Difference between revisions of "Faction Information"
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* [[File:A Tempest.PNG|50px]] '''Tempest''' - Experimental battleship. Long range, slow rate of fire with huge damage and splash. Has good long ranged torpedos, torpedo defence. Can build T1 and T2 ships. Can be submerged. | * [[File:A Tempest.PNG|50px]] '''Tempest''' - Experimental battleship. Long range, slow rate of fire with huge damage and splash. Has good long ranged torpedos, torpedo defence. Can build T1 and T2 ships. Can be submerged. | ||
* [[File:A Paragon.PNG|50px]] '''Paragon''' - Experimental resource generator. Very expensive. Produces up to 1 million energy and 10,000 mass | * [[File:A Paragon.PNG|50px]] '''Paragon''' - Experimental resource generator. Very expensive. Produces up to 1 million energy and 10,000 mass | ||
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Revision as of 10:26, 27 September 2015
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.
Description
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).
Tech 1
- Land:
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.
- Air:
Bomber - Arguably the worst of all the T1 Bombers because of its inaccuracy, but highest overall damage output 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 intis though.
- Naval:
Tech 2
- Buildings:
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.
- Land:
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.
- Air:
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.
- Naval:
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.
Tech 3
- Buildings:
Point defense also known as a (Ravager) – The only T3 point defence, it has huge range, massive damage, and a lot of HP. A couple of these will make any land assault costly to the enemy, and more than a couple can take down even Experimentals before they deal considerable damage. Can also be used offensively for PD-pushes too. This unit is the primary reason UEF will win just about any static base-war stand-off situation.
Static Shield – Very expensive with a large radius, only to be built late-game.
Engineering station – This is the upgraded version of the engineering station. See above to read about it.
Sonar - Weak Torpedo launcher included. More health than the cybran counterpart. Mobile.
- Land:
Titan Bot – Extremely fast, good at mopping up lost T1 land forces and general raiding, but not able to compete with heavy units. Shield makes this unit perfect for hit-and-run style raiding.
Percivals – This is the primary assault weapon of the UEF army. It's slow, heavily armoured, and the high burst damage firing cycle make it the strongest T3 land unit in the game for its mass. This is UEF's main unit for stopping direct-fire Land Experimentals. Can cross through water by walking on the ocean bed.
Mobile Missile Launchers – Fire cycle specifically designed to break TMD. Each missile deals a good deal of damage. Fairly high reload, good to be used in combination with T3 mobile artillery.
- Air:
- Naval:
Battlecruiser – The undisputed master of the ocean surface, combined with the T2 shield boat and torpedo boat this creates the strongest navy in the game. Has high range and powerful beam-weapons.
Battleship - The best battleship in the game, this unit has the highest range, great damage and good HP. There are no torpedoes, nor torpedo defences, the AA is pitiful and the firing cycle of one salvo every 20 seconds makes it vulnerable to T2 hover tanks and T1 frigates.
- UEF has no T3 aircraft carrier.
Tech 4 – Experimental
Fatboy – It's slow, has a large hit area, and has comparably low HP. It has a bubble shield to protect itself and your army, as a mobile factory it can build an army by itself and can refuel and repair your aircraft. This is not a direct fire unit, it is a long range artillery and should live behind the bulk of your army, raining huge damage from a long distance. Extremely vulnerable to attack from air.
Atlantis – Submersible aircraft carrier capable of building its own planes. Can be used for a sneaky air attack, but its also cheap, has good HP, huge vision radius, and long-range, high-damage Torpedoes. One tool to counter Seraphim's T3 sub hunters.
Defense Satellite – This unique unit is a building which spawns a satellite. It can fly anywhere on the map and fire a laser down in bursts. The satellite cannot be destroyed other than having a nuke collide with it or destroying the building. The only other way to kill it is to hit ground underneath it with a Yolona Oss missile.
Mavor – Experimental Strategic Artillery. This unit has practically unlimited range, outstanding damage, and is extremely accurate even firing at a very high distance. One of the most expensive units in the game.
Seraphim
The other 'Beginner' faction, the Seraphim 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?
Description
ACU - Good HP, fearsome TML upgrade, and access to dual-RAS, dual-repair, a restoration field for your units, or dual-gun upgrades, this is a very powerful ACU.
SACU - Overcharge and shield upgrades make this one of the strongest combatants of any type in the entire game, but it's highly micro dependant. Also has teleporter access. Has no RAS.
Tech 1
- Land:
Combat Scout - While standing still, this unit is stealthed and cloaked, meaning it's undetectable except by omni sensors. This can be used to provide reliable intel, or if standing on a mass spot will prevent engineers from building upon it. This unit takes the Seraphim's LAB spot as well as scout.
Floating Artillery Costs more than other T1 mobile artillery, but it's amphibious, has a nice firing cycle, and does very good damage.
- Air:
- Naval:
Tech 2
- Buildings:
Point Defense - Uses a laser so it never misses or wastes any DPS, making it the best anti-T1 T2 point defence, but the low profile means it can be blocked by uneven terrain.
Torpedo Launcher - The only torpedo launcher with torpedo defense, it has also lower HP.
Static Shield - Best shields in the game, expensive, but the biggest and the strongest
Sonar - Best T2 sonar, since they don't have T3 sonar.
- Seraphim has no Engineering Stations
- Land:
- Air:
Torpedo Bomber - Worst torpedo bomber. Only T2 torpedo bomber that can be countered by torpedo defence. Drop far from the boat, can result in hitting the ground.
Transport - The best T2 transport of all factions. Can carry 16 T1 units or 8 T2 units or 4 T3 units.
Fighter Bomber - Does good damage, but is easily dodgeable. good against building. Not great fighter.
- Naval:
Destroyer - Not only does this fire lasers which never miss and never waste any damage, but the unit can be submerged to become invulnerable to surface fire. Best destroyer with micro. It lacks of hability for killing base, since laser shoot terrain a lot.
Cruiser - Flak AA and the cruise missiles can be fired individually with good micro to kill very efficiently. Less effective against tmd.
Tech 3
- Buildings:
- Land:
Tanks - Has trouble with uneven terrain and is generally outclassed by the Siege bots, but has the highest DPS of any T3 Land once you get it fully in range, and is brilliant in a well-mixed army.
Mobile Shield - Only T3 mobile shield, it's big, it's strong, and it hovers so it's amphibious too.
Sniper Bots - Inaccurate while moving. Manual toggle between normal and sniper modes, with sniper mode firing higher damage shots at longer range, but less frequently. Good with T3 mobile shield to protect them from bombers.
- Naval:
Tech 4 – Experimental
Ythotha Assault Bot - Great against groups of units with a high splash damage 'Ball of doom' cannon. When destroyed releases a highly destructive orb of lightning energy that attack any unit or structure nearby for 30 seconds.
Ahwassa Bomber - Absurdly powerful bomber, it's vulnerable to interception but if this thing drops, you can assume the target died.
Nuke Launcher - Hyper-expensive game-ender class mega-nuke. Each missile takes two anti-nuke missiles to defend it, the nukes load faster, they do more damage and they have a frankly ridiculous AOE.
Cybran
"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.
Description
ACU - Least HP but slightly higher regen. Gun and tech upgrade on same arm, so you can't have both. Laser or torpedo upgrade. Stealth and expensive cloak upgrade. This ACU is best for telesnipe.
SACU - Decent combat unit. Gun upgrade can stun units. Best nano repair upgrade. Can have AA sam upgrade or cloak upgrade.
- RAS upgrade and Rapid Fabricator.
Tech 1
- Land:
- Air:
- Naval:
Tech 2
- Buildings:
Point Defense - Cheapest but weakest from all factions. Can be blocked by terrain.
Tactical Missile Launcher - Best from all factions. Missiles split into 3 smaller when hit by TMD.
TMD - Best from all factions.
Static Shield - Weakest from all factions, but also cheapest. Can be upgraded 4 times.
Engineering Station - Assist everything in its range, can be upgraded 2 times.
- Land:
Rocket Bot - Big range with lower damage. Great if combined with mobile stealth field.
Tank Rhino - Strong tank good if mixed with T1 artillery.
Tank Wagner - Very fast amphibious tank that can cross water.
Mobile Missile Launcher - Best from all factions. Rapid firing with low damage but missiles splits into 3 when hit by TMD.
Mobile Bomb - Very low HP but high damage, good for sniping ACUs and experimentals especially if dropped from transports.
Mobile Stealth Field - Cybran is the only faction with mobile stealth field. Great Support for T2 and T3 units hiding them from enemy radars.
- Air:
Figher/Bomber - Great bomber with splash damage. Weak AA. hard to dodge, best fighter/bomber for sniping.
Gunship - Big splash damage, great against group of T1/T2 units.
Torpedo Bomber - Drops torpedos directly on ships, can't be countered by torpedo defence.
Transport - Worst of all factions. Can carry up to 4T2 + 2T1 or 2T3 + 2T1 units. Can stun T1 and T2 units.
- Naval:
Submarine Hunter - Personal stealth. Good torpedo damage and decent torpedo defence.
Destroyer - One of the best. Large range, fast rate of fire. Lot of shoot can be dodge. Can't shoot backward. Great if combined with stealth. Best torpedo defence. Can walk on land.
Cruiser - Worst AA since missiles are fired with a slow initial velocity. AA gun can be switched to shoot on naval or land. Direct fire weapon with decent damage. Can repair aircraft.
Stealth Boat - One of the advantages of Cybran navy.
Tech 3
- Buildings:
- Land:
Siege Assault Bot - Fast bot with small range. Useful for early raiding. Can deflect cruise missiles. Stuns everything in small range when dies.
Armoured Assault Bot - Strong slowly moving with large range and rapid fire rate. Better if combined with Stealth.
Artillery - Largest splash from all mobile artillery but lowest damage.
- Air:
- Naval:
Tech 4 – Experimental
Monkey Lord - Cheapest land experimental. Low HP. Has stealth field. Short range, high damage laser. Good for early T4 stage.
Megalith - Heavy direct fire experimental with a lot of HP. Can't shoot backwards, but can be microed to move back while shooting. Can produce some T2 and T3 units.
Soul Ripper - Strong experimental gunship. Good splash damage against groups of units.
Scathis - Rapid firing artillery with a shorter range and far less accuracy than T3 artillery but with huge dps. Cybran game ender. Can move, and is amphibious.
Aeon
Hardest faction to play. Require lot of micro. Good choice for playing on air spot due to versatility.
Description
ACU - Decent HP, has two gun upgrades and better range that other faction's gun upgrade, double shield upgrade. Chrono upgrade that stuns units. Double RAS.
SACU - Bad in combat since only one gun upgrade available. Double shield upgrade or nano repair.
- RAS upgrade, teleport, sacrificial system.
Tech 1
- Land:
- Air:
- Naval:
Tech 2
- Buildings:
Point Defense – Strong PD that is not blocked by terrain, slow rate of fire, splash damage. Best dps.
Static Shield - Strong shield but small radius. Can't be upgraded to T3.
TMD - Deflect missiles, can counter infinite number of missiles at once, weak against rapid fire missiles. Can't stop missile aiming for way further.
- Aeon had no Engineering Station
- Land:
- Air:
Swiftwind Combat Figher - Dedicated AA fighter. Best T2 AA.
Gunship - High accuracy.
Mercy - Suicide aircraft with low HP that deals lot of damage. Used for sniping ACU and other high value targets.
Torpedo Bomber - Drops depth charge. Can't be used in shallow water.
Transport - Slightly better than Cybran, can carry up to 2T3 + 4T1 or 1T3+4T2 units.
- Naval:
Tech 3
- Buildings:
- Land:
Harbinger Bot - Fast shielded bot with good damage and average range. Can reclaim and repair.
Mobile Artillery - High accuracy. Deals damage over time. Does not need to deploy to fire.
Shield Disruptor - Large range, great weapon against shields. Hover, can go over water.
Sniper Bot - Large range, good damage, slow fire rate, low HP. Inaccurate while moving.
- Air:
- Naval:
Tech 4 – Experimental
Galactic Colossus - Strong experimental bot with lots of HP. Long range laser. 2 tractor claws. Has omni and decent vision radius.
CZAR - Experimental aircraft carrier. Anti ground beam that deals a lot of damage. Decent AA. Can carry, build and repair aircraft.
Tempest - Experimental battleship. Long range, slow rate of fire with huge damage and splash. Has good long ranged torpedos, torpedo defence. Can build T1 and T2 ships. Can be submerged.
Paragon - Experimental resource generator. Very expensive. Produces up to 1 million energy and 10,000 mass
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