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Which factory has the best/worst raider?

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Date Editor Before After
12/18/2017 4:09:00 AMAUrankAdminAquanim before revert after revert
12/18/2017 3:59:21 AMAUrankAdminAquanim before revert after revert
12/18/2017 3:53:36 AMAUrankAdminAquanim before revert after revert
12/18/2017 3:52:06 AMAUrankAdminAquanim before revert after revert
Before After
1 I'm not sure how useful this question is but I'll try to say some interesting things anyway. 1 I'm not sure how useful this question is but I'll try to say some interesting things anyway.
2 \n 2 \n
3 Ducks aren't very good raiders (in terms of harassing eco, threatening com expansion, etc.) but they are good against many of the raiders that are (particularly Glaive and Scorcher). If we're talking about entire factories then Archer and maybe Scythe need to be considered also. I think Archer is underrated especially now that Limpet exists. 3 Ducks aren't very good raiders (in terms of harassing eco, threatening com expansion, etc.) but they are good against many of the raiders that are (particularly Glaive and Scorcher). If we're talking about entire factories then Archer and maybe Scythe need to be considered also. I think Archer is underrated especially now that Limpet exists.
4 \n 4 \n
5 A mostly arbitrary ordering, assuming the map is hilly enough that veh-type and bot-type are both viable, and including scouts that act as raiders in practice: 5 A mostly arbitrary ordering, assuming the map is hilly enough that veh-type and bot-type are both viable, and including scouts that act as raiders in practice:
6 Cloaky (glaive, scythe kind of) 6 Cloaky (glaive, scythe kind of)
7 Amph (duck/archer) 7 Amph (duck/archer)
8 Tank (kodachi/blitz) 8 Tank (kodachi/blitz)
9 Rover (scorcher) 9 Rover (scorcher)
10 Shield (bandit) 10 Shield (bandit)
11 Hover (dagger) 11 Hover (dagger)
12 Jump (pyro) 12 Jump (pyro)
13 Spider (flea) 13 Spider (flea)
14 \n 14 \n
15 The following caveats apply: 15 The following caveats apply:
16 \n 16 \n
17 Hover goes up a LONG way as the map becomes flatter and bigger, and if it has water. Tank and Rover a bit less so. Jump goes up if the map has cliffs. Amph goes down if the map is big, and goes up if there is water or at least good terrain for Archer. 17 Hover goes up a LONG way as the map becomes flatter and bigger, and if it has water. Tank and Rover a bit less so. Jump goes up if the map has cliffs. Amph goes down if the map is big, and goes up if there is water or at least good terrain for Archer.
18 \n 18 \n
19 If we include gunship it's probably #1 unless the map does not favour it. Swift is too difficult to quantify for me. 19 If we include gunship it's probably #1 unless the map does not favour it. Swift is too difficult to quantify for me.
20 \n 20 \n
21 If we include how factory constructors influence the raider game, Jumpfac goes up a bit and Shieldfac becomes either #1 or very close to it. Bandits hiding behind Convict shields are ridiculous. 21 If we include how factory constructors influence the raider game, Jumpfac goes up a bit and Shieldfac becomes either #1 or very close to it. Bandits hiding behind Convict shields are ridiculous.
22 \n 22 \n
23 If we include how other cheap units influence the raider game: 23 If we include how other cheap units influence the raider game:
24 Shieldfac goes up (dirtbag is mostly irrelevant but snitch is great) 24 Shieldfac goes up (dirtbag is mostly irrelevant but snitch is great)
25 Cloaky goes up (imp is really good in raider game and mandatory in some matchups IMO, rocko is required in amph matchup) 25 Cloaky goes up (imp is really good in raider game and mandatory in some matchups IMO, rocko is required in amph matchup)
26 Rover goes up a little bit (Dart vision makes it easier to use Scorcher, fencer is required in some matchups) 26 Rover goes up a little bit (Dart vision makes it easier to use Scorcher, fencer is required in some matchups)
27 Spider becoes strange (Venom defeats enemy raids but doesn't raid itself) 27 Spider becoes strange (Venom defeats enemy raids but doesn't raid itself)
28 Jump goes up a little bit (puppy is good in a few matchups, placeholder can be useful) 28 Jump goes up a little bit (puppy is good in a few matchups, placeholder can be useful)
29 Amph maybe goes up a tiny bit (depends if you can get mileage out of limpet)_ 29 Amph maybe goes up a tiny bit (depends if you can get mileage out of limpet)_
30 \n 30 \n
31 On sea maps, ship > hover > amph (Corsair is nuts, Hunter and Seawolf are pretty good; Cutter is mostly useful in the mirror). 31 On sea maps, ship > hover > amph (Corsair is nuts, Hunter and Seawolf are pretty good; Cutter is mostly useful in the mirror).
32 \n 32 \n
33 On flat maps, tank raiders beat hover raiders (ymmv) but Dagger has a better matchup against most other factories. Rovers have to lean on Fencer a bit. 33 On flat maps, tank raiders beat hover raiders (ymmv) but Dagger has a better matchup against most other factories. Rovers have to lean on Fencer a bit.
34 \n 34 \n
35 Bandit, Scorcher and Glaive ( in more or less that order) retain their usefulness in late game better than other raiders. 35 Bandit, Scorcher and Glaive ( in more or less that order) retain their usefulness in late game better than other raiders. Bandit is IMO the best raider for screening against cloaked stuff in the lategame and for dealing with incidental stuff, Scorcher is still a potent run-by threat, and Glaive is OK at both. The gimmicks of Amph, Tank and Jump raiders don't translate well into lategame and Dagger just doesnt do enough damage. Flea is a good screen against cloaked units although it doesn't do much else.