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wingren013

Lt. General
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Nov 28, 2013
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What it says in the title. This is a tier 1 mod and is massively more effective than than its equivalents. Vanguard has a similar mod that only adds 2 physical resist alongsode the armor and stagger resistance. The amount of resist given is equivalent to much later game mods which seems bonkers. What this means is that anyone with access to amazon tech can easily negate the damage of a significant chunk of the rosters of Assembly and Syndicate. Amazons don't even have arc weakness on any units. This is a large imbalance and should really be nerfed to 2 arc resist.
 
That does seem pretty strong, although early on Assembly really doesn't use that much Arc damage unless you go for the all in arc strategy (which I personally don't like), which is why I probably never noticed it.
 
Its not super relevant for Assembly before the midgame unless they've rushed lightning riders, but it absolutely neuters indentured. They do 6 less damage per shot to units with the mod (taking into account the extra armor given). I'd feel very confident in any early war as Amazons vs Syndicate.
 
Its not super relevant for Assembly before the midgame unless they've rushed lightning riders, but it absolutely neuters indentured. They do 6 less damage per shot to units with the mod (taking into account the extra armor given). I'd feel very confident in any early war as Amazons vs Syndicate.

That does seem a bit over the top for the Syndicate vs Amazon match up. I think you are correct that the value of 5 is just too high for such an early mod.

Do you think 3 would be a fair value? For instance, physical damage is a lot more common than arc. so I'd be hesitant to say that 2 is the absolutely correct number. For me, 3 would seem like a sweet spot.
 
Its very strong but also somewhat situational. Honestly if you are not facing assembly or syndicate i'm not even sure it's worth going for. You do have a point though in that it is a (too?) strong counter to Syndicate in the early game. But then on the other hand in early amazon vs syndicate the syndicate still has overwatch, longer range and that crazy synergy with the overseer for the indentured and they get all of that without any mod. I don't know haven't really played enough MP yet to judge, but maybe amazons need that mod to be that strong...
 
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Arc also has very easily accessible -resist procs. It's all a part of the counterplay. Choose to bring not arc damage against amazons.

the real trouble is they also get +psi resist so you can do Lancers with +Psi and +Arc resist

Rough on Syndicate, in theory. Focus:Flames is a thing though and amazons are weak to thermal.
 
Arc also has very easily accessible -resist procs. It's all a part of the counterplay. Choose to bring not arc damage against amazons.

the real trouble is they also get +psi resist so you can do Lancers with +Psi and +Arc resist

Rough on Syndicate, in theory. Focus:Flames is a thing though and amazons are weak to thermal.
Static charge isn't really applicable as the large amount of arc resist means it will never be applied. I'm not really arguing that the mod is too powerful in vacuum though, there are other mods which provide the same amount of resistance for different damage channels (amazons in fact get another one fairly quickly). I just think it's too strong for a research you can finish in three turns at the very start of the game. If you see a Syndicate player early on while playing Amazons, you just research it and win the war because your opponent has their hands tied behind their back. Yes they can wiggle and they can hide a knife to cut the rope, but they still get their hands tied for that brief moment which is all you need to beat them.

I'm also going to point out that it isn't Amazon only. While you need an Amazon city to research it, anyone can do it and the research is fairly trivial due to being a tier 1 tech. Which also makes it a midgame issue. I just don't think that a single mod should be able to render a damage channel mostly useless without great effort.
 
Static charge isn't really applicable as the large amount of arc resist means it will never be applied. I'm not really arguing that the mod is too powerful in vacuum though, there are other mods which provide the same amount of resistance for different damage channels (amazons in fact get another one fairly quickly). I just think it's too strong for a research you can finish in three turns at the very start of the game. If you see a Syndicate player early on while playing Amazons, you just research it and win the war because your opponent has their hands tied behind their back. Yes they can wiggle and they can hide a knife to cut the rope, but they still get their hands tied for that brief moment which is all you need to beat them.

I'm also going to point out that it isn't Amazon only. While you need an Amazon city to research it, anyone can do it and the research is fairly trivial due to being a tier 1 tech. Which also makes it a midgame issue. I just don't think that a single mod should be able to render a damage channel mostly useless without great effort.
Agreed. 5 resist is crazy good for a tier 1 mod that also gives stagger resist. The Vanguard get a mod with stagger resist and 2 phys resist. I get the impression this 5 resist mod is a number from earlier builds that didn't get adjusted in balance iteration.
 
Guys you're nuts with this. 5 shock resist is the bare minimum this mod needs to be remotely useful! It's so situational any lesser value would make it absolutely trash, worthless.

The vanguard armor plate in comparison gives a frigin stagger resistance for God's sake! This universally useful and it would make this mod worthwhile even without the +2 kinetic resistance! And nanite injectors are also infinitely better! Or the improved combat sensor and its 20% evasion!

You really shouldn't estimate the efficiency of a mod just based on assumptions. But here even in stats it's not amazing!