![]() ![]() Like the Wasp, however, the Tigershark suffers from the fact it can serve no other role. You can build five of these for less than the cost of two Mastadons. This tactical missile launcher has the range of a battleship’s main guns, so the Mastadon Crusier is a better base assault ship than the Salem (unless the Salem is given the land walking upgrade and is able to actually walk into the enemy base).Ī power anti-ship unit, the Tigershark Submarine is probably the deadliest naval unit in the game relative to its cost. However, the Mastadon includes a tactical missile launcher which, while largerly useless against moving targets (other ships and land units), can cause a great deal of damage to structures. It costs a bit more than the Salem but has 1000 less HP and its cannons do less damage. While a powerful ship, the Mastadon does seem weaker than the Cybran Salem. If you’re going the air route in a multiplayer game this unit will be your primary source of air-to-ground attack power. It has no anti-air capability, but it durable enough that it can usually do significant damage before taken out. The Eagle Eye simply doesn’t do enough damage, even with its Cluster Bomb upgrade, and unlike the Broadsword it can’t fly under base shields to strike the enemy.Ī powerful unit (despite being the least powerful of the gunships in the game) for attacking enemy armies and bases, the Broadsword has few weaknesses. The Eagle Eye is completely overshadowed by the Broadsword. Going hog-wild on Wasps will leave you too vulnerable to ground attacks. It is the most cost-efficient fighter in the entire game, but UEF players need to be careful about how many they build. The air superiority workhorse of the UEF, the Wasp is unique in that it can only shoot down air targets. I’ve never encountered such a situation in a multiplayer game. It isn’t of any use unless you’re for some reason being bombarded by missiles and have no other way to respond. ![]() The only purpose of this unit is to shoot down enemy missiles. They are a must-have if the enemy is focusing on long-range units, but is not that effective against normal tanks and assault bots. They are cheap, so it is possible to build a significant number quickly.Ī powerful mobile shield unit, the P-Shield is capable of reducing the threat of long-range enemy units and enemy aircraft. The Archanist is not a very powerful unit on its own, so remember to build many of them. It is therefore better at taking out an enemy who is turtling than it is at taking out enemy units massed at a choke point.īuilt to kill air units, the Archanist is a cheap and simple way to counter air threats. It is however, only effective against stationary units and does no area of effect damage. However, it is generally out-shined by the Rock Head, which is much more durable and doesn’t do that much less damage.Īnother long-range unit, the Meteor does a ton of damage. Demolishers are THE unit to build when in a stand-off situation in the early game.īuilt for damage, the Titan is an inexpensive raiding unit. Ground-to-Ground Damage: 10 DPS / 12 DPS (Upgrade)Ī long-range anti-unit cannon, the Demolisher is weak as a kitten in direct conflict but has a long range and is capable of hitting numerous units.Once upgraded it becomes an all-purpose killing machine. The core of the UEF land forces, the Rock Head is a durable tank with good offensive firepower. Ground-to-Ground Damage: 60 DPS / 75 DPS (Upgrade).
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