This thread is going to be here with the aim of providing some information on all nomad units, and how each one compares to other factions equivalents. I would encourage everyone to contribute their opinion below on what I miss, because contrary to popular belief I am not all knowing, or even all powerful!
I won't cover everything in my initial post, but will be adding more units as I get more time.
Everything in italics needs clearing up for me, thats your job pip
And pip is allowed to add to this too btw since hes the one who actually knows what hes talking about.
Nomads Land
T1
Scout: On the faster end of scouts, it is the same speed as the cybran scout. It has a fairly normal health for a scout too, though has the most powerful gun (a whole 3 dps!!!) of any scout (not inc sera) although it has pretty pathetic range.
Light Tank: The nomads version of a lab, its distinguishing feature is that it can hover, although like other nomad units it is slower on water. Otherwise it is effectively the same, except it cannot fire from transports.
Medium Tank: The medium tank can also hover, though is again slower on water. It has 25 dps (middle beween tanks and Mantis) but a good damage value, and has just slightly lower health than Mantis. Its range is the same as mantis/striker/thaam, and is almost as fast as Mantis on land, and as fast as auroras on water.
Tank Destroyer: The wildcard of nomads t1, this unit has higher dps than tanks although it is very frontloaded, with each shot doing 300 damages. This is a one shot kill on all other t1 units (excluding tanks with vet). This makes it best suited for use in short conflicts, where their high initial damage can swing the battle in their favour. At almost the same range as artillery, they are great at killing small rading groups and stopping an advancing or upgrading ACU.
This highly effective weapon however is well countered by labs (due to the massive overkill) and by artilleris which outrange them if they are not "anchored". Also the Tank Destroyer has roughly similar health to auroras, so is very weak against bombers. Add this to the fact that they have a slow movement speed, and incredibly poor accuracy when moving, unless deployed correctly they are one big waste of mass, as each one costs more than a tank.
Mobile AA: Though the nomads mobile aa costs around 20% more than other factions t1 aa, this buys you an extra 2 dps against air targets and a low damage artillery weapon as well. This makes including nomad aa as part of your spam a more viable tactic, as they can also be used to destroy pd. This is offset against the fact that the artillery weapon does less than half the amount of damage as a medusa (cybran arty), so don't expect small numbers of them to get through pd quickly.
T2
Fast Assault Tank: This unit is the nomads version of an amphibious t2 tank, and it does what it says on the tin. It moves as fast as t1 scouts on land, although suffers the same speed reduction as other nomad units on water. This still makes it an ideal unit for raiding in the t2 phase of the game. Also in true nomads style, it has higher dps than other similarly priced t2 amphibious tanks at 70 dps, with less health as well. (Comparing to aeon and sera t2)
Heavy Tank: This is the nomads equivalent of a pillar or rhino, actually fitting in almost perfectly between those two units. It has more health than the pillar and less health than the rhino, and also more dps than the pillar, but less dps than the rhino. Its cost is also between these two units. It has a slightly longer range than both, but a rather slow speed. It also increases accuracy of Nomads artilleries units (and MML) when they are nearby enemy targets.
EMP Tank: The EMP tank is exactly that, it stuns enemy units. While having a low damage against enemy units, it has a much higher dps when firing on shields, so is a nomad counter to t2 mobile shields when they don't have any of their own. Furthermore the EMP weapon has a small AOE damage, so try using it against bunches of t1. It has a long range for a t2 unit, and is the sturdiest t2 unit (and most expensive), which ensure it's usefulness also at the t3 stage, although the stun duration against t3 units is much shorter.
Mobile Missile Launcher: It is unlike other factions mmls: it has the interesting ability to both go underwater, and fire from underwater (though at a shorter range). This unit also has better AOE, though it has a fair bit less dps.
Mobile Flak: Not much to say here, this unit is roughly the same as all other factions.
Field Engineer: The nomads equivalent of the UEF sparky, although this engineer comes in with a low power tmd system rather than any offensive weapons. Could be quite useful in a pd war. It is also equipped with a radar that has the boost ability.
T3
Heavy Hover Tank: A mix between the range of a Percival and the rapid fire of Othuums, this t3 tank actually has two weapons with totally different charachteristics. The first weapon has a high range (even better than a brick or percival) and a low fire rate, at a total of ~ 200 dps, and another rapid fire weapon at the same range of an Othuum doing ~160 dps. This tank can also hover, and has the same speed as Othuum, although is even slower on water (same speed as Brick when on water). To sum up : this is a t3 aurora, with low HP but good range and good for its kiting ability.
Mobile Artillery: Like the t2 flak, this unit is very similar to those from other factions with broadly similar dps, health and AOE, with the same range.
Mobile AA: Another unit unique to nomads, the t3 mobile AA is a very interesting unit. It does cost about 3.5 times as much as a mobile flak, but for that you get more than double the health, more damage and homing ability (so much less wasted DPS and ability to hit fast flying units), and a small range increase. You do lose AOE damage though.
Experimental
Beamer: With the introduction of the beamer, FA will have its new cheapest experimental. The beamer (unsurprisingly) fires a beam weapon with 2300 dps (Monkey Lord for comparison has 4000dps, Galactic Colossus has 2500dps), and 35 range (same as a percie or brick).
At a little over half the cost of a monkey (12 000 mass), this unit is a great anti experimental weapon. It is however much worse than other experimentals at killing t3 land and attacking fortifications on account of its lower health (though the smart players will use veterancy to keep it alive longer). This unit also pairs up to make the most awesome thing in all of nomads, (Which Napalm didn't put in his vid!!!!), when you load it up into a comet, the experimental transport, it can still fire at ground targets. Yes you heard me right folks, it is an experimental ghetto gunship.
Crawler: This is the nomads missile tank, which is effectively an aeon missile ship that goes around on land and water and siege a base from afar. This is another unit that can be picked up and carried by the experimental transport.
It has a few different weapon systems, but the important thing about it is its range. Its most effective at bombardment at a range of 110 (A fatboy has 100 range). Another big thing about it is its ability to overwhelm tmd with its barrage ability, if you haven't tried this out yet then I recommend strongly that you do!
Bullfrog: This is the bad boy of the nomads Experimentals ( ), with the most powerful weapons, the highest dps and the highest cost. This unit has about half the dps at its maximum range as the megalith, although once in closer it has more dps than the megalith. That said it does have less health, and will suffer while it tries to get in close.
It is however far closer to the price of a fatty.
Nomads Air
T1
Air Scout:
Interceptor:
Bomber:
Lower HP than the others, but slightly faster. It has also a longer reload time.
Light Gunship: As the title says : it's a gunship but cheap and lightly armored. Best used to harass, but very fragile.
Transport:
Lower capacity (4) but faster speed and cheap mass cost.
T2
Fighter/Bomber:
2 attacks, rockets and bombs.
Torpedo Gunship:
Very useful against navies and underwater ACU. More expensive than other gunships.
Transport:
Normal T2 transport (not like the t1 one)
T3
Spy Plane:
Air Superiority Fighter:
Strategic Bomber:
Less powerful than other t3 bomber but huge AOE and cheaper cost. Better against armies, less efficient at sniping.
Heavy Gunship:
More efficient at sniping than other gunships thanks to a better DPS, but less HP.
Experimental
Comet:
Good anti air unit, can transport up to 18 units of any kind (even t3) + 1 Experimental (Beamer or Crawler, not Bullfrog) or a naval unit. A beamer loaded in the Comet can fire so it's a T4 Ghetto gunship.
Nomads Navy
T1
Attack Submarine:
Frigate:
T2
Destroyer:
No torpedo weapons and low HP but more firepower for surface weapon. Its weapon deals more damage over time to they are very powerful against stationary targets, and it's better to move away from the fire when you're attacked by it.
A Bombard mode fire more often but randomly in front of the Destroyer. This is very good against bases and shields., or t1 swarms.
Cruiser: It's called the Mercenary. It has a strong AA weapon, and an EMP weapon that stuns shortly other units, but also do additional damages against shields. It's secondary weapon is a homing missile, with less range and DPS than other cruisers but that doesn't waste as many shots.
RailgunCarrier:
It can "eat" some torpedoes. Better to use at range against subs.
T3
Heavy Attack Submarine:
Versatile unit. It has good torpedo DPS and range, and a long range missile attack, like the Cybran Plan B, but cheaper because it's not a nuke launcher.
Aircraft Carrier:
Very good AA DPS.
Heavy Destroyer:
Versatile t3 ship, with flak canon, big guns and a railgun weapon for underwater threats. Slightly more powerful than the UEF Battlecruiser but with different weapons and higher cost.
Nomads ACU: The Nomads ACU has a special ability, the capaictor, that improves its firepower, buildpower and regeneration for a short time (15 seconds). It fills up like a battery whenever you have excess energy.
Other than that the ACU gets the following upgrades:
- T2, T3, self explanatory.
- gun upgrade 1 = twice the rate of fire
- gun upgrade 2 = double canon, doubling damage output (but not OC damage)
- Orbital bombardment = 10 missiles called from the Mothership will hit a target or several targets (Radius = 3) for around 4500 Damages. Each missile can be countered by TMD (2 TMD will prevent a t2 mex to be sniped in one salvo).
- Intel Probe : a radar device is launched by the Mothership and will give you radar coverage for a limited time in a medium size area. The device also provides Artillery support and can be countered by TMD. The emitter of the device can be killed by a manual ground of any AOE weapon (like artillery)
- Intel Probe 2 : same as the previous one except that it gives vision in a small area, like the Eye of Rhianne.
- Speed upgrade gives ACU 50% more walking speed
- Repair upgrade : gives additional health and the ability to repair after some charge time (15 seconds without shooting or taking damages).
- Power armor : gives + 25000 HP to the Nomads ACU
- RAS : provides resources from the ACU and also speeds up capacitor fill rate.
Nomads SACU:
Can be specialised in offensive or engineer ACU.
Also has capacitor, speed upgrade and power armor. Other specific upgrades are machine gun (fast firing rate), anti naval gun, rocket launcher (long range). RAS is replaced by a more simple resource generator because Nomads SCU don't produce any resources by default.
Engineers: The nomads get the same engineers as the other factions at t1,t2,t3, but they get an extra t2 field engineer as well which acts like a mobile TMD.