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Cybran has the best acu, on DLC they have the most OP land too. Their Soul Rippers are very op as well when there are quite a few of them.
Aeon has the temple and loyalty gun, and is arguably the best even on DLC. I also like aeon air, however uef air will still beat it in a dog fight of similar skill.
The Illuminate have a lot of tricks up their sleeve, as while they are poorly suited to directly engaging an enemy, they can utilize their land units' hover ability to attack from the sea, and later in the game, teleport directly to their target. They also have most of the best late-game emperimentals.
The Cybrans, like the Illuminate, are not very good at head-on engagements, mostly due to their lack of a proper tank. However, they are a very versatile faction, being able to deploy the Adapter, which is a combination of AA, anti-missile, and mobile shield. This unit allows the Cybrans to effectively shut down any UEF air units in their range, and make the enemy's building missile launchers a sad waste of mass and energy.
On a scale of how easy a faction is to play as, the UEF is by far the most straight-forward, followed by the Cybrans and finally the Illuminate, due to their reliance on outwitting instead of out-gunning.
Cybran have much better mobility on their land units but have fewer HP, since they only have assault bots. but they also get a research boost of sorts since they don't have to research mobile artillery.
And then there's AEON, What do they have on their side? Like really?
1) Surviving - their units have high hp, and their Commander has good defensive and economic abilities.
2) Keeping the enemy far away due to artillery, giving you time to think. (Or just artillery bomb their base).
3) Swamping the enemy with units produced from your mobile factories.
UEF: Vulnerable to -
1) Heavy and mobile land offensives. Their artillery cannot target quick units!
2) Illuminate EMP's, as UEF depend on shields more so than the other factions.
Illuminate: Best at -
1) Supporting, through use of the EMP and Space Temple. They also have the best intel.
2) Assassinating. They have many means of deceiving your opponent, and the Darkenoid is great for taking out Commanders when it crashes!
Illuminate: Vulnerable to -
1) Naval bombardment, completely lacking a navy of their own.
2) Frontal assaults.
Cybran: Best at -
1) Research. A good player should be ahead of his opponents the entire game through early Proto-Brain use. This gives them the opportunity to stop UEF Turtles developing, as Cybran do not have good shields and are vulnerable to artillery.
2) Experimental defence - the Magnetron, Bomb-bouncer, and Recycler are critical to defending against the other factions, which have longer-range capabilities. Their nuclear redirector ensures they will never have need for building costly anti-nukes.
3) Naval superiority.
Cybran: Vulnerable to -
1) Artillery. UEF Artillery slightly outranges that of the Cybrans.
2) Air assaults. Cybran Anti-Air is pretty dire. Not even Adapter spam can save them in some situations.
While Cybrans do have some of the best land experimentals, these generally have poor anti-air. My tactic is to support them with Adapters, and only go on the offensive once they have achieved high veterancy levels. It's also worth having constant Adapter production from multiple factories, as even a small airforce can easily level a Cybran base, regardless of it being invulnerable from a land-based offensive.
It's also worth noting that if you're going to turtle with UEF (and arty spam), have enough of an airforce to be able to scout, as this gives your artillery the LOS needed to attack.
Cybran: Only good for offence, and their armies show it. Low health, high speed. They are huge subscribers to the "the best defence is a strong offence" school of thought. Best navy in the game, IMO. DLC gives them jump jets, so they can be used like the fatboy II replica that the cybrans dont have.
AEON (or illuminati): Overall, pretty good. With the teleporter your ground units has vasty superior movement (unless the enemy is using exp. transports. Thats rare though, at least en mass). Use this to outmanuever enemies, as your armies require a decent numerical advantage to come out ahead.
Thats at least my opinion of the races.
also they have the best intel stations because you can put a range boost on them for energy
i revealed a whole map with 3 of them..well..almost the whole map