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![]() Syndies greatest strength is in their resource advantages. Pretty much everyone is going to struggle with them starting out, because they're not at all designed for beginner play. Originally posted by AnemoneMeer:Syndicate is a bit unusual to play, but incredibly good at what they do. It's so much easier just to hold some energy in reserve than to have to keep defensive armies before you contact with other players.ĮTA: And thanks for correcting me about the AOE, I must have been remembering the mod as base or something. I also really missed being able to just defend outposts and stuff against roaming marauders with that kinetic tier 1 tactical op, like dvar and vanguard can. It's not utterly crushing, but they felt a step off the pace all the way compared to pretty much all the factions, and probably two behind the strong ones like syndicate or kir'ko. ![]() That basically sums up what I didn't like about the crucial early game for amazons. And sleep will fail about one time in five even against t1s, which kinda sucks. If you use half your units to blind and sleep (and you have to go through overwatch range to do so, so you're really never taking the initiative) then you end up leaving more alive than any other faction. Thing is that killing units is the most effective CC there is. They also got their aoe blind/stagger arrow.įurther more they got a 2 turn Sleep on their support, and aoe roots on their ''vehicle''. They can be modded to deal chaining damage (arc tech mod) tho.Įven if their range is quite lacking, their huntress is pretty good since it gets no cover/etc penalties meaning a high hit chance most of the time. Originally posted by Tiasmoon:Single target (low range) knockback + stagger rather then an aoe ability.
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