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Amph bots as the newbie factory

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5 months ago
I'm thinking about the amph bot factory. It is good on any terrain: On water, it has submarines; on land, it is competent; on mountains, lobsters and djinns.

Furthermore, most of the top players are good because of better economy, not because they micro their units: The best players have a significantly higher amount of reclaim & metal prospector awards, and they have a significantly negligible amount of decorated veteran awards. And amph bots discourage micro, since their units are not maneuverable. Because amph bots are not very maneuverable, they should be perfect for teaching the economy part of the game.

Does this mean that amph bots are the perfect factory for learning the game?
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5 months ago
No. Amphs are clunky and they don't have a lot of good options against porc. Cloak at least has sling and phantom, amph has to make griz in order to kill a stinger without losses or terraform.
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Amph raiders are unusually poor against skirmishers and so are their own skirmishers (until you get grizzly). Amph riots are unusually bad at that job. Amph doesn't have a normal assault, or an artillery. Amph relies on lobster or grizzly in many situations where other factories have much more conventional solutions.

Cloaky is the best factory for learning the game. Hover would be up there if daggers weren't such a weird raider; those two factories are the closest the game gets to having all five basic anti-ground archetypes in a single factory without massive caveats causing them to be used abnormally.
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5 months ago
Amph bots are weak against stingers. Amph bots struggle against skirmishers. Noted.

I was thinking about them replays where a pro player massed a bunch of ducks, though. What about those tactics?
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Remember stingers being amph bots' main problem? Remember slow ducks that can't deal with skirmishers?

Lobpot Amph bot factory might be considered for the newbie factory again!
https://zero-k.info/Forum/Post/266995#266995
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