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Hi All,
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Hi All,
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It's been awhile since I've had a post like the one for train factory, so I figured perhaps I should brainstorm up another factory again.
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It's been awhile since I've had a post like the one for train factory, so I figured perhaps I should brainstorm up another factory again.
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I've had this one in my head for awhile - it's sort of a cross between high APM micro oriented control play and mobility that I have always wanted out of a factory, but doesn't really exist in base content (apart from maybe JJ).
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I've had this one in my head for awhile - it's sort of a cross between high APM micro oriented control play and mobility that I have always wanted out of a factory, but doesn't really exist in base content (apart from maybe JJ).
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It is most definitely half-baked, so provide feedback below please.
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It is most definitely half-baked, so provide feedback below please.
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Phasebot (the time out factory)
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Phasebot (the time out factory)
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10 |
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(
Phasing
puts
units
into
statis
where
they
cannot
be
interacted
with
or
interact
with
other
units
for
x
amount
of
time.
They
also
cannot
move,
toggle
fire
states
or
options,
and
shield
charge
and
cloak
are
disabled)
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11 |
(
Phasing
puts
units
into
statis
where
they
cannot
be
interacted
with
or
interact
with
other
units
for
x
amount
of
time.
They
also
cannot
move,
toggle
fire
states
or
options,
and
shield
charge
and
cloak
are
disabled.
Units
who
were
phased
cannot
be
phased
again
for
3
seconds.
)
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12 |
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13 |
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Ghost (constructor)
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Ghost (constructor)
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15 |
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170 metal, 7.5bp
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16 |
170 metal, 7.5bp
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Manual Ability: phase out this unit for 5 seconds. (1 minute cooldown)
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Manual Ability: phase out this unit for 5 seconds. (1 minute cooldown)
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Enhanced: Phases out for 10 seconds instead.
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Enhanced: Phases out for 10 seconds instead.
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Spirit (raider)
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Spirit (raider)
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25 |
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110 metal
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26 |
110 metal
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27 |
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Melee only chakram weapon that deals damage in a small circle around the Spirit.
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Melee only chakram weapon that deals damage in a small circle around the Spirit.
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Manual Ability: perform a small dash in one direction. (15 second cooldown)
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Manual Ability: perform a small dash in one direction. (15 second cooldown)
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Enhanced: Cooldown on dash reduced to 5 seconds.
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Enhanced: Cooldown on dash reduced to 5 seconds.
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Geist (riot/cc)
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Geist (riot/cc)
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220 metal
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220 metal
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Phases out a small circle area in front of the unit for 3 seconds.
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Phases out a small circle area in front of the unit for 3 seconds.
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Enhanced: Instead of phasing out the area in front, stun them with EMP and apply 50% slow instead.
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41 |
Enhanced: Instead of phasing out the area in front, stun them with EMP and apply 50% slow instead.
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Shade (anti-heavy skirm)
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Shade (anti-heavy skirm)
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400 metal
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400 metal
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Throws three blobs of white fire which burn enemy units for percentile max health damage over 4 seconds.
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Throws three blobs of white fire which burn enemy units for percentile max health damage over 4 seconds.
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Enhanced: Throw 5 blobs instead.
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Enhanced: Throw 5 blobs instead.
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Haunt (pseudo-assault)
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Haunt (pseudo-assault)
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550 metal
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550 metal
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Haunts have no primary weapon.
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Haunts have no primary weapon.
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Manual Ability: Throw a hook in a direction. The hook latches onto the first enemy unit or structure it hits, applying slow. While the hook stays connected, Haunt applies x capture damage a second to target. If the target can leave the range of the hook, the connection breaks. Targets captures are controlled permanently, not linked to the Haunt.
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Manual Ability: Throw a hook in a direction. The hook latches onto the first enemy unit or structure it hits, applying slow. While the hook stays connected, Haunt applies x capture damage a second to target. If the target can leave the range of the hook, the connection breaks. Targets captures are controlled permanently, not linked to the Haunt.
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Enhanced: Instead of capturing targets, hitting a target with a hook phases them out for 5 seconds.
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Enhanced: Instead of capturing targets, hitting a target with a hook phases them out for 5 seconds.
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Purifier (firebomb)
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Purifier (firebomb)
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400 Metal
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400 Metal
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Detonates setting an area ablaze, dealing damage.
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Detonates setting an area ablaze, dealing damage.
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Enhanced: In addition to dealing regular burn damage, applies slow.
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Enhanced: In addition to dealing regular burn damage, applies slow.
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Apparition (phasebomb)
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Apparition (phasebomb)
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500 Metal
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500 Metal
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Detonates, phasing a large area out for 10 seconds.
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Detonates, phasing a large area out for 10 seconds.
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Enhanced: Gains the ability to jump a short distance.
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Enhanced: Gains the ability to jump a short distance.
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Nightdeer (mobility damage mech)
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Nightdeer (mobility damage mech)
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3200 metal
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3200 metal
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The Nightdeer is the top-end unit of the factory, and has low HP but high mobility and an unorthodox control scheme.
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The Nightdeer is the top-end unit of the factory, and has low HP but high mobility and an unorthodox control scheme.
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Rather than having standard weaponry, the Nightdeer has 4 manual abilities. Each one of them has a unique cooldown.
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Rather than having standard weaponry, the Nightdeer has 4 manual abilities. Each one of them has a unique cooldown.
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1: Perform a long straight dash.
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1: Perform a long straight dash.
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Enhanced: Replace the dash with an extremely quick JumpJet.
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Enhanced: Replace the dash with an extremely quick JumpJet.
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2: Perform a crescent slash, dealing low damage to all units around the Nightdeer.
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2: Perform a crescent slash, dealing low damage to all units around the Nightdeer.
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Enhanced: Performs the slash an additional time.
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Enhanced: Performs the slash an additional time.
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3: Perform a long stab that vacuums in the first unit it hits, and deals damage to all units in the path.
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3: Perform a long stab that vacuums in the first unit it hits, and deals damage to all units in the path.
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Enhanced: Additionally stuns all units hit for 3 seconds.
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106 |
Enhanced: Additionally stuns all units hit for 3 seconds.
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4: Phase out for 10 seconds. While phased, heal for 2% max HP a second.
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108 |
4: Phase out for 10 seconds. While phased, heal for 2% max HP a second.
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109 |
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Enhanced: Phase out for 15 seconds instead.
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110 |
Enhanced: Phase out for 15 seconds instead.
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Pyre (special structure)
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Pyre (special structure)
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600 metal
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600 metal
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117 |
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Unlike other factories, Phasebots have a building that only their constructors can build called the Pyre. While phasebot units are in range of the Pyre, they gain various enhancements at the cost of taking 2% health damage a second. The Pyre burns itself, has 300 HP and takes 30 HP/damage a second upon being built, dying after 10 seconds.
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118 |
Unlike other factories, Phasebots have a building that only their constructors can build called the Pyre. While phasebot units are in range of the Pyre, they gain various enhancements at the cost of taking 2% health damage a second. The Pyre burns itself, has 300 HP and takes 30 HP/damage a second upon being built, dying after 10 seconds.
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Thus, players should carefully consider whether or not to build this to support them during fights.
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Thus, players should carefully consider whether or not to build this to support them during fights.
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