Difference between revisions of "Lucifer"

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The '''{{PAGENAME}}''' is a long-ranged defensive structure effective against large targets.{{ Infobox zkunit
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The '''{{PAGENAME}}''' is a long-ranged defensive structure effective against large targets.{{Autoinfobox zkunit
| name = Annihilator
 
 
| defname = turretantiheavy
 
| defname = turretantiheavy
| description = Tachyon Projector - Requires connection to a 50 energy grid
 
| image = http://manual.zero-k.info/unitpics/turretantiheavy.png
 
| icontype = fixedtachyon
 
| cost = 2200
 
| hitpoints = 6000
 
| sight = 780
 
| gridlink = 50
 
| weapons =
 
{{ Infobox zkweapon
 
| name = Tachyon Accelerator
 
| type = BeamLaser
 
| damage = 4000
 
| reloadtime = 10
 
| dps = 400
 
| range = 1200
 
| special1 = Instantly hits
 
}}
 
| abilities =
 
{{ Infobox zkability armored
 
| reduction = 75%
 
}}
 
{{ Infobox zkability line
 
| customdata1 = Can ignore unidentified targets
 
}}
 
 
}}==Description==
 
}}==Description==
Inside the heavily armored shell of the Annihilator lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you keep it connected to a power source. Remember that the Annihilator is strictly a support weapon; leave it unguarded and it will be swamped with raiders. When under attack by long range artillery or bombers the main gun can retract to reduce incoming damage to a quarter.
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Inside the heavily armored shell of the Lucifer lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you keep it connected to a power source. Remember that the Lucifer is strictly a support weapon; leave it unguarded and it will be swamped with raiders. When under attack by long range artillery or bombers the main gun can retract to reduce incoming damage to a quarter.
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==Tactics and Strategy==
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Lucifer is essentially an anti-heavy turret, and should be deployed when your enemy is using a lot of heavy units. They're not terribly effective against anything else because their reload time is very long for such an expensive turret, and as such even units of moderate weight may be too numerous for a Lucifer to handle. A Lucifer will always need protection from swarms.
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Even if the enemy is indeed using a lot of heavy units, building a Lucifer is still something to think twice about. Its quite an investment to put into an immobile defensive unit, one which also needs a connection to a robust energy grid to be used. Lucifer is best reserved for when you have been put into a definitely defensive position, when you have decided you won't push a certain section of the frontline anymore and will just lock it down to the best of your ability.
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Lucifer is very easy to bait into wasting its shots, and this is doubly bad for Lucifer because it also loses its armor while firing, meaning an enemy can not only bait a Lucifer into wasting its shots, but also into exposing itself so that it takes damage more easily. For that reason, its usually a good idea to set Lucifer to hold fire and micro-manage the turret's shots. This way you can make sure that Lucifer will only expose itself to obliterate targets that are actually worth the risk and the reload time.
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{{Navbox buildings}}
 
{{Navbox buildings}}

Latest revision as of 02:10, 18 May 2024

The Lucifer is a long-ranged defensive structure effective against large targets.

Lucifer
(turretantiheavy)
Tachyon Projector
Power by connecting to a 50 energy grid
Lucifer fixedtachyon
Stats
Cost 2200
Hit Points 6000
Vision Radius (elmo) 1280
Grid link range (elmo) 50
Abilities
Armored Form
Reduction (%) 66%
Can ignore unidentified targets
Weapons
Tachyon Accelerator
Damage 4000
Reload Time (s) 10
Damage per Second 400
Range (elmo) 1200
Burst Time (s) 1
Instantly hits

Description

Inside the heavily armored shell of the Lucifer lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you keep it connected to a power source. Remember that the Lucifer is strictly a support weapon; leave it unguarded and it will be swamped with raiders. When under attack by long range artillery or bombers the main gun can retract to reduce incoming damage to a quarter.

Tactics and Strategy

Lucifer is essentially an anti-heavy turret, and should be deployed when your enemy is using a lot of heavy units. They're not terribly effective against anything else because their reload time is very long for such an expensive turret, and as such even units of moderate weight may be too numerous for a Lucifer to handle. A Lucifer will always need protection from swarms.

Even if the enemy is indeed using a lot of heavy units, building a Lucifer is still something to think twice about. Its quite an investment to put into an immobile defensive unit, one which also needs a connection to a robust energy grid to be used. Lucifer is best reserved for when you have been put into a definitely defensive position, when you have decided you won't push a certain section of the frontline anymore and will just lock it down to the best of your ability.

Lucifer is very easy to bait into wasting its shots, and this is doubly bad for Lucifer because it also loses its armor while firing, meaning an enemy can not only bait a Lucifer into wasting its shots, but also into exposing itself so that it takes damage more easily. For that reason, its usually a good idea to set Lucifer to hold fire and micro-manage the turret's shots. This way you can make sure that Lucifer will only expose itself to obliterate targets that are actually worth the risk and the reload time.