overall the factory lacks VERY crucial roles out of the 10 units, only 3 of them do RELIABLE damage the factory has 2 units labeled riot, and 1 in the riot slot.... only 1 of those THREE.. does actual damage pyro: a solid raider, but not very cost effective... and too fragile to use as a proper riot. and often friendly fires other pyros if used as groupped raiders (pushing into assault for example) proposed change: wider flame cone (goal is to fill the role of riot better) moderator: the main damage source of jumpbots, but when looking at the dps/cost value, theyre pretty weak. a 10 second reload means they can be overrun quite easily if they not able to 1 shot their target poposed change: lower/drop the slow in compensation for higher burst/shorter reload placeholders: great at immobilizing units, but thats all it does proposed change: give the black hole some damage, perhaps 10-20 dps while held, compensation would be lowering the lifespan of the black hole from 13.3 to 10 (with a 14 second reload, this gives more counterplay to getting your units out of it.) firewalkers: a pseudo artillery unit, that has a REALLY hard time dealing with shields... but still a better riot than placeholders proposed change: afterburn for staying in the napalm on the ground increases in damage over time... compensate with less burn duration on the ground (this would require 2 firewalkers to keep the burn stacking) jugglenaut: another pseudo riot, its main damage source is slamming units into its own face, or slowly jumping on things for a almost laughable, 1001 damage (thats not even enough to take out a stinger), on a 15 second recharge (less than 100 dps) proposed change: health regeneration ------------------------------------------ tldr: im aware the factory is full of a bunch of good units, but they dont work that well in tandem with each other.. firewalkers and placeholders are the units everyone says "jumpbots is great, look at these units!"... but when you look at it from a solo factory standpoint.... jumpbots just has too many bad matchups and very few practical answers to things example: 1 ogre: cost 500m, health 1950, range 320elmo, dps 208 (480 burst) 1 moderator + 1 placeholder: cost 490m, combined health 1380, range 420/475 respectively, dps combined 46 +184slow yes, the moderator and placeholder will win that matchup, but its going to take 40 seconds.... FORTY SECONDS for them to kill it meanwhile. the ogre can kill a moderator in a single attack. or two for the placeholder... at a 2.3 second reload, that has SPLASH DAMAGE and thats using the proper "skirmisher>riot" rock paper scissors and yes, im aware that majority of the community will disagree with me
+0 / -3
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I think the unreliability of Jumpbots is sort of the point. They're not quite a "joke" factory so much as a testing bed for experimental factory unit designs, and one that happens to be pretty funny pretty often. The factory is more than the sum of its parts, and its value gets especially ridiculous in team games when people play together or at least plate each other's factories effectively. In particular I think you're really undervaluing the Jugglenaut in your assessment. The Jugglenaut is shown repeatedly to be an effective tool at breaking up stalemates or outright ending games. The Pyro is also not only effective as a Riot vs Raiders, it's downright oppressive when micro'd well. It's gotta be one of the highest skill cap units in the game. Every time I see a replay of a higher ranking player using the Pyro it's a bit shocking. PERSONALLY, I think the Factory's biggest problem right now is the Puppy. It's a very binary unit. I'm not sure what can be done about it exactly, but unless it just acts as a scout unit, as a combat unit it feels either very oppressive or completely useless (blob exploding to any proper riot or random splash hits.)
+1 / -0
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i addressed part of that in my original post "full of good units, but they dont work well in tandem with each other" moderator/placeholders are the only natural synergy (firewalkers take a while to kill things that arent raiders the puppies are a AMAZING UNIT, but theyre not the scout theyre meant to be. theyre amazing at devaluing reclaim, or potentionally snowballing a push, but overall, they dont function well within the factory "the unreliablilty is the point" that shows the flaws of the factory, it lacks consistency.. it lacks that reliability when moderators are the core of your damage, and theyre HORRIBLY cost effective compared to other skirmishers... you can hopefully see the problem the factory is creative, but volatile as hell, placeholder/moderator combo is EASILY pushed by raiders. since the factory lacks a practical riot unit as for the juggle... its not effective as a heavy/riot, ESPECIALLY for the cost 1700m for something that has to sacrifice hp in order to RELIABLY kill, and its VERY SLOW, so moving it around to get healed up takes a while... and it DEMANDS micro in order to be effective its a great meat shield, but that assuming your opponent went afk and doesnt micro their units in return the biggest issue of the factory is lack of reliable dps.. moderators only do 46 dps. like the example i used, it takes 40 seconds to kill a singular ogre pyro and jacks can also captalize on a placeholder... but theyre at risk of getting caught up in. which often results in your opponent using that against you.... also, pyros are SQUISHY AS HELL for how little dps they do "its great in team games when people plate effectively".... again, this shows the issue of the factory. it lacks CRUCIAL roles that it has to barrow from another factory you might plate a jumpbot to get placeholders or firewalkers... but a jumpbot user has to plate to get: riot, cost effective raiders, artillery, scouts, assaults that move faster than the speed of smell jacks: cost 600m. health 6000, speed 54.3 u/s.... melee only attack 54.3 being melee only means that you HAVE to use your jump aggressively... and since jacks are difficult to mass due to their cost, theyre very prone to being stunned... and theyre too slow to challenge what stunning them if you look at the natural synergies within the factory.. youll see its pretty split 1. pyros/jacks/juggle all have to be pretty close to their enemy 2. placeholder/moderator/firewalker all want to stay away placeholders and firewalkers means that you risk friendly fire if you try to use both 1 AND 2.... resulting in you only really utilizing half the factory. thats why theyre great to plate. because youre using either 1 OR 2, not trying to use the whole fac
+0 / -0
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Add cloak to jack (morph from cornea, no fac needed, 600 cost still) and you get a pretty effective walk in jackhammer something to dust, jump out rotation. Juggle is also incredibly scary when jumping into a blob of units out of cloak (hold fire on the gravguns to sneak up) This is not only jumpbot factory advice, most factories get like 1.5x effectiveness just by adding cloak. I also recommend autoretreat, since that makes jumpbots autojump to retreat. (Pyro can live through a stinger shot by doing this) But, I'd argue Jump has the most potential to benefit off all of their units working together in one composition. Mod, Placeholder and Juggle are great setup tools for their close range factory partners. Mod is also the best flex AA and AA support one could ask for, and pyros can jump after the planes too Inversely, jack, juggle pyro and puppy make protectors against anything that would want to rush down your moderators. Pyro kites most raiders easily, puppy is selfreplicating of their wrecks too. Juggle just pushes them away, and anything in jack range will sort of die. Puppy also deters raiders from swarming pyro too early on. Firewalker helps jumps vs swarmy skirmishers and spread out light porc they have troubles with. The Issue is that they pay for this possibility, also literrally. Theyre expensive, and squishy, or expensive and relatively slow.
+3 / -0
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In my experience, jumpbots are a high-skill factory; perhaps even the highest. What I mean is it requires more skill than the other factories to play effectively. Probably for the reasons you describe: at face value they lack what's needed to win games, but I think their value is in using them in "weird" and atypical ways.
+3 / -0
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Also, 40 seconds to kill an ogre without any loss, without any attention and guranteed is pretty good I cant think of anything that can reliably do that. Sure other skirms do it eventually too, but theyre less reliable than even lone mod. (one could argue just the placeholder effectively "kills" the ogre too, since at that point any skirm can land the kill) And saying that juggle jump only has 100 dps ignores the usual usecase of jumping on a bunch of units. its essentially a reusable snitch.
+1 / -0
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i also mentioned that previously. the concept the "work well together".. yes, something stuck in a placeholder with a jack is probably going to die.. but your jack is also stuck in the placeholder unless you jump it out (which also means its no longer doing damage) when it comes to auto retreat, ive used this in the past. but its a bit rough to setup since the constables have a build power of 5... is the ability to jump REALLY worth having a build power of 5? theyre too expensive and squishy to mass as a mobile repair ball, so caretakers are almost required if jumpbot could adapt a unit to handle riot duty better, then things would like play out a bit better.. personally, i'd like to see damage on the black hole, as it would take some of the NEED to have other units backing up the "riot" unit but for the cost, the units are pretty ineffective... especially considering how prone to friendly fire the units can be
+0 / -0
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Well, things caught by placeholder are effectively out of the game unless they outrange it. (which would then make them a riot counter) Placeholder can effectively stall other riots like no other can. And you get that burn by walking in pyro and jumping it out, or having a firewalker. (Which is more fun gameplay wise, and a synergy that would be weakend or removed) Placeholder with damage would just become better firewalker, since its cheaper and gurantees the kill on anything it traps. (that cant shoot back, but skirms are squishy by default too, so you can dance your placeholder and probably farm those too. Even with no perma black hole, you just need 2 placeholders for the effect.) Repair stations should usually be caretakers anyhow, have a con make one, then start the others whenever you need more and have them built by caretakers. The jump is powerfull in keeping your cons alive in frontline reclaiming Jacks are pretty comfy in a placeholder hole killing things, and jumping out when everything is dead, its only really an issue if placeholder misses or so, which is then not something to go in on.
+2 / -0
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According to zkstats, since (about) the beginning of 2025, in 1v1 games where the losing player was rated above 2000 and the winning player had no more than a 200 rating advantage, Jump has a 51% winrate. It has poor matchups against spider (43%) and rover (39%) but strong matchups against tank (68%), hover (65%) and amph (61%). From that perspective I do not think that jumpfac needs buffs. Really, in terms of land matchups the only factory with a problem appears to be shield (43% overall). quote: the factory has 2 units labeled riot, and 1 in the riot slot.... only 1 of those THREE.. does actual damage |
Lobster has the artillery icon, occupies the artillery slot in Amph factory, and does no actual damage. I challenge you to say that Lobster is a weak unit with a straight face.
+5 / -0
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lobster scallops are so op [Spoiler]but toad, moderators, fire-walkers (great anti spider / cloaks) and placeholder are amazing imho i could never get the hang of juggle.. puppy can deny reclaim and push wrecked crumbling front-lines.. its nice vs things like sniper too but skutle is my most loved unit of all time <3 man those things are fun when they work i have this strange feeling that jumpies are really good vs jumpies.. they seem to counter themselves well
+1 / -0
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the most fun factory! but it needs so much close attention so i get easy overload after some time, as each unit has some gimmick or need some tender love. hard to not forget the rest of the game, e.g. other fronts or the big picture, eco, scouting,... and then, there is skuttle. did you know, that you can rise to 1800 by only building/using skuttle (for comparison, the top players on the old ladder system had 2100 elo at that time) . but also, you cannot lift your elo higher than that, because using skuttle to kill stuff leaves you both with no units.
+0 / -0
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It has a lot of weaknesses, without the strengths to counteract them. It's cost/value is the weakest of any faction, even planes. Every unit in it's roster is easy to counter and require the support of a different factories units to be effective and act as meat shields. Planes are the only other faction that even arguably have this weakness. OP mentioned the weaknesse sof soem units. But i want to put out that most of it's roster are more likely to kill themselves or allies than enemies without close micro. Making them extremely low value. Some other paremeters might need to be enrfed to compensate but i think it would be reaosnably balanced with changes like: Pyro: Heals from fire damage or is atleast immune or highly resistant to it. This prevents them from team killing and makes them uniquely self sustaining raider/riots. Allowing them to compete in cost efficency with glaives and kodachis. While retaining relevance into late game meles with larger groups of units. Moderator: Give them a jump. This way they arn't completly reliant on a meatshield escort, but are still pretty easy to catch with a determined attacker. You could also give them a small aoe blast on hit. All stunning weapons have excessively large AOEs enabling them to kill groups of raiders with easy. It would justify their pathetic DPS and inability to act as proper skirmishers. Without changing their identity as immobile marksmen. Placeholders: Give them a jump. Replace their black hole with a field of the same size that rapidly builds up slow,stun and/or emp on all units within. This makes them more relevant against foes of all sizes at all stages of the game, while also giving attentive foes a chance to escape the field. Adding a small amount of damage could also allow them to act as pseudo artillery like minelayers. Firewalkers: Give them a jump. These guys really only need a small cost reduction or atk rate buff. just a tiny one. I think the faction being innefective vs shields is a fine weakness that players can reaosnably play around. This could also be moved to the strider factory, making room for a apropriate unit. Juggle Naught: The jump should apply its gravity cannons in a spherical aoe around the size of the bast (push or pull). Making up for it's low damage. I also think this should be moved to the strider factory, making room for a more apropriate unit. Jacks: Should have their damage and hp slightly reduced in return for leaving a small fire pool when they attack. Allowing them to stay thematic to the faction, be easier to counter and slightly less oppressive as mono spam. Constable: Should be given a weak flamethrower in additon to their slow cannon. this would allow them to actually have a meaningfull self defence against early raiders. Compared to a welder they are waaay overpriced. for 45 more metal the welder gets more than 3 times it's hp, 25% more build power and 6x constables dps at a greater range. Of course it should be a bit mor efficent, due to mobility weaknesses of being a tank, but not multiple times stronger and mroe effeicent. Puppy: these guys are fine stat and featurewise. They just need to be given an ai command similar to a constructors "recycle", so you don't have to micro them so much. Skuttle: im nto sure how i feel about these. They are effective at efficently taking out extremly expensive units like striders. But against soemthing like a crab, they might not even make cost. You need 2 of them minimum to land, if either fails and you need a 3rd your no longer cost efficent. It's also a massive diversion of resources to build them in the first place. which is hard to do when your likely already on the backfoot from surprise dante/grisly/paladin etc.. And after all that they are countered by any cheap unit. 100 metal of fleas can easily counter this 550 behemoth without much risk. Toad: give it a small flamethrower and or slow laser. Given moderators can hitscan aircraft and even pyros can take them down at close range, toads are largely redundant for this factory. This change would make them effective at the unique role of prolonged air defence, which is generally accompanied by raiders and builders to claim the newly bombed region. As well as keeping them relevant once an enemy gives up on aircraft, which also often happens after foiling an bombing rush.
+0 / -0
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To be honest, jumpbots are the most extreme units of any factory. In some situations they're superpowers, but in other situations they are almost worthless. They're very individual, so it may take some experience to see how they work with other units and with each other. Keep practicing and you can become amazing ;)
+1 / -0
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quote: Moderator: Give them a jump. |
quote: Placeholders: Give them a jump. |
quote: Firewalkers: Give them a jump. |
you think you want this but holy moly you really dont
+10 / -0
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from my experimenting and watching/learning etc jumpbots as a factory has a "sword and shield" style of gameplay. moderators/placeholders/firewalkers are all great at defending pyro/jack/puppies are good for attacking jugglenaut can do a bit of both, but at the cost of not doing ACTUAL damage ,jugglenaut has to jump to do damage, meaning youre fully committed to the push during the recharge.... and again, the juggle has to sacrifice health in order to kill things in 1v1s, this works out as youd expect, you can control different aspect of the map with ease, due to the predictable nature of 1v1s ... example: "my opponent has units on the north side of the map, i can use my judgement of the map and understood eco to know what is on the southern side to know if i can get some pyro/jacks in for raiding" in team games, jumpbots strengths are nullified due to how difficult raiding can be when multiple people can answer it you also run the possiblity of friendly fire, im sure most experienced players can recall times where firewalkers hit friendly units, or zoned an area that prevents them from routing through it placeholders and firewalkers are GREAT units.. but i can understand if people dont want to their teammate putting them in amongst their army overall: since the factory lacks crucial roles like a true riot, and true artillery, you have to get DANGEROUSLY creative... and that typically has INSANELY high risk due to reclaim and the cost of the units put a string of dirtbags against a jugglenaut and watch it kill itself, the jumpbots user would have to micro the juggle to avoid that happening, and if a HEAVY/RIOT cant even handle a constant flow of dirtbags.. what good is it? ive stated prior, jumpbots is FULL OF GOOD UNITS... they just dont work that well together, and the lack of a true riot REALLY hurts the factory
+0 / -0
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another example of things that need to be adjusted constable and convict (jump/shield respectively) constable: cost 140m, health 550, speed 63, buildpower 5, can jump, has a slowing gun that does 7dps convict: cost 120m, health 780, speed 61.5, buildpower 5, has a regenerating shield of 900 that other units can possibly hide inside and contributes to shield-sharing why is a constable SO SQUISHY, for its cost and buildpower, its TERRIBLE... yes im aware that jumping can keep it safe with auto-retreat... but is it THAT much safer? just comparing a few builders cost/health/BP constable and convict are already listed above... conjurer: 120m, 600 hp, 5 BP mason: 120m, 1000hp, 5 BP welder: 185m, 1700 hp, 7.5 BP (and theyre armed) does the ability to jump and a 7dps gun warrant being THAT expensive, THAT squishy, and THAT weak for being armed?? hell, even a welder does 43 dps.. has 3x the health, goes the same speed, and has better BP.... and its only 45 medal more then start comparing the costs/health/dps to other units like skirmershers, youll see that moderators arent very effecient the factory is seen as good because its being carried by a few units, not because the factory is good id take a minor nerf to placeholders (like giving a bit of counterplay to getting units out of a single placeholder) if it means the factory can be brought more in line with the cost effectiveness of other factories
+0 / -0
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The slowing on Constable's weapon does more to keep it safe than a Mason's extra health would, at least vs. raiders. Combined with the jump, it can land a slow, escape the raider's range, and maintain enough slow while running away that the raider never gets a clean opportunity to kill it. For example, a Kodachi on a fire command gets kited indefinitely after the jump-out, and it doesn't even need the jump against a Glaive. The damage is mainly there for fending off Flea harassment.
+0 / -0
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if the defense of why the slow/7dps weapon warrants the cost... your examples are a something on fire command with 0 micro.... or a 25m cost unit okay, your 140m, 5BP builder lives slightly longer... as stated, jumpbots are good in games when you can raid consistently. but in team games. they often just result in being able to hold a line, they struggle to push in yes you can use cloaks to get your units closer.. but thats true for ALL factories
+0 / -0
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 RandomThePybro are you suggesting that a constructor should be able to hold its own against a sizable enemy force?
+0 / -0
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thats a rather large jump in logic im not asking for just raw buffs.. im asking for the power weighting to be spread to more effective areas, mostly riot and arty roles being unfilled im making comparisons between respective units to show that jumpbots seem to be weaker in comparison to cost effectiveness as stated prior, lobster for amph takes the slot of artillery, but it also solves the NEED for it. jumpbots lacks a proper riot, pyro is a great raider, but as a riot. its not very cost effective.. and juggles require micro and are quite slow to move around the map im perfectly okay with some units taking a minor nerf if the power weighting is distributed to the gaps of the factory. it being a very quirky factory, i understand that its impact in 1v1/teams is going to vary DRASTICALLY, and thats what i'd like to see smoothed out. its rather annoying to be playing jumpbots in a team game and.. "oh, they went shieldbots and are porcing.... gotta plate". i just want the factory to be more self reliant. not having a true arty makes pushing porc hell, especially if its under a shield... you have to plate to get something that can deal with that. AND the riot you might need to defend it. i dont want to have to sparrow or plate every time i need to deal with a stinger
+0 / -0
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