Great cast and very interesting game, thanks for sharing
@SammywiseGАй бұрын
Melting points or stormcallers with em may have been a good counter to the worms. Pretty much anything to slow them down and disrupt them so the forts could work them over. I always think synergy in my strategies.
@Mortis_XIIАй бұрын
Great stuff, thanks stoney/guga
@geefyGАй бұрын
mech rage is always a 33% decrease on atk interval, not 100% on the worm like you said, so it adds between 33% and 50% dps depending on what unit you're attacking
@David-sd6jx26 күн бұрын
Except for Typhoons, which get a damage buff instead of interval buff.
@ImDeluxeSP33someАй бұрын
What a few swings at the health bars from both sides
@erikhaase5905Ай бұрын
shields on the fangs would be bonkers here i think
@IIIJG52Ай бұрын
So close. I find Sandworms incredibly frustrating to deal with since you cant interact with them at all once they are underground. And often your units just follow them even if other units are available to be shot. Seeing your phoenixes just follow a burrowed worm instead of shooting some Marksman or something is infuriating.
@benjiro879311 күн бұрын
The problem is also that when they dive down, any shots already on route are neutralized. So that buffs their HP indirectly. And when they pop-up, there is always that delay for units to lock on/turn/shoot. Their health especially with levels, if you can not keep them above ground, just makes them beyond frustrating as stuff like melters/hackers/balls etc totally lose their buildup. And that is unteched ... I have had a l7 worms + armor upgrade just tank melters while clearing units, going down with still health and then taking out the melters. Or high level + reg upgrade is just nasty and because its not a tech, emp does nothing against it.