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Weapons
Pulses are weapons that can rotate to track their target. Because of their all-round nature they will generally be the main weaponry throughout the game. Slices and streams are special pulse weapons that have different projectile behaviour but this makes little difference to their usage.
Bursts are stronger pulse weapons that can't rotate on their own. Because pulses rotate much faster than processes and the inability to change the rotation of bursts relative to each other (which means e.g. focal points always stay at the same distance), they're (currently) rarely worth the ~25% extra damage. Due to their drawbacks, bursts will be most useful when dealing with large enemy processes or bases, if you can "lock on" before getting in range.
Spikes shoot projectiles that increase in strength as they travel, making for a nice "artillery" weapon. Spikes are also fairly useful for harassing enemy bases and larger processes from a distance. Ideally, you want to be firing these from (just below) maximum range, using other processes to scout and acquire targets.
Currently autocoder does not support writing code for spikes on static units. You can use the code from
story/green/green3/g5_spikebase.c
to get spikes fired.