![]() The satellite itself stays at suborbital position after launching and can be moved around the battlefield. The interesting part of this experimental combo, is that the weapon, the Novax Defense Satellite is absolutely indestructible, however, if the center is destroyed, the satellite is disabled-and Air Crashes, sometimes onto whatever it was attacking. In-game though, the building serves no real purpose, as the satellite is deployed automatically, and at no cost, and controlling the satellite is done directly, forgoing the control center. The center is responsible for deploying and controlling the Novax Defense Satellite. Magnetrons eat entire armies, so imagine the veterancy.The Novax Center is a building which constructs the suborbital Novax Defense Satellite. The above strategy is super effective at giving your Magnetrons veterancy, because every unit gives a little bit of veterancy.Place a recycler or two behind the shields to reclaim the units that weren't eaten by the Magnetrons. The mass will take care of itself because the ground-up units provide mass. This isn't a problem if you have a well-developed energy supply. For every major attack, a minimum of two Magnetrons will be destroyed (as well as a few PDs) hence the 'costly' part. Then when a large-ish enemy force appears, the Magnetrons will ruthlessly eliminate the conventional units while the the PDs take on experimentals. You can protect the PDs with shields, just make sure the Magnetrons aren't inside the shields. Place a solid line of Point Defenses a while behind the magnetrons, but with the front of them within range. Having them vertical is a complete waste of time, as you'll see later. Build 4-6 Magnetrons, in a straight line horizontally in front of your base. STRATEGY: This is a costly but effective one.Note: Unlike the Illuminate Pullinsmash, which is an experimental mobile magnet, it can not pull hunkered units.Put at the entrance of your base for maximum effectiveness. The Magnetron is higly innefective if placed outside a player base, because all the units will steer clear of it, rendering it a waste of money.The Magnetron can neither attract nor repel air units so it is best protected by anti-air or fighters.Therefore it is imperative not to hold an enemy force stationary within weapons range of your units/structures. However, your units cannot fire upon enemies that are under the influence the Magnetron. Enemy units being attracted/repelled can still fire their weapons on approach.Be careful, as you still take damage from the death nuke of enemy ACUs. Several Magnetrons in conjunction can pull in enemy ACUs for a quick(ish) victory. As of the (April 16, 2010) patch, it is possible to use the Magnetron to suck in units during the no-rush timer.While being pulled in, Jump Jets & Illuminate teleport are the only things that can escape the Magnetron's pull, so if you're facing a Cybran or Illuminate army, don't rely entirely on it destroying the enemy force.If you have the required Energy, toggling between the Repel and Attract abilities can be an effective way to decimate an enemy offensive, by pushing units away from your base where they cannot do any damage, then pulling them to their deaths, and then repelling the remaining units away in a repeated cycle. ![]()
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