Difference between revisions of "Lucifer"
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| name = Lucifer | | name = Lucifer | ||
| defname = turretantiheavy | | defname = turretantiheavy | ||
− | | description = Tachyon Projector - | + | | description = Tachyon Projector - Requires connection to a 50 energy grid |
| image = http://manual.zero-k.info/unitpics/turretantiheavy.png | | image = http://manual.zero-k.info/unitpics/turretantiheavy.png | ||
| icontype = fixedtachyon | | icontype = fixedtachyon |
Revision as of 06:17, 27 September 2021
The Lucifer is a long-ranged defensive structure effective against large targets.
Lucifer (turretantiheavy) | |||||||||||||
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Tachyon Projector Requires connection to a 50 energy grid | |||||||||||||
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Stats | |||||||||||||
Cost | 2200 | ||||||||||||
Hit Points | 6000 | ||||||||||||
Vision Radius (elmo) | 780 | ||||||||||||
Grid link range (elmo) | 50 | ||||||||||||
Abilities | |||||||||||||
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Weapons | |||||||||||||
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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.
Debug data:
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[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
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[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
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[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
[SQLBagOStuff] Connection mysql object #126 (handle id #120) will be used for SqlBagOStuff
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[slow-parse] 5.58 Lucifer
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Title::getRestrictionTypes: applicable restrictions to [[Lucifer]] are {edit,move}