

Note that tac ops generally only have limited area of effect and you can usually at best get 3 units with one when units are lined up right.

Now compare those buffing tac ops around. Which may as well be all your units because there is no good reason not to ensure every one of your units has one of the great Synthesis mods. Then there are the tac ops that buff every integrated unit on the field. The Daemon is just a bonus on top of the Hacker. They see "oh that thing the Hacker does only works on mechanical" and ignore that they have a great basic attack and a chaining stagger attack that works on anything, not just mechanical. Synthesis does not suffer due to the limits of their offensive tac ops and they have better unit buffing tac ops than anybody else.Ĭlick to expand.This is a common problem people have. However you still have access to your weapon techs which all grant tac ops and can hit biological. These are far greater impact than hitting a few units. Synthesis can give 2 shields to all of your units for only 2 tac points or 20% damage and 1 stagger res for 5 tac points.

Tac ops generally at best do a chaining attack or buff/heal in a one tile AoE. Also talking tac ops Synthesis has the absolute best. Psynumbra doesn't have a heal/buff strat op while Synthesis has one of the better ones. Yes, there aren't Synth ops that directly target enemies that are biological. Total Network Integration (seen in above screenshot) protects against everything, not just mechanical. They did allow all my units to become mini drone carriers which gave me loads of bodies to absorb a ton of fire and do some nice poking before going down. My Malware Daemons didn't convert a single unit.
