Build rate is the attribute which determines how quickly a unit or structure can finish a construction project assigned to it. Therefore, it's value is inversely proportional to the time required to complete the project in question and directly proportional to the amount of mass and energy spent per second.
To exemplify, a unit with a build rate of 30, such as an ACU equipped with a T2 engineering suit, would construct a factory six times faster than a T1 Engineer, which possess a build rate of 5, but would also drain resouces six times faster. Managing the balance between build force and resource drain is the key to prevent one's economy from stalling or generating waste.
Build Rate per Mass - Table and NotesEdit
The table below compares the build rate of several units and their respective cost in mass in order to determine their efficiency. Some observations of note:
- T1 engineers are the most effient way to convert mass into build force. However, care should be taken when relying heavily on them, considering that:
1) They bump into each other. Large groups of engineers will maneuver poorly when operating in tight spaces, such as the interior of cramped bases. Employing fewer units with higher build rates can remediate such issues.
2) Veterancy. Massed T1 engineers will feed several kills to the enemy's army if attacked, which may greatly increase the threat presented by sturdier units, such as Experimentals. Use radar intel to identify potential attackers early and move your engineers accordingly, or Ctrl-K them as a last resort. (See photo below)
3) When assiting land factories, the engineers may get in the way of the built units as they get off the platform, slowing them down slightly. This can be easily prevented by moving the factory's movement waypoint (Shift + Left click).
- It is actually cheaper to build a new TML silo than to assist an existing one with T1 engineers.
- T1\T2 factories are more efficient than their T3 counterparts but should be upgraded as needed during longer matches.
- Build rate is not always the reason why you would want to produce a certain unit, naturally: A Harbinger should be raiding an enemy's firebase instead of assisting factories, obviously.
- Some of the units below, quite simply, are not worth constructing for their build rate, if at all: A Fatboy, powerful and versatile as it may be, will rarely see the light of day aside from singleplayer and the most evenly-matched multiplayer games, due to the strain and time required to finish it. A SACU, despite its potential as a durable field engineer, is virtually useless when it's energy and mass cost is compared to cheaper units: In UEF's case, for less mass (Quantum Gateway included), one could build 10 Percivals or 40 Stingers.