The Regeneration ability (Unit regenerates 15% of health each tactical turn and all health each strategic turn) is very powerful and pretty much the ONLY way to sustain your army through a long drawn out fight. The Kirko are particularly dangerous as they have access to Regeneration very early in the game with Accelerated Healing Mod. Also the Amazons and Assembly gain access to it later in their tech tree.
But factions like Dvar, Vanguard, and Syndicate have no access to Regeneration anywhere in there tech tree making these factions inherently less viable for conquest victories. Though they do have some units/mods with healing abilities (aka Healing Charge, Nanite Injectors, etc.) ALL of these mods/abilities can only be used ONCE per battle, making them completely useless after the first 4-5 turns.
In longer battles armies with Regeneration have the upper hand.
My recommended fix is simple: put healing abilities/mods on a 2/3 turn cooldown instead of once per battle use. Although this still wont make healing as powerful as Regeneration, this will certainly make healing abilities/mods significantly more viable when competing with an army using Regeneration in larger and longer battles
But factions like Dvar, Vanguard, and Syndicate have no access to Regeneration anywhere in there tech tree making these factions inherently less viable for conquest victories. Though they do have some units/mods with healing abilities (aka Healing Charge, Nanite Injectors, etc.) ALL of these mods/abilities can only be used ONCE per battle, making them completely useless after the first 4-5 turns.
In longer battles armies with Regeneration have the upper hand.
My recommended fix is simple: put healing abilities/mods on a 2/3 turn cooldown instead of once per battle use. Although this still wont make healing as powerful as Regeneration, this will certainly make healing abilities/mods significantly more viable when competing with an army using Regeneration in larger and longer battles
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