This page presents an overview of general faction diversity. It outlines the overall strengths and weaknesses of each faction, and highlights some of their more unique units. The units that are extremely similar throughout the factions are not included on this page. Detailed statistics about every unit in the game can be found in the Unit Database.
UEF; the "Turtle" faction, a name coined because this faction plays best with a slow, steady, grinding style. Good for beginners together with Seraphim thanks to very solid, largely uncomplicated units, a strong ACU at all stages of the game, and units which do exceptionally well with little to no micro.
ACU
Has in the early game stage the highest amount of HP compared to the other ACUs. Its shield upgrade is on the back slot, while the RAS upgrade is on the arm slot, which makes it possible to get shield and RAS simultaneously. The same is possible for gun and T2, which are located on the arm slots. Hence the UEF ACU can also be a very good forward unit with the ACUs shield and gun upgrade, which can hold its own in most fights.
SACU
Extremely powerful in combat (after getting upgraded), with high DPS, area of effect damage, and dual shield upgrades to create a bulky, powerful unit. This is a very good late game unit to use. It is notable, that it can also build the Ravager (T3 PD).
Mech Marine
Considered the best LAB, as it has a steady rate of fire.
Tank
High HP but slow, the first hint of UEF's overall trait. Requires very little babysitting, awesome all-rounder.
Artillery
Slow fire rate but huge damage, quite accurate. Provides optical vision for a short time at impact site.
Bomber
Arguably the worst of all the T1 Bombers because of its inaccuracy, but highest overall damage output (350 per drop, including burning damage) against large buildings and great against densely packed armies.
Interceptor
Probably the best T1 interceptor, because of the front-loaded weapon. Note that this advantage is rather tiny compared to other units though.
Frigates
Radar jamming to create the appearance of having a bigger navy than you actually possess. Great against the floating T1 seraphim artillery.
Point Defense
Good AOE, good rate of fire, and the fact that they are not blocked by terrain make the Triad a good allround point defense.
Static Shield
One of the weaker T2 shields, but still worthwhile. Upgradable to T3 though this is not recommended.
TMD
The weakest TMD, has trouble with overkilling missiles.
Engineering station
Drones that can fly anywhere and cant be hit by ASFs. While inefficient buildpower-per-mass wise, their mobility and the absence of pathfinding problems make these useful late-game for focussing your economy. Upgradeable to obtain another drone per building.
Mongoose Bots
Ranged bot with low damage, somewhat useful when paired with mobile shields, but highly dependant on good micro.
Pillar tanks
Solid all-around assault tank with good HP/mass ratio, this should usually form the backbone of your T2 land force.
Riptide
Stronger but more expensive than other factions hover units, good vs T1 Units, especially the floating ones.
Mobile shields
Inefficient in large numbers, but the big radius makes protecting your army easier than using the Aeon mobile shield.
Combat Engineer - Sparky
Fast, good HP, high build power, Radar Jamming and a built-in gun which can fire while reclaiming or building. They can only build combat-related structures. Can also be built from T2 air factories. /!\ can't build radar.
Gunships
Can transport a single T1 or T2 unit. LABs can fire from the transport clamp, increasing the DPS.
Fighter/Bomber
Can fight air and ground. Not strong versus either, due to comparably low air damage and very spread out bombs. Sometimes useful against large groups of units.
Transport
Can transport up to 14 T1 units or 6 T2 + 2 T1 units or 3 T3 + 2 T1 units.
Torpedo Bomber
Good and reliable torpedo bomber.
Destroyer
Small range and very weak torpedoes make this one of the weaker destroyers, but it has, once in range, high DPS.
Cruiser
Cruise missiles which can overwhelm TMD, has non-splash SAMs as AA. Also has a small direct-fire gun.
Shield Boat
The backbone of the UEF navy and one of the two reasons it has the strongest navy overall. Avoid producing too many, as the efficiency of shield boats decreases proportional to the amount of shield boats you already have (due to shared shield damage for overlapping shields).
Torpedo Boat
Good torpedos and epic torpedo defences, but low HP and vulnerable to direct fire, also fairly small range, so they cannot operate on their own.
Seraphim, the other 'Beginner' faction, they generally make up for their lack of unique units with extremely powerful all-rounders. Who needs a specialist shield killer when you can just blow the front door down?
Cybran, the "Hit and run" faction that is harder to master. Require more micro than UEF and Seraphim. Weakest ACU. Fast units that are good to combine mobile stealth. Worst static shields and no mobile shields. Best Cruise Missiles, they split into 3 smaller when hit by TMD.
Aeon, the hardest faction to play. Require lot of micro. Good choice for playing on air spot due to versatility.