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cw4:info:advanced_gameplay [2021/12/17 14:27] zeksescw4:info:advanced_gameplay [2025/02/14 14:57] (current) – external edit 127.0.0.1
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   * If you have immediate access to an ERN at the start of the level, it can be very efficient to build 3 towers, and then focus only on building a single miner and ERNing it. An ERNed miner gives 5 energy generation which will kickstart your energy generation, and subsequently your initial tower buildout, faster than just building towers will do. Note that you can ERN a miner immediately after starting to build it. That way the ERN will arrive to it and improve it immediately by the time the build actually happens.   * If you have immediate access to an ERN at the start of the level, it can be very efficient to build 3 towers, and then focus only on building a single miner and ERNing it. An ERNed miner gives 5 energy generation which will kickstart your energy generation, and subsequently your initial tower buildout, faster than just building towers will do. Note that you can ERN a miner immediately after starting to build it. That way the ERN will arrive to it and improve it immediately by the time the build actually happens.
   * Trees quintuple the energy generation of soylent (tower green area), towers in heavily forested areas are even more efficient to build than ERNed miners.   * Trees quintuple the energy generation of soylent (tower green area), towers in heavily forested areas are even more efficient to build than ERNed miners.
 +
 +==== ERN usage ====
 +  * ERN miners should be a top priority in the early game.
 +  * ERN refinery doubles greenar production, which can be critical if you need early beacons, platorms, or are simply aiming for a totem speedrun. For increasing greenar production an ERN refinery is generally better than ERNing Mine Production in the ERN portal in either short runs or maps where a single refinery can keep up with greenar crystal spawns.
 +  * ERN cannons are extremely good if you would otherwise need multiple cannons very early, but should be switched elsewhere once you stabilize.
 +  * Portal: Even after the ERN Portal is built and an ERN is slotted into it, the effect takes 2 minutes to charge up to its maximum effect. Because of this an ERN Portal is often not used in vey short runs.
 +  * Portal: In general: Energy production >> Weapon range/firing rate >> Move speed>build speed, however different maps may have different priorities. Mine production is so map dependent that it is not listed above; in some maps it is practically required and in others it is completely useless.
 +  * Increased range on a beacon/pylon can really make a difference in some maps, but is typically not useful.
 +  * Don't be afraid to move them around once the problems they were solving are dealt with.
  
 ==== Cannons ==== ==== Cannons ====
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   * Anticreeper slows mesh growth by 90% and makes an amazing support unit for pushes into areas with a lot of mesh.   * Anticreeper slows mesh growth by 90% and makes an amazing support unit for pushes into areas with a lot of mesh.
   * Destroying sprayers will deposit all of their ammo as anticreeper on whatever map tile they were centered on.  This can be used as a one off AC bomb to activate breeder terrain, including void breeder.   * Destroying sprayers will deposit all of their ammo as anticreeper on whatever map tile they were centered on.  This can be used as a one off AC bomb to activate breeder terrain, including void breeder.
 +
 +
 +==== Dealing with Enemies ====
 +  * Expensive defensive units are not always needed. Most maps are best completed with Cannons/Mortars.
 +  * Skimmers can be dodged by moving units around before the stun ball hits the ground.
 +  * Blobs will destroy themselves and the first object they hit. They can be defended by building towers in their movement path. You must use snipers if there are eggs at the blob nest, as otherwise the blobs will carry them into your base, leading to a potentially dangerous situation.
 +  * For most maps, a missile launcher can be replaced by 2 cannons. Just move them to the spots the spore will hit.
 +  * Eggs don't drop creeper if popped when they are on top of/inside of a shield. If pushing into dense eggs, 1-2 shields will significantly ease the process.
 +  * Forbs (square things coming from skimmer nests on mesh) shoot a lot more after being damaged. Only attack them if you have enough snipers to kill them fairly quickly.
 +  * Air sacs slowly drop the balls, which must be dealt with by snipers or cannons. They can only by killed by missiles, at which point they drop all remaining balls.
 +
 +
 +
  
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cw4/info/advanced_gameplay.1639751226.txt.gz · Last modified: 2025/02/14 14:56 (external edit)