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heliostellar

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I recently picked up this game in a Steam sale and I have to say I am really loving it.

I am not really understanding the rock / paper / scissors nature of the weapon types. Is there a useful guide or other rule of thumb for which kinds of weapons are good against each of the unit types? For instance, are lasers better against certain unit types, etc?
 

TreborTheTall

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I got a youtube channel with a couple helpful guide you may want to take a look at. While I never covered how all the weapon types work against each other, I think I could give you a couple pointers.

Basically you want to use psionics attacks against units with high armor, and/or little to no shields. Psionic attacks bypass (or ignore) armor, but not shields. So you can use units like the the syndicate overseer to take out quartzites and other units that have loads of armor and no shields, like the dvar units.

Likewise, you want to use melee attacks (all damage channel work pretty much the same way with some units have a a bit more resistance to some damage channels; ex: assembly get arc damage resistance) against units with high shields and little to no armor. Melee attacks bypass (or ignore) shields. So you don't really want to melee attack targets with high armor, but you do want to use them against targets like the the psifish, who, without mods, have no armor. Of course closing the distance with psi-fish is tricky, unless you can get high shields on your units through mods or abilities like swarm shielding (that is the thing the kir'ko get when they stand next to each other).


Damage channel resistances work like having more armor or shields, but only when they resistance matches the incoming damage.

The equation for damage taken is:

633c08c5c5b6826c7794c911d9cfa4dddde74128

  • Damage resistance = sum of shields and elemental resistance or armor and elemental resistance
So if you attack a target with 0 armor, 0 shield and 0 arc resistance with a melee attack that does 10 arc damage, then it takes 10* .9^(0+0+0)= 10* 1= 10

If you attack a target with 0 armor, 0 shield and 2 arc resistance with a melee attack that does 10 arc damage, then it takes 10* .9^(0+0+2)= 10* .9 *.9= 8.1

If you attack a target with 1 armor, 0 shield and 0 arc resistance with a melee attack that does 10 arc damage, then it takes 10* .9^(1+0+0)= 10* .9= 9

If you attack a target with 0 armor, 1 shield and 0 psi resistance with a psionic attack that does 10 psionic damage, then it takes 10* .9^(0+1+0)= 10* .9= 9

If you attack a target with 1 armor, 0 shield and 0 psi resistance with a psionic attack that does 10 psionic damage, then it takes 10* .9^(0+0+0)= 10* 1= 10




I also found this info on the wiki:


Arc
  • Anti-Mechanical
  • Bouncing Projectile
  • Stagger
Biochemical
  • Armor Melt
  • Infections
  • Slowdown
Kinetic
  • Anti-Organic
  • Bleeding
  • Smart Bullets
Thermal
  • Blinding
  • Burning
  • Disintegration
  • Shield Breaking
Psionic
  • Buffs
  • Debuffs
  • Mind Control
  • Ignores Armor


Hope this helps!
 
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fang

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It’s not simply rock paper shotgun. You need to pay attention to damage resistance units or where what type of unit you are facing.
Also one thing it’s nice to know is that melee attacks bypass shildes and psy bypass armor(not sure if it’s not another way around)

For start I recommend to play some simple race/tech combo. For example Vanguard Voidtech or Prometian.

Also check guides on youtube:
https://www.youtube.com/playlist?list=PLxl73x9Ao5dKmyqLkqREnoMQbr4uKoF-v

https://www.youtube.com/channel/UCSJvnVFU76g7F389UwwSGeA

Fell free to explore race/tech combo. You can have two completely different games with same combo but different research three order.

Good luck and have fun
 

heliostellar

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Thanks for the responses. This is very helpful.

Now, do you typically put together armies with a mix of various kinds of weapon types of do you have one army that is almost all bio weapons, another that’s all kinetic, etc?

My preferred race has been the Amazons so far. I like the terraforming mechanics that only they have. I also like the variety of animals they work with. I’m just not a fan of the fact that most of their units can’t overwatch.
 

Fluksen

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Now, do you typically put together armies with a mix of various kinds of weapon types of do you have one army that is almost all bio weapons, another that’s all kinetic, etc?
No, at least I don't. But I usually neglect one of the weapon research trees a bit and focus on the other one to get the better mods quicker. For amazons I tend to make huntresses and switch to bombardons later so I focus on the Bio-weapons a bit more than on the laser weapons.
 

Iguanaonastick

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I usually neglect one of the weapon research trees a bit and focus on the other one to get the better mods quicker.

That will change with the new patch.

In the stream, they showed that the weapon tech trees will now interlink like the covert operations and doctrine tree in social tech. So if you research a lower tier laser mod, you can then research a higher tier biochemical mod.

That will open up a lot of new research strategies.
 

Promethian

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That will change with the new patch.

In the stream, they showed that the weapon tech trees will now interlink like the covert operations and doctrine tree in social tech. So if you research a lower tier laser mod, you can then research a higher tier biochemical mod.

That will open up a lot of new research strategies.
They reduced the cost of the weapons techs too. It seems they noticed we valued other techs more and rarely dipped far into the weapons techs.
 

TreborTheTall

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Thanks for the responses. This is very helpful.

Now, do you typically put together armies with a mix of various kinds of weapon types of do you have one army that is almost all bio weapons, another that’s all kinetic, etc?

My preferred race has been the Amazons so far. I like the terraforming mechanics that only they have. I also like the variety of animals they work with. I’m just not a fan of the fact that most of their units can’t overwatch.


If you are planning on using auto-combat, it helps to make every unit in each stack the same unit, so that they engage the enemy at the same distance, and have overlapping fields of fire. If you only have one melee, or one flyer, then the AI may run in front of your other units and throw their life away.

If you are planning on using manual combat, then I like to bring in a couple unit types. For example, the amazons biomancer can use scan, which make it easier for huntresses to land the stagger and blind effect on their Blinding Arrows.
 

heliostellar

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If you are planning on using auto-combat, it helps to make every unit in each stack the same unit, so that they engage the enemy at the same distance, and have overlapping fields of fire. If you only have one melee, or one flyer, then the AI may run in front of your other units and throw their life away.

If you are planning on using manual combat, then I like to bring in a couple unit types. For example, the amazons biomancer can use scan, which make it easier for huntresses to land the stagger and blind effect on their Blinding Arrows.

That's good to know too. I use the auto-combat only for the low and very low risk fights.
 

fang

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Don’t rage quit if you see that some of your units died in auto combat. You would be surprised what can AI do.

Just keep in your mind that you can always restart battle in manual mode. Little refresh button in battle result notification screen.

Also pay attention on little check box that says use strategic operations on auto combat. AI sometimes know to use all your strategic points that you plans to use on big battle that turn.
 

DragonZee

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Don’t rage quit if you see that some of your units died in auto combat. You would be surprised what can AI do.

Sometimes autocombat outcome is a matter of positioning a stack on strategic map pre-battle or using a strategic operation on enemy stack beforehand (many operations reduce a target stack 20% of health for instance). Results can be vastly different (no unit loss etc).

I find Arc damage channel the most troublesome cus many units in the game are mechanical plus it bounces, so be wary of that and don't cluster units.
 

Mauer

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Every race has two weapon types, which cover two types of damage and the secret tech has units of a damage type that may be different than what you already have and complement or be of the same and synergize with what you have. You can also get more damage types, or again complement what you have, with the NPC units that you can buy, but these are more limited as they cost influence.

In general marauders and quests can be completed with whatever units you have, even if not ideal, but when going to war with other players you'll want to prepare to exploit their weaknesses and cover yours.
 

Zenicetus

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I find Arc damage channel the most troublesome cus many units in the game are mechanical plus it bounces, so be wary of that and don't cluster units.

One of the things I had to learn in this game compared to others with tactical combat, is the "don't cluster units" rule. There are a ton of AOE effects in this game, and the AI is very good at using them to hit your units if you cluster them together.
 

heliostellar

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One of the things I had to learn in this game compared to others with tactical combat, is the "don't cluster units" rule. There are a ton of AOE effects in this game, and the AI is very good at using them to hit your units if you cluster them together.

AOE?