Factional Doctrines #181
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As a note: That is not necessarily how I feel what the UEF doctrine should specifically be; That is just an example. |
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Here my take on all factions: UEF Notable Experimentals or Units: Nova unit cannon: producing units at a staggering pace and launches them to any place in the battlefield to quickly respond to any attack or to employ shock tactics. Weakness are the unit launched are vulnerable to anti air and only launches units one at a time instead as a group at once. Works great to quickly reinforce a position from long distance, but Fatboy can fulfill that role and then some. Mayhem: while labeled as a brawler, it feels like it functions as a mobile weapons platform. They can get overwhelmed with swarm of chaff units or air, so they are often used to take out high value targets within the safety of an army. Dragon Nite or Goliath: They would be a good brawler experimental as the tip of the spear: solid dps, reasonable turn rate and fire rate capable of dealing with an army or an experimental but due to the very high price point being the 1st and 2nd most expensive land unit respectively for the UEF and having low survivability for return, they were rarely being used in the front line and functions similarly to a . Suggest discussion of rework at a later date. Citadel Mk2: A good experimental to help secure the air and act as a staging for air units, but can get swarmed by fighters and killed maybe a bit too fast without proper support. Satellite facility: being the only faction that employs this yet other has a more cost-effective way of gaining intel(i.e scrying from Aeon, spy plane spam) with subpar dps, it's only saving grace that the satellite was invulnerable to damage barring Seraphim experimental PD. Now with anti nuke structure that can kill satellite, it is not a good investment for recon. Summary: Easy to learn, hard to master faction. Doesn't shy away from a brawl of any kind and are flexible enough for most roles. |
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Cybran Notable Experimental or Units: Salem class: The only navy ship that can walk on land. A destroyer with long range guns and good damage makes it's dangerous against land army. Monkeylord: Signature experimental of the Cybran well known within the community in vanilla. Boasting high damage and durability for it's cost, amphibious and capable of stealth they can cause a lot of damage to targets in sneak attack and raids. They can function as a front line experimental, but they are best when working as a raider and in pack. Megalith: Another signature experimental of the Cybran. Like the Fatboy, can produce units in a form of deploying an egg, but must be stationary for the egg to "hatch". Unlike the Fatboy, the Megalith can work in the frontline and is a decent combat experimental with good range, but can be swarmed. Best used with an army Basilisk: A adaptable experimental. Can be used as a brawler or change into the potent siege mode but can wander too close to enemy. A good experimental to have. Avalanche: Most expensive experimental in the modpack, often used as "style points". It is very tanky and it's got good dps, but the resources required to build this are better spent elsewhere. Summary: Guerilla warfare faction, out-range and outmaneuver enemy with emphasis on stealth and missiles. Hard faction to play as. |
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Aeon Notable Experimental or Unit: Motha: High performing Experimental PD, very good range and damage. Can be swarmed, but can "creep" building Mothas to great effects. Torrent: A missile boat excel at killing high value targets. Designed to overwhelms missile defense. Eliash: Once a very lethal front line unit, it been tone down. Still works as a good front line unit, but best employed in packs and with support. Galactic/Universal Colossus: Signature unit of Aeon. Specialist unit to destroy non-experimental units with staggering efficiency. Angel: Mobile guardian experimental. One of the few unit that can act as a mobile anti nuke. It's selling point would be it's anti nuke able to cover both navy and land, got a good shield coverage. Inquisitor: A siege experimental. teleport ordinance in a 3x3 square with good aoe. Hard countered by anti-teleport that redirect shots back to Inquisitor. Good in it's role. Absolution: Artillery experimental tank. Capable of stunning and is hover, good to work with navy. Is inaccurate, best used with multiple. Genesis: Artillery experimental hovercraft. Basically a hover Torrent with Miasma. Provide good accurate indirect fire support. King Kraptor: Experimental bot. Has large Miasma field that deals heavy damage and is capable of deflect projectiles. A good front line experimental. CZAR: Experimental flying saucer. Aircraft carrier capable of producing air units, have a powerful main gun requiring flying directly above a unit and can drop depth charges. On death, drops on the surface to deal massive damage to any under it . Best used to clear static position Summary: A faction best used with an overall strategy in mind. Highly specialized. |
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Seraphim Notable Experimental or Unit: Yenthotha: experimental assault tank. It hovers and has a beam that increase in damage the longer it been fired. Has drones to assist in combat and has Death rattle. T4 Nuke Launcher: Experimental nuke launcher that requires 2 anti nuke to neutralize. It's designed to overwhelm anti nuke and deals increased damage over other nukes. Lamba assault bot: Employs Lamba tech to destroy and reflect projectile. Lobster Bot: An experimental melee unit. Is amphibious and is suppose to specialized in melee but doesn't have the necessarily tools nor survivability to do so. Summary: Fanatic purifiers laying waste at any cost. CQC faction |
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UEF Traditional warfare; Rapid Deployment; Hammer/Anvil Tactics; Favors fighting face-to-face, using overwhelming force to beat down their opponents. Favors rapid deployment utilizing high-capacity, well-armed and armored transport dropships to quickly relocate their armies that are otherwise quite mediocre in their agility. Fortifications are built to last. Shields make no compromises, leading to all around decent statistics and energy upkeep. |
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UEF T1 LAND: Simple |
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The purpose of this discussion is as follows:
doctrine [noun]
doc·trine [ˈdäk-trən ]
a: a principle or position or the body of principles in a branch of knowledge or system of belief
b: a statement of fundamental government policy especially in international relations
c: a principle of law established through past decisions
--d: a military principle or set of strategies--
e: something that is taught
We will be referring to 'd' as our definition moving forward.
An example of what a 'doctrine' might be in this context:
UEF Doctrine focuses on adaptability. They have no obvious clear strengths or easily exploitable weaknesses.
Their units range, agility, firepower and cost are fairly average. Their sturdy, built-to-last construction gives their units and structures more HP than any other faction's equivalents.
They are the most 'traditional' military, intending to meet the enemy head-on and outlast them in a straight fight.
After we have a consensus on each faction's doctrine, we can then move into more granular detail, defining how those doctrines are reflected in the stats and performance of their units.
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