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It actually does work very well, but you can almost never win against a Gaian.
AND - hard to beat psi weapons for attacking bases.
Wave Psi Choppers (optional: Gas as a 2nd mod) beat everything on attack. They ignore base defenses and kill anything cost effectively.
It's actually native life forms that are in (relative) need of help. They do get PSI defense but it's not enough to make up for slow movement and high production costs. Mind worms cost 50 which is a lot for a unit that's barely on par with a Scout Rover. Locusts cost 100 which is a lot relative to Choppers and Needlejets. Further, they also get hosed badly by Empath/Trance.
Yea for sure, good points on late game native life.
It seems that it scales well but is very weak early.
I find that later game, mindworms have real mobility problems where most fungus gets removed.
A 1-1-4* scout patrol costs 60, which isn't cost effective against 4* PSI choppers (90, or 60 without Wave). You could run fission reactor scout patrols for 10 but then you're limited to making just one per turn, per base.
It's more the combination of PSI and Wave that's overpowering than that air can have it (air is just the best chassis). For example, PSI Wave infantry would also be cost effective against Empath Infantry.
Gas + PSI might be ok. Gas has a cost of +25% to reduce enemy morale by 25%. If the enemy morale is high, you reduce your cost efficiency. But on the other hand, it increases your odds of winning battles.