![]() I think i've used them before and you're right, they are quite strong. I think a strong argument could be made for the syndicate Flanker mod if you're abusing Hallucinate on your mirages. Where you go from there kinda depends on other units. The Arc stun mod would be okay on its own, but it's not so much "raw power." Give 'em Arc Extension and anything that provides Stagger Resist at a minimum. ![]() Prime rank gives them 50% cover bypass inherently, so no need for anything along those lines. I was surprised the first time I actually got Guild Assassins rolling at how good they could be. At least that's how i view the issue.Originally posted by MrNo:I'm ignoring heroes for now, because otherwise the answer would probably involve "a hero with one-eyed hawk" or something like that. Which is fine imho because the campaigns were always more of an introduction to the game than anything else and it's random maps we're going to be playing for years. So it doesn't have long narrative campaigns with switching between races and multiple POVs like previous AoW titles. Also one of the youtubers said the missions maps are randomly generated every time, no idea if that's true or not tho. You play and beat mission 1 and then you can play mission 2. If i'm getting it right it's basically just 2 missions for each faction to give you an idea of the universe and a feel for the factions. It's like neither if i understand it right. So if i do tutorial, then 1 mission humans, then what next? missions 1 and 1 for other two races or mission 2 human? Originally posted by tenser:but do you jump between factions within campaign or its more like starcraft, where you do 3 factions and you should do them in sequence for the story to make sense - human->zerg>protos
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