also offer mods for four different weapon types, laser, bio, firearm/melee and psi and the status effects those cause are also rare, Chocking, Debilitating Infection, Hallucinating and Insanity are all powerful effects. These makes them a very versatile support faction.
>>
I never got the damn assassins kit set, I always get the sidearm but never the sniper rifle..
>>
>>417963
>I don't see any reason to get Spacers when any other faction is available.
Their mods are very good and for a wide variety of weapons, psychos and trucks hit hard for how cheap they are, and melter is just an all around good unit. wasteland scavenger doctrine is also good. hellcopter and mad prophet are disappointing though.
>>
>>415824
>I guess they are good with jetpacks, but so are kirko frenzied.
Everything is good with jetpacks.
>>
File: Celestian VIP quality.png (2.3 MB, 1218x1515)
2.3 MB
2.3 MB PNG
>>378253
Just love it when a plan comes together
>>
>>420267
promethean vaults can be pretty bonkers here. annexing them gives you a special building that gives your units + 1 armor per tier of the unit. with that I was able to get up to 19 armor on a savage tyranodon as vanguard after I got the penguin lord relic.
>>
>>420267
If you have got the free time for making colonies like that you should have won the game by then. Try playing a higher difficulty.
>>
>>420629
that depends a lot on the victory condition. sometimes you're on a planet where defeating some specific minor faction gets you a wincon and a bunch of empire XP, but you don't know where every dwelling is. so, on a very large world with high tides, you end up wasting a ton of time trying to find out where you need to go. that happened in my last run where I spent a bunch of time looking for the second spacer faction dwelling.
>>
>>420267
What is the "Mutant" keyword good for?
>>
>>420844
Being in the same family as the Therians, sheperd and the noble megasow.

Haven't found anything that uses the descriptor either.
>>
>>420844
all it means is you're stronger than normal. kinda like having primal controller means you're just a better version of whatever wild animal you are.
>>
>>421772
It's about the mystery about what the therian alteration lab does aside from 2 bio resistance.
>>
>>421815
are there no operations that interact with that keyword? it might be similar to "integrated" where having the keyword applied only confers cursory advantages.
>>
>>421885
I found nothing.
The therian ally insignia mod gives interactions with other therians but the mutant flag does nothing afaik.

Maybe there is an event for mutants?

Promethean also doesn't affect mutants, just xenoplague.
>>
>>422190
>Therian ally insignia has stag horns...

>stag horns are the symbol for cuckoldry

Is it the planetfall symbol for an ace of spades?
>>
>>420844
>>422190
>>421885
>What is the "Mutant" keyword good for?

I remembered one thing so far!

Some food related battle maps do not remember which ones exactly sometimes have these toxic slime pools that are poisonous if you step into them. These areas are almost always populated by pigs and Xenoplague units and they do not get poisoned when moving into the pool instead they get a buff somekind of frenzy thing don't remember the keyword. So I guess all mutant units would also be buffed instead of poisoned?
>>
File: 1572904011532.jpg (34 KB, 668x445)
34 KB
34 KB JPG
>>376854
Noticed on other Endless games the heroes & shit are 95% female,what the fuck
>>
>>422239
Ah, you are right.
I'll try testing this some time.
>>
>>420267
All the time you will save from producing those units means little when you would have just produced them 10 turns earlier for full price and would have already did something useful by the time you build up your shiny super colony and spend all the resources on it in the end of the day you are at a deficit before those slightly-better-than-average units pay for themselves in the future.
>>
if I only played Endless Legend, how would I get into AoW?
>>
>>422427
There are lots of similarities but combat is more complex.

Watch some video guides?
>>
>>422427
>>if I only played Endless Legend, how would I get into AoW?
Did you try playing the game?
>>
>>422542
Anyone you can recommend?
>>422590
Which one do I start with?
>>
im still getting to understand the game, how do you decide which sector to colonize and which to annex?
>>
>>422620
I'd recommend colonizing sectors with good fixed bonuses (lots of icons and buildings).

Sectors next to them should also have those.


A colony can have a basic building that gives it a boost in energy, food, production or research. The meta says to go food for fast expansion but starting out in relaxed difficulty you'd probably want production for quicker building.

Some buildings on sectors like research centers, factories and power plants give a small bonus but extra bonuses if they are in an exploitation sector of their resource type.

You will have to free up buildings by fighting or spending influence before they add their bonus to your colony.

Basic resource icons add up with buildings and give a sector a level that can be upgraded with higher techs, this becomes important if you build specialized buildings on it.

You can quickly see the sectors stuff by zooming out and selecting the economy tab on the upper part of the screen.
>>
>>422620
Here is a tutorial from an earlier thread.

As far as I could gather the base terrain on the sector you put the colony center does not matter by default the colony center always has the same yields regardless of the Sector's climate. Additional features like rivers or landmarks do matter however and will immediately begin giving you the benefits.

The Colony Center's type does matter when it is about Doctrines, like Amazons having a forest on the colony center sector does work for the Amazons' "Ecological construction" doctrine.

Another thing you can keep in mind that colonies can freely trade their sectors between each other as long as the receiver has a free slot and is in range for it. This allows for one more developed colony to build a sector for a newer colony and simply pass it over after the newer colony gains the slot and thus saving the new colon the time to build it. You can have a central colony with a high level Civil Engineering guild building sectors with a big discount and then passing it over to the neighbors as they get established.

Also if you create forward base on the sector you are founding the colony on the sector base will transform into a pre-built Standard Military Infrastructure as soon as the colony is established.
>>
>>423201
>>422620
Another thing you can transfer your HQ and create a new capital at any colony and will also transfer those buildings that are tied to the HQ. The only downside is that the new Capital will be completely shut down fro 3 turns while the HQ is established.

This is important for some reasons, one transferring the HQ can save it from invading enemy armies. Or create a fortification because a HQ always has one level higher militia than it normally should have.

The second and more important bonus is that units you hire from NPC factions will always spawn at the Colony with the HQ and even more importantly they inherit all the bonuses the Colony offers to units that are created there, extra ranks, armor bonuses, stats, etc.
For example look at >>420267 the NPC units you hire at that colony will automatically gain those if the bonus is applicable to them. Except for production costs obviously.
>>
>>423211
Also once you're in the late game (production development II, well built colony) you might want to dismantle the civil engineering guild and and build the elite military engineering building because you've already built most structures and want more robust elite units.

Don't forget: buildings cost time, not energy (except when you instant buy). So if the civil production guild saved you 7 turns in total because stuff got built faster you're still having "profit" if dismantling and building costs 3 turns.
>>
>>423201
This tutorial is slightly outdated where it says you can have 4 sectors max. Star Kings introduced Residential exploitation which increases your sector cap by 1 after built, at that point residential sectors are pretty much mandatory to have your maximum 6 sectors per colony because if you did not build them you will not get the extra sector slots.

Personally I use Residential sectors to extend the colony's annex range to grab more land or better sectors. They scale heavily based on your population number and cal also be used to take a sector that is not particularly good for a specific specialization but still useful because of a landmark.
>>
>>422279
>those slightly-better-than-average units pay for themselves in the future.
I wouldn't exactly call +2Armor, +2Rank, +2Bio rez, +2Psi rez, +200 Morale, +1 status rez while naked "slightly better than average".

Just the sheer suitability of those units are way better than the average. Against a bio attack that is +4 defense which is like 30% damage mitigation, add the +2 unit ranks which is at bare minimum 20% max HP increase, those are big numbers. You don't always have the energy upkeep to support an army large enough to outnumber the enemy 2 to 1 so winning by sheer quantity isn't always on the table.

And the +3 status effect against Psi and Bio is almost a 30% decrease chance of a some nasty debuffs that would cripple the combat ability of average units. Think stuff like Mind control, Slow, Catatonic, Panic etc.
>>
>>423896
It also helps with single stack only exploration sites/landmarks or city sieges where superior numbers can't be applied.

Some T1/T2 units have awesome abilities but always get focused down by the AI so having some absolute unit megachad bonuses helps keeping the fragile dudes alive.

Having a doomstack also feels satisfying.

This might all not be helpful for competitive multiplayer.
>>
Did anyone figure out a way to save hoppers from autocombat death?

The AI does brilliant tactics sometimes but also absolutely retarded unnecessary suicide shit some other times.
>>
>>424363
Do you mean hopperhounds? They're just honestly not a great unit. I use them as scouts unless I play amazon.
>>
>>424666
Yeah. I generally mean melee units.
Autobattle ai is hella reckless with them.
>>
>>424757
I have extremely bad autocombat luck with aspirants, which is apparently unusual. The AI is particularly terrible with syndicate and also loves suiciding vanguard troopers by having them abandon cover to run in and grenade.
>>
the most important thing i've discovered to fix autocombat is always taking pre-battle predictions with me in empire mode. greatly mitigates the AI's ability to just derp a unit. vulnerable to a lot of event effects and such.

other than that: I always stick to two defensive mods, at least one of which should actually mitigate damage in some way other than "+1 armor". the exceptions are things like oathbound champions who can, like, stun things in aoe.
>>
>>424872
the tier 1 kinetic tree mod is great for this. 1 armor 2 kinetic resistance and stagger resistance om top of it all. I always make that my first research as vanguard. getting stagger resist on my troopers and leaders is invaluable .
>>
>>424363
hopperhounds aren't worth your time unless you play amazon desu. the time you have to invest to get eviscerator even with the veteran trait isn't worth the effort most of the time. especially since the hoppers don't get bonuses from colonies unless you're playing empire and bough them with imperial renown.
>>
so in the earlygame it is "Food > Production > Energy > Research", right? And how aggressively do you expand, given that extra colonies carry no penalty like they did in AoW 3?
>>
>>426158
I know I should expand super fast but end up going slow and steady because that playstyle suits me more.

I don't play vs multiplayer.
>>
>>426158
you only really need 2 or 3 production hubs with absolutely stacked unit bonuses. then you can just produce giga units there and ship them off to your frontiers via relay. at least, this has been my experience playing as vanguard. although, that's likely not indicative of the norm since their specialty building gives you food + production so you can actually get away with not going with civil engineering in the early stages of every colony. also, keep in mind that energy can basically substitute production so investing in it early can help you not have to rely on civil engineering in later stages of expansion. my setup for colonies dedicated to producing super units is basically just this
>military engineering
>advanced military engineering
>military research building
>landmark that confers bonus to units
>if the above is not available then go for the power building that cuts unit costs and upkeep
>2 obligatory residentials cuz more food & production cuz vanguard
I also don't really go into food in these that hard unless it's one of those landmarks that gives you more hp or whatever. otherwise, I leave that up to 2 super colonies dedicated to food export. I'm a big fan of colony specialization. once you get your food exporter up and running you can basically coast every colony to + 1 pop literally every turn up until around 10 pops or so.
>>
>>426158
>"Food > Production > Energy > Research", right?

I would put Energy before Production for various reasons.

Every unit has an upfront energy cost to start production, without paying that you cannot produce the unit in the first place no matter how much production you have. This is also one of the limiters for building more colonizers beside cosmite cost.

Energy can be used to hurry production at any point of the production phase from the first turn until the last turn and the price is equal to the production that amount that remains. The conversion rate for hurrying is 50% so 2 Energy for 1 production. However the Generate Energy option in colonies is just 25% converting 4 production to 1 energy, half than Energy to Production conversion rate. There are even ways to improve the hurry production option like Dvar have an innate -15% discount and an Optimization Agency in an Energy sector can improve it as well.

Finally Energy is needed for almost everything else, Operations, Operations upkeep, Doctrines, Mods, Unit upkeep, Militia upkeep, NPC demands and so on and on.
>>
>>376425
Quick question - how does this compare to AoW3? What are the main differences aside from obvious setting change?
Or is it just AoW IN SPACE?
>>
>>426846
Very similar to AoW3.

Things that are different (incomplete list)
You can enhance troops with mods like in endless legend so T1/T2 are relevant for a longer time because you can pimp them. On one hand you get equal xp distribution after battles, on the other hand no more mastery levels.

3 map resources: energy (like aow3 gold and mana combined). Influence (for diplomacy, buying mercs and getting neutral troops to leave without a fight). Cosmite, special resource used to get mods, T3/T4 units and colonizers.
>>
>>426947
I would say that, before playing Planetfall, one should play 3 (and its expansions) first.
Going straight into Planetfall can be a bit overwhelming.
AoW3 is Planetfall minus the extra layers. It's a good place to learn the basics. It's a lot easier to concentrate on the new additions when you already have a solid grasp of the basic mechanics (which are more or less lifted directly from 3).
>>
>>425370
it's not kinetic tree, it's the vanguard racial mod

>>424872
>other than that: I always stick to two defensive mods
forgot to mention that this applies to melee. ranged units are usually 2 offensive 1 defensive, provided it's the type of ranged unit that doesn't expect to get hit much (ie vanguard bikes are ranged but they hug the enemy)
>>
I wonder what next for Triumph Studios? Age of Wonders 4 or another Planetfall expansion?
>>
>>428671
Likely another Planetfall expansion first, to please their Paradox rentseeking masters.
Then possibly a different game, unrelated to AoW.
>>
>>428671
>>428694
Didn't they say that Star Kings was the last expansion?
>>
>>428725
AFAIK They haven't specifically stated it outright that they are done with PF and are moving to new projects.
>>
how good are coastal sectors really?
>>
>>430609
they're good for specialization. a 10% increase on food/research/power is nothing to scoff at. so, if you're going the route of dedicating a colony to food exportation/research/power production it's 100% in your interest to get a coastal sector to maximize the gains in that specific area.
>>
>>430609
>how good are coastal sectors really?

Coastal sectors are actually quite strong especially in the early game. Of course ignoring their obvious downside of providing ZERO production.

They immediately provide 10 food, energy and research without needing any workers at level 1. In contrast that is the equivalent of having a level 1 of each respective land sectors or having 2 colonist working a slot each. That is the equivalent of 6 working colonists instantly. This frees up the actual colonists to work on production.

The Second coastal sector provide the same benefits so a colony with 2 level 1 coastal sectors yields 20 Food 20 Energy 20 research. That is the equivalent of having a level 3 food, energy and research land sectors when it comes to raw resources. I mean Raw resources that ignores the workplace slots and sector spec buildings.

The other strong suit of Coastal sectors is the quick adaptability. If a colony has 2 coastal sectors building an Algae farm/Maritime Research will instantly add +10 yields of the same resource or +20 at level 2.

So numbers wise 2 fully built coastal sectors at level 2 with both Algae farms and Maritime research built, will provide 46 Food, 46 Research and 26 Energy without ANY workers. All of this is available very early in the game only at Tier 3 Sociology research.

In contrast a level 5 Land exploitation provides only 30 of its resources but makes up with providing +5 workplaces to work and their spec building. So 2 fully built level 2 coastal sector provides almost more raw resources than a level 5 Food level 5 Research and a level 4 Energy sector. Again ignoring workplaces and land sector specs which are obviously better for that resource type.

In conclusion Coastal Sectors are rich and can provide a lot of resources quick and cheap without needing the population to work them. Especially strong at the early game if you can handle their lack of production.
>>
File: mlgntdc4g.jpg (623 KB, 783x603)
623 KB
623 KB JPG
Please no bully the RPRs
>>
>>432580
Does the sicle also give the toxic blade throw attack? I forgot.

Otherwise cucked by flyers.

Love the secondary weapon if you have the turn to grant the shields.
>>
File: Prowler Bio.png (1.25 MB, 1192x731)
1.25 MB
1.25 MB PNG
Furfaggottry Aside are Prowlers worth it? They seem really shitty. Shotguns can't hit shit even close range, low HP, needs to take damage trigger the buff. The only half decent thing they got is the melee. Yeah they are cheap but I honestly would even take Ki'rko Frenzied over them, at least Battle Vomit does something useful.
>>
File: Chemical Blade Throw.png (1.69 MB, 1493x844)
1.69 MB
1.69 MB PNG
>>432661
Yes it does
>>
>>433564
I always skip them.

In theory you can use them in pairs so they regenerate some hp between turns standing next to each other.

In combination with the mods that the therians have (legs and flanking) they'd be okay flankers but they are too squishy in my opinion.

I prefer the gunbunny as t1.
>>
>>433564
They are cheap and versatile that is all
>>
>>376425
>can't make cute waifus cause people in the character editor so ugly
it hurts
>>
>>435740
I just wish there were more long-hair options for characters desu.
>>
how are grazes determined and is there a mod to remove this gay nigger mechanic
>>
File: 1583092473312.jpg (25 KB, 399x322)
25 KB
25 KB JPG
>>436711
grazes happen in place of a close miss. it reduces rng in combat and increases the value of upgrading your damage. the only other time grazes come into play is during a fumble in which all hits that wouldn't miss become grazes. if you weren't a dumbdumb, you'd be thankful for the existence of grazes. if they didn't exist, every graze you ever landed would be a miss instead. be thankful.
>>
>>435740
The Oathbound waifus are pretty cute. And those skintight catsuits get the job done.
>>
File: graze.png (1.12 MB, 1520x944)
1.12 MB
1.12 MB PNG
>>436711
You know you could try reading the in game help. Just a thought.
>>
>>436853
Still quite limited tough, only 2 long hair choices and 1 plug suit.
>>
how do i get gud with the (((syndicate)))
>>
>>438427
Syndicate use the "Indentured" keyword for many abilities. For example the Overseer can add an extra turn to an indentured units and and add +10% crit just by being around. Other non-Syndicate biological units of T1-T2 can be outfitted by control collars so that they can also receive Indentured buffs and abilities which can make interesting combos as well potentially reduce their energy upkeep by 50%. Their support units have AOE shielding that also applies Psionic buff effects. Syndicate can be played as a powerful swarm faction rivaling even Ki'rko.

Syndicate has access to Psi and Arc weapons Psi is strong against Biological/Cyborg and Arc against Mechanical targets so balance them accordingly. The Psi weapon tree is especially versatile offering both defensive and offensive capabilities and some of the strongest Debuffs/CC in the game. Notably the Arc Retaliation Defense is one of the most annoying defensive mod.

Syndicate buffs Flanking attacks which are +20% dmg by default, use the Hallucinating debuff makes the target always flanked and have -30% accuracy.

Syndicate Enforcers are one of the few units in the game that have a melee attack with Psi damage. This is notable because this ignores both Armor and Shields making them deal devastating damage in melee against enemies with no Psi resist. Note that all mechanical units have an innate +4 psi resist which cannot be ignored with Psi damage in any way but can be lowered by Broken Mind.

On the economy side of things Syndicate have some of the best Operations bonuses both on offense and defense rivaled only by Shakarn. Thus they can indirectly weaken their enemies by stealing Research or Energy and using any offensive operations their Secret tech has to offer. They also benefit from improved Influence Generation which is a rare resource for other factions. In the lategame they can also enhance the frequency and results of happiness events.
>>
File: flat is justice.jpg (258 KB, 1415x1035)
258 KB
258 KB JPG
>>435740
>implying this isn't waifu material
>implying you could stop her from fertilizing her eggs with your seed
>>
Echo Walkers are BULLSHIT!
>>
>>444260
they basically only exist to trade with your units yeah. the trade doesn't even have to be favorable. the AI isn't trying to win; it's trying to inconvenience you and set you back. a team of 3 echo walkers with the grenade mod is enough to accomplish that while staggering any units without resistance for a full 2 turns.
>>
>>444260
Ever tried Air? All Echo walkers are completely helpless against Air units. Only mods can give them any ways to interact with Air.
>>
mfw I realize I am playing memeiest faction ever, Shakarn are just crazy silly.
>>
>>448696
The flavor texts are very silly.

It's a mix of aayy lmao aliens, tinfoil hat conspiracy lizard people and the "V" tv series.

Still like how they play a lot.
For me the better syndicate.
>>
File: dunnolol.png (176 KB, 407x286)
176 KB
176 KB PNG
I think I may have found a glitch/bug with the grail sites in normal games. Not sure if this happens in Empire mode.

In my standard games allied AI players seem to always camp the grail site even tough they have not completed the grail quests at all becasue there are no prompts about it. Yet for some reason the AI already knows where it is and thinks it is a normal Anomalus site resulting and their hero/commander just stuck sitting there unable to gain the grail and blocking me from the grail at the same time. And worse just they get stuck there forever even when their empire is being destroyed by other AI players they still do not move to defend themselves

The only solution for this is obviously to break the alliance and attack to force them to move away but this does not worth the hassle when the grail site randomly spawned in the middle of their damn empire and I dumped all the resources to ally with them.
>>
>>450891
I once had a game where I had found the grail site before decyphering.

I was able to explore it but was stuck before the fight by locked doors.
>>
File: c6et67y.png (80 KB, 826x535)
80 KB
80 KB PNG
This the most disgusting mod in the game.

>Heals a unit for almost half their max HP
>Can't miss
>No resist Roll
>Range 5 not 3
>Single action
>Only 2 turns CD
>PSI damage channel, applies all Psi effects
>Applies broken mind
>Can be put on literally EVERY hero, infantry, mounted and battlesuit unit in the game.

Change my mind!
>>
>>451412
Total Network Integration
>>
>>451429
total network integration is something you won't really get early on. consuming gaze isn't that far off.
>>
>>451429
A Mod that only does something when you die.
>>
>>451736
Stagger immunity, you nigger.
>>
>>451429
Corpse removal will prevent the self resurrection so the whole Forgotten faction can counter that effect.
>>
>>453356
not everything leaves a corpse tho. there are a number of units like mirages that leave no corpse and obviously nothing at sea leaves a corpse.
>>
How do you keep up with the AI on production?
>>
>>455976
you don't need to keep up with the AI on production. you just need to make units that won't die to a gentle breeze while decreasing the cost of your own units. the AI constantly tries to pump out shitty units and uses almost all their cosmite to mod their tier 1 and tier 2 units. so, all you need to do is make outputting equal or better units less expensive. military engineering guild decreases the production cost of non elite units and gives them more armor. advanced military engineering guild does the same for elites. there's an energy building that makes it cost less energy to queue a unit and produces the unit with reduced upkeep. there are doctrines like the vanguard's militia one that lowers unit production cost. these compound to create an environment where you pay less than the AI to make better versions of the same units for less energy and less production.
>>
>>455976
What >>456936 said

I would add that you should study your enemies and prepare accordingly, many units that the AI uses have effective counters. Be it just a mod that gives +2 resits against the damage channel or having a damage channel that your enemy is weak to etc can allow you to overcome superior numbers effectively. You could even hire NPC units to serve as part of that preparation or just one mod that will help you. It might not seem like much but just some of these small decisions can have a long reaching impact on your game. Planetfall is remarkably well made and balanced in this sense.

Failing that try to be on good terms with the AI players and keep in good relations and pick your enemies carefully. Pay off the Casus Beli you generate spend those 10 influence points occasionally for a few complimenting words. If you are not being social the AI will automatically looses opinion on you. Pick your alliances intelligently then divide and conquer, while Planetfall is a wargame first and foremost it is still possible to slightly manipulate the diplomatic scene to keep the AI players fighting each other as you build up your empire.
>>
>>457605
>You could even hire NPC units to serve as part of that preparation
this aspect gets overlooked often. a lot of the basic npc faction units are exceptional. paragon soldiers are basically just vanguard troopers but cyborg instead of biological so even if you don't have the overcharge mod or access to fanatics/technoprophets they're still a reliable unit. growth soldier bees strip armor with their basic attack and if you mod them with acidic composite they'll strip 2 armor per hit. growth worker bees are a great way to get healing units for cheap. the psi-fish spawn's fascination is one of the best early game debuffs you have access to. psi-fish in general have pretty insane debuffs. if you're playing vanguard you can basically stagger just about anything if you get spacer psychos and equip them with the basic stagger resistance mod and a jetpack. you can do the same with paragon guards. these are all pretty respectable traits. hell, any bonuses produced units get in your capital gets conferred to units you buy from npcs. so, if you have a level 5 military engineering guild and reinforcement factory in your capital's domain, all non elite units you buy off npcs will get + 2 armor and all units get + 1 more armor on top of that.
>>
File: mleq0sg6z.png (41 KB, 819x292)
41 KB
41 KB PNG
>>455976
what >>457767 said

I also would draw attention on the Mind Barrier mod that is sold by the Psi Fish. This is one of the best anti Psi mods in the game. It is cheap and available to everyone regardless of Faction or Secret Tech (provided Psi-Fish are in the game) and can be applied any non-mindless unit, heroes, infantry, vehicles, ships, animals, air all of them. On top of that it also add +2 Shields and +2 Status effects resist which in total makes it have 4 defense against ranged psi attacks. Mechanical units have an innate 4 Psi resist, this mod can double that if you count the +2 shield.

Furthermore f the Psi-Fish are in the game then you can be sure that the AI players will buy their units and probably use them against you which makes this mod even more practical since it is even useful against the Psi Fish themselves.
>>
>>457767
>paragon soldiers are basically just vanguard troopers but cyborg instead of biological
unfortunately, paragon soldiers are mindless unlike troopers so that removes their eligibility for a lot of mods, but that's more than made up by them being cyborg imo.
>>
What is best faction and what is Dvar.

What is best tech and what is Promethean?
>>
>>458866
The basic paragon soldiers are crap but their heavy soldiers are top tier, especially when you get the automata's self regen mod and paragon's gun mod.
>>
>>458880
>The basic paragon soldiers are crap
way to miss the point anon
>>
>>458913
Agree to disagree but I have never liked em compared to heavy soldier.
>>
>>458878
>What is best tech and what is Promethean?
prometheans have one of the single best mods in the game. healing and removing debuffs as a free action is pretty broken insane. it having limited range notwithstanding.
>>458918
>Agree to disagree but I have never liked em compared to heavy soldier.
way to miss the point again. I utterly refuse to believe anyone can possibly be this much of a retarded fucking mouth breather.
>>
>>458924
What's your point? You like paragon soldiers but I don't?

My go-to factions are Vanguard and Dvar so my tier 1 units already do what paragon soldiers do.
>>
>>458925
Jesus fucking Christ I'm actually dealing with a fucking retard. read >>457767
we're talking within the context of only the most basic npc units and how they can be used to supplement unit output in the early game if you're falling behind the AI in production. tier 2 relation units aren't even a consideration in this scenario you absolute moron.
>>
>>458929
yeah? It works for some, doesn't work for me, just saying.

Paragon heavy soldier meanwhile is useful for most factions because it's a solid T2 unit, except maybe Dvar Bulwark.
>>
>>458939
>It works for some, doesn't work for me
this isn't about (you), retard. this is about
>the early game
specifically, the very early game until about turn 20 or so when marauders start getting stronger due to being modded in which having even 1 extra body on the field makes the difference between coming out of the fight with 1 casualty or none and that makes a world of difference in the long run. even in the paragon soldier vs heavy soldier scenario you can rack up more staggers with 2 soldiers as opposed to 1 heavy soldier since you can have them both throw their grenades in the same turn. hell, this all started cuz some guy asked how he could keep up with AI on production. (you) aren't relevant.
>>
>>458943
Meh I agree then, early games, every units count.
>>
>>458866
>unfortunately, paragon soldiers are mindless unlike troopers so that removes their eligibility for a lot of mods, but that's more than made up by them being cyborg imo.
Mindless isn't even always that bad it has its uses vs. Psi focused enemies. Immunity to stuff like bad morale broken mind, Hallucinating, mind control, catatonic, Insanity and Panic can have great uses. Especially vs. Syndicate and Psynumbra that rely heavily on debuffing.

>>458925
There is nothing wrong with having preferences. They are just a bit different, yet Vanguard and Paragon actually go well together since they share the same weapon types their infantries are actually really good at complementing one another. They are not here to replace each other.
>>
>>458878
>What is best faction and what is Dvar.
Dvar are really cool one of my favs.

>What is best tech and what is Promethean?
Promethian is a very strong tech and one of the most straightforward and easier to use. To me I feel it is a bit one dimensional but that isn't a bad thing.
>>
>>459056
speaking of secret techs, is synthesis kinda all over the place or is it just me? their most pushed gimmicks, daemons and integration, are almost entirely self contained while their actually xenophilic aspect, the compromised debuff, gets shafted with the lowest power boost mod available. not even a 20% boost; a paltry 10%. they should have tried to push the compromised debuff harder since it's the only real thing that synergizes with things outside that secret tech beyond the total network integration mod.
>>
File: synth.png (196 KB, 982x340)
196 KB
196 KB PNG
>>459112
Synthesis is not about raw power it is about efficiency, they have one some of the strongest economy boosting doctrines notably Worker Integration is very strong as it is only a T3 research which super early. Their Tier 1 mods are also quite good, Guardian Daemon Shell and Targeting Daemon shell are both excellent all-around mods that can complement the faction specific counterparts.

They have permanent access to Autonom units by summoning them on the map and Autonom units fit well in the Synthesis kit.

They also have some of the best combat support buffs. Subroutine buffs can be really powerful in large battles the bigger the army the better. The duration of Repair subroutines, Aegis subroutines and most importantly the Skirmish Subroutines (+20% dmg) can all be extended by Network Links along with all other daemons, this used to not be the case but now it works. This includes Hacker Disables and the Incapacitate Daemon mod. Since the cooldown on it is 3 turns with 3 Network Links in the army you can theoretically keep them all up indefinitely although that might be a bit

Plus the Network Link can reset cooldowns of other units which is also huge. They can no longer reset cooldowns on each other and any "reset cooldowns" ability can also no longer be affected by itself, neither on PUGs nor on Network Links nor using the Type-S mobile network item. So no more infinite cooldown rests becasue it was busted OP, the Network Links can however eat a corpse and use it for a 2nd time.
>>
>>459179
power isn't really the thing I was on about. I was going on about the reinforcement of the tech's unique gimmicks. obviously, synthesis is a good secret tech, but that's less a matter of its gimmicks and more a matter of it just having insane doctrines like society 2.0 and extremely good mods. its gimmicks like integration, compromised, and daemon summoning aren't nearly as reinforced as things like enlightenment and soulburn are in celestian or how thoroughly burning and immolation are rewarded in promethean.
>>
>>459825
Their gimmicks are too situational.
You can soulburn or just simply burn pretty much everything. Compromising is much more limited.
>>
>>459179
Isn't Voidtech's Echo phase and more power doctrine far better than synthesis?
If you like energy Voidtech seems the way to go not synthesis
>>
>>459056
I like Promethean because it's straightforward, I don't even have to research the later Dvar units, just stop at Bulwark, some weapons mods and go straight for Pheonix Walker.

They are THAT good.
>>
>>460039
>just stop at Bulwark
bulwark isn't a unit you research. it's a core unit.
>>
>>460125
Oh shit I forget, that means Promethen Dvar is top efficiency.
>>
>>460129
the best dvar unit is the artillery so you're missing out on melting stuff with it after modding nuclear payload.
>>
I played AoW3 a lot but can't get into this

Please convince me
>>
File: memz.png (571 KB, 693x749)
571 KB
571 KB PNG
>>461067
What puts you off?

I admit this is my first AoW game, I tried AoW2 long ago but had no clue how to play. In contrast I love Planetfall, I think the factions have a really good variety and fluff as well. I love the Dvar despite their cliche sounding quirks this is the first time I saw the "Space Dwarf" concept done justice (along with Deep Rock Galactic). The tech fluff is also full of often hilariously self aware text and memes.

Each have their unique tools which can get augmented or supplemented by the secret tech and different weapon research paths and the NPC factions. The game as huge variety of units that can be mixed and matched for synergies and with the Mods even customized in countless way to offer an edge in battle. They are quite well balanced and they combat rewards preparation and attention to good plays.

The Economy system is simple to understand once you get the hang of it but actually not easy to master because of so many things one needs to keep track of and limited number of sectors one colony can have and they ways they can be utilized.
>>
>>461142
I don't know.
I guess one thing is the campaigns feel completely soulless.
>>
File: ShakarnAyylmao.png (565 KB, 677x788)
565 KB
565 KB PNG
>>461146
Oh on that I absolutely agree, I never bothered with campaigns, after the supremely boring 2nd Vanguard mission I just went into the standard game mode and never looked back. With the NPC Quests and expansions adding the Anomalous sites and Grail quests those are enough to keep my story needs entertained even if they are picked from a set pool of events.
>>
>>461222
Another thing is that the secret techs just aren't immediately appealing like the AoW3 classes were.
>>
>>461146
Campaign is way better than AoW3.
>>
>>461280
I can't fathom how.
>>
>>461383
Better interactivity, more choices and consequences.
>>
>>461273
The techs are not like your classic fantasy class yes. But trust me they all have their unique features, unique units, unique mods, unique "magic spells" and so on. Some overlapping are obviously inevitable and all of them work the same. Yet they are all viable for every faction, and while some are more natural fits than others, like Xenoplague for Amazons and Kirko or Promethian for Dvar and Vanguard.

Even some other unique units have their faction counterparts and sometime their specific quirk or ability like like how Amazon hackers have the scan ability but Assembly hackers can use a corpse to create a minion. Or how dvar purifiers can Entrench like the Trenchers while Shakarn Purifiers are a melee unit. But yes they often use same units like the vehicles or like Xenoplague and Heritor uses the same summoned units.
>>
>>461583
I'd honestly say celestian is a better for kirko than xenoplague. getting an actual stagger resist mod is incredibly important for a faction where melee units are so prominent.
>>
>>461671
You are absolutely right, I just used some random examples in the previous post.

In other news a military overview tutorial has been made. I wish I would knew about this when I started playing, now I use it all the time.
>>
File: military map overview.png (1.16 MB, 1189x793)
1.16 MB
1.16 MB PNG
>>461724
and the map overview
>>
>>461724
That list can even be sorted in multiple ways if you click on the top icon
>>
>>461988
Holy shit, I didn't even know about this. Thank you so much Anon. I added your information to the tutorial picture also expanded it with the army panel.
>>
>>451412
That cheap antenna put on every Assembly unit
>>
>>461280
I can say so for sure about vanilla treehuger campaign.
Empire can get also slow, but the last mission of BAD END( aka "I picked the obviously stupid option") where you and your allies invade the forest and allied AI loves to spam Juggernauts to mill the forest, felt pretty cool.

The Necro campaign was also fun, even if last mission dragged forever.
>>
>>461671
I never tried Celestian, how does it play ?
>>
>>463197
Great starting unit and mods that make everyone suffer for even daring to hit you.
>>
>>463197
Celestian gives you Lightbringers, super saiyan melee monks that are immune to all mind status effects and punch with fire damage. Notably Amazons have a flying dino-rider monk, just don't ask why. Second unit is the Star Guide that deal ranged Psi damage and can heal and buff and AOE blind. Their ultimate unit is a very powerful but expensive summon for 100 influence(!) the Ascended Teacher that grants its entire army resurgence and it can even rez mid battle once and has all around strong abilities.

Mods and operations offer cheap and effective healing and good at protecting your units or making them tougher in general.

Economy wise, Celestian supports dealing with NPC factions and protecting your colonies vs Operations and attacks.
>>
>>463224
Does it synergise well with Oathbound ?
>>
>>463254
Celestian works with everything.
>>
>>463398
every secret tech works with everything.
>>
>>463254
Yes. Oathbound heroes and doctrines scale from good reputation.
>>
>>461146
I could only go up to the 2nd syndicate mission. that mission alone killed any interest i might've had in the campaign
>>
>>464265
Just play either Stanard games or Empire mode. Empire mode is more of of an episodic more customizable game mode similar to a rougelike game. Standard game is the standard 4X game.
>>
So what mods do you guys use?
I'm playing with Arsenal Expansion and Hero Mode, it changes up how units works. The former just adds more unit types (like shotgun troops for vanguard) and the latter makes your units leveling up actually matter.
>>
>>465762
Honestly I do not use any think the game is fine as it is.
>>
>>448696
tfw Scorched Earth Doctrine
>>
I just won a shakarn vs shakarn game vs a friend. He had xenoplague and I had voidtech.

Hooooly fuck.
Create phase echo is so fucking broken.
I just copied his plaguelords and had the advantage.
>>
>>470733
Voidtech is broken in general.
>>
>>469483
Here you go Anon
>>
>>470733
Yeah voidtech seems like the absolute most busted secret tech. Being able to clone your own units and enemy units is stupid as fuck.
Try Shakarn+Voidtech for extra memes with infiltrators.

Xenoplague seems like the weakest since like half the factions have mechanical units anyway.
>>
>>463197
Celestian is pretty great
>class units are a beefy melee unit that has an easy time getting stuck in, a support unit with a nice accuracy buff, the best heal in the game, and area blind, and the Ascended Teacher which I've never summoned but it's irrelevant anyway because the first two class units are so great
>first thing you unlock in its research tree is a mod that gives stagger resist and makes your units immune to negative morale effects
>declare jihad for a damage boost against everything except other Celestian commanders
only downsides i can think of are not having the best offensive operations and Soulburn being a bit of a bother to apply, but other than that it's a pretty great time.
>>
>>474001
>Xenoplague seems like the weakest since like half the factions have mechanical units anyway.
Xenoplague is a snowball the more you got the more dangerous it becomes. The more they fight the more their armies grow and they are the secret tech that suffer the least if they loose units without resurgence because those units can just spawn more Xenoplague too.

If you have multiple Plague Lords they can just resurrect each other mid combat or any other Xenoplague unit, with Proliferation they can do it twice. Or anyone else that is equipped with proliferation can do it too for that matter.

Plus there is Hyper Aggression a reusable, free action +40% AOE damage buff is nothing to sneeze at.
>>
>>475001
Just do Vanguard or Dvar Celestian, their offensive operations are fantastic.

>>475003
I'll give it another try, then. The other secret techs just seem so much better, especially Promethean which just straight counters Xenoplague while being good in it's own right.
>>
>>475226
I also completely forgot how the basic Xenoplague parasite mod negates low morale making it ideal for an aggressive conquering as your units will not suffer penalties due to negative diplomatic state of being at war with Player of different factions.

Plague Pod grenades can double as both a grenade attack and and AOE healing for those units that have the Parasite mod equipped, which you probably will have on most units anyways. They are also reusable at 2 Turn CD instead one use can be equipped on everything.

When I had my Shakarn Xenoplague game I had recons equipped with Hyper Aggression and Plague Pod so they can easily move to position ad Hyper Enrage most units and can deliver the grenades to either heal something or bomb enemies.

While Heritors can also reanimate entire small armies of Drained more reliably, Xeno's random spawns are free while reanimating a drained need 40 Energy.
>>
Anyone else find it funny that xenoplague units need energy upkeep?
Why the hell does a the Plaguelord/destroyer/postule need salary for?
>>
>>475291
Skin care products!
But seriously, I think devs arrived at dead end when they needed to balance xeno units.
In AOW the undead at least needed mana instead of gold.
If the food output was a shared pool instead of give/take relation, implementing upkeep in just food would be easy.
>>
>>475291
It'd be kind of busted to have units with no upkeep at all, that you can infinitely replicate by fighting shitty weak marauders.
Energy is also an abstraction anyway, since it's used for literally everything, and it also probably costs some money to protect your colony from how awful the plague is.
Seriously, who would even want to live in a colony that's got the most awful and infectious disease ever at the forefront of it?
>>
>>475291
Upkeep is just a game mechanic
>>
>>475307
Yes there are even dedicated doctrines and sectors for manipulating it.
>>
>>475003
>Xenoplague is a snowball the more you got the more dangerous it becomes. The more they fight the more their armies grow and they are the secret tech that suffer the least if they loose units without resurgence because those units can just spawn more Xenoplague too.
Isn't that self-contradictory? A snowball army is something that must not loose until it reaches critical mass, losses only means that they are loosing all their momentum they need.
>>
>>478901
Yes but you always loose some units, in the decisive large scale battles both sides loose units unless one is dominating technologywise. But Xenoplague can also recycle their fallen units to keep help the snowball pick up speed again, especially if the units lost are just cheap meatshields but their death can actually cause Hunters to upgrade to Plague lords that is a net win if the battle has been won. The point is that it must be won at all costs or else the snowball is halted.
>>
>>376425
Looking at this game. Do I need any DLC to make it worth it or is the base game enough?
>>
>>481596
Get the DLC. New stuff is cool. Dunno if you still can get it -75% off, I did. Don't regret it.
>>
>>481596
You do not need the DLC to see the majority of the game most but they do add some really good stuff.
>>
Michael Valentine is the gigachad
>>
>>481596
Oathbound are a cool faction
>>
>>481596
Oathbound have the best waifu game, so make if that what you will.
>>
>>483891
Not that Anon but I have a hard time make Oathbound work, they are so weird in needing to reapply precog and then Fatalism on the enemy. While their survive ability is just barely okay somehow their defensive mods are so all or nothing or win more. I do like that you can promote aspirats to T2 units a really cool mechanic.

The colony lord mechanic is funny but so weird it really takes precious points away from stuff that the hero actually needs. Frankly I think such a mechanic should be baseline and available for every faction.
>>
>>484878
Almost for that you are also heavily dependent on being the goodguy-boyscout which is not always possible if the AI player around you are being idiotic sociopaths.
>>
What is the best unit in the game and what is the Dvar Bulwark?
>>
File: so_cool.png (189 KB, 298x235)
189 KB
189 KB PNG
>>482482
>>483320
>>483891
>>483895
So I went all in and got this over the weekend and my friends and I had a great time. This game has quite the sense of humor. One of the players was playing the Assembly and got a hero that looks like a giant flying tesla clam with a human head bolted on, which we nicknamed Shuckle. Thereafter they conquered a bio-farm called Red Pill Bio-Gardens or something.

I didn't expect the jokes this game brings to the table. Combat is surprisingly fun. Only thing I don't like in Mplayer is being aggressively yeeted into the other player's combat.
>>
>>485127
>Only thing I don't like in Mplayer is being aggressively yeeted into the other player's combat.
This is normal, positioning on the map does matter.

If a battle is initiated every hex that is directly next to it is checked for an army. If there is an army that is owned by faction that is "interested" in the battle they will be drawn into the battle. This is why keeping your army in triangular shapes is important to prevent getting surrounded and taken apart individually.

Who is "interested" is what decides who get pulled in, for example Marauders are an enemy to every player so attacking them will draw in every player. Players and NPC factions are also usually considered interested, but NPC factions do not always join PVP combat.
>>
>>485317
No, sorry, I mean the part where you're literally forced to watch player combats even if they aren't your combat. Assuming they are allies.
>>
>>486445
You can either watch the combat or a blank screen. If people are online simultaneously.
It's a multiplayer thing. You can limit manual combats with combat cards. So people use more autocombat.
>>
>>483863
He's pretty great. Good set of traits, vanguard+promethean is solid if boring.
>>
bump
>>
Is it worth to play an asshole Warmonger? Like one that does not deal with the locals just conquers dwellings and doesn't give a damn. Seems really difficult on harder difficulty and Faction war rewards as so random.
>>
>>490926
There are fractions that benefit from constant war, like Xenoplague.
>>
>>490926
Best way is to ally with one nootrol faction and annihilate the other one. Shakarn are great at being assholes in general. Assembly is good too.
>>
>>487677
Any commander that you made yourself and 10x better than the premade ones
>>
>>491577
I agree, that's why I made Bluther Brightbringer, my original donut steel Oathbound commander.
>>
File: 1568233906124.png (896 KB, 1000x600)
896 KB
896 KB PNG
>>491694
based
>>
>>490926
I once conquered a neutral faction to the point that they were Assimilated, yet that doesn' tallow me to buy any of their items. Do they still spawn armies to attack even after that?
>>
Did this game ever become good?
>>
>>493177
It's one of the best 4X/TBS games.
>>
>>493180
I liked 3 better. The range dominance in planetfall is pretty harsh.
>>
File: Vanguard commander.jpg (128 KB, 1280x720)
128 KB
128 KB JPG
>>493349
> The range dominance in planetfall is pretty harsh.
Of course it is anon,what kind of idiot would use a pointy instead of Guns?
>>
>>493349
Use buffed melee mod.
>>
>>493349
>The range dominance in planetfall is pretty harsh.
Elaborate please I didn't notice it, melee units seem fine there are plenty of tools to overcome the range advantage.
>>
>>493349
kek
is there anything more comfy in conducting military operations than a good artillery fire?
>>
>like dvar for explosives
>everyone just plays them for muh bulwarks
>>
>>494585
>base buildin
>trench diggin
I will agree that fartillery is super fun though.
>>
>>495070
I play them case Excavator tanks are awesome! I would play them for Earchcrackers but those are kind of underwhelming for how much they cost.
>>
>>494585
Yeah having huge mechs with jetpacks.
>>
>>495070
>ally with toasters
>HAHA mech spam goes brrrrrrrr
>>
>>492286
Yes they do as long as there is one army of them left on the map.
>>
>>494472
>>493349
Melee units are fine if you can get them into melee range, the issue is that every faction gets tons of tactical operations that can easily stagger melee units or slow them to a crawl.
Void Tech melee are the best ones since they can just walk through cover, teleport, or make an expendable clone of themselves.
>>
>>495070
I play them for nuclear artillery.

Bulwarks are cool too though.
>>
>>495070
>everyone just plays them for muh bulwarks
Bullwarks aren't even that strong
>>
>>501030
Tier 0 unit that deals as much damage as late tiers and has amazing overwatch and a very reliable stun.
>>
>>501828
It is a glass cannon tough. It has the HP and armor as Trenchers for double the cost, even if it is mechanical which I consider an upside and it can't be staggered by default and is immune to a lot of basic debuffs. Agile overwatch is the best part especially cause of AA, the stun is just okay it is RNG 5 only and doesn't affect mechanical targets. Then Foremen can't heal/cleanse Bulwarks which is even worse for being so squishy and are weak against other things that affect mechanical. Once you have Barons it does get a big jump compared to trenchers of course.

A Vanguard Bike has +10HP and double the armor of a Bulwark it also has fast movement, baseline stagger on all attack, knockback and an AOE with no cooldowns.
>>
Are Oathbpound Aspirants weak or is it just me?
>>
>>503713
I love them. I play with buffed melee though.
>>
Are wraths and that oathbound endgame mech supposed to apply status effects to themselves when using their damaging teleport move?
>>
File: PROMOTIONS.png (184 KB, 1033x192)
184 KB
184 KB PNG
Is it just me or the Oathbound promotions are garbage?

You pay 4 OP points and 40 Energy to promoote a Prime Rank Aspirant to to a protector? It resets the rank to zero and the only thing I get is +1 Status effect res?

An Aspirant costs 35 Energy to build while a Protector is 70 Energy, I am literally paying 5 more Energy than I would spend to produce a Protector normally and I am saving all the time and trouble to level up the Aspirants that are already squishy as it is.

What am I missing here?
>>
>>507422
It's useless IMO. Even if you're using it to get a higher-tier unit immediately without having to produce it and move it to the frontline, it's still of questionable use because a prime rank T1 unit vs a no rank T2 unit isn't a great trade.
>>
File: Mission2_DvarPoster02_v2.jpg (366 KB, 1218x1600)
366 KB
366 KB JPG
Is there finally a mod that allows you to make additional heroes?
They get really repetitive after several games.
>>
>>507495
If you play empire mode you can design as many heroes as you want.
>>
>>507422
It is okay in a pinch considering how versatile Protectors are but yeah the cost seems too high, 4OP points are valuable in the early game.
>>
File: Infographic3.jpg (1.47 MB, 1080x4000)
1.47 MB
1.47 MB JPG
We won Vanguard bros we won.
>>
>>510818
People play the poster-boy faction, what a surprise.
I admit I am guilty of Kir'ko.
>>
>>510881
It alright you share the winner place too kirkobro
>>
>>510818
Does this count the tutorial and the campaign modes too? Cause almost everyone tries the tutorial which has Vanguard. The first campaign is also Vanguard which is the extent most casual players go with the game before giving up on Planetfall and never playing any other factions.
>>
>>507422
they are garbage
>>
>>507536
This, all thr commanders you create in your Empire can show up as heroes in that Empire even if you are playing a different faction.
>>
>>510818
No surprises here, Vanguard are the easiest to play and have a low skill ceiling while being equally strong.
>>
>>520601
Laser Tanks seem really weak when compared to the Walker. I know the Walker is one tier higher on the research tree but it is so much easier to customize. And can both shoot its missile and then shoot its guns at the same turn. It has AA, it can be outfitted with Jetpacks, it can have the bullshit Fire Burst Ammo, has a longer range and just simply looks more badass.
>>
>>520619
>>Laser Tanks seem really weak when compared to the Walker.
You might be surprised to learn that the Tank actually beats the walker on a 1 on 1 fight provided there are no mods and bonuses. It has +2 armor and the overcharge blast ignores 2 armor, finally it can drop smoke to make itself harder to hit.

Anyways this game is obviously not about 1 on on1 fights the two vehicles serve different purposes. The Tank is there to take down big heavily armored targets and assault heavily fortified opposition, while the Walker is there to defend positions and are great at fighting large amounts of low tier targets. Now the AI heavily favors massing cheap units so the Walker is the desirable choice when playing Single player.

They also have a different damage channel so different mods can be applied to them and here again the Walker is about AOE with Fire burst and Shockwave, while the tank can have both shield overhead and armor melt and fire DOTs and debuffs again making the tank better against Tough opponents.





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.