Title explains it, really. They still have 60 metal/2000 energy. Why? Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy?
guess uber forgot that combat fabbers could assist factories, and where going for *combat fabbers can heal units better now* sort of thing.
They are not broken, most of it works properly (maybe selection as combat unit ??? , i'd say its a worker). More the problem is that they totally outclass all earlygame production in buildpower and buildefficiency and therefor influence total gamebalance in a much too big way. Also what custard said before, its not a wysiwyg unit.
They are soooo broken. My games always come down to how well i micro my combat fabber. All that build power in one unit? Making it expensive is not the solution. Units should look as powerful as they are. If Uber really wants to keep the combat fabbers as powerful as they are now they should increase its size 10 times. How could you not run into this? They should not even be able to assist regular fabbers. It's so easy to select it and get it killed when i just drag over my base to select my army. No one wants to move their combat fabber with their army right now, it one of the worst moves you can do. PLEASE Fix this Uber. It probably like a single line commit, nerf build power of that dam combat fabber.
I've found that combat fabbers are nearly as effective as infernos for direct combat, with far more range. Build a large number of them and order them to reclaim enemy units - they melt structures and supply you with metal simultaneously.
I've not played much but I think the only thing really broken about them is the name. The energy to metal ratio is great. We need such a better t1 builder to not suffer from the overprized t1 pgens. Make them the normal fabbers
I quite like them. Easy to kill but risky as hell. They add a lot of positives to the game. People make much less fabbers now, are more aggressive with coms as he is not building energy the whole game. there is a lot of early fights all over the map which make games large battlefields instead of 1 stream into another until 1 stream wins. As cola mentions they just need to be renamed as assist fabber or something or completely changed to make then combat safe. They need to have high repair rates to be somewhat worthwhile alongside squishy units. They are completely useless if the fabber they are assisting is killed.
It's not really the fabbers which are broken, but the lack of parameters for fine tuning. With the current system, there's just no way of modeling the intended role since there are only 2 numbers to be tweaked for the nanolathe process. See https://forums.uberent.com/threads/a-look-at-the-cost-efficiency-of-fabbers-and-factories.59514/