What makes you think that the purpose of my topic is to convince you personally of anything? I just wrote a fact that is clear to anyone who understood the game.
Which mods would those be specifically? Going by how you mentioned resurrection, I'd guess something Assembly-related, but I cannot recall anything that gives units immunity to all status effects. I know that PyrX Plating gives immunity to being burnt or immolated, while the Xenoplague Parasite makes a unit immune to Mind Control, but that's two out of a maximum of three mods already (not even mentioning that they are from two different secret techs), added with the resurrection mod you are at an immunity for two effects total. At least that would be everything I could recall off the top of my head, and as I haven't played Assembly, Kir'Ko and Dvar myself yet I could be missing something otherwise really obvious here.Technology Synthesis. I do not know how it sounds in the English version. Let me explain to you how to win the game. You take snipers and hackers, put them 1 module that gives immunity to effects and resurrection. That is all.
If I had to guess, one of the abilites Synthesis units, the Imperial APC and the Vanguard PUG posess makes it so all 'once per battle'-abilities of a targeted unit are off cooldown and reusable again and that might also involve the resurrection ability. These abilities themselves are 'once per battle' as well. I assume that you get one "free" revival for one of your units for every Hacker on the field, since they could reset the 'revive once per battle' once each. Again, that's just a guess though.In which context occurs this imbalance? Please elaborate further. And I also don't know what sinte/s is.
Which mods would those be specifically? Going by how you mentioned resurrection, I'd guess something Assembly-related, but I cannot recall anything that gives units immunity to all status effects. I know that PyrX Plating gives immunity to being burnt or immolated, while the Xenoplague Parasite makes a unit immune to Mind Control, but that's two out of a maximum of three mods already (not even mentioning that they are from two different secret techs), added with the resurrection mod you are at an immunity for two effects total. At least that would be everything I could recall off the top of my head, and as I haven't played Assembly, Kir'Ko and Dvar myself yet I could be missing something otherwise really obvious here.
If I had to guess, one of the abilites Synthesis units, the Imperial APC and the Vanguard PUG posess makes it so all 'once per battle'-abilities of a targeted unit are off cooldown and reusable again and that might also involve the resurrection ability. These abilities themselves are 'once per battle' as well. I assume that you get one "free" revival for one of your units for every Hacker on the field, since they could reset the 'revive once per battle' once each. Again, that's just a guess though.
It does also give stagger immunity:
I wonder why Assembly Wrecker is an exception for this mod and "regrowth"+"resurgence" Assembly mod. Wrecker doesn't look particularly overpowered )
Still, I don't see why snipers are important in that.
I remember running into those guys with that mod but they was up against vanguard tanks, which meant they couldn't really do anything. My infantry was on other side of battlefield. At most, they managed to only tie up my vanguard tanks and prevent them from killing off the assembly guys that was sent to try and kill the tanks. My laser tanks struggled until my gunships was sent from midbattle to tanks' side of fight to smash the snipers and free the tanks up.
So, they are indeed very powerful in equal to advantage in number fights but when the numbers turn against the snipers, they could have trouble probably.