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Tier predictions:
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Tier predictions:
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2 |
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2 |
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3 |
Bad: Force multipliers, specialist lynchpin units, high value units, solo base killers, information denial gambits
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3 |
Bad: Force multipliers, specialist lynchpin units, high value units, solo base killers, information denial gambits
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4 |
Good: massed uniformity that is all individually far too weak to challenge comm.
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4 |
Good: massed uniformity that is all individually far too weak to challenge comm.
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5 |
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5 |
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6 |
Factory Rating:
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6 |
Factory Rating:
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7 |
Shield: A: No major weakness from traitors aside from snitch. Felon traitor is the the least dangerous lynchpin. Low cost units is nice too.
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7 |
Shield: A: No major weakness from traitors aside from snitch. Felon traitor is the the least dangerous lynchpin. Low cost units is nice too.
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8 |
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8 |
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9 |
Rover: A: No major traitor vulnerability aside from scorcher solo fact. It can be countered by comm., reasonable defenses and solar blocking most sides so its okay. Traitor domi is pretty funny but probably won't be too impactful most of the time though, and it is generally not needed.
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Rover: A: No major traitor vulnerability aside from scorcher solo fact. It can be countered by comm., reasonable defenses and solar blocking most sides so its okay. Traitor domi is pretty funny but probably won't be too impactful most of the time though, and it is generally not needed.
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10 |
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11 |
Airplanes (2nd fact): B, normally enemy have no infrastructure to make use of planes, so its safe. No surprise and traitor likho/thunderbird being a dangerous double edge weapon, though not game ending, make it weaker though.
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Airplanes (2nd fact): B, normally enemy have no infrastructure to make use of planes, so its safe. No surprise and traitor likho/thunderbird being a dangerous double edge weapon, though not game ending, make it weaker though.
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12 |
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Cloak: B: area cloaker gambits don't work, phantom probably gets sniffed out way easier, imp is very dangerous. Low cost gameplay is okay though, just don't build knights or reavers before the the rest of the army can counter them though. (knights first)
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Cloak: B: area cloaker gambits don't work, phantom probably gets sniffed out way easier, imp is very dangerous. Low cost gameplay is okay though, just don't build knights or reavers before the the rest of the army can counter them though. (knights first)
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14 |
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Gunships: C: no surprise factor = huge nerf
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Gunships: C: no surprise factor = huge nerf
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Spiders: C: widow traitor comm. snipe, crab traitor gg. Early redback traitor is also tricky.
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Spiders: C: widow traitor comm. snipe, crab traitor gg. Early redback traitor is also tricky.
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Hover: C: Early Mace traitor eek. Scalp traitor high value target sniped. lance traitor snipe another lance for huge hole in the line, or comm snipe. Dagger and bola spam will have to carry.
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Hover: C: Early Mace traitor eek. Scalp traitor high value target sniped. lance traitor snipe another lance for huge hole in the line, or comm snipe. Dagger and bola spam will have to carry.
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20 |
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20 |
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21 |
Jumpbots: D: Pyro traitor base burned, jack traitor base lost, Jugg traitor huge hole in line. Placeholder traitor i don't even....
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Jumpbots: D: Pyro traitor base burned, jack traitor base lost, Jugg traitor huge hole in line. Placeholder traitor i don't even....
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22 |
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22 |
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23 |
Tank:
D:
Every
major
tech
escalation
is
at
risk
from
instant
loss
(
ogre,
mino,
cyclopes)
due
to
greatly
increased
strength
from
each
successive
vehicle,
and
impracticality
of
having
enough
defenses
or
army
to
defend
base
against
these.
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23 |
Tank:
D:
Every
major
tech
escalation
is
at
risk
from
instant
loss
(
ogre,
mino,
cyclopes)
due
to
greatly
increased
strength
from
each
successive
vehicle,
and
impracticality
of
having
enough
defenses
or
army
to
defend
base
against
these
before
building
them.
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24 |
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24 |
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25 |
Amph: D: limpet traitor gg army wipe, and a lot is normally used in a match. Also think of the grizz traitor~
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25 |
Amph: D: limpet traitor gg army wipe, and a lot is normally used in a match. Also think of the grizz traitor~
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26 |
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26 |
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27 |
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27 |
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