![]() Does devastating damage to any ship, and can’tīe used on Ryders.) Explosives would also be a great purchasable upgrade for Icari. Important: Assassins can’t attack and use stealth in the same turn.Įither they attack and stay exposed, or they use stealth and sneak around.)Įxplosives En: 130 (Limited to 2 per unit, and can only be used when Assassin is next to target ship. Secondary: Stealth (Evasion raised to 80, making it nearly impossible to hit this unit. Role: Eliminating high-priority targets, Taking down Ryders. packs a punch in mid-ranges without running into the player. Has no Laser weapons and encourages player do hide less behind shields. ![]() Not equipped with heavy kinetics, or shields and much lighter and less clunky than normal Cruiser. )ĭouble-railgun (4-shots, max dmg 320 per attack) En: 50 I honestly think that the engineers who designed that thing should get fired. (Design of the standard PACT Cruiser is heavily flawed. You could always take them down in a turn or two, and keep your defensive set up. We had these ships with “splash rockets” (forgot the name of those), but they weren’t really a threat. One thing I didn’t like was that there was too little punishment for super defensive fleet placement. I managed to finish LibDay on Space Whale relatively easily. damage regresses: Field in front of destroyer 2000 dmg, next field 1400, then 800, then 200, then 0 ![]() plasma gun has 4 hax range and damages every Unit within its range. Due to lack of complementary weapons often supported by Ryder squads. Average Railgun damage: 6*40=240 max dmg. Railgun: Multiple shot mid-range weapon. Plasma gun/cannon: Extremely devastating close range weapon. #SUNRIDER ACADEMY UNLOCK ALL BONUS HOW TO#Let’s finally forget the story for once, and talk about how to further improve the important aspects of the game in future installments. ![]()
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