Difference between revisions of "Factory tips"

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==Tips==
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=General Tips=
===Focus on battle===
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*Focus on battle
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.
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::Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.
  
===Repeat is good===
 
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.
 
  
===No two factories are the same===
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*Repeat queue usage is good
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.
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::This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.
  
===Close? Or Far? Where should I place my other factory?===
 
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.
 
  
===Switching?===
+
*No two factories are the same
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.
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::What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.
  
===Learn the factory===
 
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.
 
  
 +
*Close? Or Far? Where should I place my other factory?
 +
::If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If you're far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.
  
  
 +
*Switching?
 +
::If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probably have anti-aircraft, and will lose lots of units if you attack with normal ground units.
  
  
'''Most Important Things To Learn With Your New Factory;'''
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*Learn the factory
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::If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.
  
''Where it can be used;'' For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.
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=Important things to consider when you have a favorite factory=
  
 +
*Where it can be used?
 +
::For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground—they can't climb hills and mountains., while Spiders can go anywhere other than deep water.
  
''How should its units be used;?'' Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily.
 
  
''What are the common unit compositions?;'' What units do you merge it with? Do you monospam with one unit;? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.
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*How should its units be used?  
 +
::Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily if they are inevitably lost.
  
''What are the capabilities of the factory's units;?'' Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots
 
  
These simple question give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.
+
*What are the common unit compositions?
 +
::What units do you merge it with? Do you monospam with one unit? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.
 +
 
 +
 
 +
*What are the capabilities of the factory's units?
 +
::Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots.
 +
 
 +
 
 +
These simple questions give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.
 +
{{Navbox manual}}

Latest revision as of 08:45, 26 February 2020

General Tips

  • Focus on battle
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.


  • Repeat queue usage is good
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.


  • No two factories are the same
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.


  • Close? Or Far? Where should I place my other factory?
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If you're far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.


  • Switching?
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probably have anti-aircraft, and will lose lots of units if you attack with normal ground units.


  • Learn the factory
If you have a favorite factory, learn everything about it and how it is used, how it can be used, and what it is best at. These do help in combat.

Important things to consider when you have a favorite factory

  • Where it can be used?
For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground—they can't climb hills and mountains., while Spiders can go anywhere other than deep water.


  • How should its units be used?
Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily if they are inevitably lost.


  • What are the common unit compositions?
What units do you merge it with? Do you monospam with one unit? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.


  • What are the capabilities of the factory's units?
Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots.


These simple questions give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.