![]() Tier3 is a bit more complex usually they are very good but in a single job, most tanks dvar ![]() Other T2 are usually limited to air and or a specific playstyle(dvar sapper), they can be good but a bit dangerous to use, and usually have a very specific job. I would be against apc except if you make a pure support commander since its very meh.doem stay relevant all game long like bulwark/chopper because they aren't pure damage or pute mobility units so they always shine even when fighting higher tier stuff. 5th example is to give Foreman mod for resurrecting dead machine.Except the apc every starting vehicule/bike is worth it, it bring a good aray of damage tanking mobility or utility. 4th example is to give stun/multi-target mods to Guild Assasin so 2 enemy machines are stunned from range 9/10 (and their armor/shield does not matter). Third example is giving stagger-resist mod to Syndicate Enforcer so it is never staggered and thus all adjacent allies always get shield bonus. When your tier 3-4 unit uses such mod, it means it does not use its other great abilities you paid cosmite for. Another example I have already mentioned above - tier 9 mods with range 9. For instance, laser mod can one-shot tier 1-2 units and it works great with huge Amazon flier's AoE attack. ![]() ![]() I think it is a mistake to never consider something. I do build allot of infantry in late game, but NEVER modded, i avoid modded like the plague. Originally posted by 00yiggdrasill00:is it reasonable to use early game infantry late game with mods, or am i better off completely switching to high end units?īecause cosmite is in short supply, i would never consider wasting it on units that are going to die easily. ![]()
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