-
For marines, it's great. Xenos tech tree is a turd.
-
the marine techs have more options, along with them being more devasting, its just a question of what you want
the xeno techs seem more unfinished and/or in the wrong spots
rating xeno techs
blockades 1/10
tcomm disrupt 3/10 (if t2, 5/10 - if t3, 6/10)
build distro 10/10
defensive structures 8/10 (10/10 if compotent drones en masse)
evo boost 7/10
queen beacon 8/10
shielding slash 9/10
offensive structures 7/10
fortify weed 8/10
artillery blob trash/10
jelly 6/10
acidic blood 3/10 (if t1, 9/10)
endurance 6/10 (if t1, 10/10)
distro is nice as it gives all xenos something to do while waiting for marines, something that usually is very helpful
blockade is 'oh it just makes a wall...' and that delays marines - but then they just sit on the other side of the wall til it vanish
but then you have tcomm disrupt which almost does the same thing as delaying, but is a little better... it would be even better as a t2, as at that point you might actually be in a situation where you'd want it and have it avaliable, most of the time you'd want it (hive being attacked) you're at t2 already
acidic blood boost should be t1 as thats the only way it'd be picked without anyone just being curious, by the time you get t3 you've lost so many potential damage opportunities from this, at the t3 stage you cant really afford justifying this when most of your shotgun bait xenos are already dead and youve already lost most of the hive to such, endurance in the same boat
all the t2 ones are -good- however you really only have 2 to pick from: shielding slash (which is almost a staple) and offensive structures, the rest are too situational to consider getting at a whim, not to mention all temporary ofc for t1 you really only have 2 to pick from as well, for the same reasons
also you know, xenos for t3 ones especially but for all techs, don't really get any ones that give them any kind of endgame power, the closest is fortify, but damage reduction hardly helps break stalemates
Last edited by reuben owen; 06-05-2021 at 11:50 PM.
-
Techwebs seem to introduce a lot more power creep into the game, which in my opinion strongly contributes to the ongoing issues such as the short rounds.
-
I like Techweb but it kinda break by that one side can become ridiculously powerful
-
The xeno ones are lame, fort weeds literally makes xenos near unkillable but the others are eh.
Marine ones, on paper you'd think techweb would encourage turtling to get late tier tech, but it doesn't since turtling is a losing move.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules