Now this is probably a bit late to mention for it being THE MOST IMPORTANT THING TO DO WITH ELDAR : NEVER NEVER NEVER NEVER STOP MOVING !!!!! the moment you do, you holofields drop and your toasted by even the most mediocre player who sees the mistake and capitalizes on it. Later in your admirals life, you become less dependant on this because your using longer ranges afforded by your Battleship. It results in taunts not stopping your ships totally, and makes them veer away from the tauntee. The best thing i've found is to have your ships default behavior set to 12k and broadside attacks, use your movement and manual firing for best results. There is no easy way to deal with taunts other than stay out of range of them, but this can be difficult even with range upgrades as it can often leave you only 1500 units of range where you can fire without being taunted. To deal with taunt can be very tricky, and your opponent will often have more than one ship with taunt so be ready for chains. Weapon range upgrades are almost manditory, as it helps extend the firing time while your facing your enemy, and in the later stages can help prevent you closing in range of the dreaded taunt. A better option for the hit-and-run tactics is the turn degree bonus. Speed is not useful here, and can actually cause you more problems. When your firing on your enemy you will almost ALWAYS have your opponent comming at you head on, so you need to extend the time you can fire before having to turn and head out for the next attack run. This is great if your going to spend all your time with your back to the enemy running, but is counter to Eldar having only frontal weapons. Things like the speed increase, it seems great at 75 for the increase, until you read the fine print : It's only when using a move order, an attack order cancels it out. This is one of my favourites because its short cooldown timer, and goes hand in hand with pulsars.įor your upgrades, a few things you need to be mindful of is how eldar upgrades can be vastly different from other races. The other skill you will need on your larger pulsar equiped ships is the 180 degree instant turn. The rest of your skill selections can in large be preference based suited to your particular tactics until you get to your Battlecruisers and Battleship. Remember Eldar are all about hit-and-run tactics, intelligence is vital. In a round against other eldar you will hate yourself for not having them, and with the other races you need to know which ships have what and which one to target first accordingly. Now as far as skills go, YOU NEED PROBES, either the lauchable or fixed will do, but knowing what you targets are, have equiped etc is crucial to any round with eldar. As you progress unlock your ship slots as soon as you get them open, all saving your renown does is gimp your choices. Don't get caught up in trying to use the ships like you would with other races, you don't have choice, get used to it.Īs far as your light cruiser selection goes, grab two of each ( 2 x carrier, 2 x pulsar ), though this doesn't seem to make sense, it gives you the variety for certain mission types later in game. So for the benefit of those who want to learn / choose to veiw a different perspective, I thought i'd offer up what i've learnt and how i use them along with how i get beaten.Īnyone who plays Eldar, knows how very restricted the ship variance is, the only real choice being in light cruisers which is between carriers or pulsars and still very limited. Well, i've maxxed out my eldar ( both in ship lvl's and admiral ), and im surprised to see the volumes of people who simply fold against eldar, some of whom are eldar themselves lol.
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