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    • R Offline
      Reckless_Charger
      last edited by

      Selens are rubbish compared to labs. You can stick them on mexes and hydros which can be annoying but they take so long to kill an engy it's laughable. Two of them together can work. Their radar range seems very short now too and AFAIK they can't shoot from transports either. So I'd prefer any of the other factions labs and a dedicated scout any time. I am pretty rubbish at faf so it could just be me though.

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      • Sladow-NoobS Offline
        Sladow-Noob
        last edited by

        Just to give feedback:
        They can't shoot from transports, yes.
        Putting them on mexes is annoying, but the moment you realize a mex isn't being built, you can attackmove the engineer and it'll automatically reclaim the selen besides not being able to see it.

        Inactive.

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        • R Offline
          Reckless_Charger
          last edited by

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          • R Offline
            Reckless_Charger
            last edited by

            Yep I knew that. I was sort of replying to Thomas but I think it's likely he was just being contrary

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            • ThomasHiattT Offline
              ThomasHiatt
              last edited by

              They are the cheapest and quickest building land unit that kills undefended engineers at a reasonable speed. They still kill an engineer faster than it can build a mex. The low cost and quick build speed means it is less risky to send out selens for raids, but they will still get a kill in most cases that a lab would get the kill. In the past, Seraphim truly had no labs and you could take advantage of that by not defending your engineers. Now you have to be extra defensive of engineers against seraphim because they have effectively the cheapest labs.

              Obviously they are not good for killing engineers defended by tanks, killing other labs, or going in ghettos. And of course I am primarily talking from a 1v1 experience, but there are team game maps where early labs and selens could have a significant impact.

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              • R Offline
                Reckless_Charger
                last edited by

                Thomas I appreciate the reply. I still think that essentially you need 2 to be as effective as 1 lab and that costs more (and takes more apm). I will perhaps try building a few more and getting better at my micro

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                • R Offline
                  Reckless_Charger
                  last edited by

                  The first post says this focuses on team games. How does it differ for 1v1?

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                  • R Offline
                    Reckless_Charger
                    last edited by

                    Also I don't see Cybran T3 land being that bad. Mass bricks are very strong.

                    AmygdalaA Sladow-NoobS 2 Replies Last reply Reply Quote 0
                    • AmygdalaA Offline
                      Amygdala @Reckless_Charger
                      last edited by

                      @reckless_charger They are and the recent range buff made them even better. However, the lack of mobile shields is a big disadvantage which gets abused quite a bit in the higher rating range.

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                      • Sladow-NoobS Offline
                        Sladow-Noob @Reckless_Charger
                        last edited by Sladow-Noob

                        @reckless_charger
                        1v1 and teamgames are different bc

                        • Lab usage
                        • Amount of expansions
                        • Spots (Dedicated air spots etc)
                        • Multiple ACUs running around
                        • Unit shift from T1 (ladder) to later stages (teamgames)

                        Cybran has the main problem that they lack shields. What isn't a huge problem in 1v1s becomes impactful in teamgames as usage of AoE (Arty, Strats, ...) is way more common there and the ppl have the apm to abuse stuff which they would not have in 1v1s together with one scoutstream countering stealth.

                        Inactive.

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