![]() It makes assaulting the objectives the eggs cluster around a bit painful, but at that point I usually have an excess of firepower to push into said objectives.Īnd yes, default spores are basically non-threats for the reasons you described when using them in custom levels we often have to set their parameters way higher than the default for them to be remotely threatening. Assuming your base is not flanked by enemy structures, aggressive eggs won't path through your base and the only threat at that point is blobs which good sniper coverage prevents. You can tell your snipers to not target eggs, from there the eggs will only detonate if they find their way into your base. I actually wouldn't recommend trying to stop the egg assault with shields on that level redon/arg are too powerful and scarce (at least early on) on that map to use on shields imo.įor dealing with eggs, I usually just don't deal with them at all early game. The second-to-last level has so much more in terms of cheese. Originally posted by Rapax/希狐:So shields negate eggs?Ĭan you cheese the second-to-last level with a shield? lol Nice The spores are not a threat at any point in the game, but the eggs sure are.Īnd you can't even tell how active a spore tower is with its eggs right off the bat. This can be dealt with with a lot of anti-depth weaponry, they are actually fine mechanics-wise.īut why do you still call them spore towers? Even if the eggs are shot down with snipers, they still release that payload, because of which a threatened spore tower starts emitting much more creeper than a regular emitter would. Well, to spice things up a little, they now rapidly spawn eggs that will fly to the aid of any threatened enemy structure and explode releasing a payload of creeper SO MASSIVE that emitters pale in comparison. So CW4 spore towers are kind of useless, aren't they? You can build launchers if you can spare the Arg, which you probably can, since it doesn't have many other uses, but you don't actually need to defend against the spores if you have a bunch of scattered cannons. Now in CW4 every unit has some creeper resistance and the payload of spores is negligible, so any cannon or sprayer can handle a spore hit. Their payload wasn't as big as an emitter burst, but infrastructure had no creeper resistance and blew up instantly. Spores were always there to disrupt the supply lines to the main cannons so that the player would lose control of an emitter if they forgot to plant some anti-air units. They produce the hostile fluid this game is named after. Historically the main threat are always emitters. ![]() I feel like the spore towers are pretty bizarre game design. ![]() I finally got all the achievements, so now I feel entitled to share some wisdom. ![]()
0 Comments
Leave a Reply. |