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i had totaly losing game 5 hakers with shield range and steling multiple units and you know what ?? ... 2 factories near border were stolen and those were 2 lvl ... hakers are now broken due to storms being nerfed by interveptors its really bad
chaff best crovlers then hakers and interceptors you dont even need AA sience you can steal it from op
please let rhinnos or balls have anti hack tech or else all balance will be broken
Will keep tinkering.
I agree that it would be best as a late game win more unit. It would also be most effective if you planned way ahead for deploying it.
two main ways i used it so far is just as a massive tank with all combat tech to make it massive pain to kill as well as dealing tons of damage and i use the markers to make it go straight foreword so it gets the most use out of its 4 guns.
works about half the time
the other way is using markers and getting it to crawl across my back or midline just producing units. midlines a bit better sense it can help shoot at stuff while producing.
only done this once so far so not enough info on how well it works
On the other hand, I half-remember one user saying something like "putting all eggs in one basket", that phrase was sadly stuck flat in the middle of an otherwise delusional rant but it is true. If the warfactory gets figured out and it becomes an optimally good play to sometimes spend your whole turn making it +upgrade and then half of your next turn or two's income on upkeep+leveling it up, is that gameplay engaging in the long run? Idk if it's healthy for the game with a unit costing that much even if it is "balanced".
Maybe rebalance it and make it 600/100 instead.