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Hence the land army transition from Tech 2 to Tech 3 is more of an enhancement than transformation. The introduction of Othuums (T3 Siege Tank) and other more specialised Tech 3 units should be gradual, and each unit should be produced only if necessary for their particular role. It would not be surprising to see early Tech 3 clashes majoritively fought with Ilshavohs rather than Othuums. Further, it is plausible for a game to not have Othuums as the first Tech 3 unit produced by a Seraphim player. Other Tech 3 units could potentially fulfil their own roles to respectively greater effect than Othuums in theirs. For example, three Usha-Ahs (T3 Sniper Bot) may be preferable to two Othuums against Percivals, in some situations.
Eventually Tech 3 combat may involve very few Ilshavohs, though I would always keep them in production ready to chase down certain enemy units, or to press hit and run style raiding.
As always, UEF holds the upper hand on armoured tanks and frontal firepower, so care should be taken in realising more qualified advancement compositions than Othuum spam, such as forming a rolling wave of Othuums and Ilshavohs flanked by Usha-Ahs and Athanahs (T3 Mobile Shield Generator): Here the Sniper Bots deal most of the damage to opposing Armoured Assault Bots (Percivals, Bricks), and the Siege Tanks and Ilshavohs ward off the Heavy Assault Bots (Titans, Loyalists) from chasing down the Sniper Bots.
Please note that all of the given advice is based mostly on theory. I have little to no practice with Seraphim, though my faction of choice does involve similar composition options at Tech 3 (Harbingers are fast but comparatively weak, Sprite Strikers are essential for taking down Percivals and Bricks).
Furthermore the Seraphim have the Chicken Walker experimental which are cheap and fast to build, high in damage output, yet low in health so it is reccomended that you produce them at a high rate so as to maximise their use as a base destroyer, as upon death they create a death field of sorts.
The Seraphim will easily deal with enemy forces that attempt to use a small group of powerful units due to said units overkilling small pieces of the large Seraphim army, and the Seraphim's mobile arty units have high AOE, so attempting to match the Seraphim with an equally large army of units of similar power will come out in the seraphim's favour usually.
other than that, their air force is pretty normal and their navy is normal also, although it gets mulched by the UEF navy late game, as all navies do.
Depends on your opponent really, a well played Aeon or UEF can ruin the Cybrans quite well, due to their lack of conventional tactics, although certain Cybran units in each tech level are flatly superior statistically to their factional counterparts, other units at each level fall painfully short, for example the Cybran T1 artillery units are laughably awful compared to the UEF unit, and can easily put you into a losing position, much the same with the Aeon T1 tank, which has much higher range than the Mantis and can move laterally and in reverse without rotating, making it able to easily kite and murder Mantis groups; coupled with meh T1 bombers, and the Cybrans have glaring flaws.
Lets not even get into the issues the monkey lord with it's lack of range, or the sheer expense of building a Megalith, then not getting it killed by mobile artillery or even tac missiles with its lack of speed and sheer surface area.
Cybrans have flaws, you have to know them and work around them, or if you're against them, exploit them.