Bug - Fab Subs aren't Fabbers

Discussion in 'Support!' started by stormingkiwi, December 7, 2013.

  1. stormingkiwi

    stormingkiwi Post Master General

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    Fab subs don't seem to be counted as fabbers by the game - selecting all combat units selects them, and they (s0metimes) aren't selectable as idle fabbers.
  2. brianpurkiss

    brianpurkiss Post Master General

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    Sub everything still needs lots of work. Since sub fabbers aren't actually submersible, they aren't worth it.

    Still probably worth reporting on the tracker.

    http://pa.lennardf1989.com/Tracker/
  3. stormingkiwi

    stormingkiwi Post Master General

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    If you're spamming naval fabbers they are worth it - They are more efficient than surface fabbers... so if you are using 4 fabbers or more on a project you should consider using submersible fabbers instead of surface fabbers (Energy cost is 6175 for 3 sub fabbers and a ship fabber vs 7600 for 4 ship fabbers.)

    It's kind of odd that they are counted as combat units though. That's the real bug here.
  4. brianpurkiss

    brianpurkiss Post Master General

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    That is a strange bug.

    I've also noticed that sometimes, not all the time, Commanders will get selected in the combat units. It's really sad, but I've seen players lose matches due to a commander heading off towards the enemy along with a frantic defense. Or Commanders randomly just walking off in random directions out into the middle of nowhere.

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