Knuckle Cracker

Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on July 09, 2016, 04:39:34 PM

Title: Custom Map #10: One Shot One Kill. By: planetfall
Post by: AutoPost on July 09, 2016, 04:39:34 PM
This topic is for discussion of map #10: One Shot One Kill
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=10)

Author: planetfall
Size: 256x144

Desc:
Don't put all your health in one particle...
Title: Re: Custom Map #25: One Shot One Kill. By: planetfall
Post by: knucracker on July 09, 2016, 07:15:40 PM
That was a challenge for sure.  Liked those snipers...
Title: Re: Custom Map #10: One Shot One Kill. By: planetfall
Post by: jaworeq on September 18, 2016, 11:24:52 AM
I'm not sure what those snipers and cannons did different than cruiser/destroyer would do, but I liked progressing through this map.
Title: Re: Custom Map #10: One Shot One Kill. By: planetfall
Post by: GoodMorning on September 18, 2016, 08:11:38 PM
The Decoupler removes bonds. It doesn't seem to be all that useful. The sniper is an instant kill on a particle. Good for extremely tough particles, or CRPL-assisted ones.
Title: Re: Custom Map #10: One Shot One Kill. By: planetfall
Post by: planetfall on September 18, 2016, 08:34:03 PM
The final emitter's particles have 10 health rather than the normal maximum of 3. Let's say that you would have noticed if you hadn't used the snipers :)

I've found the decoupler (using the updated script in Mutually Assured) is highly effective against doppels. The doppel does re-create the bonds, but it creates an opportunity to hit the core without destroying all the armor first.
Title: Re: Custom Map #10: One Shot One Kill. By: planetfall
Post by: GoodMorning on September 18, 2016, 08:36:38 PM
I hadn't realised that it could deal with anything but your specialist Core. Much more useful, then.