Hey everybody,
I just got done recording a video with Sinsling, Ninjew, and Orangelex44 discussing the details that were shown off in the stream from earlier today. Here is a link to it:
I'll attach the screenshots from the stream here later.
First Impressions! Go over:
Managing Expectations
Battlesuit tag
Numi - My thought exactly, it has the 1 level of stagger resistance, 4 psionic resistance and 2 arc weakness, which is pretty staple for heavy mechanical units.
I'm curious what battlesuit means then. Could it be that it's not mechanical and the battlesuit tag serves as a biological + mechanical tag to kinda signify how the mech suit and pilot acts as one, so they can benefit from both? It'd certainly fit if that's the case although some abilities may seem odd, so I'm unsure of that.
Orangelex 44 - It might just be a "flavor" tag, akin to something like Mutant. It might not mean anything, or it's there only to limit what mods can/cannot be attached.
Entropy Weapon Tech
Great for heritor ST (oathbound Heritor), as Heritor have access to entropy damage, but not to entropy mods.
* Entropy mods are more about weakening enemy units, instead of dealing lots of damage. Feeds into the seer’s role.
Is the debuff from Sedating Decay Component stackable with cripple?
Space Archons?
(tibbles said something on the discord; maybe the apostates units = archons)
Flying T3 Unit
Mentioned in the announcement post
Galactic Empire
Is it endless? You can keep reusing the same commander on new planets. Why should I? To get the grail?
First Strike
A few oathbound units come with it
UI Change (orange comments in stream)
Empire mode (Tips from Devs):
*** you can choose between 3 planets
*** Each planet can give you 3 relics by completing objective/ planet traits
*** You can reroll the available planets for endless choices
** Commander experience gain can be boosted +200% (based on traits); only applies to your experience gained after the match is over, to boost your commander starting level on the next map?
*** The game tracks the number of units the commander has killed in the hall of heroes XD as well as landmark cleared, anomalies cleared, and players defeated.
** Quartzite and Psionica resist arc damage, so bad for oathbound (assembly and syndicate)
* Conditions seem to make the game harder (at least initially, but you can buy units for renown)
** Some secondary objective give auto victory
If you know your enemy commander you can build your commander to counter them (for example if they are syndicate then you can get arc res, through the amazon or oathbound)
ELOP (good guys) commanders and random/ less predictable
Heritor + oathbound are good at battlefield manipulation + entropy damage channel. Promethean Oathbound is good too, for getting another damage channel (special purifiers, and plasmoids work well too).
*** Oathbound get more loadouts (heritors get 1 less option due to the heritor staff; 4 robots for other STs)!!!
Warlord
Ruthless killer + heritor siphoner’s + Warlord allows you to get a super good alpha strike (with lots of staggers)
*** Can’t change a loadout after you make a heroes in the empire mode
**** Imperial commander bonuses from the hall of heroes after gaining 2 levels, differ based on the loadout. Imperial sniper gives accuracy bonuses to the units that are in the same stack. Imperial solder boosts damage, juggernauts gives armor.
* Starts with 50 renown, earn more through secondary objectives.
*** Renown = buying units, operations, or mods (t1 units only 100 renown, t2 only 150, t3 for 250, t4 for 400; unlock other racial units from playing as them, unlock neutrals units from relics) unlock on the first time, then you can buy it for half of that. (75 to get a reverse engineer) I see myself focusing on units. Getting an early t3 unit is super valuable. Whether or not its worth rushing towards renown is worth it or not.
*** you can get doctrine operations with renown!! (like assembly scavenger, or syndicate noble diplomats)
A few more new Units
Spayer - ?
* Protectors - can shield adjacent allies, like the enforcer.
Heroism/Embolden
* Scryer - gives precognition = negates an attack (less good against repeating) (53:50) to avoid staggers from things like grenade.
Oathbound t1 doctrines
Long and Short term bonuses:
*** Oathbound lack ranged attacks, and weak to arc damage (due to being mechs), and units with arc res (assembly, due to dealing mostly arc damage)
* Watcher is Tom’s favorite seer; can give providence, or adversity
* Providence = “Guarantees” a crit (if the attack hits, a 10% hit may still miss).
This jumping attack remind me a bit of malictors
* You can make colonizers without techs; now you need 4 pops instead.
* colony Protector Program give you a t2 protector unit to defend with (for only 30 energy and 4 upkeep)
** Melee focus = arc retaliation is good for oathbound (i thought it was bugged to not stun)
Oath of Loyalty mod = +1 armor for each oathbound that are adjacent. (so a bit like swarm shielding. i don’t think i saw the text actually describing how it works..)
Oathbound can equip a hero to a colony (it takes 3 turns, so you don’t equip them as they move through your domain = less micro for optimal play)
Throne allows a linked colony lord/hero to give 50% of their in domain bonus when they are outside of its domain.
Does domain mean inside a sector owned by your empire, or inside the domain of the colony?
Campaign Theory
The kid in the trailers looks like the kid holding the mech toy below. Is it possible that that kid is a big part of the star kings campaign?
A few other things we noticed
3 penguins + tormented = harder marauder stacks? (what settings did they choose? Is Empire mode harder than other modes?)
On turn 8!
nanite injectors is no longer a free action, but a leave one action point.
Electrocutioner’s got +1 shields
Ocular implants buffed, 10% crit to 20%
Mark of the Dark Sun changed from 20% damage per kill to 10%, but max stacks went from 3 to 6
the Spacer Hellcopter's missile deals 20 damage instead of 16
I just got done recording a video with Sinsling, Ninjew, and Orangelex44 discussing the details that were shown off in the stream from earlier today. Here is a link to it:
I'll attach the screenshots from the stream here later.
First Impressions! Go over:
- The trailer
- The announcement posts
- what I saw being discuss online/ my notes + screenshots
- the stream from today, oct 19th / my notes + screenshots
Managing Expectations
Battlesuit tag
Numi - My thought exactly, it has the 1 level of stagger resistance, 4 psionic resistance and 2 arc weakness, which is pretty staple for heavy mechanical units.
I'm curious what battlesuit means then. Could it be that it's not mechanical and the battlesuit tag serves as a biological + mechanical tag to kinda signify how the mech suit and pilot acts as one, so they can benefit from both? It'd certainly fit if that's the case although some abilities may seem odd, so I'm unsure of that.
Orangelex 44 - It might just be a "flavor" tag, akin to something like Mutant. It might not mean anything, or it's there only to limit what mods can/cannot be attached.
Entropy Weapon Tech
Great for heritor ST (oathbound Heritor), as Heritor have access to entropy damage, but not to entropy mods.
* Entropy mods are more about weakening enemy units, instead of dealing lots of damage. Feeds into the seer’s role.
Is the debuff from Sedating Decay Component stackable with cripple?
Space Archons?
(tibbles said something on the discord; maybe the apostates units = archons)
Flying T3 Unit
Mentioned in the announcement post
Galactic Empire
Is it endless? You can keep reusing the same commander on new planets. Why should I? To get the grail?
First Strike
A few oathbound units come with it
UI Change (orange comments in stream)
Empire mode (Tips from Devs):
*** you can choose between 3 planets
*** Each planet can give you 3 relics by completing objective/ planet traits
*** You can reroll the available planets for endless choices
** Commander experience gain can be boosted +200% (based on traits); only applies to your experience gained after the match is over, to boost your commander starting level on the next map?
*** The game tracks the number of units the commander has killed in the hall of heroes XD as well as landmark cleared, anomalies cleared, and players defeated.
** Quartzite and Psionica resist arc damage, so bad for oathbound (assembly and syndicate)
* Conditions seem to make the game harder (at least initially, but you can buy units for renown)
** Some secondary objective give auto victory
If you know your enemy commander you can build your commander to counter them (for example if they are syndicate then you can get arc res, through the amazon or oathbound)
ELOP (good guys) commanders and random/ less predictable
Heritor + oathbound are good at battlefield manipulation + entropy damage channel. Promethean Oathbound is good too, for getting another damage channel (special purifiers, and plasmoids work well too).
*** Oathbound get more loadouts (heritors get 1 less option due to the heritor staff; 4 robots for other STs)!!!
Warlord
Ruthless killer + heritor siphoner’s + Warlord allows you to get a super good alpha strike (with lots of staggers)
*** Can’t change a loadout after you make a heroes in the empire mode
**** Imperial commander bonuses from the hall of heroes after gaining 2 levels, differ based on the loadout. Imperial sniper gives accuracy bonuses to the units that are in the same stack. Imperial solder boosts damage, juggernauts gives armor.
* Starts with 50 renown, earn more through secondary objectives.
*** Renown = buying units, operations, or mods (t1 units only 100 renown, t2 only 150, t3 for 250, t4 for 400; unlock other racial units from playing as them, unlock neutrals units from relics) unlock on the first time, then you can buy it for half of that. (75 to get a reverse engineer) I see myself focusing on units. Getting an early t3 unit is super valuable. Whether or not its worth rushing towards renown is worth it or not.
*** you can get doctrine operations with renown!! (like assembly scavenger, or syndicate noble diplomats)
A few more new Units
Spayer - ?
* Protectors - can shield adjacent allies, like the enforcer.
Heroism/Embolden
* Scryer - gives precognition = negates an attack (less good against repeating) (53:50) to avoid staggers from things like grenade.
Oathbound t1 doctrines
Long and Short term bonuses:
*** Oathbound lack ranged attacks, and weak to arc damage (due to being mechs), and units with arc res (assembly, due to dealing mostly arc damage)
* Watcher is Tom’s favorite seer; can give providence, or adversity
* Providence = “Guarantees” a crit (if the attack hits, a 10% hit may still miss).
This jumping attack remind me a bit of malictors
* You can make colonizers without techs; now you need 4 pops instead.
* colony Protector Program give you a t2 protector unit to defend with (for only 30 energy and 4 upkeep)
** Melee focus = arc retaliation is good for oathbound (i thought it was bugged to not stun)
Oath of Loyalty mod = +1 armor for each oathbound that are adjacent. (so a bit like swarm shielding. i don’t think i saw the text actually describing how it works..)
Oathbound can equip a hero to a colony (it takes 3 turns, so you don’t equip them as they move through your domain = less micro for optimal play)
Throne allows a linked colony lord/hero to give 50% of their in domain bonus when they are outside of its domain.
Does domain mean inside a sector owned by your empire, or inside the domain of the colony?
Campaign Theory
The kid in the trailers looks like the kid holding the mech toy below. Is it possible that that kid is a big part of the star kings campaign?
A few other things we noticed
3 penguins + tormented = harder marauder stacks? (what settings did they choose? Is Empire mode harder than other modes?)
On turn 8!
nanite injectors is no longer a free action, but a leave one action point.
Electrocutioner’s got +1 shields
Ocular implants buffed, 10% crit to 20%
Mark of the Dark Sun changed from 20% damage per kill to 10%, but max stacks went from 3 to 6
the Spacer Hellcopter's missile deals 20 damage instead of 16
- 7
- 2
- 1