![]() ![]() If you're only dedicating one slot to defense, which is how I personally mod the troopers, then you have to think about damage mitigation, otherwise they can easily die in a single round. Take Vanguard troopers for instance, you can get regen if you take a Kirko colony, but it's not really better than the nanite injection for shorter fights. I don't really think it's too strong in regards to tier 1 units, but it does get a lot better for tougher units. Probably they need to be put at a higher tier as well in general to delay the access. Maybe they should be a flat health heal which capped by percentage of health, like 5 health regeneration but not more than 10% of maximum health. Some random thoughts about regeneration mod. ![]() Some of the sources to aquire them are also too easy to access, like the Automon directly sells one with 20% at tier 2. As the only accurate penalty on combat strategically is the health lose in combat. Generally, a 15% to 20% per turn is pretty insane for even low-tier units, even without considering the strategic heal. I've just found an army with regeneration can very easily crush an army with much higher power rating and end with near full health - and they will get fully healed in the next strategy turn.Īlso, due to the power rating inaccurate, Ai will likely to try a low-power-rating army with regeneration mods.Īs most of them are based maximum health, the high tier units benefits even more from them, which can even more fake their power rating as the synergy of high tier support is already "overpowering" the power rating. It's easy to compare them with other "health" oritented mods - the best health mod only provides like +15 health, but a regeneration mod can easily provide more than +15 PER TURN in combat. Regeneration and Regrowth are considered some very strong traits in AoW3, but only in a small scope of units.īut as the mod system introduced in AoW:Planetfall, they are now easily mass-equipped. ![]()
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