Hello Everyone,
For start, I just want to say that Age of Wonders planetfall is still in early public release (not even a month out), so none of these things are an issue as much as an ideas and things that can be polished out to make the game itself feel more welcoming and generally, AWESOME
I've also tested out and ran down multiple ( if not all ) races, testing out their UPS / DOWNS before even considering this thread, and I've tried out all Secret Technologies
Without further addue, lets get started with :
UNIT UPDATES
SUBJUGATOR (Syndicate)
-Now this unit is quite an interesting Tier 3 support unit for Syndicate, but overally, he is more often outclassedand replaced by overseer ( with heal and invulnerability skill )
-Another issue is movement speed of 24 ( Syndicate is nation of speed, stealth and flanking) and with such low speed he is quite a slow down for his army (even though he is practically a FATTY on a floaty chair... )
-Although his Collars ability is quite amazing, more oftenly you would consider taking a more Secret Tech Tier 3 unit ( For example, Syndicate Malictor ) who generally outclasses him and is even buffed by indentured squads
Speed 24 > 32
General Tweaks
VORPAL SNIPER (Assembly)
Generally a good sniper unit, which deals kinetic damage and has good mod loadouts
Main issue is a Blind Shot (which has a strenght of 12 ) and costs 1 action point ( effectively disabling multiple range squads) and is extremely problematic if player is using VORPAL SNIPER spam
Blind Strenght 12 > 8
SNIPER RIFLES
Generally, snipers should provide more burst > DPS damage (which they already do and they are in solid spot) , but the whole idea of a SNIPER* is to have a really long long range
Now I am not going to suggest a massive overhaul on sniper squads mechanics ( since that would be suicidal ), and frankly I was even cosidering if a +1 Range on squads would be too much, but the main reason i pulled out SNIPER RIFLES was for Commander Loadout since , atm, they are in the most icky state
Also, a mayor contributor to their itchy state is the amount of stagger effects units bring ( and you need all 3 bars to be able to fire)
Aswell as commaders having this in loadout reduces their overall usefullness and limits the amount of 3 Bar usage items (assault, vehicle and melee commanders are alot more flexible)
LOADOUT (Commanders) FIRING RANGE 9 = 10
UNEXPLAINED STATS
There are some abilities that are unexplained in in-game wiki (Shortcut F1)
Atm I can only remember 1:
-Spirit of Oblivion (Psynumbra) = was not showing in-match helper, but in main screen it was
KNOWN BUGS
INDENTURED = A rare but few times seen bug, where Tier 1 Indentured rifleman squad ( I cant remember name ) literally got refreshed by Overseers, but only got 2 Bars back ( happened 2 times, scenario 1 = Cover was broken in front of them, Scenario 2 = Last turn they were staggered )
I will be adding stuff IF i find something more troublesome, but I would like you guys to give out some oppinions on this
For start, I just want to say that Age of Wonders planetfall is still in early public release (not even a month out), so none of these things are an issue as much as an ideas and things that can be polished out to make the game itself feel more welcoming and generally, AWESOME
I've also tested out and ran down multiple ( if not all ) races, testing out their UPS / DOWNS before even considering this thread, and I've tried out all Secret Technologies
Without further addue, lets get started with :
UNIT UPDATES
SUBJUGATOR (Syndicate)
-Now this unit is quite an interesting Tier 3 support unit for Syndicate, but overally, he is more often outclassedand replaced by overseer ( with heal and invulnerability skill )
-Another issue is movement speed of 24 ( Syndicate is nation of speed, stealth and flanking) and with such low speed he is quite a slow down for his army (even though he is practically a FATTY on a floaty chair... )
-Although his Collars ability is quite amazing, more oftenly you would consider taking a more Secret Tech Tier 3 unit ( For example, Syndicate Malictor ) who generally outclasses him and is even buffed by indentured squads
Speed 24 > 32
General Tweaks
VORPAL SNIPER (Assembly)
Generally a good sniper unit, which deals kinetic damage and has good mod loadouts
Main issue is a Blind Shot (which has a strenght of 12 ) and costs 1 action point ( effectively disabling multiple range squads) and is extremely problematic if player is using VORPAL SNIPER spam
Blind Strenght 12 > 8
SNIPER RIFLES
Generally, snipers should provide more burst > DPS damage (which they already do and they are in solid spot) , but the whole idea of a SNIPER* is to have a really long long range
Now I am not going to suggest a massive overhaul on sniper squads mechanics ( since that would be suicidal ), and frankly I was even cosidering if a +1 Range on squads would be too much, but the main reason i pulled out SNIPER RIFLES was for Commander Loadout since , atm, they are in the most icky state
Also, a mayor contributor to their itchy state is the amount of stagger effects units bring ( and you need all 3 bars to be able to fire)
Aswell as commaders having this in loadout reduces their overall usefullness and limits the amount of 3 Bar usage items (assault, vehicle and melee commanders are alot more flexible)
LOADOUT (Commanders) FIRING RANGE 9 = 10
UNEXPLAINED STATS
There are some abilities that are unexplained in in-game wiki (Shortcut F1)
Atm I can only remember 1:
-Spirit of Oblivion (Psynumbra) = was not showing in-match helper, but in main screen it was
KNOWN BUGS
INDENTURED = A rare but few times seen bug, where Tier 1 Indentured rifleman squad ( I cant remember name ) literally got refreshed by Overseers, but only got 2 Bars back ( happened 2 times, scenario 1 = Cover was broken in front of them, Scenario 2 = Last turn they were staggered )
I will be adding stuff IF i find something more troublesome, but I would like you guys to give out some oppinions on this