Favourite equipment is one thing. Unable to play with them unless I pick it is another altogether.As for "needing to pick specific equipment makes the starting army bad"... I have preferred equipment for every faction I've played so far, just stuff that seems like it complements what my army and hero wanna be doing anyway, and yes, often that is compensating for a weakness and only occasionally enhancing a strength.
Just because I can compensate for my various genetic disorders to some degree, does not mean I do not have them. And would prefer them fixed, if that was doable reliably.
Luckily a weak starting army can be fixed easier then my expressed DNA.
I am not. I am using them for what they are designed, built, trained and equipped.It means having scouts as party of your army is normal, stop shaming scouts.
If your scouts do fight in the frontline, someone really messed up.
So this only works if you go for a specific secret tech? That does not really proof they are viable, it only means you learned to compensate for that weakness.i auto every site defender combat and scavengers are the most consistent t1 unit for clearing sites without casualties, and in manual combat are absolutely brutal with a single mod attached (or on their own, if you're comparing them to unmodded units)
i consider them the most powerful racial t1 in the game, they're extremely good
sometimes i get a casuality or two when they're unmodded (very rare, happens much more frequently with other t1s) but my turn 1 play is to research the voidtech phasewalk mod and immediately put that on every scav, at which point they never die because they're fucking slasher movie villians