![]() He installed a cockpit onto a Sentinel, donned a vacc suit and pushed the craft to its limits. However, the project was saved by Aart ne Somtaaw, a small member of the engineering team. ![]() When they added a force-field generator and tested it, the Sentinel AI was confused by the distortions created by polarized gravity fields, leading to a Dervish Multibeam Frigate being cut in half with all hands lost. However, even the most advanced AI could not keep up with what the Somtaaw engineers wanted. Pros: Similar effect of having commander unit nearby.The Sentinel was originally envisioned as a remote drone craft for an advanced mobile sensor platform. Tips: I've never found the aerial units to be troublesome, don't really need them at least in the first campaign. Pros: Now you can slow the aerial targets too Tips: Put these EARLY, and periodically to keep the enemy on fire. Pros: Think of these as advanced LASER, good damage, fires insanely fast (continuous stream)Ĭons: They are also much more expensive than LASER, damage over time not as "obvious" Tips: These are only effective on certain maps, and only on certain corners. hard to use tactically as not all terrain are "usable" like this. if it can't kill its target and they keep coming, so it rotates and tracks its target, and lost track on the rest of the herd. Pros: good crowd-thinners, great where you can put it at the end of long paths, good damage and firing rate at max upgrade, sort of budget BEAMĬons: these actually "rotate" to chase their target which is often where you don't want it, esp. Tips: As I never find air units to be much of a challenge, I find myself not using these. ![]() Pros: good against fliers, that max upgrade had a huge jump on damage (900!)Ĭons: anti-air only, no use against ground targets. Tips: Personally, I find beam puts out more damage per $$$ so I use them more. Pros: HUGE engagement envelope, can put a shot across half the map, good damageĬons: INSANELY expensive (250/300/300/500), extremely slow firing rate (even at max upgrade) Max upgrade probably NOT worth it unless you're flush in cash. These are your "boss killers", as you can deploy a cluster of them. Tips: Deploy them where their large firing radius gives them a lot of opportunities to shoot, don't forget to pair them with SLOW. if upgraded, good engagement areaĬons: EXPENSIVE (200/250/250/600), that max tier probably not worth it, even if it's multi-beam. Pros: High damage, basically your boss killer, esp. If budget permits, keep putting them on paths to setup a second and third line of defense. Tips: Put them opposite area damage weapons like BOMB, or preceding high damage units like BEAM/LINE. Pros: works great to slow down those arachnid mobs for BOMB and other area effect turrets.Ĭons: does not work on aerial units (that's AERIAL SLOW's job), upgrades mainly increases slow effect duration except max tier which makes it makes it hit multiple times, affecting more units, but again, not as obvious. Tips: Put them close to the path, pair them with SLOW ![]() not quite enough damage output for bosses. Pros: good splash damage for those arachnid mobs, max upgrade cluster bomb has good damage for areaĬons: must be paired with SLOW as its shots are slow as ****. Tips: Deploy just enough of these to thin out the crowd, save the $$$ to gather interest. Pros: easily available, enough for the early enemies, cheap max upgrade (20/20/20/60) and respectable damage at max tier, and it's continuous fireĬons: too weak for bosses, takes up a slot that can be used for stronger turrets in late game. I know it's an old game, but we all still play it, right?
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