quote: Spider, Jumpy, Hover and Amph. |
Spider - all "raiding" gets shutdown by 1 LLT, the rest of fac is too slow. Works fine on smaller maps with chokepoints that can be avoided by all-terrain. Even then, probably loses to jumpy.
Jumpy - has 3 good units: pyro, puppy, skuttle. Pyro is an excellent raider so the fac is viable on maps where you can get away with only building pyros.
Hover - has 3 good units: scrubbers, mace, pene. Can actually fight on par with vehicles on flat maps thanks to the first two.
Amph - has some weird units, and Drone has shown that many can be used well if microed properly. On land it is still inferior to cloaky fac (archer does counter glaives, but rockospam wins against amphs)
Shields - subpar raider, subpar skirm (rogue sucks compared to rocko), subpar riot (warrior is much better), subpar assauls (zeus is much better). Felonball is nice but has hardcounters. Roach is the only redeeming unit for the fac, but it is not enough to make the whole fac worth building.
Gunships - only works if you can surprise and rush your opponent. Many non-specialist AA units can hit gunships, so the switch to land is not as effective. Cons are expensive and have almost no HP, that slows down expansion A LOT.
Fixed wing air - again, works rarely and mostly due to surprise effect. The damage bombers can output is low due to having to refuel, giving the opponent time to adapt. Same expansion problem as gunships due to weak cons.