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Destiny 2

Discuss all things Destiny 2.
Edited by A Tigerstorm: 10/29/2018 10:13:17 PM
13

If Destiny was an RTS like Halo Wars Part 3: Vex

Part 1: https://www.bungie.net/en/Forum/Post/249389950/0/0 Part 2: https://www.bungie.net/en/Forum/Post/249394617/0/0 Faction 3: Vex -Strengths: •Perfect Unit sync (meaning they will focus fire on weak targets first, then go for larger ones, or vice versa) •All units have the same base speed, which is good in longer distance advances •Leader Powers recharge quicker •Can Warp any unit to a location in range -Weaknesses •Line of sight decreased slightly •Reduced supply income -Main Base: Conflux -Tier 1 Base: Spire -Tier 2 Base: Citadel -Tier 3 Base: Nexus of Time Infantry: Vex Gate System -Core Infantry: Goblins. Good all round unit. Upgrades allow for teleportation during combat, reducing damage taken. -Anti Infantry: Hobgoblin. Ranged unit. Requires charge up times before damaging foes. Upgrades add a shield that can be activated, rendering them immune to damage, but unable to attack for a few seconds. -Anti Vehicle/Building: Minotaur. Large vex unit. Good for tanking damage. Upgrades allow for them to rush their enemies, increasing damage. Vehicles: Radiolarian Pits -Core Vehicle: Centaur. Large and bulky. Good for midgame defense against rushes. Upgrades add shields. -Anti Air: Chimera. Large Vex unit with four legs. Shoots out several radiolarian shards that seek air units. Upgrades allow for increased damage and tracking capabilities. -Artillery: Cyclops: Large, but very weak when not set up. After being set up, they can shoot large blasts of Void energy to enemies from insane distances. Requires line of sight in order to shoot. -Anti Ground: Hydra. Large and very powerful. Decent against air. Upgrades allow for rotating shields, reducing damage done to hydras by 25%. Air: Constructer Spire -Core Air: Harpy. Small, agile, and medium damage. Upgrades allow for better damage against vehicles. -Support Air: Dryad. Heals units with high burst healing. Weak with over time healing. -Ultra Air: Gryphon. Large vex construct. Damage to all units except vehicles (to which it’s good at killing, but not effectively) is incredibly high. Special ability allows for protective barriers to shield the Dragon. Research Building: Gate of Time -Super Unit: Vex Gate Lord. Can summon vex units through any portal it creates, instantly creating an instant army. Leaders: -Theansyin, Recovery Mind “Vex mind with only one major goal. Support of other units, and potential allies. Leader powers spread large pools of radiolaria, healing units, and damaging enemies, while upgrading Dryads burst headings” -Leader: Recovery Mind. Special powers heal all units in a wide radius. -Macaltis, Assault Mind “Vex mind with only one purpose, destruction of anything that does not fit the pattern. Origins of the Mind are Unknown, even to be Vex themselves. All leader powers are offensive, either passively or not. Can generate more supplies at a significant cost of power.” -Leader: Assualt mind: Powers allow for increased damage for allies to all unit types for 30 seconds. Upgrades increase the duration of the effect -Thaton, Containment Mind “Vex mind programmed for extreme scenarios where an enemy can not be stopped, only slowed. The Containment mind was present during the invasion of the Hive within their Gate Network, and is responsible for their displacement to earth and its moon. Leader powers allow for the Mind to put enemies in stasis, preventing them from moving while still taking damage from allied units.”

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  • Why would line of sight be a weakness? They should be able to calculate trajectory, velocity, distance, etc with ease. I never understood why their aim is so bad when thematically it should be the best. I'd play an RTS Destiny no questions asked

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