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TreborTheTall

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Updated on 7/28/2020:

Hello again planetfallers!

As much as I wanted to cover every aspect of making a ranged hero this week, I was advised by many prominent members within the community to focus in on a handful of archetypes, and to explain why I paired certain mods with others, so that new players do not get overwhelmed by the sheer volume of options available to ranged heroes and so they do not end up choosing things that look good but do not synergize well together. (my explanations are in the video, but will be written here soon)

Here is a video version of the discussion:


Rifle Archetypes

Attacks are more likely to hit attacks and apply status effects. This is especially noteworthy for stacking statuses like charred or for exploiting stuff like applying burning. the Autonoms Immolation Matrix still has a guaranteed burning applied and the Thermal Targetting relay for significant damage and status increases. Vanguard are the only race that starts with the laser rifle, although other can get it by conquering a vanguard colony. The assembly basic loadout is the best basic loadout in the game. one of assembly's few strengths is access to the electrocutioner gun, which is exactly like the hasher smg, but with an electrify inflict attached, and you get that in the 0 cost loadout.

Vanguard Early Game - Laser rifle, Thermal Grenade + Thermal Targeting Relay, Laser Precision mod, and the Immolation Matrix

early rifle van.png


Vanguard Late Game - Laser rifle, Thermal Grenade + Thermal Targeting Relay, Laser Precision mod, the Immolation Matrix, Sequential Kill system

late rifle van.png


Assembly Early Game - Arc Projector + Guardian Daemon Shell, Static Buildup Module, Compromise Module - This archetype uses the Assembly and Synthesis innate usage of arc damage, to do a lot of damage, while applying a few status effects.

early rifle assem.png


Assembly Late Game - Arc Projector + Guardian Daemon Shell, Stun Module, Arc Extension Module, Positron Discharge Shield - The arc damage channel has some very powerful mods that work really well on repeating attacks.

late rifle assem.png


Shotgun Heroes

These heroes are great at flanking and dealing lots of damage even after being staggered. There's also the difference of having a range 5 hero vs a range 7 hero with a single action attack. The traditional shotgun range is going to require you lean more on defense, whereas something like the omni cannon let's you lean more offensively. Skills/mods that add an extra AP after kill (ruthless killer commander perk or sequential kill system vanguard mod) are extra awesome for heroes (or units) with shotgun-like weapons (single attack that uses only one AP). Omni Cannon fall in this category even though it has long range, because it only requires one action point. Bringing grenades on them can be more usefu.

Syndicate get a very early (think you can research it first thing) tactical operation that costs 2 points and gives your hero always flanking for 3 turns. Combine with the mod unlocked by same research that gives 25% (iirc) extra damage on flank attacks for easy synergy.

Early Vanguard

early shotgun van.png


Late Vanguard

1595952511667.png


Early Assembly

early shotgun assem.png


Late Assembly

late shotgun assem.png


Omni Cannon/ Rancor/ Range 7, single action weapons

1595953899433.png


Sniper Heroes

Being staggered is horrible for these heroes as their primary attacks require 3 AP. Free action mods (like jetpacks) are a bigger deal for them. Activated abilities are more useful for when they do get staggered or need to move (things like consuming gaze)

Early Vanguard

early sniper van.png


Early Amazon

early sniper ama.png


Early Syndicate

early sniper syn.png


Late Vanguard

late sniper van.png


Late Amazon

1595953260614.png


Late Syndicate

1595953110001.png


Best Sniper in game? (Addiction + Accelerated Metabolism/Forbidden Mantra/Provisional Weapon Augment MK2/TNI)

best sniper.png



Vehicle Heroes

Early Hoverbike

ealy hoverbike.png


Late Hoverbike

late hoverbike.png


Early Wraith

early wraith.png


Late Wraith

1595953608087.png


Rift Generator

1595953652295.png


High Lord

Ranged heroes 21.png

Original Post:

This week I am going to make a video highlighting all the tips that I can think of, and that are suggested through threads like this one, for how to make an effective RANGED hero.

Right now I only have a few tips, and will get more later in the week. Ideally it would be great to point out what equipment works well in ranged (weapons and mods), and maybe even how you can get in it game, as well as useful hero skills (which you can select when you level up)

Here are my initial tips:

1. Amazons heroes can get the Visual Acuity, hero skill, which gives +1 range when in cover.
2. Kir'ko heroes get Guiding Hand at level 12, which gives +20% accuracy and +1 range to friendly units in a 1 hex radius.
3. Celestian heroes get the Aura of Guidance, hero skill, which gives +10% accuracy to units being lead by the hero with the skill.
4. Celestian commanders also get access to an early stagger resistance mod.
5. Sniper weapons available at the beginning of the game to all races, except shakarn (skakarn get the deadeye gun which works like a sniper).
6. Vanguard Owls can make it easier to hit a target.
7. Mantra of Clarity which only Kir'ko and Syndicate players can research, makes it easier to shoot targets.
8. Vanguard, Sharkarn, and Amazon commanders get thermal weapon mods, which can apply burning.
9. The thermal mod, Laser Precision Module, gives +1 range.
10. Promethean units can apply thermal debuffs, which make target easier to hit.
11. Vanguard Pugs can apply obscured to friendlies, making them harder to hit.
12. Shrouded Step can give your ranged units the obscured modifier, making them harder to shoot.
13. Dvar, Vanguard, and Assembly get access to the Firearms mod, Rail Accelerator, which gives +1 range.
14. Synthesis hackers can boost the ranged capability of another unit.



Looking forward to seeing what strategies people recommend :)
 

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Last edited:

NINJEW

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you could note that the assembly basic loadout is the best basic loadout in the game. one of assembly's few strengths is access to the electrocutioner gun, which is exactly like the hasher smg, but with an electrify inflict attached, and you get that in the 0 cost loadout

you could also note that the dvar spike gun is a really really bad hero weapon, and in fact most of the "basic" weapons are kind of terrible.
 

Ferrus Animus

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It's important to note that there are three categories of ranged waepons:
- Assault Rifles (repeating attacks)
- Shotguns (single action attacks)
- Snipers (Full action attacks)

Each of which demands slightly different priorities.
Snipers for example can not fire after being staggered or moving more than a step, so stagger resistance and free action mods (like jetpacks) are a bigger deal for them. There'S also a number fo sniper rifles that have stun-effects attached, making sniper good at denying opposing core actions
Shotgun users however can use all their mobility without any loss in offense so they can be used as flankers, can easily bring greanades for cover destruction, and have some of the same considerations as melee heroes do.
Assault rifle users have an easier time hitting due to three attacks and better chances to apply status effects to weaker units. This is especially noteworthy for stacking statuses like charred or for exploiting stuff like applying burning (the Autonoms Immolation Matrix still has a guaranteed burning applied) and the Thermal Targetting relay for significant damage and status increases.
 

TreborTheTall

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It's important to note that there are three categories of ranged waepons:
- Assault Rifles (repeating attacks)
- Shotguns (single action attacks)
- Snipers (Full action attacks)

Each of which demands slightly different priorities.
Snipers for example can not fire after being staggered or moving more than a step, so stagger resistance and free action mods (like jetpacks) are a bigger deal for them. There'S also a number fo sniper rifles that have stun-effects attached, making sniper good at denying opposing core actions
Shotgun users however can use all their mobility without any loss in offense so they can be used as flankers, can easily bring greanades for cover destruction, and have some of the same considerations as melee heroes do.
Assault rifle users have an easier time hitting due to three attacks and better chances to apply status effects to weaker units. This is especially noteworthy for stacking statuses like charred or for exploiting stuff like applying burning (the Autonoms Immolation Matrix still has a guaranteed burning applied) and the Thermal Targetting relay for significant damage and status increases.

DapperestDragon and Sinsling pointed out on Discord that it maybe more helpful to prepare a few heroes with the gear that works together, because of the sheer volume of option that is available. If anybody would like to leave some screenshots like Coodav did for the melee builds he like to use, that would be incredibly helpful for me :)

Things like this:

Melee 1 (1).png
 
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coodav

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I love these guys:

Ranged Hero1.png


Note that this is an Aseembly Voidtech unit. This is REALLY weird for getting this type of unit. That said, it has huge advantages over the voidtech version of the same thing.

Either way, to do this right, you really need just one thing:

Ranged Hero2.png


This mod... is just... just... goodness. I basically consider this mod to be 'god-mode engage.' It is so crazy powerful it is hard to imagine.

But then you have the rest of the mods. They inflict insanity, penetrate armor, reduce movement points, and add TONS of damage. Toss a few of these bad-boys in your army, and you are good.

To understand why this combination is better than the voidtech unit of the same type:

Ranged Hero3.png


You have to look at the damage. This unit has two major disadvantages: it has no morale bonus (mechanical), and it is weaker, even with the void-tech rift-coil bonus, which could give 4 more damage per hit, it still is only 21 to the psitech 23. Plus, the psi-tech cannon pierces armor, which on end-game units can be 5+ easy. No, for whatever reason, the psi-tech unit is better in every way.

So basically range units are about critical mobility, such as teleports to get away from units, some durability mods like the quantum avatar, and everything else goes to stupid-high dps. So the psi-tech unit pretty clearly outclasses the voidtech unit which now just sucks bigtime.

Edit:

And also note that even relatively early-game, this unit can be plenty strong:

Ranged Hero4.png


This unit is tough, and does good damage. This can be achieved with all tier1 tech except the tank, and that is only tier 5.
 

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NINJEW

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isn't SPI and mantra of the branded at odds together? if an enemy unit gets insanity, you want it to have all its actions, and if it loses its actions, insanity on top of that has no real value. you're kinda banking on one of those two inflicts proccing, but not both. seems like you're mostly just paying extra so you can have some mild additional damage buffs over, say, void augments
 

coodav

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And this guy:

Ranged Hero7.png


Note this is a splice of a chaos inducer over an es'teq conduit. So that is why I struck Essence Blast.

With the right mods, this unit is absolutely incredible. I had to splice some because I didn't have the tech currently unlocked, but this guy is a baller.

That chaos inducer... my god:

Ranged Hero8.png


This can easily wipe out the viability of any unit. A hit from this guy is just crippling. And this is 30% extra damage, not 20% like my splice. And that lord is only level 8, so this is about as low as it can get.

And once he gets 5 stacks, that is 50% extra damage. That is bonkers. Plus anyone who he hits gets essence drained for sure. 12 strength energy drain, so... yeah.

Note again, this is really only viable on PVE. You will never get this in PVP.
 

Leon Feargus

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First of all you should probably sum up all the basic hero upgrades that are useful for ranged heroes and possibly mention the fact that all melee related upgrades are wasted on ranged heroes, as afaik there is no melee secondary weapon in the game. Melee heroes are actually better off, because if you give them a secondary gun they still can benefit a little bit from all upgrades.

Surprised you mention pugs' obscure ability, which is arguably better for melee units, but not engineers' calibrate ability, which is specifically for ranged units.

Deadeye ability for shakarn heroes.
Agile overwatch ability for syndicate heroes (not sure about this one).
 

coodav

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isn't SPI and mantra of the branded at odds together? if an enemy unit gets insanity, you want it to have all its actions, and if it loses its actions, insanity on top of that has no real value. you're kinda banking on one of those two inflicts proccing, but not both. seems like you're mostly just paying extra so you can have some mild additional damage buffs over, say, void augments
They are both strength 4. You can't rely on them both proccing. You will probably get one though, reliably.
 

NINJEW

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well if you're shooting a t2 unit your chance per shot at 4 strength (assuming no other resistances or weaknesses) is .4 x .9^2 = 32.4% chance of success each shot. so a 67.6% chance of failure to apply, .676 x .676 x .676 = 30% chance to not proc across a 3x repeating attack, or a 70% chance that insanity will be applied if all 3 shots hit.

against a t3 unit that's .4 x .9^4 iirc, so 26.244% chance of success each shot, or a 73.756% chance of failure. .73756^3 = 40.01% chance of failure, or a 60% chance of applying insanity on your 3x volley.

i can see why you might want better chances than that, but by having both the likelihood of overlap is pretty significant. at 60% chance of application for each, the chance of neither applying is .4 x .4 = 16%, and the chance of both applying is .6 x .6 = 36%. 36 + 16 = 52, so the remainder is a 48% chance of just one applying, vs a t3.

that's still just a 16% chance of neither applying vs a 40% chance, so that's pretty nice, but both applying is suboptimal (if better than nothing) and also is decently probable (>one out fo every 3 3x atttacks). i guess the quesiton then is is it worth it over advanced dislocation drive
 

coodav

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If you hit with all 3, then the unit is dead. That is a TON of damage. This is just 1 or 2 shots at long range where things matter. If you get a straight shot, and you aren't horribly impaired, the target is a gonner.
 

coodav

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Properly finished the build in the last game I played:

Range hero2-1.png


It was nuts.

The unit will generally kill most T1 or T2 units in 2 of its 3 shots. It will seriously damage a high tier unit, and if it doesn't have a cleanse, it is probably junk.
 

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coodav

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Has anyone talked to you about early game strats? Sinsling would reliably use vorpal sniper hero builds, and they were excellent. Basically, the early game range heroes that apply serious debuffs seem to really have it.
 

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Has anyone talked to you about early game strats? Sinsling would reliably use vorpal sniper hero builds, and they were excellent. Basically, the early game range heroes that apply serious debuffs seem to really have it.

Nope, but I feel like I have a decent grasp on how you can build on a ranged hero in the early game. I actually just got done recording the video, so I hope that I got most of the critical parts XD

Your final build for the highlord just barely got in there
 

coodav

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Here is an omni-cannon build based on Ninjew's suggestion:

Range hero2-5.png


Only takes 3 techs to get this, plus one T1 purchase (Therians). This is not hard at all, and the unit is remarkably durable. And 13+13 is a ton of damage. Plus the stagger. Very strategic unit, and it can just murder a unit that needs to be kicked out of defensive stances.

Then there are the skirmisher vehicles.
There are two I am fond of:

Range hero2-3.png


Range hero2-4.png


These units are similar in a couple of ways that matter. Both are extremely fast - 40 MP and in these builds, have some durability (+1/+3 and +0/+6 armor/shields respectively), and can actually take a hit or two. Further, the requirements to getting them up are low. This only takes 3 technologies each, and you can even start with the vehicle.

Each has a tricky AOE attack. The Sharkarn bike requires you to hit, then gives you a huge AOE burst. It is tricky, but can really work.

The hoverbike has a reliable 3-space AOE, and can really kick you around. Both have their place.

Then there is Sinsling's vorpal sniper:

Range hero2-6.png


I don't personally like this guy because doesn't have the concuss or the snapshot. That really sucks. It is a lot of damage, and a very high crit rate, but... not my thing. He makes it work pretty well though.

Then there are two Level 2 vehicles, which are also really good:

Range hero2-7.png


This can also be really good with the static discharge module. And the strat is to hang back and pepper them with shots, then dash in for a big explosion. These guys can really turn it around when done right.

Then there is this guy:

Range hero2-8.png


I think this guy is better for one reason: it has broadcast built-in. That is a team-wide bonus of 200 morale for you, and numerous de-buffs for them. That is amazing. Just keep this guy alive, cuz he kinda weak. Serious glass jaw. You have to work to keep this guy in the air.

As for tanks, the standout is the psi-tank above. This is the last one I am fond of:

Range hero2-9.png


Fraid to say the psi-tank is probably the best, unless someone is building hard against it. I mean, look at the attack. It is cool, but takes a whole lot more research to get here. And bottom line, it is just not all that awesome. Too much work for the results.

Anyways, these you can potentially encounter in PVP. Or something like it.

Edit:

Forgot this guy:

Range hero2-10.png


This guy is amazing. That skitter is sweet, and the damn thing seems unkillable. Just watch out for those AOE stuns.
 
Last edited:

coodav

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I really wished you had put that guy into a fight. I know the editing will take longer, but man, seeing that unit do its thing is really something. Next time.
 

TreborTheTall

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I really wished you had put that guy into a fight. I know the editing will take longer, but man, seeing that unit do its thing is really something. Next time.

I may do a video with that highlord in combat. Do you have any footage of it in action? If so, we could do a video where we just talk about it for like 5-10ish minutes