![]() ![]() A couple of the syndicate units are indentured with the control collars built in.įunfact, no one actually gets direct synergies with xenoplague units, since there are no unique racial variants for them. Sometimes vanguards will get grenade-like abilities instead of the normal ones. A few units get a racial expertise +10% damage trait (D'var plasma weapons, Kir'ko dark psionics). Kir'ko get frenzy and Assembly get scavenge. For example, melee races will get their tier 1 melee unit ability on a tier 2 secret tech melee unit. Some of the other secret tech units do get a few slight variations based on race. They probably intended to give all races these variations, but ran out of time to do so, mostly finishing only the amazons plus a few scattered others. Dvar do have unique variants for voidtech and synthesis though. Most of the other races just have a default unit with maybe slightly varied body shape. The amazons in particular have a unique unit variation for the promethean, voidtech, and celestian tier 2 units (their psynumbra units do get unique abilities though). Certain secret tech status effects synergize better with certain damage channels (voidtech's dimentional lowers kinetic damage resistance), while others are universal (xenoplague's parasitic infection just needs to be on the unit).Īnother is something that I think the devs might have actually run out of time on. ![]() Some races aren't as good at using secret tech stuff in general due to a lot of their units being non-infantry, see Amazons, Vanguard, and Dvar. I have seen some patterns with them and some race mixes are better than others.įor example, any race that gets weapon technologies that match with the damage channels of the secret technologies will naturally have more mods they can use on those secret technology units. After playing for a bit I decided to look at a bunch of the secret tech units and unlocks.
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