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=== Unit Types | == Positioning == | ||
The positioning is beside the unit composition the deciding factor of the game. | |||
=== Agro/Targeting === | |||
Units will always target the unit they can attack first, this is in the most cases the closed unit, but because turning take time sometimes units in the back get seemingly ignored. For example when it take 3s to get in range of the tower but 3.1s to turn around to attack a unit, the tower will be targeted. (There might be more factors, maybe if the unit get attacked it might give more attention to the attacker.) But as soon as a target get attacked it will be locked and stay looked as long as it is in range and alive. | |||
There is one exception to the closed target, Steel Balls can tech Heavy Target and then attack the unit with most HP in range. | |||
The Aerial Specialization tech also can effect the targeting, because of the extra range against air units they can become a target while other units are closer. | |||
=== Frontline === | |||
Units in the front take all the damage therefor tanks and spam should be in the frontline. Also clearing the opposing frontline and get to the back is important. | |||
=== Backline === | |||
Units in the backline are usually protected from damage. It's the place for the damage dealer and long range units. | |||
=== Range === | |||
Range is an important stat. The unit with the lager range usually gets the first shot, especially for sniper this is important. But also shorter ranges can shape the battlefield. Melee units will always go to the front (closest enemy) and become the target for the enemy. Steel Balls also have a short range and will end up in the frontline. | |||
== Unit Types == | |||
=== Spam <small>(or Chaff, Model Tanks)</small> === | |||
A lot of cheap units taking shots for the more valuable units. While they can do damage too the main purpose is (or at least have the benefit of) distraction of units which could do a lot of damage to more valuable targets. | A lot of cheap units taking shots for the more valuable units. While they can do damage too the main purpose is (or at least have the benefit of) distraction of units which could do a lot of damage to more valuable targets. | ||
[[Crawler]], [[Fang]], [[Wasp]], [[Mustang]] | [[Crawler]], [[Fang]], [[Wasp]], [[Mustang]] | ||
=== Spam Clear === | |||
Units who can take out a lot of units fast. This is important because the Damage Dealer need a free shot onto the big targets. Spam Clear usually has lower damage but a area of effect or splash hitting multiple targets. But shooting on a tank waste a lot of time. | Units who can take out a lot of units fast. This is important because the Damage Dealer need a free shot onto the big targets. Spam Clear usually has lower damage but a area of effect or splash hitting multiple targets. But shooting on a tank waste a lot of time. | ||
[[Arclight]], [[Stormcaller]], [[Vulcan]], [[Mustang]], [[Sledgehammer]] | [[Arclight]], [[Stormcaller]], [[Vulcan]], [[Mustang]], [[Sledgehammer]] | ||
=== Damage Dealer === | |||
==== Sniper ==== | |||
Sniper deal a high amount of damage to a single target and may take them out with one shot. But need longer to reload, this makes them weak against spam. | Sniper deal a high amount of damage to a single target and may take them out with one shot. But need longer to reload, this makes them weak against spam. | ||
[[Marksman]], [[Phoenix]], [[Fortress]] | [[Marksman]], [[Phoenix]], [[Fortress]] | ||
==== DPS ==== | |||
DPS deal a lot of damage over time usually with a lower reload time. This help to do damage more effective then sniper but still take too long on spam units. Especially melting damage can do a lot of damage but need time to build up. | DPS deal a lot of damage over time usually with a lower reload time. This help to do damage more effective then sniper but still take too long on spam units. Especially melting damage can do a lot of damage but need time to build up. | ||
[[Steel Ball]], [[Melting Point]], [[Crawler]] | [[Steel Ball]], [[Melting Point]], [[Crawler]] | ||
=== Tank === | |||
Unit who can take a lot of damage. But against Damage Dealer tanks will die quick. So they best tank against the spam and anti spam units. | Unit who can take a lot of damage. But against Damage Dealer tanks will die quick. So they best tank against the spam and anti spam units. | ||
Giants, [[Rhino]], [[Steel Ball]], [[Sledgehammer]] | Giants, [[Rhino]], [[Steel Ball]], [[Sledgehammer]] | ||
=== Air === | |||
Air units add new dimension, They are immune to ground effects and most ground units can't target air. This make them a little bit saver from all the damage below while they can do a lot of damage. | Air units add new dimension, They are immune to ground effects and most ground units can't target air. This make them a little bit saver from all the damage below while they can do a lot of damage. | ||
[[Phoenix]], [[Wasp]], [[Overlord]] | [[Phoenix]], [[Wasp]], [[Overlord]] | ||
=== Anti Air === | |||
There is a limited amount of Units who can attack air units, all air units can attack ground and air and luckily the units who can attack air units habe there use on ground too. But without Anti Air a single air unit can do a lot of damage and even cost the round. | There is a limited amount of Units who can attack air units, all air units can attack ground and air and luckily the units who can attack air units habe there use on ground too. But without Anti Air a single air unit can do a lot of damage and even cost the round. | ||
[[Marksman]], [[Mustang]], [[Fang]], [[Melting Point]], also with Tech [[Arclight]] and [[Fortress]] | [[Marksman]], [[Mustang]], [[Fang]], [[Melting Point]], also with Tech [[Arclight]] and [[Fortress]] | ||
=== Special === | |||
*The [[Hacker]] is a special unit who can overtake enemy units and make them change side. | *The [[Hacker]] is a special unit who can overtake enemy units and make them change side. | ||
*Some units can spawn more units. | *Some units can spawn more units. |
Revision as of 17:32, 22 June 2023
Positioning
The positioning is beside the unit composition the deciding factor of the game.
Agro/Targeting
Units will always target the unit they can attack first, this is in the most cases the closed unit, but because turning take time sometimes units in the back get seemingly ignored. For example when it take 3s to get in range of the tower but 3.1s to turn around to attack a unit, the tower will be targeted. (There might be more factors, maybe if the unit get attacked it might give more attention to the attacker.) But as soon as a target get attacked it will be locked and stay looked as long as it is in range and alive.
There is one exception to the closed target, Steel Balls can tech Heavy Target and then attack the unit with most HP in range. The Aerial Specialization tech also can effect the targeting, because of the extra range against air units they can become a target while other units are closer.
Frontline
Units in the front take all the damage therefor tanks and spam should be in the frontline. Also clearing the opposing frontline and get to the back is important.
Backline
Units in the backline are usually protected from damage. It's the place for the damage dealer and long range units.
Range
Range is an important stat. The unit with the lager range usually gets the first shot, especially for sniper this is important. But also shorter ranges can shape the battlefield. Melee units will always go to the front (closest enemy) and become the target for the enemy. Steel Balls also have a short range and will end up in the frontline.
Unit Types
Spam (or Chaff, Model Tanks)
A lot of cheap units taking shots for the more valuable units. While they can do damage too the main purpose is (or at least have the benefit of) distraction of units which could do a lot of damage to more valuable targets.
Spam Clear
Units who can take out a lot of units fast. This is important because the Damage Dealer need a free shot onto the big targets. Spam Clear usually has lower damage but a area of effect or splash hitting multiple targets. But shooting on a tank waste a lot of time.
Arclight, Stormcaller, Vulcan, Mustang, Sledgehammer
Damage Dealer
Sniper
Sniper deal a high amount of damage to a single target and may take them out with one shot. But need longer to reload, this makes them weak against spam.
DPS
DPS deal a lot of damage over time usually with a lower reload time. This help to do damage more effective then sniper but still take too long on spam units. Especially melting damage can do a lot of damage but need time to build up.
Steel Ball, Melting Point, Crawler
Tank
Unit who can take a lot of damage. But against Damage Dealer tanks will die quick. So they best tank against the spam and anti spam units.
Giants, Rhino, Steel Ball, Sledgehammer
Air
Air units add new dimension, They are immune to ground effects and most ground units can't target air. This make them a little bit saver from all the damage below while they can do a lot of damage.
Anti Air
There is a limited amount of Units who can attack air units, all air units can attack ground and air and luckily the units who can attack air units habe there use on ground too. But without Anti Air a single air unit can do a lot of damage and even cost the round.
Marksman, Mustang, Fang, Melting Point, also with Tech Arclight and Fortress
Special
- The Hacker is a special unit who can overtake enemy units and make them change side.
- Some units can spawn more units.
- Electromagnetic Shot disables tech of the target.
- Jump Drive is a tech for all air units that let them change position during setup phase.
- Acidic Explosion, Incendiary Bomb, Sticky Oil Bomb will create a hazardous effect on the ground and effect all units standing on it.