Overview
The playable factions, their cons, pros, strenghts, weaknesses, playstyle and difficulty.
Introduction
There are currently 7 playable factions in the game, all which have different pros and cons and playstyles. Each different factions has a different level of difficulty, accosiatied with starting ships, ability to get R and their components or parts.
Faction 1 [Default]
Faction 1 is the default faction. Its a strong all-rounder faction.
- Strengths
- Great starting ship
- Strong late game sheild
- Strong late game weapon (Anti-matter cannon)
- Start with a variety of ships
- Strong stations (Seriously, these things are powerful)
- Strong sniper rifle
- Increadibly strong small ship, the ‘intercepter’, which can destroy huge ships in numbers and only costs 312 R if the player places two drone launchers on it.
- Weaknesses
- Absense of seedplanter, Solar arrays (this means players will be forced to destroy ships and reclaim stations in order to build their faction strengh)
- Lacks strong default ships, which disallows players to recruit strong allies
- Weak hull
Basically, this faciton is a great starting faction, as it teaches the player to collect resources themselves rather than rely on strong allies.
Faction 2
Faction 2 features a more relaxed, farming playstyle
- Strengths
- Ability to create farms with the seed planters (This is actually really fun)
- Addition of solar arrays, which generate R just be existing
- Hull which supports regrowth, allowing you to create ships or stations with the sole purpose of housing a farm. You could create a huge station and place seeds around it, basically a huge defendable farm
- If the player gets stuck, they can just wait around their farms for a little bit and create an army
- Huge range of automated defense weapons
- Weaknesses
- Ability to fight is nearly non-existant
- Lacks firepower
- Lacks defense
- Basically no ally help (all the starting ships suck)
- The best weapon is the ‘heavy turret’, which basically sucks against any decent ship
- Incredibly hard to play. Seriously. You will struggle to survive. Agents are a huge danger here.
- Late game you will get destroyed by other faction’s hard hitting weapons. You won’t be able to touch them.
All in all, a really fun faction if you enjoy farming and playing relatively passively.
Faction 3
Faction 3, the yellow/orange faction.
- Strenghs
- Huge ally support
- Easy to farm R/P/C quickly
- Really the only ads with this faction is its incredibly easy to get started
- Weaknesses
- No sheilds
- Lacks firepower, especially late game
- Forces to place weapons heavily protected by hull because of the lack of sheilds
- Absense of seedplanter, Solar arrays
- No harvester
Player comments
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Originally posted by Arekku:
Faction 3 are very weak, I think they were added to be easy enemies for starting players, on the other hand faction 5 has been made really good to provide an end game challenge…although if you look at faction 3’s guns the small laser and small gun actually have a higher dps for their cost than the pentacannon (biggest plasma condenser) in faction 5
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Originally posted by Jsshinoda (Pique):
the benefits to the factions are cheap objects and quick regeneration. So the main playstyle would be similiar to faction 2, where all you do is spawn a bunch of small little ships and a bunch of drones or you can be crazy and make a ship covered with millions of guns because each gun costs less than a dime. All you need to do is buy all the objects, make a ship with several factories, drone launchers, and guns to defend yourself and then you spawn drones and tiny stock ships worth less than 50 P, popping each one out like a loose gumball machine.
This faction is just…. bleh. They have no huge strenghs, and they lack everything else. IDK why someone would play this faction. Incredibly weak.
Faction 4
Faction 4
After playing them for a long time, i have to say this faction is just strait up over powered.
- Strengths
- Cheap medium sized sheild
- Powerful long ranged ships with the correct setup
- Most powerful end game in the game
- Extremly powerful attack
- Can destroy stations instantly
- Weaknesses
- Only two weapons. The cannon base and the drone launcher. You must make your cannon base stronger by adding amplifiers to it.
- Extremly complicted to create ships. Player is forced to build around the cannon base and amplify it.
- Absense of seedplanter, missies, rotational guns etc
Player comments
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Originally posted by Blaze the griffon girl:
The race 5 modular guns are a HUGE pro, in late game you can DEMOLISH stations with 2-3 good aimed shots. Yes, it’s unable to turn but if you add range amps, enemies are far enough away to turn to them, and with solar panels, they have (almost) no drawbacks.
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Originally posted by ggcrummett:
yes faction 4 is my favorite faction, I personally feel if you make your ships right you can have medium to large capital ships capable of spawning tons of small fighter ships if you know what your doing. just biuld a solid base structure for your ship generaters, defense lasers, engines, etc, then biuld your main weapon cannons and then just make sure you have a nice safe distance from your enemy.
The key strategy to this faction is to make large capital ships with solars and a factory sit in the back lining up the shot while you spawn a swarm of small fighter ships with one main cannon and a couple of laser defences.
this factions solar panals make them one of the durable resource wise. so in other words, this faction can be completely mobile. I haven’t made a fully maxd out ship for soul combat but I have used factory ships with strong cannons as my base ship. so this faction can be easy to biuld up once you get going. -
Originally posted by ggcrummett:
the one weapon in faction 4 is kind of restricting but you can make it work in a veriaty of ways. you can biuld many strong point defense cannons around your stations with the main weapon. when playing this faction just be sure to get the solar panals and factory first and make a solar platform design so it can feed you resources.
Faction 5
Faction 5
- Strengths
- Extremly powerful weapons
- You start out with huge allies and reactivated allies are always powerful.
- Because of your powerful allies, players can EASILY farm R/P/C by following ally ships and using them to destroy ships and gain R. P can be obtained very easily.
- High end game assult, but lacks defense against lasers
- Weaknesses
- No sheilds – prone to missile spam and snipers
- No drones, seed planters or solar arrays
- Although powerful, player is restricted to two weapons
- Absense of seedplanter, Solar arrays
Fun if you want to quickly gain P and build huge ships
Faction 6
Faction 6
- Strengths
- Most powerful starting unit it the game, can output 4k damage/sec
- Extremly powerful lazer weapons which output 2k/sec
- Powerful hit and run tactics
- Contains mines
- Can stack 8k P in a few hours
- Small 2k P unit can defeat stations and huge enemies
- Weaknesses
- Absense of seedplanter, Solar arrays
- Lacks powerful, end game sheild
- Huge lasers are restricted to 400 range and therefore are usually only put onto small, fast moving ships
REALLY fun faction to play.
Faction 7
Faction 7
* Tip! Set your guess beam’s to autofire on bindings then change autofire to ripple. A lot easier to use.
- Strengths
- Powerful starting weapon, 1k dmg/charge
- Has as armour spike, which multiplys melee damage by 500%, allowing the player to create ramming ships
- Powerful end game lazer, the “Obliterator” which deals 3k dmg/charge. This weapon is also a turret, allowing the user to dominate late game.
- Weaknesses
- Absense of seed planter, drones, sheilds
- Weak missiles
- Weak turrets
- No automated defense weapons
- Basically a weaker version of faction 6, with a better end game weapon
- To get to the faction’s strong point, the player must farm 36450C in order to purchase the Obliterator, and even with that you can only place one of them, as they cost 4050P
Player comments
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Originally posted by BattleHQ:
In my opionion, faction 7’s charge up lazer wepon can easily be the best we[on in the game early on and all the way to late game. If you want to see power try putting on about 8 or so of their starting wepons and set there bindings to ripple fire. It is one of the biggest damage outputs ive seen in the 40 hours ive played this game. [/quote][/list]
Contributors
In chronological order
- Blaze the griffon girl
- BattleHQ
- ggcrummett
- Arekku
Feedback
Thanks for viewer my guide! If you need any more help, just comment below!
Also, this is my first guide, so any feedback would be appreciated!
If you want to contribute, or don’t agree with any of my strenths’weaknesses/comments on any of the factions, feel free to leave a comment, i’ll read them all.