Mechabellum – Guide to Unit and Mechanism Details

An advanced tutorial for beginners.

Unit and Mechanism Details

All credit goes to 浩瀚星空!

Basic Mechanism

  1. Gold mechanics

Gold per turn = number of turns *200. The upper limit is very high. Any money left over from the last round can be saved for the next round.

  1. Health mechanism

The amount of health deducted after defeat is equal to the value of all enemy units on the field, and the value of each unit is equal to the amount of gold spent to purchase a level 1 unit of the same type.

For example, if a Vulcan is left in the field, he can only deduct 400 health, regardless of his level. However, it should be noted that the value of this unit refers to the value of a single module in a pawn card. For example, if there is only one crawler left in a team of crawlers, the blood is calculated to calculate the value of this single crawler, not a team.

  1. Hate mechanics

Units have two attack weights, one is distance, one is turn time. The unit will calculate which unit he can hit first based on distance and turn time, and this is his target.

  1. Reinforcement mechanism

From the second turn, at the beginning of each turn, there will be four reinforcements to choose from and only one to choose from. Remember, the reinforcements are the same on both sides. And already selected reinforcements will not appear on the field again.

Reinforcements consist of three things: unit specific specialists, skills, and equipment.

In the figure above, there are four colors of reinforcements. The 0 cost is the first level of reinforcements, which is white. 50 is level 2, blue. 100 is level 3, yellow. 200 is level 4, red.

Level 3 experts can only appear in round 3 and beyond, and Level 4 experts can only appear in round 4 and beyond.

Only one of the different types of reinforcements can be selected for each unit. The other types of reinforcements no longer appear after the selection. If Longbow Expert 1 is selected, longbow Expert 2 and 3 will no longer appear.

  1. Initial expert

At the start of the first leg, each team has four initial openings to choose from, but this initial opening is different for both sides. The initial opening consists of one expert, two teams of T2s, three teams of T1s, and unlocking the corresponding units (t2 refers to units purchased with 200 yuan unlocked with 50 yuan, t1 refers to units purchased with 100 yuan unlocked with 0 yuan unlocked, and t3 refers to giant units).

Rhinos are classified as T1.5 with a 0 unlock fee and a 200 purchase price. Rhinos, Wasps, Hackers are not in the initial unit.

  1. Unit deployment and unlocking

Only two units can be deployed per turn, the deployment specialist can add an additional deployment cap, and the power tower on the left can temporarily add a deployment cap.

Only one unit can be unlocked per turn.

Units can only move freely during their first deployment turn, and will not be able to move in later turns (requiring redeployment specialists, high speed engines, or mobile equipment). When the unit moves, it has a green cursor underneath it.

  1. Energy tower

When the tower is knocked down by the enemy, it gives all of us a negative effect that reduces attack power, reduces movement speed, and increases damage. The power towers on the left and right have different functions you can choose from.

  1. Indicates the upgrade mechanism

Units gain XP when they kill, assist, demolish, and assist demolish towers, and can rise to the next level when they reach their maximum XP. As the unit level increases, the XP requirement increases.

Unit panel data = Level * Level 1 panel, that is, Level 3 unit data is three times as much as level 1.

  1. Flanking mechanism (or Attack from the side)

In the second turn and beyond, you can place your units on either side of the enemy. However, when units are first deployed to the side of the enemy, there is a deployment time of ten seconds, during which time units gradually increase their health in percentage form from 50%. During this time, the unit’s technology is inactive and can be damaged.

  1. Equipment mechanism

All units have an equipment slot, and equipment only works for a single unit, not a class of units. Each unit can only be equipped with one device and cannot be removed after being equipped unless the unit is sold.

  1. Unit technology

Unlike equipment, the technology of a unit is effective for all such units. For example, if a crawler advances a replication technology, then all crawlers of ours will have this technology, including those produced at melting point.

Technology has a base price, and for every technology clicked on that unit, other technologies will go up by 200. For example, after the crawler clicks the copy, the price of other crawler technologies will increase by 200, but other units are not affected by the price increase of crawler technologies.

Crawler

The following content will be divided into three sections.The first section is the introduction of science and technology and data of the unit as well as its positioning and advantages and disadvantages;the second section is the introduction of various skills and equipment;the third section is some practical skills

Next up is an introduction to crawlers

Crawler, one of the three cannon fodder, belongs to the small unit.The crawler costs 100 to build and 0 to unlock.Has the highest 24 modules in the game (i.e. how many crawlers are in a team of crawlers).

Below is the panel for crawler level 1.Note that the stats, including damage and health, are for a module, not a whole team.Something like Total War (In fact, I used the concept of modules and pawn cards from Total War.).

Crawler now has five technologies: Mechanical Rage, replication, subterranean blitz, acidic explosion, and impact drill.But all units can only carry four technologies at a time.

Mechanical rage

Can increase Crawler 5 base movement speed, and reduced attack interval by 0.4 seconds.

This technology can greatly improve the output efficiency of the crawler, and at the same time, it can make the crawler rush to the enemy position with less battle damage and cause chaos to the enemy. It can be said to be an all-round promotion of reptiles.

This is especially useful when paired with other units (like Steel Ball or rhino).

Replication

Can let the crawler attack to the unit with a property, in the unit after the death of the wreckage will appear some new our crawler.The cloned crawler is only one level.

The formula of the ratio of crawlers produced by this technology is as follows: The number of crawlers produced = volume of death unit/volume of crawlers * fixed coefficient. In other words, the larger the unit, the more crawlers he produces when he dies.

When the crawler has more access to the enemy, this technology can have a very significant effect.The extra crawlers cause the enemy to waste more firepower.

Subterranean blitz

Increased Crawler 3 base movement speed.And gain a passivity.If there are no enemies within 40 meters range of the crawler, the crawler will enter the burrowing state.Crawlers take 70% less damage while underground.When crawler get close to the enemy, crawler will surface.

Although this technology can not improve the output capacity of crawler, but can greatly strengthen the survival ability of crawler.This is one of the most important technologies used by crawlers to resist enemy fire.

Acidic explosion

This technology makes the crawler after death at the same time produce a 9 meters radius acid.The acid lasts the entire fight and disappears at the end of the round.Acid causes units standing on it to lose 6% of their maximum health per second, but acid is effective against both sides.

This technology is a replacement for crawler ignite (yes, crawlers used to have ignite), giving crawler the ability to handle huge units.Especially in the face of relatively close to the giant unit, the crawler acidic explosion can be handled well.

Impact drill

Increase the crawler’s attack power by 200%, making the crawler’s output extremely scary.No unit would dare to play melee with such a horde of crazy creatures.

When a crawler can attack an enemy, this technology will let the enemy know what the blood bar vanishing is.

  • Crawler Advantage against units: Marksman, Melting Point, phoenix, Overlord, Steel ball, Hacker
  • Relative advantage against units: fortress, Stormcaller, wasp
  • Relatively weak units against: Fangs, Mustangs
  • Weak units against: Sledgehammer, Arclight, Vulcan, Rhino

The positioning of the crawler has four, one is cannon fodder resistance line, two is hate seduce, three is functional output, four is stuck position.

The following sections are optional viewing content, which is difficult to understand and requires some experience in playing the game.

Although it has an amazing damage panel, its weak individual health and its purely melee and multi-modules-focused output mode make it difficult to have a good output environment as long as the enemy has units on the field that are good at fighting “numerous low health targets”.Therefore, this is the reason why crawler cannot be configured in the lineup system as the main output position in most cases.

However, under the cover of high health units, crawlers can also act as the main output, which is especially obvious in the early stage.

Crawler has the cheapest number of modules, 100 pieces of 24 mods makes it very cost-effective as cannon fodder.Compared with fangs, in addition to the advantages of crawlers, the volume of crawlers is larger than that of fangs, which makes the aoe received by crawlers smaller than that of fangs per unit area.However, since the crawler is a multi-modules unit, it is inevitable that multiple crawlers will lock the same unit in the process of crawler moving, and then there will be the phenomenon of crawler bunching.This makes it easier for crawlers to bear aoe than for fangs.

In addition, the crawler’s 24 modules and high movement speed make its hatred mechanism extremely complex.The same team of crawlers may lock on to three or four enemies, causing the crawlers to fan out, as shown below.This makes it harder for enemy aoe units to clean up the relatively scattered crawlers (especially the arclights).

Cheap and difficult to handle crawlers can cause widespread hate shifts and even formation confusion when pulling the opponent’s formation.

Next, we discuss the functional output of the crawler.We will not consider the acidic explosion technology here, but discuss the significance of the output of the crawler.This positioning is an empirical summary, not very intuitive effect.Many people think that crawlers as cannon fodder, it has no output time. In fact, the output functionality of a crawler is much more significant than the actual damage it causes.Because in the first moment of war, it is often the crawlers on both sides that fight. In this short moment, if your crawler can kill each other’s crawler faster, your output can get at least two seconds of output time, or even in many cases can be said to directly determine the battlefield.

The last one is the crawler can stuck each other’s position.As a melee, the crawler will always rush towards the enemy, and after catching the enemy will quickly wrap up the enemy.As a result, high-speed units will be forced to stop once they encounter crawlers, forcing them to change from high-speed units to a fixed target.

The above is a detailed discussion on the location of crawler.

Fangs

Fangs, one of the three cannon fodder, are small units. Fangs cost 100 to build and 0 to unlock. There are 18 modules second only to Crawler.

Below is the panel of the first order of fangs.

Fangs now has five technologies: Ignition, Range Enhancement, Mechanical Rage, Armor-Piercing Bullets, and Portable Shield.

Ignite

This technology allows the fangs to fire targets with a certain probability. With this effect, the target unit loses 6% of its maximum health per second, and the effect lasts for two seconds.

Note that this technology is triggered with some probability and does not stack up. Repeated firing simply refreshes the duration of the effect. That is, a large number of fangs attacking a target at the same time will ensure that a unit is continuously ignited.

This technology is relatively adequate for fangs facing high HP units, but the conditions under which this technology is used are relatively strict. You have to make sure you have enough fangs in order for this technology to work.

Range enhancement

Increased range of fangs by 40 m.

This technology can make low-speed fangs hit the enemy earlier, while avoiding the expansion of their own combat damage, which can greatly improve the output capacity and survival ability of fangs. Note, however, that this technology is not entirely positive. In some cases, this technology may have negative effects. Use your discretion.

Generally speaking, this technology can be regarded as one of the core technologies of Fangs.

Mechanical rage

Increased movement speed by 5, reduced attack interval by 0.5 seconds. The increase in movement speed will allow fangs to support the front line faster and even avoid a lot of storm attacks, which will further reduce fangs damage. That’s a huge boost for a fangs with only 6 base movement. At the same time, the reduction of attack interval makes the output of fangs even higher.

It’s one of the core technologies of Fangs.

Armor-piercing bullets

Fangs damage increased by 50%. This technology makes the already aggressive fangs even scarier.

Many people have doubts about the merits and demerits of armor-piercing bullets and igniting, here is a unified answer. If the number of fangs gathering on the same target is small (less than three teams) or if the enemy has a high health (such as a level five fortress), Ignite > armor-piercing bullets. However, if the number of fangs is high or the enemy’s health is not so thick, it will armor-piercing bullets>Ignite.

Portable shield

Gain a shield equal to Fangs own health, and the shield can withstand at least one attack.

Resist at least one attack in this description, meaning that when fangs have shields, the damage they take, no matter how high, will only destroy the shields, not fangs. For example, if Fangs takes 10,000 damage, he’ll only lose his shield. He cannot be destroyed until he loses his shield.

This rather powerful technology is equivalent to giving fangs two lives, giving fangs unparalleled survival ability.

It’s one of the core technologies of Fangs.

  • Fangs advantage against units: Marksman, Phoenix, Overlord, Steel Ball, Hacker, Rhino, wasp, Fortress
  • Relative advantage against units: melting point, crawler
  • Relatively weak opposing units: None
  • Weak units against: Sledgehammer, Arclight, Mustang, Vulcan, Stormcaller

The following sections are optional viewing content, which is difficult to understand and requires some experience in playing the game.

As the basic infantry of the game, Fangs have the most all-around positioning of the game. Its main positioning can be divided into four types: main output, functional output, cannon fodder of the first stage and cannon fodder of the second stage.

As a ranged unit, Fangs can output behind other units on our side, so they don’t need to take a lot of module losses early in the battle like a multi-module crawler, so they can be used as a main output under the cover of other units.

The panel output of Fangs is 648 per second and per value, which is only twice as much as that of the Sledgehammer, and slightly higher than that of the Mustang (555). However, with the Mechanical rage technology, the second damage of 972 is higher than that of Marksman (845). With the combination of Mechanical rage and armor-piercing bullets, the second damage of 1458 is higher than that of the Stormcaller (1172).With Rhino and Crawler just below the whiteboard in the t1 and t2 units and a decent model with a 1.5-second attack interval (1 second after Mechanical rage), Fangs can be a reliable workhorse output option with enough resources invested.

Having said the advantages, let’s talk about the disadvantages of using fangs as a main output: Being cheap means relying on quantity and level to support quality, Fangs with Mechanical rage are not nearly as good as Phoenix against medium and large units when Fangs don’t get an upgrade bonus, and you can barely deploy more than four teams of Fangs in a turn, even though their damage per second is almost the same.What’s more, more deployments mean higher costs.Another disadvantage of Fangs being the main force is its lack of stats.A range of 80+40 means Fangs will have to be attacked first hand against any unit that can effectively clean fangs, which, combined with its weak health, means Fangs won’t even have a chance to fight back against a head-on opponent like Vulcan.Another disadvantage of weak health is the fear of incendiary bomb.Even level 9 Fangs with Mechanical rage and portable shield cannot cross incendiary bomb without other bonuses, which means fangs are the most important output unit to invest resources into to ensure their survival.

To illustrate the advantages of fangs as functional outputs, fangs as secondary outputs are mainly due to their four characteristics: long range, high frequency, low cost, and low speed. Long range and low speed mean that survivability is not lost early in the engagement; Long range plus high frequency means the ability to clean up a small number of miscellaneous troops, which can effectively improve the output efficiency of other low frequency and high damage friendly forces. The combination of long range and low cost means that a small number of opposing air forces can be handled at very low cost to compensate for the lack of air defence. This is how fangs are positioned as functional outputs. Then I would like to add the output characteristics of fangs with Ignite. Ignite damage is 6% per second, that is, 600 damage per second for every 10k health of the opponent. However, because it is a probability trigger, a certain amount of support is needed to ensure the permanent state of ignite, so even if the fangs are functional output, their living space should be guaranteed under certain conditions.

On the premise of being the output position, we add the characteristics of the multi-module output mode. When the multi-module output mode is not deliberately placed, it has multiple target shooting mode. In the case of output overflow in the later period, this mode can minimize the waste of fire power and maximize the output income. However, this mode does have a fatal disadvantage in the situation of insufficient early output. Although the output capacity of the Marksman is only one-fifth higher than that of the Fangs, it is a good tool against medium units in the early stage. The reason is that the output of the Marksman can concentrate all the damage to one module of the opponent, so as to achieve the effect of rapidly reducing the output capacity of the opponent. Fangs spread their output across all of their modules, which led to fangs losing ground in battles against medium units because they quickly lost staff but couldn’t reduce their modules quickly enough.

After talking about the characteristics of fangs as an output position, let’s introduce the characteristics of fangs as cannon fodder. As for why the location of fangs cannon fodder should be divided into the first stage and the second stage, because fangs have a unique advantage compared with crawler as cannon fodder. They are low speed and long range units, which are also the necessary conditions for fangs to be used as the second stage cannon fodder.

Stage two cannon fodder, low value units that we can use to absorb damage from the second stage after the first phase of the exchange. Fangs, as long range multi-module low value units, have the ability to hide behind units in our front rows to delay the time they start to absorb damage as cannon fodder. That is to say. After our front unit is destroyed, the fangs hiding behind our front unit can also absorb a considerable amount of high damage output for our important units, preventing our important units from being directly locked by the other unit, so as to gain more time for their output. In addition, because of the characteristic of low speed, fangs derive another characteristic as cannon fodder: When placing fangs in the rear of the formation, fangs are added fairly late to the battlefield, in other words, when both sides have lost all of their cannon fodder, fangs are used as replenishing fodder. If both sides are left with only high value targets locked in, you will be at an advantage with new fodder.

Finally, the use of fangs as the first stage cannon fodder is explained. As the name suggests, the first stage is the first time for both sides to fight, Fangs as cannon fodder features, long range, multi-mode, with shield technology, in the first stage, fangs can effectively absorb the other side’s high damage and low rate of fire output of the single, such as: Marksman, phoenix. Because of the existence of shield technology, fangs have strong survival ability in the face of small range units with low rate of fire, and can survive the attack of missile devices. In the first stage of exchanging cannon fodder between the two sides, fangs with shield technology will be like rats in the trenches, because fangs will not concentrate themselves actively like crawler. There is always a way to survive in the first round of fire coverage, so that the other side’s high damage output has always been unable to lock our important target, when the other side’s cannon fodder than the fangs die first, our heavy firepower can be locked to the other side’s important target, is to build the first cornerstone of victory.

Another advantage of the fangs’ slow speed in the first phase is that they don’t rush at high speed like a crawler, and their base movement speed of only 6 makes them slow to take on the enemy. This meant that when a small fangs crouched behind their position, they would have to walk over to kill them, then walk back after killing them, and then belatedly join the front battle, causing a disconnect between the front line and the rear output. There are not enough units left behind to fight back while absorbing damage. During this period of time, we will play a pretty good battle damage ratio when the output unit of the other side is not fully back to the position, so that when the output unit of the other side is back to the position of the output has lost the safe output environment and was quickly eliminated. This tactic is especially effective when we have a high speed attack formation in the middle.

The above are the common positioning, characteristics and usage methods of the unit Fangs. Everyone has his own unique part of the tactical characteristics and unit cognition. Welcome to supplement and revise my views, so that I can learn some other ideas secretly, over.

Marksman

Marksman, one of the two single burst output units, is a medium unit. The Marksman costs 100 to build and 0 to unlock. There is only one module.

Below is the panel of Marksman level 1.

Note that when the Marksman is first fired, it will have more than a second to hold the gun. The Marksman will not fire while the gun is mounted. In addition, only the Marksman’s rate of fire has a small random value in the game, and this random value can relatively prevent the Marksman from gathering fire.

Doubleshot

Each attack fires two bullets in a row, reducing attack speed by 15%. This technology gives the Marksman the ability to kill a shield-equipped fangs or wasp in a single hit. At the same time the output is also greatly improved, is a pretty powerful technology.

Electromagnetic shot

Causes electromagnetic effects on the hit target, temporarily disabling the hit technology for a few seconds, and reduces movement speed by 40%.

When dealing with multi – technology high – value units, it has quite good results.

Quick Reload

Double attack speed, half damage. While the total output of this technology seems to have not changed, the output of the Marksman has actually improved imperceptibly. This technology will reduce the impact of small units on the Marksman and reduce the damage spillover from the Marksman, making it easier for the Marksman to deal the damage it should.

Range enhancement

Increased attack range by 40. This technology could greatly improve the Marksman’s survival rate, allowing it to stand in the last line and pour fire on the enemy.

Elite Marksman

Units gain 8 range and 30% damage per level. The core technology of Marksman is also the most violent technology bonus of Marksman. This technology allows the Marksman to be extremely powerful and have a long range. In particular, the high level Marksman is directly transformed into a map gun.

Shooting Squad

The battle begins by summoning five fangs of the same rank as the Marksman. The fangs will stand in front of the Marksman, and will be very spread out. This is a very powerful technology for the Marksman. The five fangs summoned by the Marksman can bear multiple fatal wounds, giving the Marksman more time to deal damage to the enemy.

Marksman

  • Advantages: Arclight, Sledgehammer, Steel ball, Hacker, Stormcaller, Rhino, Fortress, Melting Point, Vulcan, Overlord
  • Comparative advantage: Phoenix
  • Relative disadvantage: None
  • Disadvantages: crawlers, fangs, mustangs, wasps

Again, it’s selective viewing, but this time it’s easy to understand.

The Marksman has only one position, and that is the main output. Since the Marksman needs to talk about relatively little content, here is not much discussion.

Low cost is the most important feature of Marksman. With a cost of 100 and no unlock cost, Marksman can scale up much more easily in the early and middle stages compared to Phoenix. But the low cost also means less damage, and you can’t deploy more than four teams of units in a turn, which means that deploying Marksmans late in the game doesn’t yield nearly as much output as the same number of Phoenixes.

The model size of the Marksman is very small, which allows the Marksman to be inserted in any corner of the troop without unduly affecting other units. At the same time, the small size and single module pawn cards make it easy to judge Marksman’s hatred.

The Marksman’s low movement speed makes it easier to coordinate with troops, making it easier to coordinate with other units (such as Sledgehammer), but it also limits how quickly the Marksman can support the battlefield.

There are three prerequisites for the Marksman to serve as the main output. First, the Marksman must be of a high level, second, it must have the technology to improve its output, and third, it must have other units to assist the Marksman. Since the output of the Marksman is not very high without the bonus of rank and technology, the Marksman is more dependent on the bonus of rank and technology than the Phoenix. The low rate of fire of the Marksman causes its output to be greatly wasted in the face of a large amount of cannon fodder, so other AOE units are needed to assist the Marksman and create a good output environment for it.

As a ground unit, the Marksman, due to its extremely low health, often dies instantly when attacked by incendiary bomb, missile strikes, and other skills. But it’s not all bad. The Marksman can enjoy the protection of a shield, while the Phoenix as an air Force can’t.

So that’s an overview of Marksman positioning.

Arclight

Arclight, AOE units, medium units.100 Purchase 0 unlock, single module.The AOE range diameter of the arclight is equivalent to the length of four crawlers.

The efficiency of each unit against the small unit is introduced below:

  • In the early efficiency: Vulcan > arclight > Sledgehammer > Rainstorm ≈ Mustang
  • Efficiency in the middle and late stages: Vulcan > Sledgehammer > Stormcaller > Mustang > arclight

The panel at arclight level 1 is as follows.

Arclight has six technologies: range enhancement, electromagnetic bomb, energy storage attack, armor enhancement, anti-aircraft ammo, and Elite Shooter.

Range enhancement

Increased range by 40. This technology allows arclights to stand in the back more safely and not be taken out by high damage units. Greatly improve the survivability of arclight, and increase the output time of arclight.

Electromagnetic shot

Causes electromagnetic effects on the hit target, temporarily disabling the hit technology for a few seconds, and reduces movement speed by 40%.

When dealing with multi – technology high – value units, it has quite good results.

Charged shot

Increased damage by 200%. Very crazy a technology, let the original output poor arclight with a good output capacity. This technology allows arclights to pose an effective threat to T2 units and is essential for rapid arclight upgrades.

Armor enhancement

Reduces the damage taken by 60 points per level. The minimum damage is 1. In other words, 100 damage becomes 40 and 50 damage becomes 1.

This technology allows the arclight to ignore Mustang attacks and weaken fangs. Give arclights more of an advantage against the two units above.

Anti-aircraft ammunition

Allows arclights to attack aerial units. In the absence of better air defense units, we can upgrade this technology to arclight. Arclights are very efficient at cleaning up wasp, and can effectively kill overlords when they have Charged shot.

Elite marksman

Units gain 8 range and 30% damage per level. Arclight as the main output of the most core technology. This is a very violent technology, at high level, will turn arclight into God of war, extremely scary.

Arclight

  • Advantages: fangs, wasps (with Anti-aircraft ammunition technology)
  • Relative advantages: Crawlers, mustang
  • Relative disadvantage: Sledgehammer, steel ball
  • Disadvantages: Fortress, Melting Point, Vulcan, Overlord, wasp (no Anti-aircraft ammunition technology), rhino, Hacker, Stormcaller, Phoenix

The following is optional viewing content, not too difficult to understand.

Arclight positioning has three, one is the early against small units, two is the late complement defense, three is the main output (God of war).

About Arclights early on against small units, its advantages and the same longbow, also lies in its low price. The 100 cost makes it very easy to deploy early on. At the same time, the arc light has a high rate of fire, a large AOE range, and the ability to fight against small units in the early stage is much stronger than other units, so it can easily undertake the task of fighting small units in the early stage. Also, arclight’s excellent health makes him an excellent shield.

However, a single module means that the arclight can only lock on to one target at a time. Due to this limitation, arclights can only attack two or three small units in each attack when dealing with a large number of scattered enemies, which leads to a significant reduction in the efficiency of arclights.

The following two videos provide a good illustration of the above problem. (These two videos show the results of my tests based on the advice of a veteran gamer who is as old as a living fossil).

Scattered crawler

So, at the beginning of the fourth turn, the arcing efficiency of the arclight against the front field drops linearly. If not necessary, suggest the fourth round can be sold directly.

Note that what I said above is not absolute. arclights are still the best option in small areas where small enemy units are gathering in large numbers and our other units can’t handle them quickly enough. That’s what I mean by a complementary defense.

The third point is about the main output of arclight (God of War). When you have charged shot technology, the output of arclights is considerable and can effectively threaten T2 units, and T2 units also become the main source of arclight experience. At a high enough level, an arclight with charged shot and elite marksmen can deal terrible damage. And the arclight is AOE attack, not limited by small units, which makes the arclight will become the ultimate evil Lord, balance breaker. But if you want the arclight level to rise smoothly, it’s still very difficult. It’s a little hard to make an arclight a god of war.

So that’s an overview of arclights.

Rhino

Rhino, melee AOE unit, medium unit. 200 Purchase 0 unlock, single module.The AOE range diameter of a rhino is equivalent to the length of four crawler.

There are only two melee units in the game, rhino and crawler.

The rhino first level face plate is as follows.

Note that the attack rate shown on the panel is not the actual attack rate. The rhino’s actual attack interval is 0.8 seconds. Cause unknown at present.

Rhino has seven technologies: Mechanical Rage, Field maintenance, Wreckage recycling, Final Blitz, Photon Coating, armor Enhancement, and Whirlwind

Mechanical rage

Increased base movement speed by 5 and reduced attack interval by 0.2 s. Note that the rhino’s actual attack interval is 0.6 seconds, not 0.5 seconds as shown.

This is an important piece of rhinoceros technology, allowing the rhino to run at enemy lines more quickly and to tear apart any enemy in front of it more quickly.

Field maintenance

Restores 4.5% Max health per second. Very powerful technology that makes rhinos more solid and thick. Without high burst output such as steel balls, melting points, and phoenixes to quickly kill the rhino, the rhino can use its health advantage to quickly restore and minimize damage.

Wreckage recycling

Restores health equal to that of the enemy you kill. This technology is a Sledgehammer-specific technology, otherwise not very useful. As for why it is specifically targeted at Sledgehammers, it is because small units have very little health and large units are difficult for rhinos to kill, only medium units are suitable. However, in medium units, where the Steel Balls are thicker and specific to monomer, rhinos are more difficult to kill. Only the Sledgehammer is a medium unit that does not have high burst output, but also has good health for rhino to kill.

And this technology only costs 100, only 100! It’s a technology that can be easily tapped early on. It will not affect our deployment too much, but it will be very effective against the other side’s Sledgehammer. Very high cost performance. The effect will be better when used with Whirlwind, and the health recovery is considerable.

But this tech restore is erratic, requiring the rhino to be in a constant state of intense combat. Compared to the stable recovery of health field maintenance, general use is much worse, but better in cheap.

Final blitz

When the rhino dies, deals damage equal to the rhino’s maximum health to all units up to 48 meters. However, this technology only deals damage to ground units, not air units. At the same time, it should be noted that this technology is capable of causing harm to both parties and may cause high levels of friend-injury.

The units killed by the rhino self-destruct is calculated into the rhino’s experience.

Although this technology allows the rhino to rip through enemy lines in a flash, it is recommended to be considered with caution due to the very unstable controllability (i.e. the rhino could be killed prematurely by the enemy and explode in your own unit) and maybe cause the high number of injuries for us own units.

Photon coating

Reduces the damage taken by 45% for 16 seconds after battle and is immune to all negative effects.

The negative effects here include the following: electromagnetic shot, sticky oil bombs, ignition, acid. But not: the energy tower explosion after the electromagnetic, defensive missiles produced by the slowing effect.

This technology will greatly enhance the rhino’s ability to withstand damage, allowing the rhino to withstand more fire from enemy lines. The ability to ignore all negative effects at the same time also makes the rhino very powerful (because rhinos are very afraid of slowing down).

Armor reinforcement

Reduces the damage taken by 60 points per level.

Junk! The reason for my low rating is as follows: Armor buffs are only effective against high attack speed units (Mustang, Vulcan), but the total damage done by high attack speed units is less than the health recovered by rhinoceros with field maintenance. Without a lot of Mustangs or Vulcans, armor reinforcement is far less versatile than field maintenance.

Whirlwind

When a rhino is surrounded by multiple enemies, it will use the Whirlwind to attack all nearby enemies, dealing 1.5 times the rhino’s attack power.

The cyclones are enormous, with a diameter equivalent to the diameter of four rhinoceros AOE, or the length of 16 crawlers. Also, the Whirlwind ​attack interval is 1 second.

That is, whether or not the rhino has a mechanical rage, it will always use the Whirlwind. It will only use a general attack if there is only one enemy in the range of its normal attack.It will also not use Whirlwind if there are two or more enemies that are not in its normal attack range but are in its Whirlwind attack range.

This technology could significantly increase the rhino’s against small units ability, making it easier for the rhino to handle large numbers of small units.

Rhino

  • Advantages: Crawler, Vulcan, Sledgehammer
  • Relative advantages: Stormcaller, mustang
  • Relative disadvantage: Steel ball, fortress
  • Disadvantages: Melting Point, Marksman, Phoenix, Hacker, Fangs, Overlord, Phoenix, wasp

The following content is optional viewing content, it is not difficult to understand, but you need to try to use most of the content to understand.

Rhino’s positioning is special. He has five types of positioning, one is frontal assault, two is flank attack, three is shield, four is fire attraction, five is self-propelled bomb.

First, let’s talk about the rhino frontal assault. The rhino’s high speed of movement and small lateral width allow it to penetrate through any hole in the enemy, such as a regular sharp knife. Quickly break through enemy lines and destroy power towers in the rear, giving us a huge advantage. The application of mobile beacon makes the above approach possible.

However, this application is limited to the early stage. The increasing width of the battlefield and the thickening of the defensive line in the latter stages make it difficult for the rhinos to find a suitable breakthrough point without special methods. And limited to a single module, rhinos are easily targeted and killed by high damage units.

Second, flank attack. The Rhino 0 unlock fee means it can be deployed relatively easily in the early stages.

In 1V1 battles and 2V2 vertical maps against the two enemies at the top and bottom. When flanking an enemy, the early rhino can take advantage of its health and damage to quickly destroy power towers. But in the mid to late period, due to the limited area of lateral deployment, the rhino doesn’t have enough small units to defend it against high-damage units, making it difficult for it to be effective.

In the 2V2 vertical map against the middle enemy, due to the uniqueness of the map, when the two players in the middle are attacked from the side, the back row of both players will be attracted to the side units. Based on this, rhinos can form a huge advantage that affects the two-man back row. In addition, the rhinos have more attack routes to choose from than in either case, which greatly enhances the rhinos’ ability to attack.

On a 2V2 horizontal map, the side in the center of the map also affects the back row of two people. But in this case the rhino has more room to maneuver than in the previous case, and the role of the rhino is more obvious.

Third, the shield. We all know that crawlies and fangs can be used as cannon fodder, but once AOE units are encountered, crawlies and fangs are easily lost in large numbers. So a rhino with high HP and high movement speed is a good choice for us.

But there’s a big downside to the rhino as a shield: it’s expensive. Also, as a single unit, it is easy to lock and kill by high damage units. Compared to cheap crawlers and fangs, using rhinos as cannon fodder is quite a luxury. But there’s no denying that its excellent HP can bear quite a bit of damage for our side.

The rhino has a range of shortcomings that can be remedied by crawlers. Rhinos, too, can make up for crawlers. The combination of these two units is amazing. For example, you have Vulcan and Marksman, but Vulcan is attacking rhinos, Marksman is attacking crawlers, so their units are completely restrained by us. More uses of rhinoceros are not discussed here.

Fourth, fire attraction. This is similar to the point above, we know that crawlers can attract the hatred of the enemy. So does the rhino, which is melee like the crawler. Of course, the pros and cons are the same as above.

Number five, a self-propelled bomb. The damage a self-detonating rhino can do with its excellent health is terrifying, and no one wants to see a huge bomb explode in their own line of defense. The self-destruct rhino is a double-edged sword. You can use it to blast into the enemy’s defense line to rip open the enemy’s defense line. At the same time, the enemy can also blast your rhino in advance, causing your rhino to explode in their own defense line. But beware, several self-detonating rhinos that get too close to each other can create a chain of explosions that can cause a lot of damage.

Similarly, the self-exploding Rhino can also be used against high level T2 units. Since the rhino has a much higher HP than other T2 units, a self-detonating rhino can kill T2 units several levels higher than it. This is also the most widespread use of self-destructing rhinos.

That’s all for rhinos.

Sledgehammer

Sledgehammer, or tank, AOE unit, medium unit. It costs 200 to build and 50 to unlock. There are five modules.

The tank AOE range diameter is equivalent to the length of three crawler.

Below is the tank panel at Tier 1.

When a tank is in battle, it performs a special action. The five tanks will be spaced forward and backward due to the collision of their size. This mechanism allows the tank to interleaved fire (although it doesn’t work very well), it is useful.

There are seven tank technologies: Field maintenance, damage sharing, Mechanical rage, Range Enhancement, Armor-piercing bullets, armor enhancement, and Electromagnetic shot.

Field maintenance

Increases health by 30% and restores maximum health by 4.5% per second. It can greatly improve the survival ability of the tank, while allowing the tank to withstand more damage, for our rear units to gain more output time.

Damage sharing

Increase health by 120% and link adjacent tanks together to divide damage equally. With the field maintenance effect is excellent.

Pay attention! This is final battle tech, not permanent tech.. What this means is that it’s only useful for one turn, but it can decide the battlefield. This technology is bound to be restrained by the melting point and the steel ball, but at the same time, it brings an exceptionally strong gain.

If this technology is introduced in the final battle, it is possible to deal 2000+ health damage this turn, literally defeating your opponent. But if you don’t defeat them, the result will be a total tank collapse.

So this is a high-stakes final battle technology, and it’s up to you to take the risk.

Mechanical rage

Increased speed by 4, reduced attack interval by 1.5 seconds. Greatly reduce the tank’s attack interval, so that the original attack speed is very slow tank has a very strong against small units ability, can meet your needs in most cases. At the same time, the increase in movement speed can allow the tank to move quickly, and even avoid the missiles of Stormcaller. The core technology of the tank.

Range enhancement

Range increased by 40. Changed the tank from 2nd platoon position to 3rd platoon (1st platoon is cannon fodder, 2nd platoon is main line support unit, 3rd platoon is medium range output unit or secondary line support unit), the range increase allowed the tank to reach the enemy earlier and have more time to output. However, it should be noted that tank range technology has considerable negative effects. Because the range increase will change the tank from a line support unit to a medium range output unit. Although it can improve the output capacity and survival ability of the tank to a certain extent, it will weaken the line support ability of the tank. Especially in the face of the air force and stormcaller, this negative effect will be more obvious.

Armor-piercing bullets

Increased damage by 150% and attack interval by 20%. Greatly improve the tank’s attack force, so that the tank has a pretty scary output ability. However, the increase of attack interval will weaken the against small units ability to some extent.

If there are only armor-piercing shells, the attack interval is 4.5→5.4; If there are Berserk and armor-piercing shells, then the attack interval is 4.5 to 3.6 (even if you upgrade armor-piercing bullets first and then upgrade Mechanical rage, it will now be 3.6).

Armor reinforcement

Reduces the damage taken by 60 points per level. Due to the relatively low health of tanks, the health recovery of Field maintenance against Vulcan, Mustang, and Fangs is slightly inferior to the effect of this technology. So this is a good technology for tanks facing Vulcans, Mustangs, and fangs.

Electromagnetic shot

Causes electromagnetic effects on the hit target, temporarily disabling the technology for a few seconds, and reduces movement speed by 40%.

When dealing with multi – technology high – value units, it has quite good results.

Sledgehammer

  • Advantages: crawlies, fangs
  • Relative advantage: Mustang
  • Relative disadvantage: steel ball, Stormcaller
  • Disadvantages: Marksman, Phoenix, Fortress, Vulcan, Melting Point, Overlord, wasp, Hacker, Rhino

The following content is optional viewing content, not too difficult to understand.

There are three kinds of tank positioning: Against small units, line support, output.

Although the tank’s panel data is very ordinary, it does not have the high health and high unit damage of the steel ball, nor does it have the high rate of fire and excellent model of the Mustang, let alone the power of the rhino. The tanks looked very unimpressive, if not good at anything. So is it really weak?

On the contrary, tanks are very powerful in the early and middle stages. It is no exaggeration to say that the tank is the most oppressive unit in the first five rounds.

Because a tank is a generalist, without any aspects of strengths is its greatest strengths. The great thing about a tank is that it’s perfectly suited to most of your tactics. No matter what you play, you’ll always find tanks to be a pretty good choice.

The biggest advantage of the tank as an AOE unit is its number of modules up to five, which is surpassed by no other AOE unit. So in the face of a large number of small scattered units, the tank multi-module means that it can lock on to small units in multiple locations at the same time, which means that it can destroy small units faster and give us more opportunities to attack.

At the same time, the tank’s small size means that it can be deployed anywhere on the battlefield without affecting the movement of other units (because other medium and large units can crowd the tank, rather than the tank crowding them).

In addition, when horizontally positioned, the tank will stay in the same straight line due to movement speed and model limitations. So it can do a salvo, and you can do a lot of damage to a lot of small units on a line in one second. In vertical position, the front tank will fire when the range is stopped, while the rear tank will move forward because the enemy is not in range, resulting in the situation that the tanks are crowded into a vertical line. In this case, because of the difference in tank position, tanks can be fired in rotation, continuous output of fire. Also, most of the enemy’s fire will be focused on the first tank, and after the first tank is destroyed, a lot of fire will hit the open space (like the Phoenix).

The only difference between the two is the firing mode, one salvo and one rotation. Effectiveness against small units varies depending on the opposing formation.

The tank is low in health, but it is not easy for any unit to solve it, in part because it has five modules (same level marksman and Rhino take two attacks to kill a tank, same level Phoenix and Fortress take one attack, steel ball and Melting point take longer. Even the overlords need at least two rounds of fire to destroy five tanks, and a stormcaller takes longer). On the other hand, the tanks are in a relatively backward position, so they can easily provide cover for important units in our back row without being out of line with the back row.

And as a unit of AOE tank level is easy to improve, once the tank reached the lv2, lv3, it will have amazing qualitative changes. The performance, both statistically and practically, is astonishing.

In terms of output, there is a misunderstanding among many people that the tank’s output is low. In fact, the total output of a non-tech tank is higher than that of a marksman of the same rank. With armor-piercing bullets and mechanical rage tanks, the output is even higher than that of the marksman with elite marksman , which is pretty scary.

The above is a brief discussion of tanks.

Steel Ball

Steel ball, single continuous output unit, one of two professional anti large units, medium unit. 200 Purchase 50 to unlock. There are 4 modules.

Below is the steel ball first level of the panel.

Both steel ball and melting point belong to special mechanism units. When the stell ball continues to attack, its attack will continue to increase from the base attack until it reaches the maximum attack. What you see on the panel is base damage and maximum damage.

The stell ball has five technologies: energy absorption, damage sharing, mechanical division, range enhancement, and armor enhancement.

Energy absorption

Increases health by 60%. Converts damage done to enemies into health. The survival ability of steel balls can be greatly improved when facing high blood volume units. Meanwhile, the technology also work on the shields. It’s a very powerful technology.

But be warned, the conversion efficiency is only 90%!! This means that 100 damage dealt by a steel ball only restores 90 health.

Damage sharing

Increase health by 120% and link adjacent stell balls together to divide damage equally. Same damage sharing technology as the tank, severely restrained by stell ball and melting point. However, unlike tanks, steel balls have a much higher HP than tanks, which results in a much higher HP than tanks. Apart from melting points and steel balls,other units are extremely difficult to handle linked steel balls.

Therefore, unlike the tank’s damage sharing only as a decisive technology, the steel ball’s technology can be used as a permanent technology. Can greatly improve the viability of the steel ball, can withstand more fire.

Mechanical division

7 Level 1 crawlers are generated when the stell ball is killed. A team of stell balls can produce 28 crawlers, which is equivalent to a team of crawlers. It can interfere with the output of individual damage units of the other side, and strive for more opportunities for our output units. Pretty disgusting piece of technology.

Range enhancement

Increased range by 40. This technology is a double-edged sword. Although the increased range allows the stell ball to stand further away from the output, improving the ball’s survivability. But at the same time, the stell ball is more likely to be attracted fire from small units, and the line support will be reduced.

But on balance, the advantages outweigh the disadvantages. This technology works very well, especially when it comes to melting points, fortresses, vulcans, and rhinos.

Armor enhancement

Reduces the damage taken by 60 points per level. In the face of wild horses, fangs, Vulcans, this technology can greatly improve the survival of the stell ball. Give the stell ball more time to output.

Steel ball

  • Advantage: Vulcan
  • Relative advantages: Sledgehammer, Arclight, rhino
  • Relative disadvantage: fortress, Stormcaller
  • Disadvantages: Hacker, Melting Point, Crawler, Fangs, Overlord, wasp, Marksman, Phoenix

The following is optional viewing content, relatively easy to understand.

Steel ball positioning only two, one is line support, one is anti – huge unit.

The excellent health of the steel ball makes it difficult for high damage units to deal with it. Even Phoenix of the same level cannot kill the Steel ball in seconds (only Fortress and Overlord can kill the steel ball in seconds). And the steel ball in lv2, lv3 will produce qualitative change, line support will become extremely terrible.

And as a high-speed unit with four modules, even high-damage units that can handle steel balls can survive for several seconds on the strength of the module (even the fastest overlords need at least two rounds of fire).

Steel ball as a professional anti – huge unit, its extremely horrible continuous output capacity can be devastating to individual units. No matter what kind of unit don’t wants to see the ball locked on him.

However, due to the limitation of the steel ball mechanism, the efficiency of the steel ball for small units is very poor, or even no. Each attack of the stell ball starts with a base of damage, but because the stell ball has a very low base of damage, it takes a long time for whomever the stell ball hits to accumulate damage. The output of the stell ball will be completely wasted if there is no against small units unit auxiliary stell ball.

At the same time, the stell ball, being a T2 unit, is very dependent on level. A level high steel ball and a level low steel ball are completely different species. If the level of the stell ball is not raised in the early stage, the stell ball will become very weak in the middle and late stage.

Above, is a simple discussion about the steel ball.

Part of this article is based on the contributions of the following player. Thanks for his contributions.

Mustang

Mustang, small units. 200 Purchase 50 to unlock. There are 12 modules.

Below is the Mustang Level 1 panel.

Mustang has five technologies: range enhancement, high explosive ammo, armor-piercing bullets, aerial specialization, and missile intercept.

Range enhancement

Increased range by 40. Mustang core technology. It enables mustang to stand in a relatively backward position for output, greatly improving the survival ability of mustang and increasing the output time of mustang.

High explosive ammo

Increased splash range by 7 m, reduced damage by 40%. Sacrifice Mustang’s attack power for AOE attacks. Although it reduces the output of mustang, it can improve the against small units ability of mustang. Good in dealing with crawlers, fangs, wasps.

Armor-piercing bullets

Increased damage by 50%. Improved Mustang output and reduced the impact of Armor enhancement on Mustang. At the same time, the improvement of attack force is also conducive to mustang. A pretty good piece of technology.

Aerial specialization

Increases damage by 80% and range by 30 when attacking air units. Allows mustangs to attack air forces first, dealing high damage to opposing air forces (especially wasps). It’s basically, uh, technology designed to clean up wasps.

Missile intercept

When there are missiles within 150 meters of the Mustang, the Mustang will abandon the attack and conduct a missile intercept. And long consecutive interceptions will make the interception percentage drop. Mustang can intercept the following types of missiles: stormcaller missile, Overlord missile, Vulcan Incendiary bomb, Vulcan oil bomb, Defense missile.

All of the above missiles have health, and it should be noted that the damage done by Mustang Interceptor missiles is an independent attack, not the attacking power of the mustang itself . When a Mustang intercepts a missile, if it hits the missile, its next hit rate is reduced by 5%, and it recovers by 0.5% every 0.1 second.

Missile health: Overlord > Stormcaller (data for other missiles is missing) (but based on experience, at least two team of Mustangs can completely intercept a team of stormcaller missile)

One of the more rubbish technologies. Because Mustang does not give any output when intercepting the missile, this seriously interferes with the Mustang’s original function. And the low interception efficiency also makes the technology less useful.

Mustang

  • Advantages: Fangs, wasps, Steel ball, Hacker, Marksman, Phoenix
  • Relative advantages: Crawler, fortress, melting point
  • Relative disadvantage: Sledgehammer, Arclight, Overlord, rhino
  • Disadvantage: Vulcan

The following is optional viewing content, more difficult to understand.

Mustang positioning has three kinds: complementary defense, air defense, output.

Mustang has the best models in the game. The size of the Mustang model is just enough to avoid many AOE attacks. Tanks can only kill 1-2 Mustangs on one shot, and arclight can only kill 2 Mustangs on one shot. Not to mention the other units. This makes the Mustang very survivable in the face of large numbers of AOE units. The Mustang is also a small unit that can be inserted into any corner of the battle without affecting the movement of other units. (Mustangs can even get under the foot of a fortress, tanks can’t.) This does not mean that the Mustang has a low battle damage, no matter what kind of small unit can’t get rid of the high battle damage, but the Mustang’s battle damage is relatively low.

Why said mustang can not be used as the main against small units. The main reason for this is that the Mustang’s attack power is low, and although it does a fair amount of total damage due to its high attack speed, it is difficult to deal a one-off blow of destruction to small units. This makes the Mustang’s efficiency compared to other units much worse.

But with the advantage of high attack speed, the Mustang can be used as a backup defense. High attack speed means that Mustangs waste little firepower and can fully convert output into damage to the enemy. And because of its high attack speed, the mustang can switch between multiple targets in a short time, giving it a huge advantage in dealing with individual crawlers or fangs. For a single crawlers or fangs that are left alone, even if your primary scavenging unit can clean them up quickly, it’s likely to waste an attack from your main output.

The Mustang’s low output makes it difficult to deal with overlords, but it is effective against wasps. The extra long range bonus makes it easy for Mustangs to take down opposing wasps. Although it is difficult for Mustang to deal with overlords, it is not completely impotent. In fact, in the face of fewer low-level overlords, Mustang can still effectively kill overlords. More than enough for the main air defense in the early and medium term.

Just because Mustang output is low doesn’t mean it’s really low. An entire team of lv1 Mustangs has 1110 DPS, which is a considerable output after reaching level 3. The Mustang can be used as a major output under the level of support. (Similar to how I talked about arclight as the main output in the Arclight section)

So that’s just a brief discussion of wild horses. There’s a lot more that can be said about mustang, but I won’t do it here because I don’t have enough data to support it.

Stormcaller

Stormcaller, AOE unit, medium unit. 200 purchase 50 unlock, there are four modules.

Below is the panel during stormcaller one.

It should be noted that the attack force displayed on the storm panel is the damage of a missile, not the total damage of the stormcaller. Because the stormcaller fires four missiles at a time, the stormcaller actually does four times as much damage as the panel shows. The four missiles were fired in sequence, not all at once.

Stormcaller has six technologies: range enhancement. High explosive ammo, incendiary bombs, electromagnetic explosions, High explosive armor-tank cartilage, launcher overload.

Range enhancement

Increased range by 40. This technology is also a double-edged sword. While the increase in stormcaller range allows Stormcaller to fire early, it makes Stormcaller easier to be blocked by high speed units (due to Stormcaller missile’s slow flight speed). This technology can ensure that the stormcaller is stored in the last row of the output, greatly improving the stormcaller survivability. Overall, it’s a pretty good technology.

High explosive ammo

Splash range of attacks is increased by 5 m. Damage is reduced by 40%. Sacrifice damage for greater splash range. Specialized stormcaller damage to T1 and T2 units, reducing the effect of stormcaller on T3 and shield.

Here comes a very interesting mechanism, stormcaller missile splash area overlap phenomenon. In other words, an area can be covered by two or three missiles of a single stormcaller. Multiple stormcallers would allow at least four more missiles to cover an area. This makes the actual output efficiency of the stormcaller increase, especially for T2 units, which is a devastating blow. However, since T3 unit can withstand the full amount of damage caused by the stormcaller anyway, the output efficiency to T3 unit is reduced by High explosive ammo.

Incendiary bombs

When the stormcaller missile lands on the ground, it will create a burning area of 5.5 meters in diameter that lasts for 15 seconds. Deals 350 damage per second to all units within the burn range. Both enemy and our units bear damage.

The biggest advantage of this technology is that it can kill the enemy in the back of the crawlers, fangs. But the problem is the same, this technology will kill our front row crawlers, fangs. If we have more small units, it is not recommended to use this technology, easy to kill ourselves.

Electromagnetic explosion

Causes electromagnetic interference to hit enemies, temporarily disabling their technology and reducing movement speed by 40%. This technology is strong in the stormcaller splash range, especially with High explosive ammo, can give the enemy a large number of units a electromagnetic interference. For Unit T3, this technology is deadly.

High explosive armor-tank cartilage

Increased damage by 100% and attack interval by 15%. Weaken the killing effect of stormcaller on T1 and enhance the killing effect of stormcaller on T2 and T3. The massive increase in attack power makes the already high stormcaller output even scarier (if can hit ), but because of the increased attack interval, the stormcaller is affected more by smaller units, making it harder to hit enemies.

Launcher overload

Attack interval reduced by 50%, range reduced by 40 m. Specialized technologies for T1 and T2. Although the greatly reduced range makes stormcaller have to stand very forward position to export, but also in exchange for a very high rate of fire, extremely scary output. However, with T3 units, it is difficult to have enough time to attack them due to range limitations (because T3 ranges are generally long).

In general, the use of high difficulty, need to match a special lineup.

Stormcaller

  • Advantages: Fangs, Fortress, Vulcan, Melting Point, Hacker, Mustang
  • Comparative advantage: Sledgehammer, steel ball
  • Relative disadvantage: Crawler, rhino
  • Disadvantages: Marksman, Phoenix, overlord, wasp

The following is optional viewing content, relatively easy to understand.

Stormcallers can be located in two ways: against small units, output, or both (clean the ground).

Many people think that if the stormcaller attack speed is slow, the against small units ability can be low. In fact, the against small units efficiency of the stormcaller can even be equal to that of the tank.

If a crawler is used to intercept the opposing high speed units, the huge splash range of the stormcaller can kill a large number of small units in a moment, or deal huge damage to high speed units (it should be pointed out that the rhino can only bear half of the damage of the stormcaller at most due to model problems).

When it comes to explosive ammo technology, stromcaller can be called a land wash.

Stormcaller has the highest base range in the game (180), and its long range allows it to be delivered from a very safe location, especially for hackers.

The stormcaller missile is too slow to hit high speed units. But another advantage is that the storm can hit behind its target unit. That is to say, there is a group of crawlers near the front of the tank, and a stormcaller may hit the tank.

Although the hit rate of stormcaller is relatively low, the high DPS of 2,344 can more than compensate for the hit rate. Especially with the technological violence bonus, the output of torrential rain is very scary. And the storm is often used for low speed units, the hit rate problem is further reduced.

A bit of correction here, many people think stormcaller against tanks are strong. This was true in the early stage, but in the middle and late stages, the improvement of stormcaller output could not keep up with the improvement of tank quality due to the rapid qualitative change of tanks. Therefore, stormcaller is not effective against tanks in actual combat.

At the same time, the stormcaller itself has a serious problem. Stormcaller upgrades are slow, and the upgrade benefits are very, very low (relative to other T2 units). Stormcaller makes gaining experience extremely difficult due to the high XP required and the inability to get many kills. In addition, the output overflow is very serious after stormcaller escalation, which makes the output of stormcaller unsatisfactory in many cases. It’s not worth what it should be.

I personally suggest that the stormcaller level two is enough, three is the most, do not rise more (in fact, you will not rise to four, the stormcaller to rise to four more difficult than it fly to sky).

So that’s an overview of the stormcaller.

Half of the above article refers to the following player’s contribution, thanks to his contribution.

Wasp

Wasp, one of the three cannon fodder, small units, one of the three air Force units. 200 Purchase 50 to unlock. There are 12 modules.

The following is the panel of the Wasp at level 1.

Wasp has 8 technologies: High explosive ammo, Energy Shield, Ignite, Jump drive, armor-piercing bullets, elite Marksman, range Enhancement, and Ground specialization (very luxurious technology)

High explosive ammo

Splash range increased by 7 m, reduced damage by 40%. Sacrifice attack power for AOE attack ability, specialized Wasp against crawlers, fangs, mustangs, weakened Wasp against other units.

For Wasp, which have the most serious problems of fire gathering and output overflow, this technological improvement is undoubtedly huge. It’ll help us clear out their smaller units quickly.

Energy shield

Gain a shield equal to wasp’s health and can withstand at least one damage. The characteristics of the shield have already been covered in the section on fangs, so I won’t go into them here.

Shield is the most core technology of Wasp. On the one hand, it can strengthen the survival ability of Wasp, and on the other hand, it can make the Wasp attract more fire from the enemy (especially against Marksman and Phoenix).

Ignite

This technology can make the wasp attack target a certain probability of ignition effect. With this effect, the target unit loses 6% of its maximum health per second, and the effect lasts for two seconds.

The properties of ignition have also been discussed in the section on fangs, so I won’t go into details.

For Wasp, this technology is of little use.On the one hand, it is because the Wasp have a very short range, which makes it difficult to continuously export to the enemy units with high health. On the other hand, the number of Wasp is much less than that of fangs. Although they can still maintain continuous ignition, in the case of higher war loss, the probability will be much lower.

Jump drive

Increase movement speed by 5, and change the position of the wasp at will on each turn.

This technology allows for more flexibility in the deployment of Wasp, making it harder to predict where you’re going to be. The ability to quickly return to the front after flanking, and even to repeatedly jump sideways from side to side, is the biggest advantage of this technology.

Armor-piercing bullets

Increased damage by 50%. Trash, like the rhino’s armor enhancement.

It’s only 200, but why don’t I use elite Marksmans?

This technological improvement is far too weak compared to elite Marksman.

Elite Marksman

Increased damage by 30% and range by 8 per level. This very violent technology we all know is scary, but for Wasp, this technology bonus is actually not as good as it seems.

Because Wasp don’t lack damage, what they lack is more range. The biggest boost this technology gives to Wasp is range, and damage is a extra bonus.

Range enhancement

Increased range by 40. This technology is very important for wasp. Because of their short range, Wasp are vulnerable to heavy anti-aircraft fire. This technology can greatly improve the survival of Wasp, even slightly less so than shields.

Ground specialization

Damage is increased by 200% when attacking ground units. Give the wasp devastating power. No line support units can withstand the wasp.

This technology allows Wasp to quickly break through the opposing line by delivering devastating blows to the main line support units in the front row in a short time.

Wasp

  • Advantages: Marksman, Phoenix, Stormcaller, Steel ball, Sledgehammer, Rhino, Hacker, Arclight (no Anti-aircraft ammunition), Vulcan
  • Relative advantages: fortress, melting point
  • Relative disadvantage: Crawler, overlord
  • Disadvantages: Arclight (with Anti-aircraft ammunition), Mustang

The following is optional viewing content, which is not easy to understand.

There are two kinds of wasp positioning: cannon fodder, output.

As the only small unit of the Air Force, Wasp have a very unique advantage. First, Wasp are not affected by incendiary bombs, and there is no mass death due to Incendiary bombs. Second, there is no high efficiency unit that can attack the air force in the ground units to against small units (Mustang efficiency is not very high, although the efficiency of arclight on Wasp is good, but who will use arclight in order to specially prevent Wasp).

But Wasp have big problems of their own.

First, excessive module value. A team of 200 Wasp only has 12 modules, meaning each module is worth 17. Know that the crawlers single module is worth 4 and the Fangs single module is worth 6. The value of a single module of Wasp is obviously far more than that of crawlers and fangs. That’s not a good thing, because it means losing a Wasp costs a lot more than losing a crawler or fangs. Every time a Wasp loses a module, its abilities decline dramatically. Wasp are small units with high combat loss. This causes Wasp is difficult to struggle against a large number of anti-aircraft units (since you get far fewer Wasp than crawlers and fangs for the same amount of money).

The second is the most serious fire gathering problem in the whole game. Due to the wasp’s unique model, speed of movement, and range, the unit behind the wasp will push forward against the unit in front of it as it attacks, eventually forming a huddle. This then causes multiple wasps to lock onto a single unit when attacking, wasting at least half of their firepower. For example, it should be easy to clean up a team of crawlers with the strength of a team of Wasp, but it takes more than twice as long because the fire gathering is so bad.

Third, the most serious output overflow problem in the whole game. Wasp attack very high with many Tech bonus. Even the attack power is high enough to kill one unit with one attack, greatly exceeding the target unit health, output is completely wasted.

With all the disadvantages of Wasp, let’s talk about Wasp as cannon fodder. Even though Wasp are expensive, we had to use them (because they are the only small units in the air Force), because they were good at jamming Marksman, Phoenix, melting point output, and even completely disabled high damage output units when without adequate air defense capability. This is where the wasp’s only advantage of short range comes in the form of a very short range, where it can move forward and draw fire from high-damage units. With an extra life from the shield, the Wasp is a nightmare for Marksman and Phoenix.

Wasp as an output although the problem of fire gathering and output overflow is very serious, but High explosive ammo can greatly alleviate the above problems. This reduces the output spillover of Wasp and allows them to inflict overlapping damage on a wide range of enemies. With a huge tech bonus, Wasp let each other know what a front row destroyer is.

So that’s a brief description of Wasp.

Hacker

Hacker, medium unit. 200 Purchase 100 to unlock. Have a module

Hackers have their own special mechanism. Hacker does not deal health damage to any unit. A hacker’s attack will accumulate blood bars on the target unit, shown in blue, called control progress bars. When the blue progress bar overlaps with the health bar, the unit switches control from enemy to us.

And hacker attacks ignore Portable shield.

If the health bar conflicts with the progress bar. That is, the health bar is shorter than the control progress bar, and the actual health amount after the unit is controlled is calculated according to the actual health bar. (For example, the crawler is half-possessed by the hacker, but the marksman bullet has already hit the crawler. The crawler will be killed by the marksman and will not be converted to our unit.

It is important to note that the hacker attack efficiency against the shield is only 25% (measured, may be slightly off). When Hacking Shields (large shields, not Portable shield), 100 damage only deals 25 damage.

And there is more than a second of pause when hackers switch targets. This feature weakens the hacker’s control over small units and specializes in control over medium and large units.

Below is the panel at Hacker Level one.

Hacker currently has only four technologies: range enhancement, electromagnetic interference, enhanced control, and protective barriers.

Range enhancement

Increased range by 40. Improve the hacker’s survival ability and prevent the hacker from dying prematurely in the first round of firefight.

Electromagnetic interference

Causes electromagnetic effects on the hit target, temporarily disabling the technology for a few seconds, and reduces movement speed by 40%.

Let the hacker block each other’s technology at the same time, more effectively suppress each other’s T2 units.

Enhanced control

Units controlled by the hacker immediately revert to maximum health.

This technology is specific to T3 units. Because T3 has such a high HP, a significant amount of HP has been lost in the hacking process. Most of the giant units controlled by the hacker are low HP units, which in most cases can only play the role of cannon fodder. This technology can make the giant controled directly restore combat ability, is a relatively powerful technology.

Barrier

Form a large shield centered on the Hacker (about half the diameter of the fortress shield) with the shield’s health = Hacker Level *25000. The game cost-effective shield, commonly known as buy shield send hacker. In the case of a large number of hackers, this technology can be very powerful (Why hasn’t it been deleted!)

The following is optional viewing content, more difficult to understand.

There are two positions for hackers: interference and damage resistance.

The hacker’s primary role is built on top of the game’s target mechanics. Because according to the target mechanism calculation, the enemy hacker control of our unit is the closest to our other units. That is, if one of our units is taken over by an enemy hacker. Then the target of the other units in nearby will be transferred to this controlled unit.

So this has a very serious consequence. The charging unit suddenly came to a screeching halt and turned to attack the controlled unit. Considering the extremely slow turn speed of most units, the impact of this controlled unit is huge.

Not to mention, the actual output of the hacker is about twice the attack of its panel. Because we still need to pay almost as much output as the enemy hacker to destroy this controlled unit.

But it’s important to note that the hacker’s role is limited to jamming, interfering with the other’s output and march, nothing more. Don’t expect the hacker to control each other units to output, because the other team wants to fight you, much easier than you can only use the hacker against the other team.

As we mentioned above, Hacker has the most cost-effective shield in the game. This means that we can get the most shields for the least money through hacking. And since Hacker’s shield is a range shield, it provides good cover for our units. The Hacker with shield is arguably the most cost-effective damage resistant unit in the game.

So that’s a very brief description of hackers. Also, don’t use hackers, start with you, me and him.

Egor Opleuha
About Egor Opleuha 7697 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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