Matrydom
doesnt the damage output seem kinda pathetic compared to sticky tec sticky bombs
specaily since with it you also loss the scout
doesnt the damage output seem kinda pathetic compared to sticky tec sticky bombs
specaily since with it you also loss the scout
guh i think i spelled that wrong
martyrdom can target starbases, tec scout timed bombs can't
Does Martyrdom do worthwhile damage?
give it to a criuser then we can see. Otherwise NO.
al im asking for is a small buff to its damage out put...even if it can target SBs 250 isnt but a scratch
Or give it an explosive anti-matter depleting effect. I think I stole that idea from Warcraft 3 with the exploding wisps.
but draining anti matter is only temp and you do loss the ship
its note like the antimater wont be restored in a few minutes
Eh, draining a key enemy's ability to use antimatter powers just before a fight can pretty much guarantee a win. Try removing, say, an Advent Mothership's AM and that Advent fleet isn't anywhere near as hard to take down as usual without the mothership to replentish the Guardians shields. (take the Guardians AM away as well and the fleet'll be mincemeat in moments compared to yours)
In other words: yes, the AM will be back in a couple of minutes, but that only counts if they live that long.
No.
Not really; there are many times I'd happily part with 200 credits to drain someone's anti-matter. Sure, the AM comes back, but if I took it away when they needed it, then it could have turned the tides of an important battle. The real problem is that the Radiance and disciples already do this so it might be too many unit types piggy-backing the same role.
but scouts are suppose to be hit and run type of ships its nice with tec that you can take 4-5 scouts stickybomb a structure and get them out of there
granted the advent scouts wont be getting out of there but it suck that it takes like 10-20 of them to do anything worthwhile
well there good for milling themselves to lower bounty but thats it
Speaking of depleteing antimatter, the TEC's Akkan-class Battle Cruiser has the Ion Bolt ability that disables all abilities and even shuts down weapons and engines on the targeted enemy ship. With this ability upgraded farther, the cool down time is only double the duration time of the ability, so using two of these ships together and manually casting the ability is a tactic that I use agains powerful enemy Capitol ships. One downside, this doesn't work on starbases.
or you can go all terrorist like and jump into an enemy grav well with a fleet of scouts
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