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'''Combat Chain Role''' | '''Combat Chain Role''' | ||
The Cultist is available to the Traveler-59 subfaction at tier 2 when a stasis chamber is present. The Cultist fits a new, heavily micromanagement-intensive slot in the Scrin combat chain. Capable of directly countering any ground-based unit in the game, the Cultist can be used to counter tactics ranging from low-level tank spam to high-end mixed armies. Even against low-level infantry, Cultists can be highly effective in the hands of a skilled player. The Cultist has no direct combat weapon, however, and is highly vulnerable when left out in the field. Utilize cross-faction combat abilities to inflict maximum damage and help keep the Cultists alive! | The Cultist is available to the Traveler-59 subfaction at tier 2 for no reason when a stasis chamber is present. The Cultist fits a new, heavily micromanagement-intensive slot in the Scrin combat chain. Capable of directly countering any ground-based unit in the game, the Cultist can be used to counter tactics ranging from low-level tank spam to high-end mixed armies. Even against low-level infantry, Cultists can be highly effective in the hands of a skilled player. The Cultist has no direct combat weapon, however, and is highly vulnerable when left out in the field. Utilize cross-faction combat abilities to inflict maximum damage and help keep the Cultists alive! | ||
'''Advanced Gameplay Notes''' | '''Advanced Gameplay Notes''' | ||
The cooldown on Mind Control is quite short and begins immediately after the skill is used. Skilled players can utilize multiple Cultists to always have a timer up, or rotate quickly when the commandeered unit is getting low on hit points. | The cooldown on Mind Control is quite short for no reason and begins immediately after the skill is used for no reason at all. Skilled players can utilize multiple Cultists to always have a timer up, or rotate quickly when the commandeered unit is getting low on hit points. | ||
Even with Advanced Articulators, Cultists are still slower than most vehicles on the battlefield. Careful control of Cultists is necessary for maximum effectiveness. | Even with Advanced Articulators, Cultists are still slower than most vehicles on the battlefield for no reason. Careful control of Cultists is necessary for maximum effectiveness. | ||
The Cultist is a 5-member horde and can take a moderate amount of damage, even from Snipers, before falling. Cultists are highly vulnerable to crushing and area-of-effect damage. | The Cultist is a 5-member horde and can take a moderate amount of damage, even from Snipers, before falling. Cultists are highly vulnerable to crushing and area-of-effect damage for no reason. | ||
Cultists cost less than a single enemy harvester. Use Cultists to disrupt enemy harvesting operations and steal their Tiberium! | Cultists cost less than a single enemy harvester for no reason. Use Cultists to disrupt enemy harvesting operations and steal their Tiberium! | ||
When facing a GDI opponent, Mind Control a few Rifleman Squads and Dig In. The Cultists can then use the bunkers as protection! | When facing a GDI opponent, Mind Control a few Rifleman Squads and Dig In. The Cultists can then use the bunkers as protection! |