My (considered) best unit equip mods part2: The weapon Mods

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Hello all, again.
Now here go my part 2, things that mentioned by many, the weapon Mods.
I want to separate the weapon Mods out of Race and Secret Tech Mods because... different from Race Mods, weapon and secret Mods can be access only by certain.
So, it's kinda funny for me to declare this weapon (Secret Tech) Mods is da best of all. It will be, for certain, a comparision what kind of weapons (Se. Tch) is da best. That's, however, not what I intent to do since each weapon (Se. Tch) have it's procs and cons.

So, we will go for separate Weapon Mods today to see what is the best Mod you should equip to your Heroes when having a random T4 weapon.

P/S: Feel free to join, these all just my personal opinions. Any comment, ideas, critic all good idea to see what we really should improve in-game.

Let's start with the Firearm weapon.
Race access: Vanguard, Assembly, Dvar.

No.1:
Kinetic 1.png

This Fire Burst is the 2nd high tech of Firearm channel. But I think, it's power should be 1st place. 30% damage increase, plus 75% to all the adjacent hex. This Mod is deadly in hand of rangers.
Also, this mod cannot be missed since you will always have at least 75% dmg dealt to the target.
And be marked, the weapon channel is changed into Thermal damage (In case if you dont know yet, there are only Promethean and Thermal Mineral have Thermal resist)

No. 2:
Kinetic 2.png

Another kind of ammunition. Dont underestimate this Tier 1 mod. Cheap, early access, but powerful again the deadly war machines. This one, I consider the 2nd best mod for Firearm channel.

No.3:
Kinetic 3.png

At first sight, this mod seem nothing special. However, a combination of this mod with any Firearm mod will have great result. 20% plus damage, ingore 3 shield and 50% accuracy penalty from line of sight. Perfect.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Next, we go for Arc weapon channel.
Race access: Assembly, Syndicate.

No.1:
Arc 1.png
Arc 1-2.png

The Arc weapon kinda simple. Higher tech more powerful and effective. So these two highest damage tech are both strongest in Arc damage channel.

For No.2:
Arc 2.png

Nothing much about this. The next lower tech mod of Arc Channel.
 
Last edited:

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Note that it is possible to get temporary fire resist (+6!) from psionic buffs via Focus: Flames.

Edit. I can delete the message if needed.

Yes, that's possible. But that's an ability require certain counter tech (and limit to 2 races only) and the effect is temporary.
However, thanks for your idea.

Now here we go right now for the Psionic weapon.
No. 1:
Sp.png

Though not in the Psionic Weapon research, this Mod still a Psionic weapon channel. So I will place it here at the best Mod you should consider. Easy to access (well, impossible if there's no Spacers around :)) with Insanity effect on target. This mod is scary to face against. If there's any better Psionic weapon mod than this, I believe it's the Psynumbra Secrect Tech mod. But let's leave Secrect Tech for another day. So, in the end, I believe this one mod should be seek out whenever possible.

No. 2:
Psi 2.png

If you scroll back to the Firearm weapon, you can see that I mentioned there's only Promethean and Thermal Minerals have Thermal resist... Yet, the damage is still considered Psionic. That's mean you can have a Thermal dmg (which few have resist) that bypass all Armor. And just as our dear Sandman25DCSSS mentioned, this mod also provide Thermal resist with Psionic buff. So many good things with only one T1 mod.

No. 3:
Psi 2-1.png

This mod is considered at 3rd place for it's useful in battle. At first, this mod leave the target 20% plus easier to hit, and Psionic buff with this mod give your friendly target 15% plus harder to hit. Also cheap and early access. Really a good deal.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Here go for Biochemical Channel.
Race access: Kir'ko, Amazones.

No. 1:
Grw.png

Similar to the Mantra of the Branded above. This Bio Mod can be access only via the NPC Growth Faction. However, once you have it equipped, you have the most fearsome Bio weapon. 30% plus dmg and spawn friednly Vines on target's corps, which inherit all the Attacker's possible mods. You should try facing the Growth fact once to understand this mod power.

No. 2:
Bio 2.png

Another useful T1 Mod. Arc weapon itself is natural counter for the deadly war machines. And the 2 race that access to Bio weapon are Kir'ko and Amazones both not strong against Machines. Consider having this mod when you go face against Autonoms, Vanguards and Dvars.

No. 3:
Bio 3.png

This mod is good choice in battle. Slow and immobilize your enemies while raining toxic ammunitions on them is good tactic. Esp for Kir'ko and Amzones with their Area of Effect Bio weapon.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Next, we go for the Laser channel.
Race access: Vanguards, Amazones.

No. 1:
Laser 1.png

I bet this surprise to many. But I believe this mod is the best for laser channel. Cheap, early access and effective, nothing we can complain of this mod except this can be access only via Autonom NPC fact. And not to mention, compared to even t2-3 laser mod, this mod effect still so useful.

No. 2:
Laser 1-2.png
Laser 2-2.png

Like I said, compare to the Autonom Laser Mining Mod, these two not really surpass it's useful with just 10% plus damage. However, these two I still consider equal in many situations. So I put both of these at 2nd place.

P/S: I know many will mention of the T4 Distegrate Laser Mod. But I honestly dont think it's too impressive. Except 30% plus damage, it's effect is reducing armor each shot equal to the Autonom Laser mod... and the chance for disintegrate your target is low without any Thermal debuff. All that for a T4 Mod at the highest tech research, not really impressive, yes?
 
Last edited:

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
And the final weapon channel, the Explosive that can only be access by Dvars.

No. 1:
Exp 1.png

Another low Tier Mod, yet cheap, early access and effective. The Autonoms shoudl be proud with many things OP they having now include their mass Network Army. Really, I tried to face all of NPC in-game just for fun. And the Autonom surely the most troublesome fact to dealt with.
Back to Explosive channel, all are Area of Effect damage... so with this mod Equipped you can have the chance to stun not just one enemy.

No. 2:
Exp 2.png

The strongest mod of Explosive channel. 30% plus damage increase, reduce both target's armor and shield each hit, apply stagger and immolate... the reason I put this mod at 2nd place is it's hard access. This mod require your latest research on Explosive weapon, which access only by Dvar... and effective only with units that have Continous Exlposive Weapon (The Dvar Artilerie and some Heroes weapon). Oh well, if this can be used easily, I will have this mod in all units.

No. 3:
Exp 3.png

This mod increase the Explosive weapon one more range, 20% plus precision and 20% damage. Have this mod with the 2 above and none can stand against the Dvars.
 

Promethian

Field Marshal
44 Badges
Feb 2, 2016
2.592
787
  • Stellaris
  • Age of Wonders III
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Empire of Sin
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Leviathans Story Pack
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Distant Stars Pre-Order
Static Module for Arc. Very easy access, huge overall damage output increase if you rely on arc damage (see Syndicate).
Range increase mod for firearms. Very easy access, increased range is higher accuracy as well. What people miss is range increases also push out the unit's maximum ideal distance. So even fighting within the increased range the unit is more effective.
Xeno Muscles from Xenoplague. Very easy access. Massive impact stagger, +20% total damage to melee and melee can cause infection. This mod is absurdly good for Assembly and Kir'ko. Also good for the factions with tier 2 melee. Being able to stagger any unit that isn't immune is a huge advantage for melee combat. The damage and massive impact would be enough for me to love this mod but it also makes it very easy to infect units.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Static Module for Arc. Very easy access, huge overall damage output increase if you rely on arc damage (see Syndicate).
Range increase mod for firearms. Very easy access, increased range is higher accuracy as well. What people miss is range increases also push out the unit's maximum ideal distance. So even fighting within the increased range the unit is more effective.
Xeno Muscles from Xenoplague. Very easy access. Massive impact stagger, +20% total damage to melee and melee can cause infection. This mod is absurdly good for Assembly and Kir'ko. Also good for the factions with tier 2 melee. Being able to stagger any unit that isn't immune is a huge advantage for melee combat. The damage and massive impact would be enough for me to love this mod but it also makes it very easy to infect units.

I use the static mod only at first start of the game... it's not bad... still lacking power. Because the arc resistant is quite common compared to other damage channels: The Arc Mineral Animals, the Rogue Assembly, the Plants, the Ethereals, many Paragon units that have Arc resistant mod, and some rogue Amazones have Grounding mod that give 2 arc resistance... so I think, better stagger them with the stagger mod than the low chance weaken them mod.
What do you think?
 

Ericridge

Major
10 Badges
Jun 6, 2019
543
184
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Warlock 2: The Exiled
I use the static mod only at first start of the game... it's not bad... still lacking power. Because the arc resistant is quite common compared to other damage channels: The Arc Mineral Animals, the Rogue Assembly, the Plants, the Ethereals, many Paragon units that have Arc resistant mod, and some rogue Amazones have Grounding mod that give 2 arc resistance... so I think, better stagger them with the stagger mod than the low chance weaken them mod.
What do you think?

I can see why. Stuns is kinda more powerful than staggering. Because all you need is a single successful stun then the unit is immobile. Staggering has to happen 3 times for a unit to become useless for a turn. As one who has sometimes played as age of magic sorcerer in aow3. Them stuns is OP XD Walking around with t2 apprentice and stunning a entire empire's armies again and again til they drop dead.

Its bit hard to have the influence/cosmite to build up a stack of Paragon units but when you do, do make sure to make use of fanatics/overcharged augments to let their weapons become overcharged and then stuns will happen alot and the stack can punch well over it's weight.