<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Which low-tech units remain combat-effective at higher tech levels?]]></title><description><![CDATA[<p dir="auto">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.</p>
<p dir="auto">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?).</p>
<p dir="auto">What other units share this property of remaining unexpectedly viable above their tech level, and why?</p>
]]></description><link>https://forum.faforever.com/topic/10429/which-low-tech-units-remain-combat-effective-at-higher-tech-levels</link><generator>RSS for Node</generator><lastBuildDate>Sun, 20 Sep 2026 09:25:08 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10429.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 19 Sep 2026 19:24:25 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Which low-tech units remain combat-effective at higher tech levels? on Sun, 20 Sep 2026 05:38:08 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/deribus" aria-label="Profile: Deribus">@<bdi>Deribus</bdi></a> 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.</p>
]]></description><link>https://forum.faforever.com/post/74946</link><guid isPermaLink="true">https://forum.faforever.com/post/74946</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Sun, 20 Sep 2026 05:38:08 GMT</pubDate></item><item><title><![CDATA[Reply to Which low-tech units remain combat-effective at higher tech levels? on Sun, 20 Sep 2026 02:38:31 GMT]]></title><description><![CDATA[<p dir="auto">T1 land scouts are built with just about every army for portable radar and don't have a higher tier equivalent</p>
]]></description><link>https://forum.faforever.com/post/74943</link><guid isPermaLink="true">https://forum.faforever.com/post/74943</guid><dc:creator><![CDATA[Deribus]]></dc:creator><pubDate>Sun, 20 Sep 2026 02:38:31 GMT</pubDate></item><item><title><![CDATA[Reply to Which low-tech units remain combat-effective at higher tech levels? on Sat, 19 Sep 2026 22:16:42 GMT]]></title><description><![CDATA[<p dir="auto">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.</p>
]]></description><link>https://forum.faforever.com/post/74940</link><guid isPermaLink="true">https://forum.faforever.com/post/74940</guid><dc:creator><![CDATA[ipconfig-release]]></dc:creator><pubDate>Sat, 19 Sep 2026 22:16:42 GMT</pubDate></item><item><title><![CDATA[Reply to Which low-tech units remain combat-effective at higher tech levels? on Sat, 19 Sep 2026 20:45:57 GMT]]></title><description><![CDATA[<p dir="auto">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.</p>
<p dir="auto">T1 engineers are also always relevant, though they will shift from being in the base to being at the front's reclaim fields.</p>
]]></description><link>https://forum.faforever.com/post/74936</link><guid isPermaLink="true">https://forum.faforever.com/post/74936</guid><dc:creator><![CDATA[IndexLibrorum]]></dc:creator><pubDate>Sat, 19 Sep 2026 20:45:57 GMT</pubDate></item></channel></rss>