Combat fabbers remain broken.

Discussion in 'Balance Discussions' started by tehtrekd, May 22, 2014.

  1. tehtrekd

    tehtrekd Post Master General

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    Title explains it, really. They still have 60 metal/2000 energy.

    Why?
    Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy?
  2. brianpurkiss

    brianpurkiss Post Master General

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    :-(

    Sometimes these balance decisions seem to be really... strange.
    stormingkiwi likes this.
  3. mered4

    mered4 Post Master General

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    They need to change it back asap. imho.
    tehtrekd and stuart98 like this.
  4. mjshorty

    mjshorty Well-Known Member

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    guess uber forgot that combat fabbers could assist factories, and where going for *combat fabbers can heal units better now* sort of thing.
  5. mot9001

    mot9001 Well-Known Member

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    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.
  6. sootn

    sootn New Member

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    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.
  7. tehtrekd

    tehtrekd Post Master General

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    Broken in this context basically means "Unbalanced as all hell".
  8. HoboScience

    HoboScience New Member

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    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.
  9. cola_colin

    cola_colin Moderator Alumni

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    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 :p
    Clopse likes this.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Don't worry guys.

    Uber will rebalance the combat fabber.

    In 2-5 weeks.
    stuart98 likes this.
  11. Devak

    Devak Post Master General

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    they vastly outclass T2 constructors too.
  12. Clopse

    Clopse Post Master General

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    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.
  13. exterminans

    exterminans Post Master General

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