Units that you should never build
Posted: 23 Jun 2016, 02:35
T2 kbot
-fido & morty Less cost efficient and less dps for cost than vehicle counterparts, the cost of building a critical mass of these units is always better spent on other units, increasingly rarely seen. When they succeed, winning by other means would normally be faster.
-archangel & manticore Much less cost efficient than t1 counterparts or fighters, only worth making as a last resort. Useless compared to t2 veh aa. High cost.
T3 kbot
--vanguard Very high cost low dps. Same cost as bertha, same dps as bertha but 4x less range than bertha and has to go near the front line. Deflected by plasma, no match for catapult. Were previously nerfed.
T1 veh
-samson & slasher Very low dps, have seen heavily reduced usage. Were previously nerfed.
T2 plane
--torpedo bomber Broken unit, many situations where bomb vanishes entirely in shallow water or off map. Never build this unless you know its flaws well enough to work around them, otherwise find another way to fight sea. Bombs should drop on or closer to target and travel along the water surface not beneath it.
-blade gunship Far less cost efficient than t2 gunship.
T2 structures
--moho exploiter Costs as much as a doomsday but has much less health, dps and use, stops mining when firing and also needs e to fire. You can build a t2mex and 2 viper for same cost. No reason to build this unit, always make a regular mex and in the time saved you will generate enough m to pay for a doomsday in the place of an exploiter.
Reduce com wreck from 2500 -> 1250 Currently game revolves around self d of commander, a negative side effect of an incentive system gone wrong. Killing com instantly earns you a t2 lab of your choice, breaking t1. Often 2 commanders will die at once which is 5000metal for whoever gets it. This can buy you a fusion or a t2 lab and 2 goliaths, far too much reward and a high incentive to combomb for m.
-fido & morty Less cost efficient and less dps for cost than vehicle counterparts, the cost of building a critical mass of these units is always better spent on other units, increasingly rarely seen. When they succeed, winning by other means would normally be faster.
-archangel & manticore Much less cost efficient than t1 counterparts or fighters, only worth making as a last resort. Useless compared to t2 veh aa. High cost.
T3 kbot
--vanguard Very high cost low dps. Same cost as bertha, same dps as bertha but 4x less range than bertha and has to go near the front line. Deflected by plasma, no match for catapult. Were previously nerfed.
T1 veh
-samson & slasher Very low dps, have seen heavily reduced usage. Were previously nerfed.
T2 plane
--torpedo bomber Broken unit, many situations where bomb vanishes entirely in shallow water or off map. Never build this unless you know its flaws well enough to work around them, otherwise find another way to fight sea. Bombs should drop on or closer to target and travel along the water surface not beneath it.
-blade gunship Far less cost efficient than t2 gunship.
T2 structures
--moho exploiter Costs as much as a doomsday but has much less health, dps and use, stops mining when firing and also needs e to fire. You can build a t2mex and 2 viper for same cost. No reason to build this unit, always make a regular mex and in the time saved you will generate enough m to pay for a doomsday in the place of an exploiter.
Reduce com wreck from 2500 -> 1250 Currently game revolves around self d of commander, a negative side effect of an incentive system gone wrong. Killing com instantly earns you a t2 lab of your choice, breaking t1. Often 2 commanders will die at once which is 5000metal for whoever gets it. This can buy you a fusion or a t2 lab and 2 goliaths, far too much reward and a high incentive to combomb for m.