Author Topic: Post your unit ratings here!  (Read 5146 times)

Offline soMe_RandoM

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Re: Post your unit ratings here!
« Reply #15 on: July 01, 2010, 05:39:13 am »
ultimate tier:
electric shuttles:
as the shuttles are simply one of the best but only down side is the core ai type as very few ships means that it might cause u losing but anything else excluding golms it is present from God>! as it an real life saver with thoes CPA and waves of the thousands of spaming lazer gatling.
edit with there new behavior they are still good as some what i seen 1000 wave disappear after 12 sec.
 

reasonble Tier:
spiders:awsome at defence and offence with some micro management (placement on defense).
vampire:only on offence yust to neuter low level planets

average Tier:
parilzers edit with there cap they are OK for taking out stronger units
polarizers edit
rest:they make up bulk of the game D:

shit kickersTier:
auto cannons the seem useless
edit i seen the use for them know and i use them not for attacking but to escort my scout through plantary system so when there a CSPY they target the Auto cannons

down in the dumps Tier:
granade launchers. edit: i dont like there AOE much
edit: they are alright but i personly dont like them.

« Last Edit: August 10, 2010, 07:22:49 pm by soMe_RandoM »
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline Joneleth

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Re: Post your unit ratings here!
« Reply #16 on: July 11, 2010, 04:41:38 pm »
Have those who talk about Autocannon pods actually used a dedicated force of them? Not just a few of them reclaimed from AI... In the first 5 minutes of the game you can mass +1000 af them and they get 800% stats from being in a large group, which is enough to take down your first 2 planets within 30 minutes of the game. After that they still remain extremely effective raiders, they are extremely fast and invisible, with decent health and have no trouble taking down guardposts and command centers. To top it off they cost next to nothing to build.

Offline Fox Soul

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Re: Post your unit ratings here!
« Reply #17 on: July 11, 2010, 05:41:33 pm »
As a commander you can not say even your most worthless ship is "garbage tier."
Every single unit is important for the whole to work.
For the whole to work they must be commanded properly thus like through out history with weapon races.

A well trained guy using nothing but stick can beat a untrained guy with a rifle.

In my book, all special units are top tier while the triangle ships are middle and the economy units are bottom tier.
The scout are inbetween middle and bottom tiers.
AI War - A good offense is a good defense.

Offline Ozymandiaz

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Re: Post your unit ratings here!
« Reply #18 on: July 12, 2010, 06:50:48 am »
I think the FF Bearers just got ever so slightly useful... will have to see in-game if I ever have the urge in choosing them as a specialty ship!

I kind of like the FF bearers, but I think they where a bit more usefull when they coverd more units. The new scattering mechanincs, while CPU saving, makes some units not as optimal anymore :)



In regards to space plane I generally do not like that kind of tactic they mandate, but when used against me, they are a pain! :D



Other then that I enjoy different units, and don't consider that many units "low tier" really. Some are more situational then others.
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Offline superking

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Re: Post your unit ratings here!
« Reply #19 on: July 12, 2010, 11:29:35 am »
moment we have carriers, all these 'weak but cheap and spammy' ships are going to be top of everyones list  :P I'll just deal with extremes:

The A-Team


Zenith Mirrors
Little use against turrets, but the higher MK mirrors will absolutely flence other ship types in straight combat; were talking 1000% K/D ratio or better used correctly. Used in wave defence- ie, placed over the offending wormhole- an entire wave can gut itself in 2 or 3 shots, especially glass cannon stuff like spacetanks and electric bombers.

Teleport Battlestations
highest DPS/shipcap, 100% manuverability, defeats all base ship types, most others, cheap and fast to replace. probably the best!

Armour ships
completely dominates vs all turrets, while having great HP & engine damage.

Vampires
As they as they are in combat, they virtually never die. completely destroys most enemy ship types, functions well in wave defence, and superfast for raiding and catching stuff.

Autocannon minipods
the only cloaked ship that is also (relative to shipcap) tough and effective in battle.

MRLS
massively destrictive brawling unit

The Fail-Team


Space tanks
similar to armour ships in use, but very slow, very very poor progressions between MK, and turned inside out instantly by anything that ignores or multiplies damage by shields. 1 shotted by mk1 laser turrets. laaame

Bulletproof fighters
considering ion cannons are of very little threat in advanced play, and that fighters already take minimal damage from shell firing units, these are conditional at best.

Sentinel Frigates
NOT worth 10k energy- the same as a flagship- a piece. gross waste of resources!

Deflector Drones
I have no idea how these are supposed to be used :P
« Last Edit: July 23, 2010, 05:59:26 am by superking »

Offline Sunshine!

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Re: Post your unit ratings here!
« Reply #20 on: July 21, 2010, 07:05:19 pm »
My #1 go-to ship is infiltrators.  I play very aggressively, preferring to launch long-range infrastructure raids, and these guys are perfect.  Tractor beams won't slow them down because there's so many of them, and turrets and heavy defense have no chance against them.  I can easily send my full cap of them (single player) deepstriking through 6 or 7 (diff 7) worlds if I do it right to pick off data centers or whatever else needs to be destroyed.  They can also shoot through forcefields, ignore ship's defensive shields (bye bye space tanks), and damage engines (only 3-5 damage per shot, but 4 second reload and 1400 of them and they'll wreck everyone's engines).  As such, unless I'm running an experiment, I will always choose infiltrators as my starting ship, they fit me so very well.

Past that,
I like:
Deflector Drones:  Once I clear the wormhole, these guys (if I have them) are my next wave, because they can hold down a huge area of space with ridiculous damage potential (2,100 per shot at range 13,000 for mark 3?  YES PLEASE).
Fighters: Cheap, lots of them, nice amounts of hitpoints, fast.  Good against starships and bombers as well, which makes them an excellent complement to my infiltrator swarm.
Raiders: Fast, avoid defenses, I think their attack against turrets was nerfed though.  If it was, they probably drop down to "ships that are okay".

Ships that are okay:
Spiders:  Having the option to disable ships for easy mop-up is amazing, and the long range helps as well.  Couple these guys with Deflector Drones or Snipers (or both!) and you've got a giant, almost-invincible long-range ball of doom.
MLRS: Better than a missile cruiser in every way except range.  The problem is, I don't tend to build missile cruisers, so these guys aren't super useful for me either.
Laser Gatlings: Swarmy, decent damage.  Don't really offer much that's special.
Snipers:  Okay at range, good for laying down long-range suppression if you've got all of them in a giant mob.  Also good for micromanage-free clean-up of raided planets.
Parasites: Expensive, high energy cost, weak attack, vulnerable, inefficient.  If you set it up right these things can be amazing, but generally there are other ships I'd rather see from ASRs.
FF Bearer: Used to like them more, but the current unit cluster programming means they're terrible at protecting a blob.  New clustering guidelines for this unit to try to avoid FF overlap and maximize FF coverage would maybe bump them up to "I like".
Raptors: Haven't spent a TON of time with these guys, but they've never really jumped out at me as "yeah, I'd like to see those from an ASR." 
Microfighter: Stealth detect is nice.  That's about all I really have to say.
Electric Shuttle: Decent on defense coupled with tractor beams, but weak attack and slow.

Ships I don't like:
Armor Ships: I feel like these guys are less effective infiltrators.  Sure, the massive hitpoints are nice, but I generally don't worry about hitpoints and let numbers do the talking.  I mean, anything that causes damage is not really a problem for infiltrators, it's the tractor beams they can't kill/disable.  Having a lower ship cap than infiltrators simply means armor ships are even more vulnerable to tractor beams, especially if I want to do my long-range infrastructure raids.
Space Tanks: Too slow.
Cutlasses: Powerful, but can't target infrastructure and are way too slow to be effective on offense is what I find.
Vampires: Just seem weak all-around.
Zenith Bombards: Expensive, slow, fragile, relatively low damage.  I'll use them if I've got them, but most of the time I've found they're a waste of resources, especially if I have some other ship type (like infiltrators) that wrecks defenses and infrastructure.
Bombers: Expensive, vulnerable, don't seem nearly as good against structures or defenses as they should be.
Missile cruisers: Slow, expensive, vulnerable.  Only good for holding off fighters or in a pinch as ineffective artillery.
Acid Sprayer:  Supposed to be a hard counter to zenith ships, I suppose, but they seem to be really bad at even that, and they're completely useless against anything else.

Unknown:
Teleport Battlestations
Eye Bots
Autocannon Minipods (didn't like them before the swarm bonus, haven't used them since the swarm bonus update)
Teleport Raider
Etherjet
Z Beam Frigate
Z Shredder
Z Mirror
Z Electric Bombers
Z Chameleons
Z Autobombs
Z Paralyzers
Sentinel Frigate
Bulletproof Fighter (Used them when they had lower hitpoints, they died like flies and were generally useless)
Grenade Launcher
Impulse Emitter
Shield Booster
Munitions Booster
Space Plane (Haven't used them much, but this is the one ship I hope to never see the AI with again, they are terrifying)
Anti-armor (Used them in the tutorial, they were okay then, as faster cheaper missile cruisers they hold some appeal)

I may have missed a ship or two, but those are my thoughts.

Offline soMe_RandoM

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Re: Post your unit ratings here!
« Reply #21 on: July 23, 2010, 03:48:55 am »
well know i like spiders more :D for some reason with Leech star ship send units in mobile then cherry pickem mmmm tasty
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline Excession

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Re: Post your unit ratings here!
« Reply #22 on: August 04, 2010, 12:05:11 pm »
Really the one unit that is my MVP is almost always the Raid Starship.

The most obvious use for them is taking out data centers at will (esp in groups of 6-9) but they are just generally so fast and flexible I seem to end up taking them in every game I play.

FF bearers are a little weak, and I've never been convinced by space tanks or the various melee units, but overall most of the rest of the stuff seems pretty well-balanced to me.

Of the basic ships I think the missile ships are pretty poor. I very rarely seem to tier them up over bombers and fighters.

The various fighter types available often aren't sufficiently better than the plain vanilla model to be worth sacrificing your pick for but none of them are bad per se.

The most overpowered used to be munitions boosters but they have been fixed now.


Offline Burnstreet

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Re: Post your unit ratings here!
« Reply #23 on: August 04, 2010, 07:03:29 pm »
VIP:
- Raid Starships: Too useful not to get.
- Transports: 4000 use cases and counting
- Repair stations: Keeping my fleet alive
- Bombers: Can't imaginge winning without these.
- Speed Boosters: Make my fleet hypermobile and greatly enhance the value of all those dead-slow frigates & co. Having all ships at 150 speed is a huge asset both offensively and defensively and greatly simplifies fleet management. And kiting raid starships with fortresses is hilarious.
- Parasites / Leech Starships: Lets me spend my resources on things other than ships and gain some nice Core / Experimental ships. Unfortunately, the energy bill tends to skyrocket with these

Highy useful:
- Riot starships: "Stay where you are, please."
- Gravitiy Towers: Give my towers the time to kill all these annoying melee ships and starships
- Heavy Beam Towers: Devastating
- Fighters: Killing Bombers, Starships and even Bomber Starships. Cheap and fast, what do you want more?
- Raiders: replacement for raid starships for early and midgame
- Black Hole Machine: ideal for a whipping boy planet, allows for some reconstruction if it falls. If you don't need it, you still get 40k per res from scrapping it
- Infiltrators: also a raider replacement, can shoot through forcefields and shields.
- Impulse Reaction Emitters: Killing Forcefields, Golems and similar in seconds.
- Cleanup drones:  "No, I don't want these Towers I just killed to be rebuilt." - You should always have some of these
- Fortress: Nice firepower and secondary skills, fast to build. Ideal if you have multiple fronts. Just have something ready for Bomber attacks
- Flak Towers: Good for killing 700 Melee ships in 3 seconds.

Medium:
- Fleet starships: Nice Attack Boost but quite slow.
- Dreadnought: T1 is cheap enough to make it uselful for starship hunting and some engine damage
- Spider Turrets: Too expensive for their limited damage, I prefer grav turrets.
- Frigates: Too slow and not enough damage. I use them but they most of the time hang far behind the main fleet
- Munitions Boosters: Nice Attack Boost but fragile and need some micromanagement.
- Mass Driver: Nice as a distraction and for killing starships.


Low utility:
- Ion Cannons: By the time I have the resource to build these, I am facing mostly
- FF Bearers. Nice looks, ineffective.
- Eye Bots. Masses of scouts dieing in masses.
- Basic Towers: their constant dieing is a work therapy for my remains rebuilders
- Etherjets: to much micro for my taste
- Teleport Raiders: "Yeah, lets to collective suicide!"
- Acid Sprayers: "Ich schmeiss mitm Wattebausch, pis du plutest!" (sorry, cannot translate that, what I want to say is that their damage sucks)
- Snipers: nice looks, nice concept, laughable damage output.
- Electric Bombers: More useful in the lastest beta but still to expensive. Still more useful than the
- Sentinel Frigate: Only use I've found is to put 2 on every Planet against lonely enemy ships. Which is quite inefficient given their energy cost
- Bombard: High range but to slow and expensive


Nice to Have
- Z Power Gen: Something to sink my surplus production in

Offline Sunshine!

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Re: Post your unit ratings here!
« Reply #24 on: August 10, 2010, 06:14:36 pm »
Have recently messed around with Etherjets and Z Beam Frigates, and I'm sold on both of them.  Etherjets are absolutely hilarious, grab the entire enemy fleet and drag it back to my turrets.  Beam Frigates are just about the most amazing all-around ships I've found.  Always do 500/1000/1500 damage (shoot through shields), shoot through multiple enemies, extremely high hitpoints, nice shielding, decent speed, and awesome range.  They don't seem to be particularly well against any one thing, but they're effective against everything, and extremely survivable, which is amazing.

Also: Double thumbs up on the raid starships.  And the riot control starships, love the both of them.  Leech starships are decent, dreadnoughts are decent, and I never seem to get around to using fleet starships.
« Last Edit: August 15, 2010, 03:53:49 pm by Sunshine! »

Offline soMe_RandoM

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Re: Post your unit ratings here!
« Reply #25 on: August 10, 2010, 07:30:24 pm »
Deflector Drones
I have no idea how these are supposed to be used :P
I'm planing on use these units against raid engine and the tech raider. :D as u just absorb the lasers so units are healed i haven't used them yet but if they heal them self and others then seting up fleet of these be great other wise if they heal say all my standard units then it be alright once i get strong fleet up :D.
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline Sunshine!

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Re: Post your unit ratings here!
« Reply #26 on: August 10, 2010, 08:07:59 pm »
Deflector Drones don't heal nearby units, they just make nearby units take 1/4 normal damage from lasers.

Offline Sunshine!

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Re: Post your unit ratings here!
« Reply #27 on: August 15, 2010, 04:00:43 pm »
Experimented a bit with Teleport Raiders.  Can't shoot turrets, or most base structures, but are effective against numerically inferior enemies when on FRD mode, and can hop through 7 or 8 planets to nail command stations.  I would rate these as a unit I like.  Strangely, I don't seem to like Teleport Battlestations as much, probably because I like, inexpensive, fast building, swarmy ships (I tend to send my guys on suicide raids with disturbing frequency  :-[)