Combat fabber as a FARK

Discussion in 'Balance Discussions' started by AyanZo, June 3, 2014.

  1. AyanZo

    AyanZo Active Member

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    (Fast Assist and Repair Kbot)

    For those who played TA, I remember the viability of FARKs as fast repair and assist bots that were mainly built for quick build aid. Their acquisition at tech 2 made them a mid-late game escalation to defense support and outpost expansion.

    The thing is that we have a T1 and T2 combat fabber and I've mainly just seen them used as spam support, with the occasional mix with units when ctrl+f7'd. That way someone could with a small factory foot print, could start spamming huge amounts of units with combat fabber support.

    Now I'm fine with this as it makes most games end with T1 units, accelerating mass combat to about 5-7mins in if both sides use the tactic 2-3mins in if they rush. However, the combat fabber isn't used for combat repairs, but rather build assistance as was the FARK.

    If the intention was to use them as combat fabbers only, it's almost a waste to send them out as it's more cost efficient to keep them paroling a ring of factories to spit out units, or aid build assists.
    Jaedrik and MCXplode like this.
  2. waterlimon

    waterlimon Member

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    I recently lost because someone spammed laser turrets at my base using a combat fabber to get them up in seconds ;_;
  3. MCXplode

    MCXplode Active Member

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    yeah I think the build speed of the comfabs is a little high, a build speed of 60~ for level 1 comfab thats a bit speedy as much as I love the fark, hopefully they add the necro in so we can start resurrecting units:p
    PeggleFrank and Jaedrik like this.
  4. Nullimus

    Nullimus Well-Known Member

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    Remove build Assist for Combat Fabber. Turning into pure cheese now.
    killerkiwijuice and igncom1 like this.
  5. pieman2906

    pieman2906 Well-Known Member

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    I don't see why we couldn't just make the factories build faster, make power gens a bit more efficient, and then rework the combat fabber back into its intended role. That way, we get to keep the pace of the game, without adding unnecessary micro.

    At the moment, factory spam is not very useful, since it's more effective to invest in a few factories and a combat fab, because then the bulk of your build power is invested in mobile units rather than structures, apart from the fact that you also get more effective build power for less cost. It also feels rather counter-intuitive. I feel that increasing your build power should also intrinsically require you to increase you map presence, making you a physically bigger target, especially in FFA's. Investing in build power that is mobile should not be the cheaper option over investing in static build power.

    The other problem we must think about is how new players will react to this faster pace of game. A lot of new players already have difficulty keeping track of everything. Many of the potential players on the more casual side of the spectrum may find the pace of the game too much if we go too far with speeding up the spam.

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