I think you get a slight accuracy bonus.

This is imho more likely.

When you kill an enemy hero, they should drop a mod, or mods.

I don’t think it applies to leaders until you get their throne City too.

Bear in mind that there are fewer hero items overall I think than in Aow3.

I’ve got an Aow3 game going on, which if it had been PF would have been won long ago through domination.

And there are several loot bags full of items I have no space for.

That never happens in PF

Yeah, definitely way fewer than AOW3, which I don’t consider a bad thing, a lot of shuffling about of stuff in AOW3 on that score.

Back to the height thing: does this mean all flyer units get an accuracy bonus?

Is reputation the same as those diplomacy points you see in the diplomacy screen?

I’m also curious if you all much prefer rifles to shotgun type weapons due to range? Same goes for anything that has a range of just 5 like the Assault Bike. Seems to be harder for me to keep them alive since you so often lose cover to be able to get them to shoot.

I have found any repeating weapon to be better than any single action weapon. The one shot damage never seems to equal the repeating damage and there is too much chance of a stagger disrupting your single shot.

The shotgun range is definitely an issue for me unless you are running with a pain transfer hero to compensate for the hero running farther ahead. Would be nice if you could have a mount or shotgun in the secondary slot so you could ride up and point blank something like bear cavalry.

I am on an Amazon playthrough with most of my heroes using a Thrax rifle (think it was a quest reward) that just shreads things with the corrosive debuff tactical starting round two.

There’s Full Action (like snipers) and Single Action (shotguns, assault bikes, lots of other things). Full Action are very vulnerable to stagger but Single Action are very resilient, because you only need one action point to deploy your full damage.

Repeating attacks have higher potential, but having to move or suffering a stagger quickly drops their output. Single Action allows full mobility while still delivering their full damage which is very useful on units like Assault Bikes that can position themselves to flank or be in a better defensive position while still delivering all their damage.

Is there a keyboard shortcut to speed up movement on the strategy map? Warhammer Total War has that and it’s really nice. I know there’s the option in the menu, but that’s too fast all the time.

I believe you can just double click and the unit will fly to the end point you designate (not literally fly just haul ass).

What about if I want to watch all movement on the strategic map. Any way to speed up the AI movement?

Worth mentioning that if you come up against anything with excessive amounts of armor/shields (10 is pretty easy to obtain even without in-combat buffs, and there are some which provide a good deal more), those repeating weapons lose a big part of their value. The damage reduction is per shot and single action weapons invariably do more damage than repeaters with their single hit.

That being said, if you are talking about commanders, I generally like to give them an RPG (rocket aoe attack, single action, 9 range, stagger, generally do a status effect) for their secondary so they always have something productive to do on turn 1. For the main I’ll usually do a repeater barring access to a few of the tier 3’s like the arc shotgun.

I ended up going melee on one of my commanders with the lightning sword, that thing is pretty fun.

This is very good to know. Thanks.

I think so yes, but there are some sub rules that apply to fliers, such as a hidden (I think) bonus to evasion.

It might not be a hidden bonus, I’ve seen in the accuracy drill-down details a line item that reads -10% flying for chance to hit, so it might be a flat 10% reduced chance to hit flying units, but I think some flying units can get that higher by moving around on their turn, I forget the name of that keyword though.

That I don’t know, probably a way to set it so it skips showing it, but I don’t know of one to just speed it up.

That’s only for a handful of specific units.

A few questions about Armor and Shields.

  • Do these block damage on a 1 to 1 basis? ie. if you have 1 shield and 1 armor it would block 2 points of damage?

  • Do shields ever block melee damage?

  • Does anyone ever run out of food? Except for my first colony I never specialize in it and never seem to be short. But it could just be the campaign scenario and the fact I’m Vanguard?

There is a formula for damage mitigation - it’s something like 10% per point but it stacks with each other somehow, for instance if you are attacked by something that ignores neither shields nor armor, then you get both protections (I believe). If it’s a fire attack, and you have fire protection, that’s added in the mix as well. It can get really hard to damage high armor and/or shield folks without channels that ignore one of them.

I don’t believe shields ever block melee - that’s an attribute of melee attacks. Psionic attacks will always ignore armor, as well, for the same reason.

Food is used to grow your pops to expand your cities. You don’t “run out” of food, but it could take a long, long time to grow to the next pop without any. That I’ve seen at any rate.

So the anti-damage buffs, like +2 resistance for fire/promethean. Does that work at the same level as armor, like 10% per tick, or at a greater scaled value?

Reason I ask is if it’s greater, then something like nanite injectors could be much more valuable than their level 1 implies. Healing plus 2 resistance for everything for 2 turns is really nice.

So for maximizing characters do you do a mix of offense and defense? Or some all offense and some all defense characters and mix them in your group?

Just like armor/shields, but for that damage type. But nanite injectors are already awesome - it’s healing and then 2 points of resistance to everything!

I don’t really maximize characters or do anything like “min/maxing” because I generally just go with what sounds good turn to turn. I also never really find ways to exploit the AI, and am often pretty challenged by it, usually because of this.

BTW new beta patch is up. One of the fixes is the one I needed most - the ability to cancel an operation!

No, they specifically say shields don’t block melee damage.

Food wasn’t a problem in the games I played. You can share big food surpluses to help other colonies grow though.