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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