As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, March 3, 2015
A New Team of Recruits (part 2)
Imagine the satisfaction of throwing an EMP grenade to see it bounce and land exactly where you wanted it to! The benefit to this is that in Solar Echoes, EMP grenades will blind targets that are in the center of the blast, but it is almost impossible to predict where the grenade will bounce when you declare where you're targeting. An added benefit to the EMP grenade is that it does double electrical damage to robots, so it is the perfect weapon to have around when facing angry drones. Grenades seem like the best weapon to stock up on for enemy encounters, but they do have some unfortunate risks—you might accidentally catch an ally in the blast radius, you might alert other nearby enemies when the grenade explodes, and there can be inconvenient lingering effects such as fire or irritating chemicals. So, know your grenades and use them judiciously—a thermal grenade near an ally that a robot just sprayed with oil...not good.
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