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weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:36 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:40 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:40 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:41 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:42 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:42 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:43 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:44 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:44 am
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 11:45 am
by zakblood
these are just some of the early end upgrades on offer in the game, with a lot more to find and use as well

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Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 12:31 pm
by Dizzy_slith
Whats all this?
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 12:36 pm
by zakblood
weapon upgrade abilities, scroll down on any given picture, look at the unit, and level of it, and what new ability it's got, makes battles a lot better and different later on, and totally alter the game balance, with some units becoming super elite with extra powers against land, or air unit's, or soft and hard targets etc
edited
was going to mention there is already 6 off topic posts in the
after action section, but just made it 7

Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 12:52 pm
by Dizzy_slith
Oh, yeah. I absolutely love experienced troops and their wargear, which is what we gamers are collectively calling your weapon upgrades and abilities. My favorite is the Healing balm. Use it once every third turn or something and you have a medic unit that can keep a squad from getting wiped out. Kinda like an apothecary unit.
You know, I've said it before, you guys really need to have Wargear Points in non campaign Skirmish missions and have it separate from Force Points. Let us add wargear to our troops for stand alone non campaign skirmish missions. And let us pick the enemy troops from a Force Organization for the AI and give them wargear as well. That way we know what we will be fighting. Oh, and we want free army builders so we can build whatever army we want to fight. Hehe, we get a moment with you guys, we have to take advantage, right?
Thanks for making a great game.
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 1:01 pm
by zakblood
before, while in testing it, leader imo were weak and also little used or needed, now once upgraded, they can make or break a good level with some good power ups, like gives units longer movement ranges, more morale boosts, all or just some of these imo make the game now more tactical.
and agree on most of your points as well, i'm only a member like yourself, so have little to no input with the developers, so make a wish list and suggestions as they seem more than open to them, it will all in the end add up to a better game for everyone, now the game is out and the frame work has been done, now just needs some more flesh on the bones to really make it shine, even more

Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 1:36 pm
by Dizzy_slith
zakblood_slith wrote: ...now just needs some more flesh on the bones to really make it shine, even more

Taken out of context that sounds creepy, lol. I caught myself almost agreeing how beautiful it first sounded until I thought about it. hehe
Yeah, the game will shine if the devs pay attention to feedback. For the most part there is consensus on issues.
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 7:50 pm
by zakblood
Re: weapon upgrades and abilities
Posted: Thu Jan 26, 2017 8:00 pm
by zakblood
Re: weapon upgrades and abilities
Posted: Fri Jan 27, 2017 11:19 am
by zakblood
late game upgrade testing atm, will post results once it's all done, won't be much longer, as it's seems there is a cap on some units, and not on others, so 3 and 4's, no idea why some stop but others move on, but will 6 slots, not also sure why not all 6 can be filled in either, unless that's for later addon's in another DLC etc
