The purpose of this thread is to gather as much info on the cyborgs, then possibly document it all onto the wiki, (due to the fact that since you cannot design them, you cannot see their stats, etc.) Most veteran users may know all the pros and cons of using cyborgs, but for the new curious players, they could be a little confusing to use.
Because of this, players may want to know how they best function at first glance. So the first source of information they may look at, is probably going to be the Wiki. Anyone with any kind of information regarding cyborgs, whether it be tactics, info, stats, or anything, may post it here.
»Cybogs have inferior body points, and slightly less cost than small tanks.
»They (possibly) have inferior weapon damage capabilities.
»They are stronger against anti-tank weapons, such as cannons, lancers, scourge, etc. but are weaker against cyborg and (possibly) infantry killing weapons, such as machine guns, flamers, etc.
»The cyborg factory uses only two spaces, great for hiding a hidden base.
Cyborgs, and what we know about them.
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ClockWork
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Zarel
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Re: Cyborgs, and what we know about them.
Okay, okay, I get it! I'll add cyborgs to my Guide! Gosh.ClockWork wrote:The purpose of this thread is to gather as much info on the cyborgs, then possibly document it all onto the wiki, (due to the fact that since you cannot design them, you cannot see their stats, etc.) Most veteran users may know all the pros and cons of using cyborgs, but for the new curious players, they could be a little confusing to use.
Because of this, players may want to know how they best function at first glance. So the first source of information they may look at, is probably going to be the Wiki. Anyone with any kind of information regarding cyborgs, whether it be tactics, info, stats, or anything, may post it here.
»Cybogs have inferior body points, and slightly less cost than small tanks.
»They (possibly) have inferior weapon damage capabilities.
»They are stronger against anti-tank weapons, such as cannons, lancers, scourge, etc. but are weaker against cyborg and (possibly) infantry killing weapons, such as machine guns, flamers, etc.
»The cyborg factory uses only two spaces, great for hiding a hidden base.
I'll also point out that flamer cyborgs are extremely overpowered. With a few Cyborg Composite Alloys upgrades, machineguns are pretty much useless against them, and the only things that I've found to work are other flamers and incenediary artillery.
Cyborgs are significantly cheaper, and need less upgrades, than tanks in the late game.
Cyborgs are fairly unpopular since everyone is used to tanks. This also means that everyone will be using anti-tank weapons. After all, take a look at the weapon classes:
Anti-personnel: Like anti-tank, except slightly less damage to nearly everything, and double the damage to cyborgs. Machineguns, which are useless in late-game because of how much of their damage is blocked by armor (with armor factored in, they're worse than most anti-tank weapons for taking down cyborgs). Lasers, which you don't get upgraded to a usable state until VERY late in the game.
Bunker buster: Only does significant damage against structures. Moderately high damage, but high reload time makes it fairly useless even for taking down bases and contention points defended by structures. Only really good for taking out a single structure.
AA gun: Only useful against VTOLs.
Artillery: Not really general purpose weapons. We'll talk about these later.
Flamers: Annihilates everything in range not made of hardcrete. Of course, with all the anti-tank weapons everywhere, flamer tanks generally have trouble with the "getting in range" part.
So this leaves most players with anti-tank.
Anti-tank: High damage. Effective against pretty much everything.
There are more anti-tank subclasses than any other class: Cannon, Gauss, Rocket, Slow Rocket, and Missile. These form two progressions:
Cannon -> Gauss
Rocket -> Slow Rocket -> Missile
Previously, lancers were the best early-game weapon. Then it got moved much deeper in the tech tree (The only other weapons that require Automated Factory Production Mk2 are the assault guns and assault cannons). Now the rocket progression is about the same as the cannon progression, except cannons have much more health than rockets, and cannon damage eventually rises beyond rocket damage. So pretty much everyone uses Heavy Cannon tanks.
That's where cyborgs come in. They may have less armor and body points, but since everyone uses anti-tank weapons, it balances out. Research some cyborg composite alloys, and you'll find your cyborgs surviving longer than Scorpion Tracks. Add that they're inexpensive, so you can pump them out much faster than tanks. And they're fast, which makes them good for hit-and-run. Now look back on "flamer". They would be so much better if they didn't die so quickly - oh, wait, cyborgs! They survive longer and you can swarm them more easily. This leads to a surefire way to win: Mob thermite flamers.
Okay, there, that's all you'll really need to know about cyborgs. And about the state of balance of the game.
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ClockWork
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Re: Cyborgs, and what we know about them.
...sorry, I didn’t mean to make you angry. I just wanted to compile a list of information that might help people. I’m just feeling hurt now that you lashed out at me…sorry I even spoke. *sniffle* *sniffle* *sniffle*Zarel wrote: Okay, okay, I get it! I'll add cyborgs to my Guide! Gosh.
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Zarel
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- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Cyborgs, and what we know about them.
It was a joke. Don't worry. Why would I be mad at you? o_O You probably haven't heard of my guide; I haven't advertised it much since it's unfinished.ClockWork wrote:...sorry, I didn’t mean to make you angry. I just wanted to compile a list of information that might help people. I’m just feeling hurt now that you lashed out at me…sorry I even spoke. *sniffle* *sniffle* *sniffle*Zarel wrote: Okay, okay, I get it! I'll add cyborgs to my Guide! Gosh.