The few times I tried to find a use for it, I invariably ended up restarting the mission and trying a different strategy that avoided ever being in enough danger for All Guard to be theoretically useful. there's probably some specific situations in specific missions where All Guard is worth breaking out, such as to help you weather a Missile volley, but I largely ignored it in my own play and never felt like I was missing out. ![]() If you could stack them, in the late game the above flaws wouldn't really matter you'd use Full Forward on the first turn and All Guard on the second turn, that's all.Īs-is. The +10 Evasion in particular is a joke, with only the Shield rating being reasonably tolerable, and only once you have both the Bianca and Liberty and preferably have extended their Shield radius already.Īnd lastly, All Guard is incompatible with Full Forward. +10 Shield is only boosting the amount of Shield the Liberty and Bianca output, and also the Sunrider if you wasted money on its shield generator purchase, not providing personal Shield ratings to any of your other units. Second, the non-Evasion boosts only apply to units that already have non-zero ratings: +20 Flak is not gifting Flak capacity to the Liberty, Bianca, Seraphim, and your Union Frigates. Defensive boosts aren't as useful as killing everything dead. Purged by Full Forward.įirst of all, good play in Mask of Arcadius tends to give enemies little opportunity to shoot at you in the first place. +10 Shield, +10 Evasion, and +20 to Flak for all units for 5 turns. Strictly speaking, it's probably optimal in some missions to delay a turn before using it to get the timing of when you'll need to re-activate it moved a turn later, due to reinforcement timing and other Order considerations, but as far as basic play goes having it always up once Command Points are plentiful is a good rubric. Killing more enemies total and/or killing enemies faster so you complete the mission faster means you get more cash and also means you get more Command Points once you're past the early game, Full Forward is more than paying for itself to keep going on a regular basis. Past the early game, Full Forward is an Order you should basically have on at all times. +20% Damage and +15% Aim for all units for 5 turns. Since enemy counts per mission rise explosively as you progress through the game, aside a few early missions with abnormally high enemy counts where you're not really intended to kill all the enemies, Command Points start out as a somewhat precious resource where you only have the Command Points to maybe use a single Order in the entire battle, and ultimately are something you can be pretty slipshod with and have plenty to spare anyway, with the hard limit of one Order per turn being much more of a constriction. ![]() Command Points are accrued at the end of a mission based on how much cash value of enemies you took out and how quickly you completed the mission -the faster you completed the mission, the better the multiplier on Command Point generation. Orders is a secondary mechanic that sounds more interesting than it is: you can, by default, use one Order per turn, with the Order having some immediate effect at a cost of Command Points.
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