The pop capping can be countered by throwing units into their death or otherwise forcing an engagement. Tend to fall apart quickly against units with rapid rate of fire (low cooldown).If this is done deliberately, it's called pop capping. When losing members they lose the firepower as well.Oftentimes a squad with only a single member left is more of a burdened due to population cap.Squads tend to be cheaper than the alternatives.A single beam from the Obelisk has enough damage points to wipe out two Riflemen squads. An extreme example would be Obelisk of Light can fire only every 4 seconds, which means it takes 20 seconds for it to will clear a squad of 5 Riflemen. Can survive longer against slow hitting units.A squad takes up a population cap irrespective of how many members are there. When under attack, the weakest member in the squad is being targeted first. For example, Riflemen consists of 5 individual infantrymen. Some units are comprised of several individual members. The Damage is low, but the Cooldown is low too. This formula holds true even for seemingly continuous damage units like Giga-Cannon. The Damage Per Second is calculated using this formula:ĭamage × Number of shots × Squad size ÷ Cooldown Units have different damage values against different unit types. Repair Drone can restore health to mobile units, but can't repair buildings or revive the dead. Once the health drops to zero, the unit or squad member dies. Individual members in the squad and non-squad units do not lose their battle effectiveness as the health drops. The health bar shows the total health of the squad. If a unit is a squad, each individual member of the squad has their own health. If Riflemen and Phantom are next to each other, they will not be able to attack one another.Īll units have health points assigned to them. Some units can't shoot at air units while others can't target ground units. When a unit attacks, the damage it deals can be different for depending on the target's unit type. There are five classes of units: Infantry, Vehicles, Harvesters (ground units), Aircraft (air units) and Buildings (both ground and air).
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