Galaxy brain backlash projectors use more than doubles rocket artillery damage

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Evil_Fishy

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Excavator tank: explosive resistant armor, backlash projectors
Rocket artillery: no explosive mods that apply status effects

Move your tanks next to any units you plan to shoot with your rocket artillery. Splash both your excavator tank and the enemy units. Your rocket artillery just did 9+15 damage with no damage mods of their own.



I put incendiary explosives on my tank so they can light enemies on fire with any of their abilities. Then I put thermal targeting relay and guided delivery mechanism on my rocket artillery. Each shot does 12+15 damage before resistances. Move an excavator tank into a clump and activate the flamers. Now each shot does 14+15 damage before resistances on each burning unit.

This whole time, my excavator tanks were only taking 1 damage from each friendly fire hit because of explosive resistant armor.
 

FerrokenFibrous

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Add PyrX Absorption Panels on the Tanks and Incendiary Payload on Rocket Artillery as well, PXAP makes the Tanks immune to burning and the Rocket Artillery gets to burn its own targets. Bonus points if you mix in Purifier plasma bombs and some Phoenix Walkers with Backlash and Explosive Resistant Armour as well, to spread that lovely burning ground for your Tanks to bathe in.
 
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Evil_Fishy

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Oh yeah, and I wouldn't have thought that would work if I didn't test incindiary explosives vs explosive resistant armor. Explosive resistant armor doesn't just protect against physical damage explosives, it protects against explosives of any element! I changed my set-up to more like what you described afterwards so the rocket artillery could light up targets for themselves in the early game.
 

FerrokenFibrous

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Yeah, I figured that out about ERA back when I played Promethean Dvar against another Promethean Dvar, their Barons with their ridiculous armour combined with that mod took forever to kill with most of my units, hehe.