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Let's brainstorm some ideas for unorthodox, but surprisingly viable units or structures (including lethal joke units/structures).

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Date Editor Before After
5/3/2018 12:34:53 AMUSrankShadowWolfTJC before revert after revert
4/4/2018 11:01:34 PMUSrankShadowWolfTJC before revert after revert
Before After
1 I wonder what others would think about the idea of suicidal defenses, like, say, stationary rockets and missiles that constructors are able to build (and that lack the range and sheer destructive power of the Tactical Missile Silo), like these: 1 I wonder what others would think about the idea of suicidal defenses, like, say, stationary rockets and missiles that constructors are able to build (and that lack the range and sheer destructive power of the Tactical Missile Silo), like these:
2 \n 2 \n
3 - Firecracker ( ranged stationary single-shot standoff missile) : These cheap single-shot homing missiles are capable of outranging both skirmishers and most enemy base defenses, and are useful both for providing a cheap momentary defense against harassing raiders and skirmishers, and for taking out light base defenses ( such as that lone Picket or Lotus that protects an enemy-controlled mex from harassment by raiders) . However, you should look elsewhere if you're looking for some more sustainable defenses, or a more cost-effective means of taking out an enemy base. 3 - Firecracker ( ranged stationary single-shot standoff missile) : [spoiler]These cheap single-shot homing missiles are capable of outranging both skirmishers and most enemy base defenses, and are useful both for providing a cheap momentary defense against harassing raiders and skirmishers, and for taking out light base defenses ( such as that lone Picket or Lotus that protects an enemy-controlled mex from harassment by raiders) . However, you should look elsewhere if you're looking for some more sustainable defenses, or a more cost-effective means of taking out an enemy base. [/spoiler]
4 \n 4 \n
5 - Superstring ( stationary single-shot anti-swarm rocket) : These cheap single-shot rockets are capable of dealing with swarms of assaulting units thanks to their large blast radius, but are ineffective against skirmishers, which outrange them, or heavier assault units, which can easily shrug them off. 5 - Superstring ( stationary single-shot anti-swarm rocket) : [spoiler]These cheap single-shot rockets are capable of dealing with swarms of assaulting units thanks to their large blast radius, but are ineffective against skirmishers, which outrange them, or heavier assault units, which can easily shrug them off. [/spoiler]
6 \n 6 \n
7 - Skyrocket ( stationary single-shot anti-air missile) : If you need to build up some strong anti-air defenses on short notice, then these cheap single-shot homing missiles should do the job. However, you'd be better off building more sustainable air defenses like Hacksaws or Razors if you're looking for something that can ward off enemy airforces over extended periods of time. 7 - Skyrocket ( stationary single-shot anti-air missile) : [spoiler]If you need to build up some strong anti-air defenses on short notice, then these cheap single-shot homing missiles should do the job. However, you'd be better off building more sustainable air defenses like Hacksaws or Razors if you're looking for something that can ward off enemy airforces over extended periods of time. [/spoiler]
8 \n 8 \n
9 Also, after much observation about how easily base defenses fall to concentrated attacks, especially masses of skirmishers, I'm thinking that more could be done to make base defenses a bit more effective at repelling invasions. However, instead of bolstering the stats of defenses individually, I'd like to instead propose increasing their ability to support eachother through better synergy. With this in mind, and since I'd like to suggest some defenses that can morph into more powerful defenses, I'd like to propose the addition of these defenses: 9 Also, after much observation about how easily base defenses fall to concentrated attacks, especially masses of skirmishers, I'm thinking that more could be done to make base defenses a bit more effective at repelling invasions. However, instead of bolstering the stats of defenses individually, I'd like to instead propose increasing their ability to support eachother through better synergy. With this in mind, and since I'd like to suggest some defenses that can morph into more powerful defenses, I'd like to propose the addition of these defenses:
10 \n 10 \n
11 - Bolter ( light pulse laser tower) : Though similar in cost, functionality, range, and effectiveness at deterring lone raiders to the Picket, the main idea behind this light defensive structure is that, if desired, it can morph into a more powerful Slicer turret in order to better deal with more powerful assault units that the Bolter alone can't handle, thus saving the time and cost required to deconstruct the defense in order to replace it with a more powerful one. 11 - Bolter ( light pulse laser tower) : [spoiler]Though similar in cost, functionality, range, and effectiveness at deterring lone raiders to the Picket, the main idea behind this light defensive structure is that, if desired, it can morph into a more powerful Slicer turret in order to better deal with more powerful assault units that the Bolter alone can't handle, thus saving the time and cost required to deconstruct the defense in order to replace it with a more powerful one. [/spoiler]
12 \n 12 \n
13 - Slicer ( light high-energy laser tower) : A much cheaper alternative to the Stinger that's created from morphing from a Bolter, this defensive structure delivers bursts of damage that are equally as powerful, and at the same range, as the Stinger. However, such firepower for such little cost comes with its own trade-offs. In the Slicer's case, it has much less health ( comparable to a Lotus or Picket, or its pre-morphed Bolter counterpart) , and a much lower rate-of-fire ( comparable to a Lance) , than the Stinger, making it even easier to defeat with both enemy artillery and masses of cheap enemy units, unless supported with shields and other defenses. 13 - Slicer ( light high-energy laser tower) : [spoiler]A much cheaper alternative to the Stinger that's created from morphing from a Bolter, this defensive structure delivers bursts of damage that are equally as powerful, and at the same range, as the Stinger. However, such firepower for such little cost comes with its own trade-offs. In the Slicer's case, it has much less health ( comparable to a Lotus or Picket, or its pre-morphed Bolter counterpart) , and a much lower rate-of-fire ( comparable to a Lance) , than the Stinger, making it even easier to defeat with both enemy artillery and masses of cheap enemy units, unless supported with shields and other defenses. [/spoiler]
14 \n 14 \n
15 - Conduit ( reflective high-energy laser tower) : Created by morphing a Slicer, and in addition to retaining all of the Slicer's combat characteristics, the Conduit possess the additional ability to reflect the laser beams emitted by other Bolters, Slicers, and Conduits that have the reflecting Conduit in their range, allowing those other Bolters, Slicers, and Conduits to attack enemies that would otherwise be out of their range or line-of-sight ( in a similar manner to how Allied Prism Towers work in "Command & Conquer: Red Alert 2") . ( Note: I'd imagine programming such a unit or structure would require having the Conduit send out a call to any Bolters, Slicers, and Conduits within their ranges to expend their available shots to support the Conduit making the call, and that any Conduits that respond would likewise send out a call for any nearby Bolters, Slicers, and Conduits to likewise support the Conduit's attempts at supporting the original Conduit that started the chain. ) 15 - Conduit ( reflective high-energy laser tower) : [spoiler]Created by morphing a Slicer, and in addition to retaining all of the Slicer's combat characteristics, the Conduit possess the additional ability to reflect the laser beams emitted by other Bolters, Slicers, and Conduits that have the reflecting Conduit in their range, allowing those other Bolters, Slicers, and Conduits to attack enemies that would otherwise be out of their range or line-of-sight ( in a similar manner to how Allied Prism Towers work in "Command & Conquer: Red Alert 2") . ( Note: I'd imagine programming such a unit or structure would require having the Conduit send out a call to any Bolters, Slicers, and Conduits within their ranges to expend their available shots to support the Conduit making the call, and that any Conduits that respond would likewise send out a call for any nearby Bolters, Slicers, and Conduits to likewise support the Conduit's attempts at supporting the original Conduit that started the chain. ) [/spoiler]
16 \n 16 \n
17 - Sentinel ( burst anti-swarm turret) : A cheaper alternative to the Stardust, while it can wipe out modest groups of raiders just as well, it lacks the Stardust's staying power due to it being armed with only a burst-fire weapon. 17 - Sentinel ( burst anti-swarm turret) : [spoiler]A cheaper alternative to the Stardust, while it can wipe out modest groups of raiders just as well, it lacks the Stardust's staying power due to it being armed with only a burst-fire weapon. [/spoiler]
18 \n 18 \n
19 - Warden ( shielded discharging anti-swarm turret) : Like the more mobile Felon, the Warden, which is created by morphing a Sentinel, possesses a shield that, while not as big or as strong as an Aegis, can be used to power its weapon, which can quickly mow down swarms of lighter units that get too close. Because of these traits, it synergizes well with more fragile longer-ranged defenses like Pickets, Javelins, and Mangonels, using its shield to protect them from bombardment from artillery and skirmishers that easily outrange the Warden, and discharging its shield at any enemies that would dare to charge forward in an attempt to overpower the more fragile defenses. However, such a tightly-packed combination is just asking to be hit with attacks from units or structures that can either wear down shields in a heartbeat ( such as anti-heavy units like the Phantom, Lance, Cyclops, or Racketeer, or powerful saturation artillery units like the Tremor or Merlin) , or ignore them altogether ( such as the Firewalker's incendiary mortars or Phoenix's napalm bombs) . 19 - Warden ( shielded discharging anti-swarm turret) : [spoiler]Like the more mobile Felon, the Warden, which is created by morphing a Sentinel, possesses a shield that, while not as big or as strong as an Aegis, can be used to power its weapon, which can quickly mow down swarms of lighter units that get too close. Because of these traits, it synergizes well with more fragile longer-ranged defenses like Pickets, Javelins, and Mangonels, using its shield to protect them from bombardment from artillery and skirmishers that easily outrange the Warden, and discharging its shield at any enemies that would dare to charge forward in an attempt to overpower the more fragile defenses. However, such a tightly-packed combination is just asking to be hit with attacks from units or structures that can either wear down shields in a heartbeat ( such as anti-heavy units like the Phantom, Lance, Cyclops, or Racketeer, or powerful saturation artillery units like the Tremor or Merlin) , or ignore them altogether ( such as the Firewalker's incendiary mortars or Phoenix's napalm bombs) . [/spoiler]
20 \n 20 \n
21 - Mangonel ( saturation artillery emplacement) : When faced with groups of besieging skirmishers or short-ranged artillery ( such as Slings, Badgers, or Firewalkers) , it's best to have these defenses on hand, since they can launch cluster bombs that decimate groups of weak enemy units. However, since the cluster bombs are ineffective against heavier units, lack the range to deal with longer-ranged artillery units ( like the Impaler, Emissary, Tremor, or Merlin) , and travel at such a low speed and high arc as to have problems hitting raiders, you shouldn't rely upon them alone to fend off enemy assaults. 21 - Mangonel ( saturation artillery emplacement) : [spoiler]When faced with groups of besieging skirmishers or short-ranged artillery ( such as Slings, Badgers, or Firewalkers) , it's best to have these defenses on hand, since they can launch cluster bombs that decimate groups of weak enemy units. However, since the cluster bombs are ineffective against heavier units, lack the range to deal with longer-ranged artillery units ( like the Impaler, Emissary, Tremor, or Merlin) , and travel at such a low speed and high arc as to have problems hitting raiders, you shouldn't rely upon them alone to fend off enemy assaults. [/spoiler]
22 \n 22 \n
23 - Schwarzschild ( black hole launching turret) : In order to better deal with swarms of lighter units, especially raiders and skirmishers, the Schwarzschild, which could be created by morphing from a Newton, is capable of creating vacuums that keep enemies held in place for enough time for nearby base defenses, such as the Mangonel, to efficiently dispose of them. It functions similarly to the Placeholder, but has better range. 23 - Schwarzschild ( black hole launching turret) : [spoiler]In order to better deal with swarms of lighter units, especially raiders and skirmishers, the Schwarzschild, which could be created by morphing from a Newton, is capable of creating vacuums that keep enemies held in place for enough time for nearby base defenses, such as the Mangonel, to efficiently dispose of them. It functions similarly to the Placeholder, but has better range. [/spoiler]
24 \n 24 \n
25 - Corona ( anti-swarm emp turret) : An alternative to the Faraday ( possibly cheaper than, or possibly a morph of, the Faraday) , the Corona sacrifices much of the Faraday's firepower and rate-of-fire in order to fire an emp blast with a blast radius that can sufficiently cripple swarms of smaller raiders in an instant, giving other defenses, such as the Sentinel, Warden, and Mangonel, ample time to dispatch them for good. Unfortunately, due to the weaker impact that the Corona's emp blasts have, and the lower rate-of-fire, multiple Coronae will be needed in order to bring assault units, along with heavier raiders like the Blitz, to a standstill. 25 - Corona ( anti-swarm emp turret) : [spoiler]An alternative to the Faraday ( possibly cheaper than, or possibly a morph of, the Faraday) , the Corona sacrifices much of the Faraday's firepower and rate-of-fire in order to fire an emp blast with a blast radius that can sufficiently cripple swarms of smaller raiders in an instant, giving other defenses, such as the Sentinel, Warden, and Mangonel, ample time to dispatch them for good. Unfortunately, due to the weaker impact that the Corona's emp blasts have, and the lower rate-of-fire, multiple Coronae will be needed in order to bring assault units, along with heavier raiders like the Blitz, to a standstill. [/spoiler]
26 \n 26 \n
27 - Gamma ( anti-heavy emp turret) : If you need a potent base defense that's cheaper than the Lucifer, but still capable of bringing an enemy Dante to a standstill in a single shot, then perhaps the Gamma is what you want? Possibly created by morphing a Faraday, the Gamma fires a single extremely-powerful emp bolt that's sure to paralyze any enemy unit ( short of a Paladin) for enough time for other defenders to bring down the assaulting strider for good. Unfortunately, because the Gamma has a painfully-long reload time in-between shots, and because its shots are severely lacking in aoe capabilities, it's easily swarmed by masses of smaller units. 27 - Gamma ( anti-heavy emp turret) : [spoiler]If you need a potent base defense that's cheaper than the Lucifer, but still capable of bringing an enemy Dante to a standstill in a single shot, then perhaps the Gamma is what you want? Possibly created by morphing a Faraday, the Gamma fires a single extremely-powerful emp bolt that's sure to paralyze any enemy unit ( short of a Paladin) for enough time for other defenders to bring down the assaulting strider for good. Unfortunately, because the Gamma has a painfully-long reload time in-between shots, and because its shots are severely lacking in aoe capabilities, it's easily swarmed by masses of smaller units. [/spoiler]