Mechabellum

Mechabellum

Undecided on Warfactory
Been trying to use Warfactory and so far I have mixed feelings. On one hand Once it is on the field and producing units, it can be a solid contributor to a push, it has good damage and range on the guns, and the high health pool means that if the units it produces don't provide a shield it's sheer bulk will.
On the other hand, It is so expensive to unlock, deploy, start producing units. When the upkeep gets added as well the total cost is staggering. There are So many upgrades/units/techs you can get for the same cost investment that I have a hard time justifying the purchase.
All in all, my current impression of it is that of a late game win more unit. One that you get when you already have a solid advantage and just want to end the game sooner. I will play with it for a few more days and look up a few Youtubers on how they use it but right now it is sitting in a position where I will probably not use it very much.
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Showing 1-6 of 6 comments
Kopernik Sep 1, 2023 @ 12:49pm 
its bad in 3 games i played vs them i players alway put them in front and let me tell you i stolen those fricking HUGE HP units with hakers its not fun with those !! always place war factory at last line or op will steal them.

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
Last edited by Kopernik; Sep 1, 2023 @ 12:52pm
Mivo Sep 1, 2023 @ 3:29pm 
I'm still undecided on it, too. It's really a big commitment, and the unit gets countered pretty hard by Acid Crawlers and Melting Points. On the other hand, the ability to produce more units (which have the techs that were unlocked for that unit and the level of the War Factory) is quite interesting. I think the unit has potential, but definitely isn't an "every game" unit (which isn't a bad thing, I feel).
[Uni] Soup Sep 1, 2023 @ 4:38pm 
I love the idea of the Warfactory, but I've found it a bit underwhelming for the massive investment it is. I'm sure my thoughts will change as the meta develops around it some more, but it's not the immediate "wow!" I thought it would be.

Will keep tinkering.
GIJeff Sep 1, 2023 @ 4:45pm 
I've only faced them so far haven't tried to deploy them. In both games all they seemed to do was scare me a bit and take up space. After the first round I just dropped melting points and took care of it no problem. The guns seem imposing on it but the thing is so slow and the range could be better so its guns weren't much of a factor. They even had 2 war factories last round with techs producing both tanks and balls and I still won pretty easily. The massive investment would have been better spent on other things and I seemed to get way more value for my money in those round than they did with the war factories.

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.
Polar Test 53 Sep 1, 2023 @ 4:49pm 
big tank fun. not very practical i find.
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
Last edited by Polar Test 53; Sep 1, 2023 @ 4:50pm
Arti_Sel Sep 1, 2023 @ 4:59pm 
I generally like the new unit, I think it makes the lategame a bit more interesting and it opens up some new options.

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.
Last edited by Arti_Sel; Sep 1, 2023 @ 5:02pm
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Date Posted: Sep 1, 2023 @ 12:26pm
Posts: 6