The more I see of the Warfactory, the less inclined I am to use it. I agree it seems like a finisher Unit when you are winning, the cost it takes to unlock, deploy, tech up to deploy and the upkeep can get so many other things in game.
I have certainly run into situations with top supply specialist where I had more money than I really felt like I could spend if I didn't want to just spam more giants every turn, so maybe that's a good use case. I also think that taking the overload for double the fire rate if you are relying on it for chaff clear is necessary. The phoenixes couldn't hit what they needed to.
Double rate of fire for the warfactory is really impressive. The problem here was total chaff imbalance. Clearing enemy chaff and having some of your own is key to winning, no matter what units you use basically.
Quick warfactory guide. Wf is only viable with giant specialist. You need to play assynetrically. You dont necessarily need agressive positioning, but the majority of your units should be on either flank. When you slam down the warfactories you have to take note of the following the round before 1) will i have enough cash to buy 2 wf + 2 upgrades? The total cost is 1600+ 300+ 500. Thats 2400.+ 100( temp range upgrade) The best way to get enough cash is to sell an existing giant+ saving just the required amount the round before.- pls dont over save, its game losing, and telegraphs what you are going to do. If your oponents know you are going to go wf, thet will just get acid and you are dead. 2) positioning is key The wf needs to be on your weak side. They will steam roll everything in their way on your weakside (because your oponnent will have fewer units there. Putting it in the strong side makes no sense because you want the round to be delayed as long as possible, and you dont wang to risk your wf dying. Placing your wf at the back is a waste of their firepower Mobile beacon can help to ensure that after the wf takes the enemy tower, they will run back to your tower to defend. 3) what upgrades do you have on your pheonix/steel balls/tanks? At least 1 upgrade on your pheonix is mandatory. I like quantum reassembly. Only jumpdrive is bad. The best upgrade for steelballs is mechanical division. Upgrades for tanks are situational - emp can be very good. 4) always buy the temp range upgrades for 100 credits on the turn you place the wf Wfs have such huge firepower that even 1-2 extra shots make a big difference. 5)what to do if i dont win the round i slam my wf? Mobile beacon both wf backwards- if you let them go forward, they will step on acid and die. Buy all the temp stuff- shields missiles range upgrades. Get a ludicrous number of missiles, like over 10. Buying time for wf production is paramount
I have to say that is a terrible use of WF. rushing WF makes no sense cos of upkeep (unless used as finisher) and getting peenixs without enough chaff is bad idea. Also, the longer they survive the more units they create so i think they are more effective when played against defensive enemy where the rounds will last longer, not when you are being rhino charged. I think the best way to use them is first tech up and spam either balls or tanks, buy WF a bit later in the game when you have chaff and the enemy isnt too aggressive. first lvl tank/ball production, then peenixs (with quantum, sheild or range) and if opponents gets melters you can get range. You can also beacon (up to 4) WF stratgically so that they tank a bit, get a few shots off then head towards the back line and survive longer. I think the whole point of WF is that giants are much better than other units when the game goes late so WF makes carry tank/balls/peenixs more viable against giants late, the WF itself is also good vs giants (just need to make sure it doesnt get locked on by melters).
Range is actually its best upgrade. The whole unit production gimmick is a little overrated in my opinion. I just buy it + range as a lategame damage / finisher and maybe choose one of the unit prod techs a round or 2 later as an afterthought.
Yeah the War Factory sucks. Far too expensive, far too squishy for its cost, and it has no real role in your army that your credits aren't better spent on buying something else.
Painful to watch, this some brand new player trying out the factories or something? The easy 3 steps of getting brain damage playing this game: 1. Buy little to no chaff units and/or units to clear enemy chaff. 2. Buy massive units with high single target damage into swarms of units with shields that negates 1 attack. 3. Bash head against wall every time you lose. Guaranteed results within 5 minutes.
Forgot to add 0 chaff clear. That's the most infuriating to me. Having high single target damage units (WF & pheonixes) is pointless when they are just targeting enemy chaff...
The more I see of the Warfactory, the less inclined I am to use it. I agree it seems like a finisher Unit when you are winning, the cost it takes to unlock, deploy, tech up to deploy and the upkeep can get so many other things in game.
Luck hard got subsidize crawler and the proceeded to ignore his free upgrades....
Please come back Mr Cub - i miss your videos, they were the highlight of the day
I have certainly run into situations with top supply specialist where I had more money than I really felt like I could spend if I didn't want to just spam more giants every turn, so maybe that's a good use case. I also think that taking the overload for double the fire rate if you are relying on it for chaff clear is necessary. The phoenixes couldn't hit what they needed to.
Double rate of fire for the warfactory is really impressive. The problem here was total chaff imbalance. Clearing enemy chaff and having some of your own is key to winning, no matter what units you use basically.
Yeah, replicate crawlers were not doing well enough against those fangs.
Quick warfactory guide.
Wf is only viable with giant specialist.
You need to play assynetrically. You dont necessarily need agressive positioning, but the majority of your units should be on either flank.
When you slam down the warfactories you have to take note of the following the round before
1) will i have enough cash to buy 2 wf + 2 upgrades? The total cost is 1600+ 300+ 500. Thats 2400.+ 100( temp range upgrade)
The best way to get enough cash is to sell an existing giant+ saving just the required amount the round before.- pls dont over save, its game losing, and telegraphs what you are going to do. If your oponents know you are going to go wf, thet will just get acid and you are dead.
2) positioning is key
The wf needs to be on your weak side. They will steam roll everything in their way on your weakside (because your oponnent will have fewer units there. Putting it in the strong side makes no sense because you want the round to be delayed as long as possible, and you dont wang to risk your wf dying.
Placing your wf at the back is a waste of their firepower
Mobile beacon can help to ensure that after the wf takes the enemy tower, they will run back to your tower to defend.
3) what upgrades do you have on your pheonix/steel balls/tanks?
At least 1 upgrade on your pheonix is mandatory. I like quantum reassembly. Only jumpdrive is bad.
The best upgrade for steelballs is mechanical division.
Upgrades for tanks are situational - emp can be very good.
4) always buy the temp range upgrades for 100 credits on the turn you place the wf
Wfs have such huge firepower that even 1-2 extra shots make a big difference.
5)what to do if i dont win the round i slam my wf?
Mobile beacon both wf backwards- if you let them go forward, they will step on acid and die.
Buy all the temp stuff- shields missiles range upgrades. Get a ludicrous number of missiles, like over 10. Buying time for wf production is paramount
Nice timing ! just as i open youtube.
I have to say that is a terrible use of WF. rushing WF makes no sense cos of upkeep (unless used as finisher) and getting peenixs without enough chaff is bad idea. Also, the longer they survive the more units they create so i think they are more effective when played against defensive enemy where the rounds will last longer, not when you are being rhino charged.
I think the best way to use them is first tech up and spam either balls or tanks, buy WF a bit later in the game when you have chaff and the enemy isnt too aggressive. first lvl tank/ball production, then peenixs (with quantum, sheild or range) and if opponents gets melters you can get range. You can also beacon (up to 4) WF stratgically so that they tank a bit, get a few shots off then head towards the back line and survive longer.
I think the whole point of WF is that giants are much better than other units when the game goes late so WF makes carry tank/balls/peenixs more viable against giants late, the WF itself is also good vs giants (just need to make sure it doesnt get locked on by melters).
Great content! Loving the replays but the camera on this one was rough, way too zoomed in
I had a game where the opponent got 6 war factories and 3 of them got to level 2. Won with just fangs and phoenix. Was a fun fight.
Why is LuckHard not leveling it's crawlers, he took the tech to decrease the cost but never pressed the button. Am i missing something here ???
Do you pay the upkeep for the current round if you sell it?
Yeah you pay the upkeep before you take any actions, so even if you sell the factory you've already paid it's upkeep.
@@mathewkloepfer664 Thanks for the info!
Range is actually its best upgrade. The whole unit production gimmick is a little overrated in my opinion. I just buy it + range as a lategame damage / finisher and maybe choose one of the unit prod techs a round or 2 later as an afterthought.
I was thinking it could be good with items, but without them it seems really underwhemling x.x
Don’t forget it cost twice as much per round as having taken the lone in the last round
Yeah the War Factory sucks. Far too expensive, far too squishy for its cost, and it has no real role in your army that your credits aren't better spent on buying something else.
Painful to watch, this some brand new player trying out the factories or something?
The easy 3 steps of getting brain damage playing this game:
1. Buy little to no chaff units and/or units to clear enemy chaff.
2. Buy massive units with high single target damage into swarms of units with shields that negates 1 attack.
3. Bash head against wall every time you lose.
Guaranteed results within 5 minutes.
Forgot to add 0 chaff clear. That's the most infuriating to me.
Having high single target damage units (WF & pheonixes) is pointless when they are just targeting enemy chaff...