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The Tempest and the Fatboy must also be surfaced or on land, respectively.Upgradeable. e Build costs -2100 -240 300 Max health 4800 4200 4400 4600.
Upgradeable. e Build costs -2400 -210 300 Max health 4800 4200 4400 4600. Upgradeable. e Build costs -7200 -800 1600 Max health 9000 7800 8200 8200. Upgradeable. e Build costs -11700 -630 1800 Max health 9000 7800 8200 8600. Upgradeable. e Build costs -5400 -1170 1800 Max health 18000 15000 16000 17000. They always start out as Tech 1 factories, and are capable of building all Tech 1 mobile units of their type (land, air or naval). Similarly, Tech 3 factories can build Tech 1, 2 and 3 units of their type. It usually becomes bigger, acquires more health, and an extra build arm. Tech 2 factories build twice as fast as Tech 1 factories, and Tech 3 factories, three times as fast. They consume resources to construct SCUs which construct at Tech 3. They dont have any upgrades, and they cant construct any other units, but otherwise all commands that work with factories also work with quantum gateways. A lot of time and resources are required to build SCU s, however it is usually worth it in the long run if you can get your economy rolling and the Quantum Gateway assisted by T3 engineers and mass producing SCU s. This means it takes no more than 4 engineers (of the corresponding tech) to double a factorys build rate. Because of this, it is much more time and resource efficient to assist a factory at T2 and T3 levels, and quantum gateways, rather than building more. It is more resource and time efficient to build a multitude of T1 factories, rather than assisting them with T1 engineers. Whilst it is most cost effective to assist with T1 engineers, their weak hp make them a prime target for bomber strafing runs, and having too many can create large amounts of congestion around a factory, resulting in a delay for the finished unit to enter the field, and in extreme cases actually increase the delay before another unit may be built. This can be reduced by having a line of engineers assist parrallel factories (by patrolling between the factories), or simply by building more factories, and is also mitigated at air factories due to the extremely small takeoff time of constructed aircraft. Even light artillery is enough to deter regular engineers, but is a moot threat to sACUs. The two only notable differences are the naval factorys build layout: While all other factions naval factories build on the left, the Seraphim naval factory builds on the right. Also, when creating an engineer from an air factory, the factory is stalled while it lowers the unit to ground level. The Aeon are unique in that they can sacrifice old engineers to units or buildings, this is better than the alternative of self destructing and reclaiming them, as you get the energy and can put it to use immediately. Except for the Megalith, all of these units must be stationary in order to construct units. During the construction, their weapons are also disabled (the Megalith is again an exception to this rule, along with CZAR, which can use its beam and AAs while constructing (though it cant move)).
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