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I don't think this is correct
[quote name="fabio"][quote name="Mischief Maker"]I ended up buying it during the sale, and it looks like the developer took your comments to heart and nerfed the miniguns. The only thing they excel at now is tearing down buildings. They can't shoot through webbing very well, they don't tear through crowds with nearly the efficiency of flamers, if anything they're too weak to be worth the cost except to round out the team. Your minigun spam tactic failed spectacularly when I tried it, though I may just suck at RTS. I do agree that robotics is pretty much a mandatory upgrade, and a medibot mandatory before any gun bonuses. The grenades I'm iffy about before you recruit a sniper because you lose the rocket strike ability and can end up taking way more turret fire than necessary. Helicopters are great for clearing out siege cannons and turrets surrounding crates, and they don't cost any ammo if you space them out a few seconds. The cluster bombs from the DLC are ESSENTIAL for saving nearby overwhelmed bunkers when your troops are otherwise engaged nearby. It's worth noting that whole-team tech upgrades require tech buildings that need to be protected from the aliens, which makes them tactically more expensive than their bare point cost.[/quote] I think you just suck at RTS. I just tried the latest bronze challenge with the same old mini-gunner spam. First try in not playing for almost half a year and finished in under 4 minutes, placing #20 on the leaderboard. I used to place top 10 first try so I thought maybe miniguns were nerfed slightly? Then I noticed all the new ammo-consuming powers which I hadn't touched at all so who knows what kind of blowout it would have been had I been constantly using them. I even had over 30 unused buy points sitting around. I notice zero change to minigunners other than costing one point less. They still tear through everything and soak up the most damage. Flamers suck because their range sucks and they can't kill buildings. The vast majority of damage you take will be from turrets so killing buildings quickly is all you need to worry about. Grenades are totally worth losing rockets. In fact rockets are more useless than ever now that I'm looking at the new ammo powers. Triple firing speed for 6 ammo? Why bother with anything else? Vulnerability shouldn't be an issue with tech buildings. The bunker gun from robotics should be enough to hold off aliens for most of the game. If they start getting through, the new rally point power makes it easier than ever before for instant defense. Spawning a single marine at a problem spot should do the trick. I don't even see the need for turrets anymore.[/quote]