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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Which low-tech units remain combat-effective at higher tech levels?

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    • E Offline
      ehs
      last edited by ehs

      Most units aren't worth building once significant numbers of their higher-tech successors are on the field. Medium tanks are obsoleted by heavy tanks, which are in turn outclassed by siege bots or similar.

      I'm aware of a few exceptions, though. For example, my understanding is that frigates make a cost-effective meat shield long after destroyers and battleships enter the fray. I've also heard that interceptors will beat T2 fighter/bombers cost-for-cost (though I'm guessing not swiftwinds or ASFs, right?).

      What other units share this property of remaining unexpectedly viable above their tech level, and why?

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      • IndexLibrorumI Offline
        IndexLibrorum Moderator
        last edited by

        T1 mobile artillery remains a viable spam unit even when T3 has made the field. T1PD has the best DPS for cost in the game and if an enemy is pushing into a base it remains the best defense to spam up with engineers.

        T1 engineers are also always relevant, though they will shift from being in the base to being at the front's reclaim fields.

        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

        See all my projects:

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        • ipconfig-releaseI Offline
          ipconfig-release
          last edited by ipconfig-release

          I recommend having some fun by checking the cost equivalent in t1 units of t3 army/t4 and then seeing how they fare in game.

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          • DeribusD Offline
            Deribus Moderator
            last edited by

            T1 land scouts are built with just about every army for portable radar and don't have a higher tier equivalent

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            • N Offline
              Nomander Balance Team @Deribus
              last edited by

              @Deribus air scouts, t2 radar, spy planes, and t3 radar replace land scouts past at most early t2. Sure they're cheap but mixing them causes pathing issues and gives you a less dense formation, so that's why you get rid of them eventually.

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