It will be interesting to see what changes FH make in Early Access. In Frigate Infest was weakened so much that it almost disappeared from the game, FG will definitely do something about it. I'm most looking forward to some new mechanics in macro in Infernals and Celestials
It’s the classic healer see-saw problem again: if the opponent does not have enough dps, an army with healers win with no losses like at 13:36, but if the enemy has enough dps, healers are effectively dead weight like in the final fight
@@Bagginsess they make army ball weaker tho. infernals have a really efficient death ball unit comp. unless healer fly (cough cough medivacs) or have a million heal range, the the density of the army dps (how much damage you can do at a given point around the blob of units) lowers significantly. for every medtech you have to forfeit 3 exos in the same space. removing debuffs is mostly useless against infernals. infest does almost nothing by itself. magmadon's stun is applied every nano second, so removing the debuff is useless, hexen skills are mostly utility and that could offer something but it would have to be an AOE to be really effective anti-debuffing, and the mines would always trigger the damage part. against celestials, it's about the same. almost all debuffs are applied in an AOE or an ground persistent AOE. in the first case it helps, in the second is close to useless. the anti debuff is kind of obsolete. since most of the debuffs are AOE and reapplied over a period of time. medtechs should at least give debuff inmunity for a second or something. that way, you could make a lancer stop a magmandon rumbling (if we consider displacement a debuff, for example) and don't get stun locked for eternity. and stuff like that. I think that the magmadon is kind of too fast or too tanky or the skill upgrade is too powerful for the units that infernal can get. but that ok, we are in beta, every semblance of balance is an illusion xD.
@@giuseppebonatici7169 med techs are great dps against celestials because of nano swarm, also good against vanguard mechs. You have to position your med techs well or they will die. Med techs are suppose to be in front of exos because they are slow and tanky, with lancers and vulcans in front of them to tank. You can use sentinels and evacs to boost their speed. And you can use nano swarm to keep them alive or the top bar shield ability. System shock is an aoe meaning you can mass remove infest which is very important to prevent your entire army turning into fiends. Even if every unit dies if a med tech can make it so only 40% of the army turned to fiends instead of 100% that is a huge benefit. Healing lowers enemy DPS but more importantly allows you to recover after a fight quicker. Healing your army also aids in leveling up veterancy which is a huge buff. This allows you to creep and harass more because your army is at full health. Also helps your economy by not having to replace every unit.