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]
|