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