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@Garresh I'll take a look later.

I never thought Subjugators had an issue, but then again the game is so deep and broad and I've been experimenting with every combination so it's entirely possible I've overlooked something obvious.
 
So I've somewhat revised my opinion on Subjugators. They're still a situational unit, but they're situational in the BEST possible way. You can steal heroes with their control collars. Even better, any units you gain control of, you get ALL of their mods. And when I say get their mods, I mean you actually LEARN their mods and can build them for the rest of the time. I've been experimenting and found that I can pick up lots of lategame mods from other races, and weapon tech for weapons types I don't normally have access to. You can also make them pretty mean by attaching psionic riders to them and making them more durable. In a straight fight I still find them to be the weakest of the Syndicate units, but they now occupy a similar role as Succubi in the last game. Only instead of getting tons of high tier units, they reverse engineer tons of high tier mods and tech.

They're REALLY good in that context.
 
I mean you actually LEARN their mods and can build them for the rest of the time. I've been experimenting and found that I can pick up lots of lategame mods from other races, and weapon tech for weapons types I don't normally have access to
Wait that can't be intentional.
 
Sounds intentional to me.

Late game mod acquisition machine that needs to be babysat.

Sounds good to me too.
Except that if he didn't have the poor movement he wouldn't be bad. 7 range, 11 damage psy repeating is one of the best DPS attacks there is. The pain field is weak for a tier 3's full action but is still useful since it can carry mantras. I think the original design intent was for the Subjugator to be the Syndicate equivalent of the Bombardon, Deconstructor or Rocket Artillery. However he ended up getting redesigned as they got new ideas and the slow movement weakness didn't get reconsidered.
 
Subjigator clearly need a buff. Like add some hard CC to this aoe. Syndicate have almost zero hard CC, so it will fit nicely. Right now overseers is just a much better support, and wrath is much better at doing damage.
 
Subjigator clearly need a buff. Like add some hard CC to this aoe. Syndicate have almost zero hard CC, so it will fit nicely. Right now overseers is just a much better support, and wrath is much better at doing damage.

I dunno. I'm withdrawing my desire for a buff, now that we've seen their ability to steal tech from enemies. I think it's best to adopt a wait and see approach for now. I think if they do get a buff, the best thing would be a speed increase. I do still feel that they're on the weaker side a bit, but that tech stealing upgrades them from situationally okay to situationally insane.

Basically I don't want to advocate buffs unless necessary or definitely needed. Syndicate are already insanely good, so this new discovery has changed my mind. Last game I played, I managed to get late-tier weapon tech without needing to spend 15 turns of research, bypassing the need to even go down the arc line.

Now admittedly I play single player due to having garbage internet lately, and not wanting to ruin other players experience with early and repeated disconnects. But honestly that tech stealing is absurdly powerful as is. Again, I would LIKE buff to their movement speed, but I don't think it's necessarily fair given how strong Syndicate are overall.

Sorry for trashing my earlier points, but their R&D options are great. And for those saying it's unintended, a lot of the most active community are friends with the devs via steam/discord or whatever. Don't wanna go throwing out random private info, but I heard via grapevine that the devs intended this feature.
 
If anything, I think the Subjugators are probably overshadowed by how overpowered overseers + indentured are. Some of the early tier modded units are just too strong for their low cost, nothing more so than the Syndicate. So I think it's wrong to call out Subjugators specifically until after a general rebalance has been done of the difference in power between low and high tier units.
 
I agree on the speed buff, since even for a Fatty on a floaty chair, could be considered a flier and follow up atleast base speed of indentured infantry... Since with 24 movement, he is quite a *slow down* aspect of an army, that is in Syndicates case, based on speed and stealth...

Aside all this, I believe that the unit should overally be tweaked / buffed, at least to bring him up to feel as a frontliner support and damage dealer, since overseers are literally amazing units atm, compared to them, and Subjugators are Tier 3 units, while overseers are Tier 1...

As a comparison, I went Psynumbra tech with Syndicate, and once i've got Malictor, although he is not considered an elite support unit, overally is more useful ( with 3 shot attacks ) and abilities than Subjugator... Which automatically leads in him being picked more than Subjugator is overally, and frankly? He is a smarter pick since he also gets Fueled by Servitude so he even is more contributing with Indentured units than Subjugator is :)