![]() ![]() That said, they have much better Aim than the Sunrider's cannons! 40 Aim over 70 is a more than 50% advantage, which actually requires a fairly hefty amount of investment into Aim to catch the Sunrider up to. I suspect at some point the design would've allowed this to matter and they just never changed it, leaving it to eternally drive people like me up the wall. Since you can't upgrade Alliance Cruisers, they have a base of 100 Energy, their movement burns 30 Energy, their other weapons all burn either 70 or 30 Energy, and the only 'external' modifier to Energy (Hacking) halves a unit's Energy generation, there is never actually a situation in which an Alliance Cruiser can fire its cannons that it couldn't fire its Laser in. The fact that it costs 60 Energy doesn't meaningfully matter. It is not, however, the primary component of what makes Alliance Cruisers change how you play. It's not too expensive for the Sunrider to get there, so in real terms by the time you have Alliance Cruisers it's entirely possible the Sunrider is just as accurate or more accurate with its Lasers, and in any event the Sunrider is probably able to double-fire them, but it's appreciated regardless as it means that Alliance Cruisers can pretty consistently handle stuff like finishing off badly wounded cap ships at medium to long range. This is the same Damage and Energy cost as the Sunrider's Laser, but the base Aim is actually noticeably higher, a full 30 points or 25% depending on how you want to look at it. You still shouldn't let them soak fire if you can avoid it. It makes them on average a little less frail when it comes to multi-shot attacks than their other numbers might suggest, and occasionally you'll even get lucky when cannon fire is thrown their way. And while it's technically possible for the Sunrider to upgrade to catch up, Evasion upgrades eat a tremendous amount of funding to do more than one, maybe two boosts, so in real terms this is a concrete advantage the Alliance Cruisers have. Yes, Alliance Cruisers are actually noticeably dodgier than an un-upgraded Sunrider. With them, you're a lot freer to shuffle things around to respond to changing situations. Without them, your Flak coverage is pretty difficult to keep reasonably strong on all units while having a dynamic formation. ![]() This is one of the big reasons to be buying Alliance Cruisers a pair of them will go a long way to making Missiles a more manageable issue. I feel like the generics should've been permanently added to your roster, honestly, given the silliness of this. They can die in a single turn if you're even mildly reckless with them, and it'll cost you 2000$ to replace them your names-and-faces units going down will cost what amounts to pennies by comparison -or just Command Points, if you like- and so even though Alliance Cruisers are faceless grunts you really should treat them as much less disposable than your characters, weirdly enough. See the HP commentary it's not that far behind the Sunrider's Armor, but you can't upgrade Alliance Cruisers.Īs such, while Alliance Cruisers aren't at risk of being one-shotted outright, you shouldn't be reckless with them either. This isn't too far behind the Sunrider's durability, aside that minor little detail that you can't upgrade Alliance Cruisers at all. That's good since you can't upgrade Alliance Cruisers. Thankfully, the weapon numbers work out so that it's a minor burden to move one tile each turn. Same as the Sunrider, which makes sense given they're both cap ships. Muuuuch less versatile than the Sunrider, too. Your first cap ship type other than the Sunrider itself.Īlso, your only one, bar singular exceptions. The whole dynamic ends up being a bit odd, honestly, but it's a cool feature and I'd have liked for it to be a bit more refined. You also have a hard limit on how many of them you can have at a time 2 Alliance Cruisers, and 4 Union Frigates. This option is a bit strange, in that they're semi-permanent proper units, but you can't upgrade them and if one gets destroyed you'll have to re-buy it to get it back, instead of being charged the token repair costs that one of your other downed units costs you. Roundabout the time you get the Paladin, you also unlock the ability to purchase Alliance Cruisers and Union Frigates from the Purchase screen. ![]()
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