1 |
1. Give Impaler a stockpile, halve missile damage and make missiles cost 10-15 metal per shot reloaded over 10 seconds. User can fire the Impaler in bursts, firing 1-2 missiles per second until the stockpile depletes. Must stop to fire.
|
1 |
1. Give Impaler a stockpile, halve missile damage and make missiles cost 10-15 metal per shot reloaded over 10 seconds. User can fire the Impaler in bursts, firing 1-2 missiles per second until the stockpile depletes. Must stop to fire.
|
3 |
2.
Give
us
an
interceptor
static
unit
that
acts
like
a
razor
but
against
missiles.
The
interceptor
damage
decreases
with
distance.
1
interceptor
can
stop
1
Impaler
missile
every
5
seconds,
3
can
stop
Napalm,
4
can
stop
an
Eos
missile,
5
can
stop
a
Shockley,
9
can
stop
a
Quake
(
making
it
a
good
decoy)
.
This
is
assuming
the
missiles
are
targeting
dead
centre
on
the
interceptor.
Shockley
and
Napalm
depletes
its
payload
on
the
ground
if
it
explodes
mid-air,
giving
a
larger
stun/burn
radius
but
only
like
~5s
stun/burn
duration.
Make
interceptors
expensive
like
~500
metal
each.
|
3 |
2.
Give
us
an
interceptor
static
unit
that
acts
like
a
razor
but
against
missiles.
The
interceptor
damage
decreases
with
distance.
1
interceptor
can
stop
1
Impaler
missile
every
5
seconds,
3
can
stop
Napalm,
4
can
stop
an
Eos
missile,
5
can
stop
a
Shockley,
9
can
stop
a
Quake
(
making
it
a
good
decoy)
.
This
is
assuming
the
missiles
are
targeting
dead
centre
on
the
interceptor.
Shockley
and
Napalm
depletes
its
payload
on
the
ground
if
it
explodes
mid-air,
giving
a
larger
stun/burn
radius
but
only
like
~5s
stun/burn
duration.
Make
interceptors
expensive
like
~500
metal
each.
|