![]() ![]() The Network Autonom put my War-machines onto lv3 Network with massive buff included one extra range, precision and mass healing. but their Reinforced Trench is another story. The Trenchers themself not very effective in combat. That's what I pre-post in the post of low tier units with high tier mod. My bulwak always stay in trenches provided by the Trencher. My suggestion to making the tank a worthwhile investment (while staying true to its concept) is to increase the range of the cannon by 1, which would allow for easier distancing and better melee buildup, and to make Defensive Flamers a free action with a 1 turn cooldown, so that entering melee is actually rewarded with good damage output.Īgree. Add Afterburner to the mix and the jet's melee becomes outright better as it closes the damage gap while allowing for an even easier Escalating Charge buildup, thanks to fast movement, and giving an additional 20% evasion.Īdditionally, the jet's melee can target aerial units, which the tank's can't. Sure, the tank has 4 more damage in both its ramming and explosive attack, but the jet is better at using them, having an easier time flanking and distancing itself from enemy units due to it flying. The fact it is grounded also makes it completely exposed to melee and melee counters, which the jet is mostly safe from. The tank has 20 more HP and 2 more Armor than the jet, but it is 25% easier to hit as the jet has -10% for being a Flying unit while the tank is 15% easier to hit due to having the Large Target attribute. It does everything the Ramjet already does, albeit at the price of 20 more energy, 100 more production, 4 more upkeep, 10 more cosmite, more research, more expensive mods and the need for Elite Barracks.
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