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
Vanguard Late Game - Laser rifle, Thermal Grenade + Thermal Targeting Relay, Laser Precision mod, the Immolation Matrix, Sequential Kill system
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.
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.
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
Late Vanguard
Early Assembly
Late Assembly
Omni Cannon/ Rancor/ Range 7, single action weapons
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 Amazon
Early Syndicate
Late Vanguard
Late Amazon
Late Syndicate
Best Sniper in game? (Addiction + Accelerated Metabolism/Forbidden Mantra/Provisional Weapon Augment MK2/TNI)
Vehicle Heroes
Early Hoverbike
Late Hoverbike
Early Wraith
Late Wraith
Rift Generator
High Lord
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
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
Vanguard Late Game - Laser rifle, Thermal Grenade + Thermal Targeting Relay, Laser Precision mod, the Immolation Matrix, Sequential Kill system
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.
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.
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
Late Vanguard
Early Assembly
Late Assembly
Omni Cannon/ Rancor/ Range 7, single action weapons
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 Amazon
Early Syndicate
Late Vanguard
Late Amazon
Late Syndicate
Best Sniper in game? (Addiction + Accelerated Metabolism/Forbidden Mantra/Provisional Weapon Augment MK2/TNI)
Vehicle Heroes
Early Hoverbike
Late Hoverbike
Early Wraith
Late Wraith
Rift Generator
High Lord
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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