Why are Psi warriors considered bad?

  • 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.

Princess Stabbity

Random Nonsense Generator
49 Badges
Oct 20, 2016
732
1.140
twitter.com
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Magicka 2
  • Cities: Skylines
  • Crusader Kings II: Charlemagne
  • Age of Wonders: Planetfall Season pass
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders III
I'm a bit disappointed with how irrelevant different types of armies are. Their progression seems to be a line of straight upgrades so there is no strategic incentive to mix different classes into your stack.

In fact I'm pretty sure you can conquer the entire galaxy at any point of the game with like 50 assault armies, no general, no bonuses, and no attachments.

I feel like that aspect of the game would seriously benefit from adding wave mechanics to invasions (on both sides, preferably) as well as assigning some sort of "supply" to different armies that would make it so stronger armies take up more slots, instead of all of them fitting into just one.

Like imagine if a standard assault army only took up 1 army spot, psi armies were 2 or 3 and gene warriors 4. And you could only field saaay 20 slots in a single wave. Your 5 gene warriors would get quickly overwhelmed by lots of smaller armies so you'd have to find balance between involving your hard hitters and fielding enough numbers to spread out enemy damage. Keeps it simple but still adds some much-needed depth to ground combat.
 
  • 4
  • 1
Reactions:

GloatingSwine

Field Marshal
42 Badges
Aug 6, 2010
4.527
3.197
  • 500k Club
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
I think until the whole ground battle system gets overhauled to be something other than a fancy progress bar it's not really worth worrying about types of armies though...
 
  • 3
Reactions:

I am Sovereign

Captain
14 Badges
Oct 22, 2016
397
339
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
I would wish some could board ships/spacstations maybe miningstations too.
It would make armies so much more important for offensive aswell as defensive purposes.

And some could play a armies only playthrough as a species which is pretty bad at constructing spaceships but are just pure monsters on the battlefield. (ALIEN Xenomorphs aynone?)

Also it would make the useless military republic ethos worthy to pick...
 
Last edited:

Solicitius

Major
19 Badges
Apr 14, 2016
692
3.469
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Why the Gene Warrior is the master race:
master-chief-collection-for-xbox-one.jpg

Gene warriors with strong trait and PSI attachment would like a word with you...
22c5b581da919c1cfc8f9fdf61c7cb64.jpg


Personally, Grey knights are my kind of end game army: both strong and gifted in Psionics.

"Though I walk through the valley of the shadow of the daemon, I shall fear nothing. For I am what the daemon fears."
 
Last edited:
  • 3
Reactions:

MechaThumper

Captain Blacktail
87 Badges
Dec 14, 2010
227
255
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Also a minor point but gene warriors also don't have the problem of being countered by robotic armies.

No army counters any other army. Here's a table showing in a 1v1 fight, how much damage as a % of your HP the enemy army would do by the time you kill it.

upload_2016-12-20_23-3-32.png


As you can see, if you ignore Garrison and Defense, you roughly come up with a couple of tiers in terms of strength:

Tier 1 - Assault & Slaves - Slaves are much better once you include their significantly cheaper build cost and maintenance. In fact Slaves almost come out on top over everything when you include maintenance and build costs.

Tier 2 - Clones & Robots - Clones are vastly superior once costs are included. Since they cost the same as Assault troops you should replace them if you care to. As pointed out before once costs are in Slaves win out, since while they should perform similarly in terms of maintenance, a Slave army would be 1/2 the mineral build costs. Because of the costs in maintenance and build costs Robots are just bad, almost unarguably the worst army unit.

Tier 3 - Elite Guard, Androids, Psionic, Xenomorphs - That's their order of strength. Psionics will beat out Xenomorphs but that's the exception. Since Xenomorphs cost less in build and maintenance than both Androids and Psionics, there's no reason you should be building those. Psionics will heavily beat out Androids if you look at maintenance but Androids are significantly cheaper to build. Elite Guard are the best you'll have until you get Xenomorphs, course Slave armies are still cheaper to build in terms of minerals...

Tier 4 - Gene Warriors - Exterminate! Exterminate! wait, what? did you expect an Exterminatus? Everyone knows Daleks are the perfect analogue of a living being and the superior race.

Tier 5 - Titanic Beasts - get them when you can and what monster wouldn't use Cthulhu for menial tasks whenever they could?

Of course when picking weaker army units you will always have a higher statistical chance of accidentally losing an army. But lets face it, as you can see Slaves are the Ninjas of Stellaris. Just keep throwing them at the problem until it's fixed.

Overall in a SP game the costs of armies are negligible (a gene warrior costs what? around what a destroyer costs) So even if you are building a 100 of them you can really just build what you want.
 
  • 3
Reactions:

GamingHUD

Inquisitor
85 Badges
Oct 21, 2011
804
763
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II: Way of Life
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Victoria 3 Sign Up
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Pillars of Eternity
  • Humble Paradox Bundle
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Semper Fi
  • Sword of the Stars
  • Crusader Kings II: The Old Gods
  • Starvoid
No army counters any other army.


No, Lady Lacroix is right. Morale damage is one of the strengths of the Psi Warrior, which robots and androids counter because they don't have a morale stat and so always fight at full strength.

Now, in an even fight psi warriors are probably strong enough to beat robots still but not androids.
 

Hopit

Captain Pessimist
125 Badges
Nov 30, 2011
2.906
812
  • Tyranny: Archon Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
I see your John-117 and raise you one Garvial Lorken.

OT: I don't think they're necessarily bad but assault armies are sufficient enough for the length of a campaign that you don't really need to bother using other units if you don't feel like it. I generally only switch to Gene Warriors when the option comes up because it often means I don't have to bombard planets first - just take out spaceport & other defenses, then move the fleet on while the Gene Warriors invade.
By the flavor text, the gene warriors are closer to spartans than to adeptus astartes, sadly
 

MechaThumper

Captain Blacktail
87 Badges
Dec 14, 2010
227
255
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
No, Lady Lacroix is right. Morale damage is one of the strengths of the Psi Warrior, which robots and androids counter because they don't have a morale stat and so always fight at full strength.

Now, in an even fight psi warriors are probably strong enough to beat robots still but not androids.

Robots and Androirds have morale stats. It's 200 for both.

2016_12_21_1.png


2016_12_21_2.png
 

MechaThumper

Captain Blacktail
87 Badges
Dec 14, 2010
227
255
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Because they're bugged right now. They're not supposed to have morale.

That's not the only thing bugged. Commissars don't increase morale and base morale damage is modified by the morale modifier and not by the morale damage modifier in the army file. Though the army attachments work fine with modding morale damage. Also damage modifiers affect morale damage as well, though that may be intentional.

Until it's fixed, and at the very least it doesn't sound like it will be in it's current form as they are looking to change ground combat in some way, I think it's incorrect to say that there are counters when there are not.
 

CuddlyKitten

Drone writer
23 Badges
Oct 12, 2013
134
282
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
They should change armies entirely.

First of all they should remove transports.

Then they should give ships two new extra slot types, troop attachment (TA) and troops (T). Also add regular slots for things like orbital command centers that give a % based bonus to fleet military strength.
Destroyers get 1 x TA
Cruisers get 1 x T slot, 1 x TA
BBs get 2 x T slot, 1 x TA

Orbital bombardment stays as before when it comes to options but does things a little differently. Your fleet also have different stances for ground assult.

The fleet in its entirety gets a military strenght value.
A planet also has a military strenght value based on population, infrastructure, defensive troops, governor, building types etc.

When a fleet is in orbit and you commence an assult you being to seige the planet. The planet and the fleet rolls in a mechanic very similar to how it works in EU 4. Each month both the fleet and the planet lose military strenght until either the invasion fails or the planet is taken.
Different events during the invasion can effect this and there are different modifiers depending on how far the siege has gone (for example, orbital bombardment phase, establishing a bridgehead, taking territory, consolidating control).
Depending on your stances your fleet does differents ammount of damage but also takes different ammounts of damages. Essentially if you have
a very careful invasion stance you take a long time but can crack hard nuts, if you have all out assult (similar to EU IV) you take massive losses but the invasion goes extremly quickly.
Once the planet is under your control you need 10 % of the planets total defensive strenght in order to maintain controll. If you remove that blockade the planet slowly starts to slip out of your control.

Different types of armies should do different things. Some can't be used for certain types of invasion plans (Xenomporphs can't take it slow for example), some boosts your total army score but are relativly weak (psi).
Moral should exist as a variable but not as before.

Attachments can maintain a blockade if you have enough of them. New attachments can be things like military police which gives no bonus to invasion but a massive bonus to occupation while hunter killer drones does the reverse.
Defensive armies can have guerilla which means that they can never be destroyed (they just go down to 10 % strenght) which makes you not take a more valuble attachment for pure stats but also means the enemy needs a larger blockade once the invasion is done.

I think it would both reduce the ammount of micromanagment, keep ground combat and make more sense in that you need to spread out your fleet once you start winning so perhaps you can't even occupy all the enemy worlds and achive total victory if the opponent is to big.

Edit: both fleet and World military power regenerate without cost overtime but of course being in friendly territory increases it, being in orbit of a friendly planet increases it further and having the right building is an even bigger boost.
 
  • 1
  • 1
Reactions:

GamingHUD

Inquisitor
85 Badges
Oct 21, 2011
804
763
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II: Way of Life
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Victoria 3 Sign Up
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Pillars of Eternity
  • Humble Paradox Bundle
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Semper Fi
  • Sword of the Stars
  • Crusader Kings II: The Old Gods
  • Starvoid
That's not the only thing bugged. Commissars don't increase morale and base morale damage is modified by the morale modifier and not by the morale damage modifier in the army file. Though the army attachments work fine with modding morale damage. Also damage modifiers affect morale damage as well, though that may be intentional.

Until it's fixed, and at the very least it doesn't sound like it will be in it's current form as they are looking to change ground combat in some way, I think it's incorrect to say that there are counters when there are not.

I don't think it's incorrect when the discussion is largely hypothetical anyway. Especially with the current state of combat, where there's no reason outside of reduced micro to use anything other than assault armies anyway.
 

Lady Lacroix

Colonel
36 Badges
Mar 9, 2015
825
1.516
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Dungeonland
  • Europa Universalis IV
  • Crusader Kings II
  • Pillars of Eternity
  • Age of Wonders III
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
That's not the only thing bugged. Commissars don't increase morale and base morale damage is modified by the morale modifier and not by the morale damage modifier in the army file. Though the army attachments work fine with modding morale damage. Also damage modifiers affect morale damage as well, though that may be intentional.

Until it's fixed, and at the very least it doesn't sound like it will be in it's current form as they are looking to change ground combat in some way, I think it's incorrect to say that there are counters when there are not.
Fair enough, though you cant really blame us for coming to this conclusion when the game explicitly states that it is the case. X_X
 

Pchang

Colonel
5 Badges
Jun 12, 2016
981
462
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
I don't think it's incorrect when the discussion is largely hypothetical anyway. Especially with the current state of combat, where there's no reason outside of reduced micro to use anything other than assault armies anyway.

I find build speed to be the most important factor. This is why clone armies become my go to as soon as they become available.
 
  • 1
Reactions:

DAKOTA567

Second Lieutenant
28 Badges
Jan 17, 2016
160
232
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: No Step Back
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Victoria 2
I think gene warriors should definitely be buffed so that they can (almost) singlehandedly win a war against Evangelizing Zealots and defeat an end game crisis. Also they should be able to blow ring worlds :cool:

Aye.

I see your John-117 and raise you one Garvial Lorken.

The Chief's suit looks less silly. Thus, he is still more bae.


Gene warriors with strong trait and PSI attachment would like a word with you...

Psionics are ew, technology is betterer. =]