The piercing PDW/turret requires 6 NJ techs adding up to 3850 total research time points to unlock, vs 8 NJ/Syn/Phoenix techs adding up to 3800 total research time points for the laser PDW/turret. It looks like different types also deal different types of damage or produce effects, and can hit multiple enemies, or are more accurate.What really sets me off is how the NJ VDM Enforcer piercing PDW and the NJ Rattlesnake AT piercing turret actually requires slightly more research time to unlock than the Phoenix Gorgon Eye-A laser PDW and the Phoenix Scorcher AT laser turret do, but the piercing PDW/turret has worse stats overall than the laser PDW/turret. Also, to be clear, some weapons pierce armour, some shred it (armour is not health in the game, but actual protection, so it must be reduced to let weaker attacks penetrate), and some attacks can stun. Each has unique classes, such as one having healing abilities and sentry weapons while another is a beast master and another is infiltration and stealth, and combining multiclassing with diverse equipment and vehicles, along with enemies changing, implies a great diversity in viable troop compositions and counters. There are also vehicles.Įach faction can be your ally, enemy, or neutral, and you can trade or steal from them, which unlocks cybernetic limbs and control of mutations, depending. The Queen can grow more armour, or forgo armour and change from close combat to range, or produce enemy units and concealment for them.Įach soldier can take different classes, and multiclass, in addition to the unique weapons each can take, like a machine gun for the heavy, or a granade launcher. This takes place over several missions, so it is based on statistics. If a specific variation of crabman (say heavy carapace with a shield and a grenade launcher and agile legs) does well, more of them will be used against you whereas if it fails it will be scrapped and replaced with something newĮach type of weapon functions differently, and the entire physiology of enemy aliens changes based on how they are attacked, so the basic infantry of the aliens can grow a shield arms to block fire, or a grande launcher if they see your troops clump together.
Phoenix point weapons trial#
The aliens have about as much customisation on their units skills and weapons as the player does (if not more) and an AI virus will use trial and improvement to figure out which mutations work best against you and your tactics. Working without a faction to get the special PP ending will be more difficult.
You will work with a faction (or without a faction) to achieve their unique end game solution. An alliance with a faction will help your research and provide you with resources, in return for things such as you helping them defend. There is a picture on the PP twitter which shows the class system in its early developmentįactions are extremely important to the game, as you will likely have to choose one to side with in the end.
Even in the current backer build, you can put heavy armour on your sniper and give them a grenade launcher in their backpack (should you really want to). Just about every soldier can train to use every weapon effectively, and you can give them unfamiliar weapons if you should need to. The class system is extremely diverse, and every base class can be formed into exactly what you want. After that, you can gain hold of faction's unique weapons, classes, items and technology by either working with them to achieve their unique goal of dealing with the alien threat (and shunning the others, meaning you will likely become enemies), or choosing to initiate a tactical mission in which you can steal their stuff and use it for yourself (obviously angering them) There will likely be a single branching tech tree for the base faction, the player.