![]() Quantum Gateways double that again at 120/sec. In absolute terms, all factories have a build rate of their tech level multiplied by 20: Tech 1, 20 Tech 2, 40 or Tech 3, 60. Seraphim T3 Quantum Gateway Build speeds A lot of time and resources are required to build SCU's, however it is usually worth it in the long run if you can get your economy rolling and the Quantum Gateway assisted by T3 engineers and mass producing SCU's. They don't have any upgrades, and they can't construct any other units, but otherwise all commands that work with factories also work with quantum gateways. They consume resources to construct SCUs which construct at Tech 3. Quantum gateways, though not called factories, function similarly. Therefore air first can at times make sense strategically for flexibility even if it is more expensive than land, while naval does not make it worth it. They are also much more expensive, at up to 5x the cost, and slower. However, naval units are not as threatening until later when they can bombard the shoreline. Air units are always useful because they are fast, and the ACU starts on land. Rarely if ever is it wise to get a naval factory. In some less common cases an air factory may be used for a T1 attack bomber or T1 light air transport instead. Factories may build a few more for reclaim and then switch into land spam as required. ![]() This factory is typically used to build engineers to capture mass deposits, although rarely a direct fire unit such as a light assault bot or T1 mobile anti-air gun is used. Usually a land factory is built at the start of a multiplayer match, as it is the cheapest in terms of overall resources. Except for sACUs, each unit can be built by the corresponding factory type (Land Factory builds land units), provided that factory is at least of the required tech level (a tech 2 factory can build tech 2 units as well as tech 1, but not tech 3).įor a full list of units, see the complete unit list. The only exceptions are ACUs, experimental units and the UEF T1 Engineering Drones. Naval factories cost more mass but the a similar amount of power as land.įactories can construct almost each and every mobile unit in this game. Tech 2 factories build twice as fast as Tech 1 factories, and Tech 3 factories, three times as fast. Higher Tech factories build units faster than lower Tech factories, and they use resources at a correspondingly higher rate. It usually becomes bigger, acquires more health, and an extra build arm. Upgrading a factory changes its physical appearance. ![]() Factories cannot build experimental units Similarly, Tech 3 factories can build Tech 1, 2 and 3 units of their type. ![]() Once upgraded to Tech 2 a factory can build all Tech 1 or Tech 2 mobile units of their type, or an upgrade to Tech 3. They always start out as Tech 1 factories, and are capable of building all Tech 1 mobile units of their type (land, air or naval). Land, air and naval factories are constructed by engineers, ACUs or SCUs. ![]()
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