It had a faction color pie system like Magic, I remember there being an underwater robot card, but not much else. I probably played it on Kongregate back in the day.
RepoRogue
u/RepoRogue
I've been playing Zombie Galacti since December and I think the deck is currently underrepresented in the current meta.
Decklist
I've been playing variations of the list KMBest shared last season:
# (1) Deafening Chord
# (1) Majestic Wingbeat
# (1) America Chavez
# (1) Nico Minoru
# (2) Adam Warlock
# (2) Surge
# (2) Forge
# (3) Magik
# (3) Maverick
# (3) Superior Spider-Man
# (4) Gwenpool
# (7) Zombie Galacti
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I only just got Nico Minoru and have been playing Phastos instead. Notably, Deafening Cord is a tech slot and can b
Reactive Cranial Plating is an (apparently) boring cybernetic which, on the surface, just provides a defensive buff. Albeit, a very strong one: stun locks are one of the main causes of death after the very early game. Contrary to the in-game description, RCP makes you immune to all stun effects, not just kinetic ones. This includes stun gas. It does not protect you from being knocked prone, so certain reef dwellers can still effectively stun lock you.
But what elevates RCP from a good piece of defensive tech to something truly special is the interaction with the Blast Cannon. This weapon is generally not that useful: it's comically inaccurate, fires slowly, doesn't deal particularly stell
I couldn't find any info online about how these two abilities interact, so I tested it myself as the victim of Sunder Mind.
- The target entering a stasis field does not break the link
- Stasis will prevent the damage from any individual ticks which occur while you are within it
- Any damage prevented by being in stasis will still contribute to boosting the final damage instance
In my case, I took two rounds of damage before entering stasis, with ~60 total damage received, entered stasis for 8 turns, and was blasted for 330 as soon as I exited stasis.
This wasn't what I expected to happen, so I wanted to share this in case someone else decided to try this on a classic character.
Title. I found some instructions from a few years ago, but they were fairly vague on some key points and I couldn't get the linked sound pack to work.
I personally jump right into the Waterlogged Tunnel, maybe with a quick stop at the Merchant if I didn't start with a missile weapon or ranged mutation.
While the enemies are higher level than you'd encounter elsewhere very early game, they are rarely in large enough numbers to pose an insurmountable challenge. Early game deaths are, in my experience, usually the result of facing too many ranged enemies out in the open. A single Slugsnout at level 1-2 can be run ending, but there is typically enough cover in the tunnel to deal with them.
I generally prefer Truekin over Mutant, so the guaranteed credit is a big draw. I've been playing more Mutants lately and I'm curious if people have other
Not being able to view unique civic trees before selecting a civ means you can only see a relatively small portion of your civ's unique bonuses. To address this, I loaded up a game with every civ and compiled their traditions and bonuses in this spreadsheet. It's not particularly fancy, but I think this is much easier to navigate than the incomplete wiki. Feel free to copy and repurpose, although I would appreciate credit if you use this data publicly.
Some observations:
- Civs have a large number of unique bonuses with very little overlap
- The power budget for some civs is primarily hi
This is a simple change that I think would help make bankruptcy less cheesy. Since you're effectively reducing the revenues received by countries with pops who own buildings in your country, it makes sense that it would hurt your relations with those countries! Right now, it seems that giving other countries ownership rights and then declaring bankruptcy, or declaring bankruptcy as a subject nation, is a little too beneficial!
I think this would be positive both from a balance and immersion perspective.
I recently started playing again after a long hiatus. Among the many new units, the Tarantula stands out as seemingly powercreeping the Sledgehammer. The two units have the same role: tanky generalists with some AoE damage for chaff clear. But the Tarantula is superior to the Sledgehammer, and easily beats it 1v1.
I tested both against all of the 100 and 200 cost units in the game (1v1 against 200 cost units, 2v1 against 100 cost units). What I found is that the Tarantula clears chaff faster, performs slightly better vs. balls (although they both lose), and stomp Sledgehammers.
Hammers will beat an equal cost of Marksman, which a Tarantula (surprisingly narrowly) loses to. This is the only
I know that it's possible to get build order information from replays, but is it possible to collect that data en masse? My impression is that the leaderboard data and the replay data are basically separate. Other games have introduced apps which automatically scan and upload your replays. Would such a system be technically feasible for CoH3 and compliant with the ToS?
I ask because, as someone interested in helping coach new players, it would be immensely helpful for me to see, for example, if Advanced Infantry was being picked a lot but performing badly at 900-1100 elo.
TL;DR: Foot Guards now have the highest close range base damage of any infantry squad in the game.
Today's patch gave Foot Guards a 25% DPS buff:
Foot Guards Section
*Thompson damage increased from 4 to 5
Because of how HP break points work, old Foot Guards would waste some of their damage against certain targets, so this buff is actually closer to 28% in some extreme cases (fighting vet 3 Panzerpioneers without green cover). But in most cases, this is just a flat 25% DPS buff.
A 5 model squad of new Foot Guards deals around 7% less damage than a 6 model squad of old Foot Guards. Infantry fights in CoH inherently snowball as the squad receiving more damage drops models and loses DPS
I'm curious what people are currently rocking with Australian Defense. The Light Infantry Sections seem very solid. The snipe ability stands out as being very good for getting wipes, especially against team weapons. That being said, they're obviously vulnerable to vehicles so I've been going 2 Sections, 2 Light Infantry.
The 2-pounder and the Archer make me want to lean into units like the Humber to maximize my anti-infantry firepower with the knowledge that I can use doctrinal units to round out my composition as needed.
I haven't really tested them but my default assumption is that emplacements are a total meme in 1v1s. Is that wrong? Has anyone had luck with them at a reasonably high le
I'm considering buying into early access but I'd like to know what the tempo of updates has been like. Some great early access games (like Project Zomboid) only update once a year or so, while others (Caves of Qud) maintain a weekly update tempo. Where is UG:AR on that spectrum?
I'm playing a peaceful, liberal Persia run, and am hoping to attract a lot of mass migration. I just passed No Migration controls but I still have National Supremacy: will this still prevent most mass migration?
