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Shieldbot Factory Breakdown (In My Opinion)

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16 months ago
If you think I misevaluated any of the Shieldbot Factory's units, please tell me so I can fix my playstyle in the future.

Convict - Probably the best constructor to use to reclaim because of the small shield surrounding it. In balls, it can go into semi-hostile territory to reclaim while other constructors wouldn't have a chance there.

Dirtbag - A stupid unit that is only used to counter any unit that works best on flat ground. Noobs overestimate this unit because they do this stupid strategy against spiders.

Bandit - One of the best early raiders because of its speed, precision, and slightly longer range than the slightly more popular glaive. It is mostly used in early game/in a shieldball for constant damage if you are fighting against tanky units like minotaur/halberd.

Rogue - A good skirmisher when it comes to damage, but projectile speed and movement speed evens out the low cost and high damage.

Thug - Absolute garbage assault, it's only used early game as a recharge for felon, but it is quickly replaced by aspis when you have enough energy to make aspises.

Outlaw - When adequately defended by shields, this is the best anti-swarm in the game. Not only does it slow units, but it has a huge range, and can save your shieldball from cloaked snitches/imps.

Felon - One of the highest DPS units in the game, but it drains shield, and if enough tanky units are thrown at it, it becomes a sitting duck once its shield charge is gone. That's why it is classified riot/skirmisher because it isn't strong enough to push by itself, and it needs to retreat a lot.

Racketeer - Cancerous unit, all it does is disable you. The worst part is it tracks you even if the racketeer owner doesn't have completely vision on your units.

Vandal - Really bad anti air, but can be very scary for gunship players seeing so many rockets coming at them, especially if they don't have vision.

Snitch - Can easily make cost by killing a ball of units, and it burrows.

Aspis - A simple unit, just shields your shieldbots even more than before.

Convict: 9.5/10.
Dirtbag: 2/10, but very situational.
Bandit: 9/10.
Rogue - 7.5/10: too slow.
Thug - 4/10 alone, 7/10 with felon.
Outlaw - 9/10.
Felon - 8.5/10: high DPS but has to retreat often.
Racketeer - 9/10, psychological damage and very good against heavies (striders and tanks).
Vandal - 6/10, damage too low.
Snitch - 9.5/10, almost always makes way more than cost, and is also very cheap.
Aspis - 9/10, good shield and can walk.
+2 / -0

16 months ago
quote:
Dirtbag - A stupid unit that is only used to counter any unit that works best on flat ground. Noobs overestimate this unit because they do this stupid strategy against spiders.

Exactly not. First, it is a spammable scout/screen that doesnt die instantly like puppies, darts or fleas. Second, offensive dirtbag-spam needs brains. You have to decide where your boxes should die and where NOT, because you just clog up your own path as well if you just run them into the enemy. Being able to jump means you can retreat as well as just perform confusing movement. I think that dirtbags can be played very effectively, but that needs creativity and a plan. Something that I basically never see.

quote:
Thug - Absolute garbage assault, it's only used early game as a recharge for felon, but it is quickly replaced by aspis when you have enough energy to make aspises.

Factor in cost and shield-regen, and suddenly thug is a very good assault IN THE EARLY GAME. In clusterfucks, Felon-rush might be viable, in smaller games it just takes too long and is basically overconcentrated metal on the field, meaning that the same value split into smaller units is better because it is a lot better at map-control.
+2 / -0
16 months ago
katastrophe, I feel like I said those points in my breakdown, but I think I said them a bit more negatively and not as open. Thanks for the review, dirtbag spam just won me a game when hovers were on my lane. I will likely heavily reconsider my breakdown of dirtbags. (I think my review and your review of thug was the same)
+0 / -0

16 months ago
I think you've got Vandal wrong. It's extremely cheap for missile anti-air, with Crasher being 220 and Tarantula being 380, on the middle and higher end. It demands a much higher density than most other AA, but has the stats to pull it off with similar capabilities. And, 650 HP for only 90 cost isn't a bad deal either for a non-assault. It's just a bit different than most units.
+3 / -0


16 months ago
Thug is very good because of its durability.

A thug+outlaw+rogue or thug+felon ball is very hard to kill in a 1v1 or small teams context (where you can't rely on allied cloaked snitch or Likho to save you).
+0 / -0
16 months ago
Vandel is probably the best mobile anti air, its only 90 m.
+0 / -0
The thing about Vandal is that, as an air player, it is way easier to identify and avoid a blob of 20 Vandals than 5 Tarantulas or similar.
+5 / -0
16 months ago
i think that you should rank shieldbots a bit higher
+0 / -0
15 months ago
lol i commented on this with my alt
+0 / -0