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Gosh, Your eloquent argumentation utterly convinced me.

That being said, I don't know what "Sintes" is supposed to be, but overall balance seems to be quite good, considering that all the different "this is overpowered!" threads I've seen pop up can't agree on a single thing. If many different things are "overpowered" then nothing is :p
 
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.
 
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.
 
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.
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.
Also, which snipers? Kir'Ko Hidden, Assembly Vorpal Snipers, any type of hero with a marksman rifle or something else entirely?
In which context occurs this imbalance? Please elaborate further. And I also don't know what sinte/s is.
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.
 
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.

I think the last synth module you can Research has a backup storage in it, that basically gives the unit resurgence, reviving it when it dies in the fight but you win. Also it does give it immune to all Status effects. I don't think stagger and damage over time effects are included in that though, so especially stagger can still wreck you.
In my Synthesis Assembly Scenario playthrough I had this, and an assembly mod that revives the unit the next turn should it die.
Along with reconstructors it truly was like a Zombie army, no matter how often you killed one, it always stood up again :-D

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.

I just don't get why snipers are supposed to be especially OP with that... Vorpal Snipers are Powerful Units, yes, and the mods are powerful as well. Maybe that's already why it's "gg"...
 
It does also give stagger immunity:
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Definitely a strong combo, but it is midgame tech. In theory enemies should have answers to it by then. Snipers are usually fairly low in health after all, and they tend to cluster up. Wraith tanks teleporting in could cause problems for them. They'd definitely lose a handful on the approach, but once they started blasting their AOE cones it could really mess them up.

While they can't be debuffed, evasion stacking buffs could be utilized, which a lot of factions have access to. I actually agree it's a strong combo, but there's definitely counters.
 
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.
 
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.

Yeah, that's my thought as well.
The stagger immunity Comes as the last mod to Research, and it's an expensive mod to equip all your stacks with it. And with numerical Advantage and/or some harder to hit mods on your Units you can kill them costeffectively with T1/2 melees. Or Flyers if you so desire, snipers lack all mobility so you can flank them all day Long with Flyers.
 
Total Network Integration revive happens only once per battle. Also, if Mad Preacher was killed in enemy turn, he comes to live at start of player turn, so no "corpse" to work with.