![]() ![]() I'm not sure on the details, but at the very least, small Emergent can destroy 2 layers of armor. This means it can burrow into (or through) your ships with ease. Each has at least 5 health (up to 20 for large Emergent), and can take that many shots from a laser or rocket launcher before being destroyed. Certain ships and specialized enemy weapons can fire Hard/Medium P.Įmergent spawn from mired land and move in an erratic pattern at right angles. P comes in Hard, Medium and Soft variants, with 3/2/1 health, respectively. MK7s and rockets, while less energy-efficient, can knock back large blobs of P so you can focus on another area. Weapons can destroy P, but in later levels when P spawn rates are high you may want to keep it at bay instead. P clears out enemy Plasma without being destroyed, but is significantly slowed while passing through it. In addition, some P leaves behind Plasma, which slows down units of the opposing color. MK7 cannons can push back anything it does not destroy, rocket explosions slow down Particulate, and explosions from ship/mine/structure destruction can push Particulate away from the source. ![]() P is vulnerable to knockback and explosions. In earlier levels P stays in small clusters or single units, but in later levels it begins to cluster up, multiple units connected in either strands, clusters, or distinct ship-like configurations. It deals damage to your ships and is converted to Mire when it touches land. Tl dr: Small ships build/repair fairly quickly and are easily replaced, while large ships take way too long. Many custom "capital ships" have an impractical build time of ~10 minutes! Tiny ships build in 5-6 seconds, most campaign ships build in 15 secs tops, and the largest ships take 60 seconds. Energy requirement is based purely on the components (hull and modules), while build time increases exponentially with ship size. Ships have both an energy requirement and a build time. Most ships will be armed with some combination of Missile Launchers, Lasers, Cannons, and Particle Beams. Has a sight line so you know where it'll go. Extremely long range, no fear of retaliation. Fighter Base - Creates fighters that are untargetable.Shield - 15 energy/sec (0.5 energy/frame), activates only when you take damage.Guppy - Remember these from CW? :D Automatically flies off to energy field to collect energy.Discharge - only useful on static balls.Also clears out enemy Plasma and restores your Plasma - super, super useful. ![]() Particle Beam - 0.3 en/P per second, max of 10P affected.Laser - 0.58 en/P, but has very short range.Lathe - Creates friendly buildings, collects pickups, destroys enemy buildings.Larger ships require more engines to move quickly. Even if they did, you have AC everywhere as well.įor more exact energy consumption/cost values, refer to that page.Įach ship has a base energy storage of 50 energy and can move slowly, even without engines. You can outrun them, and they don't have payloads. ![]()
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