1 |
[quote]Shieldfac
has
the
advantage
that
as
themes
go
not
all
of
its
units
have
to
have
shields
(
so
Bandit
and
Rogue
get
away
with
being
largely
generic)
.
Dirtbag
is
only
very
tenuously
related
to
the
shield
theme
but
works
so
well
in
terms
of
gameplay
with
the
rest
of
the
fac
that
it's
fine.
Racketeer
works
fairly
well
in
tandem
with
shields
kind
of.
Roach
doesn't
really
fit
with
shields
much
at
all
but
it
has
to
go
somewhere
and
the
mirror
relationship
with
Cloakyfac
gets
it
over
the
line.
[/quote]
Bandit
and
Rogue
actually
suit
the
factory
perfectly.
Bandit
has
extra
range,
allowing
it
to
hide
under
shields.
Rogue
has
an
arc,
allowing
it
to
shoot
over
Thugs
and
obstacles.
Dirtbag
is
verymuch
a
shield
unit:
It's
a
meatshield,
Rogues
can
shoot
over
it
and
Outlaws
right
through
it,
dead
or
alive.
Roach
itself
is
great
for
hiding
under
shields
(
Sadly,
hiding
it
in
a
cloakfield
seems
more
common,
but
that
is
precisely
how
I
imagined
them
used)
,
and
if
you
don't
remember
the
glory
days
of
roach/dirtbag
raiding,
it
let
you
skip
bandits
and
take
out
llts,
comms
and
whole
bases
by
hiding
your
roaches
behind
dirtbags.
You
can
actually
play
a
roach-dirtbag-rogue
composition
and
never
use
any
shields
or
bandits,
but
roach-dirtbag
is
only
barely
viable
at
best
as
a
primary
raider/riot/assault
compo,
and
it's
hard
to
compete
with
thuglaw
bandit
for
reliability.
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1 |
[quote]Shieldfac
has
the
advantage
that
as
themes
go
not
all
of
its
units
have
to
have
shields
(
so
Bandit
and
Rogue
get
away
with
being
largely
generic)
.
Dirtbag
is
only
very
tenuously
related
to
the
shield
theme
but
works
so
well
in
terms
of
gameplay
with
the
rest
of
the
fac
that
it's
fine.
Racketeer
works
fairly
well
in
tandem
with
shields
kind
of.
Roach
doesn't
really
fit
with
shields
much
at
all
but
it
has
to
go
somewhere
and
the
mirror
relationship
with
Cloakyfac
gets
it
over
the
line.
[/quote]
Bandit
and
Rogue
actually
suit
the
factory
perfectly.
Bandit
has
extra
range,
allowing
it
to
hide
under
shields.
Rogue
has
an
arc,
allowing
it
to
shoot
over
Thugs
and
obstacles.
Dirtbag
is
verymuch
a
shield
unit:
It's
a
meatshield,
Rogues
can
shoot
over
it
and
Outlaws
right
through
it,
dead
or
alive.
Roach
itself
is
great
for
hiding
under
shields
(
I
imagined
them
hiding
under
shields
lategame
in
precisely
the
way
people
use
them
under
cloakfields
now:
Sadly
the
cloakfield
is
just
better
for
this)
,
and
if
you
don't
remember
the
glory
days
of
roach/dirtbag
raiding,
it
let
you
skip
bandits
and
take
out
llts,
comms
and
whole
bases
by
hiding
your
roaches
behind
dirtbags.
You
can
actually
play
a
roach-dirtbag-rogue
composition
and
never
use
any
shields
or
bandits,
but
roach-dirtbag
is
only
barely
viable
at
best
as
a
primary
raider/riot/assault
compo,
and
it's
hard
to
compete
with
thuglaw
bandit
for
reliability.
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2 |
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3 |
Frankly, I'm not happy unless every factory has more than one composition like this: You can start Dart into Slashers into leveler/slasher push, adding Imapler for heavy turrets, and totally skip Scorchers and Ravagers in Veh if you like. In fact this was standard vs hovers when Daggers wrecked Scorchers and slashers were OP and mandatory vs them. The huge number of Slashers you needed to defend yourself made Ravagers unnecessary when it came time to push their defenses.
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2 |
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4 |
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3 |
@Pxtl
prettymuch
nailed
it.
|
5 |
@Pxtl
prettymuch
nailed
it
on
factory
identity.
|
4 |
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6 |
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5 |
Hover is speed and precision weapons (little AoE and even their arty and skirm is accurate). Halberd is the exception but it's virtually melee. It's meant to take the Arm vehicle role, and serve as a full, fleshed out second Flatmap factory with a focus on speed over HP.
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7 |
Hover is speed and precision weapons (little AoE and even their arty and skirm is accurate). Halberd is the exception but it's virtually melee. It's meant to take the Arm vehicle role, and serve as a full, fleshed out second Flatmap factory with a focus on speed over HP.
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6 |
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8 |
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7 |
Amph
is
meant
to
be
slow
speed,
high
weight,
snowbally
comps
(
Think
Duck,
Bouy,
Brizzly)
,
so
that
for
pure-land
maps,
they're
most
viable
on
8x8
and
lower.
They're
very
range
focused,
thus
the
Archer
as
their
riot
to
keep
units
at
bay.
This
is
why
they
have
the
teleporter
for
larger
maps,
because
they
need
it
the
most
(
Instead,
they
tend
to
use
gunship
transports:
So
the
design
is
working,
but
inter-factory,
which
is
fine)
.
Ultimately
though
high
weight
and
slow
made
Duck
too
bad,
but
I
still
think
that
unit
needs
more
beating
with
the
design
stick
until
Archer
is
used.
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9 |
Amph
is
meant
to
be
slow
speed,
high
weight,
snowbally
comps
(
Think
Duck,
Bouy,
Brizzly,
they
all
stack
up
and
snowball)
,
so
that
for
pure-land
maps,
the
speed
makes
them
most
viable
on
8x8
and
lower.
They're
very
range
focused,
thus
the
Archer
as
their
riot
to
keep
units
at
bay.
This
is
why
they
have
the
teleporter
for
larger
maps,
because
they
need
it
the
most
(
Instead,
they
tend
to
use
gunship
transports:
So
the
design
is
working,
but
inter-factory,
which
is
fine)
.
Ultimately
though
high
weight
and
slow
made
Duck
too
bad,
but
I
still
think
that
unit
needs
more
beating
with
the
design
stick
until
Archer
is
used.
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8 |
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10 |
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9 |
Spider
was
meant
to
be
focused
on
EMP,
intel,
and
hit-and-fade
attacks,
but
Spy
is
IMO
not
what
it
should
be.
Cloak
is
NOT
one
of
it's
features,
that's
cloakfac!
I
wanted
spy
to
burrow
like
flea
instead
(
static
cloak)
,
but
it
was
hard
to
achieve
the
units
goals
then
and
it
was
at
the
time
the
exemplar
anti-heavy.
Zeus
and
Tick
were
both
slated
for
this
factory
as
EMP
options,
but
tick
overlaps
with
Venom
and
Cloak
needed
heavy
units.
Fleas
achieve
the
hit
and
run
and
intel
goals,
as
do
Recluse.
Recluse
used
to
be
the
powerhouse
of
the
factory,
and
the
goal
was
to
hit
from
range
and
retreat
behind
a
barrier,
either
of
terrain
or
a
wall
of
EMP
from
Venoms.
It's
also
meant
to
control
territory
from
perches,
beyond
just
being
able
to
move
across
terrain
it's
meant
to
also
be
able
to
take
advantage
of
sitting
on
perches,
which
the
Crabe
exemplifies
and
the
Hermit
and
Recluse
embody
somewhat
too.
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11 |
Spider
was
meant
to
be
focused
on
EMP,
intel,
and
hit-and-fade
attacks,
but
Spy
is
IMO
not
what
it
should
be.
Cloak
is
NOT
one
of
it's
features,
that's
cloakfac!
I
wanted
spy
to
burrow
like
flea
instead
(
static
cloak)
,
but
it
was
hard
to
achieve
the
units
goals
then
and
it
was
at
the
time
the
exemplar
anti-heavy.
Zeus
and
Tick
were
both
slated
for
this
factory
as
EMP
options,
but
tick
overlaps
with
Venom
and
Cloak
needed
heavy
units.
Fleas
achieve
the
hit
and
run
and
intel
goals,
as
do
Recluse.
Recluse
used
to
be
the
powerhouse
of
the
factory,
and
the
goal
was
to
hit
from
range
and
retreat
behind
a
barrier,
either
of
terrain
or
a
wall
of
EMP
from
Venoms.
They
were
THE
skirmisher
factory.
It's
also
meant
to
control
territory
from
mountains,
beyond
just
being
able
to
move
across
terrain
it's
meant
to
also
be
able
to
take
advantage
of
sitting
on
perches,
which
the
Crabe
exemplifies
and
the
Hermit
and
Recluse
embody
somewhat
too.
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