![]() It heavily relies upon taking advantage of the enemy and using their weaknesses against them. Abilities on this line are unique to almost any other playstyle that was originally available in the game. I conquered the fellow syndicate player and then went with a doomsday victory as the map is massive and conquering everyone else would take forever.That new tech line is that of the “Heritors,” an ancient religious cult that uses the power of entropy to revive dead opponents and applies curses to the enemy. Get to about 4-5 cities with colonizers and focus primarily on defense. ![]() These are very powerful and since you start with so many free upgrades your opponents will have relatively weak covert defense. Use siphon energy and cosmite constantly, sometimes even on your allies. Your specialty structure for Syndicate generates influence which can help a lot. I tried to keep a store of 120-150 influence whenever possible to immediately hire a ton of Hunters to go defend if I was attacked and they are a great emergency resource. Their units can use most of your psionic mods and fly, making them invaluable on water maps. Integrate the psi-fish as early as possible. An interesting strategy is that if your heroes start the campaign in a vehicle since the they got piloting last map, they don't actually need to choose it the second mission! Just be careful the vehicle isn't destroyed. The first mission is very relaxed so make sure by the end your leader is level 6 with at least a tier 3 weapon and all tier 2 or 3 mods. Make sure you are going into this mission with your leader as maxed out as possible. ![]() This map was a slog and I had to reload my save several times.
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