Mechabellum Farseer Guide
All units FarseerHow to play Farseer
The Farseer offers a huge power spike mid game, but after that it quickly falls off. It's best on rounds ~3-5. This unit is a bit of do it all, it has okayish chaff clear, it has enough damage to kill sledges and balls and it prevent enemy Wasp plays, is good against Wraith and counters Overlord the turn it comes out. So it protects you from random cheese plays. If you make the mistake of teching this unit and building more of them, you will find yourself losing to better units later in the game.
I would never even tech the range on these guys. EMP is sometimes good since it's very cheap. Only build 1-2 more in the mid game and then forget about the unit.
If you are pushing, disabling enemy vulcan, wraiths or melting points with farseer EMP might be a very strong play. In long range games I don't think it works because then you need the range tech and you will probably not connect to the giants since you spent so much money teching the far seer and now you are behind on something else.
Mechabellum Farseer counter
Don't build too many wasps, phoenix or wraith in the mid game to give enemy a good opportunity for a Farseer. Go faster into giants when you see these on the board. Depending on your position, rhinos are also very good sometimes.
Normal anti-missile devices don't work that well but a Factory does wonders.
Farseer Builds
Listed below are all some highlighted Farseer builds.
Surrey's Farseer build
This unit has a short shelf life of 2-3 rounds. Thats why I'm very careful about teching it. Usually I don't tech it at all, sometimes I tech EMP and rarely I tech the photon.
Farseer Technologies
Listed below are all available technologies for Farseer, their viability and how to use them.
Range Enhancement
Increases attack range by 40m
300
The Farseer has enough range, save your money!
Electromagnetic Explosion
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
100
The best and should be most used technology on Farseer. Very strong against teched giants, wraiths and even some low priority targets such as assault marksmen, scorpions etc. The cost of 100 makes this technology very valuable and easy to click.
Missile Interceptor
Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the Farseer's attack and level.
200
Not a great technology, since you need to build quite a lot of far seers to make it work. Has some use cases for sure, but 99.5% of games don't tech this.
Photon Emission
At the start of combat, emits a photon coating on all allied ground forces (excluding the user) within 100m, reducing damage received by 30% for the first 20s and grants immunity to electromagnetic, ignition and acid effects
400
Very good technology if you get the far seer drop when you need photon. Keep in mind it's ground only.
Scanning Radar
An aura that increases the range of all allied units within 100m distance by 10. Effects of multiple scanning radars don't stack.
300
Way too expensive tech for the effect and on top of that you need to deploy multiple far seer to cover relevant units.