The reptile unit in "Steel Commander" is a relatively common small cannon fodder unit in the game, but it can also have very good effects in special situations. The cost of the reptile is 100, and the unlocking fee is 0. It has the highest number of 24 modules in the game (that is, how many crawlers there are in a team of crawlers).
How to use the Steel Commander reptile unit
Reptile, one of the three major cannon fodders, is a small unit. The cost of the crawler is 100, and the unlocking fee is 0. It has the highest number of 24 modules in the game (that is, how many crawlers there are in a team of crawlers).
The following is the panel at the first level of the crawler. It should be noted that the data including attack power and blood volume are the data of a module, not the data of the entire team. A mechanism similar to Total War. (In fact, I quoted the two concepts of module number and soldier cards from Total War)
Reptiles now have five technologies, namely Mechanical Rage, Replication, Subsurface Action, Acid Explosion, and Impact Drill. However, all units can only carry four technologies at the same time.
Mechanical Fury (commonly known as Fury)
It can increase the base movement speed of the crawler by 5 and reduce the attack interval by 0.4 seconds.
This technology can greatly improve the output efficiency of the crawler, and at the same time, it can allow the crawler to quickly rush to the enemy's position with less damage, causing chaos to the enemy. It can be said to be an all-round improvement for crawlers.
When paired with other unit charges (such as steel balls or rhino), the role of this technology is even more prominent.
Copy
The unit attacked by the crawler can be given an attribute, and some new crawlers will appear on the remains of the unit after it dies. The copied crawler has only one level.
The formula for the ratio of crawlers produced by this technology is as follows: number of crawlers produced = collision volume of dead units/collision volume of crawlers * fixed coefficient. In other words, the larger the unit volume, the more reptiles will be produced after death.
This technology can have a very significant effect when the crawler has more contact with the enemy. Extra crawlers will cause the enemy to waste more firepower.
Underground operation (commonly known as underground drilling)
Increase the base movement speed of crawler 3. And gain the burrowing passive. If there are no enemies within 40 meters of the crawler, the crawler will enter the underground state. In the burrowed state, the crawler will reduce the damage it takes by 70%. When approaching an enemy, the burrowed state will be cancelled, and the player will emerge from the ground.
Although this technology cannot improve the output capability of the crawler, it can greatly enhance the survivability of the crawler. This is the most important technology for crawlers to use as a line of defense to attract firepower.
Acid explosion
Let the reptile produce a pool of acid with a radius of 9 meters after death. The acid lasts for the entire battle and disappears at the end of the round. The acid can cause the unit standing on it to lose 6% of its maximum health per second, but the acid is effective on both the enemy and the enemy.
This technology is a replacement for the Crawler Ignite technology, giving the Crawlers the ability to deal with huge units. Especially when facing giant units that are relatively close, the Reptile's acid explosion can be dealt with very well.
Impact drill bit
Increasing the crawler's attack power by 200% can make the crawler's output extremely terrifying. No unit dares to engage in close combat with such a group of crazy things.
When the crawler can attack the enemy, this technology will let the enemy understand what the blood bar disappearing technique is.
Reptile advantage against units: longbow, phoenix, melting point, overlord, steel ball, hacker
Relative advantages against units: Fortress, Heavy Rain, Soldier Bee
Relatively weak units: Fangs, Wild Horses
Weak counter units: Hammer, Arc, Vulcan, Rhino
There are four positions for crawlers, one is cannon fodder to resist the line, the other is hatred and seduction, the third is functional output, and the fourth is blocking position.
The following part is selective viewing content, which is difficult to understand and requires certain game playing experience.
Although it has an astonishing damage panel, due to its weak single-target HP and output mode that is purely melee and relies on multiple modules to focus fire, as long as the enemy is on the field and is good at fighting "large numbers of enemies" When units with "low health targets" exist, it is difficult to have a good output environment. So this is the reason why crawlers cannot be configured in the lineup system as the main output position in most cases.
However, under the cover of high-health units, crawlers can also play the role of the main output, which is especially obvious in the early stage.
The crawler has the cheapest number of modules. The characteristics of 24 modules for 100 yuan make it extremely cost-effective as cannon fodder. Compared to��In addition to the advantages of fangs and crawlers, there is another point: the collision volume of crawlers is larger than that of fangs, which makes the AOE received by the crawlers per unit area smaller than that of fangs. However, since crawlers are multi-module melee units, it is inevitable that multiple crawlers will lock onto the same unit during the march of the crawlers, and then the crawlers will get together. This phenomenon makes it easier for reptiles to eat AOE than fangs.
In addition, the crawler's 24 modules and high movement speed make its hatred mechanism extremely complex. The same group of crawlers may lock on to three or four enemies, causing the crawlers to fan out, as shown in the picture below. This will make it more difficult for enemy AOE units to clean up the relatively scattered crawlers (especially Arc Light).
When pulling the opponent's formation, cheap and difficult-to-handle crawlers can cause a large-scale hatred shift in the enemy and even cause chaos in the formation.
Next, let’s discuss the crawler’s functional output. The acid explosion technology will not be considered here, but the output significance of the crawler will be discussed. This positioning is an empirical summary and is not very intuitive. Many people think that as crawlers are cannon fodder, they have no output time. In fact, the functional significance of the crawler's output is far greater than the actual damage it causes. Because at the first moment when the two sides start fighting, it is often the reptiles from both sides who exchange fire. In this short period of time, if one's own crawlers can kill the other's crawlers faster, one's own output can gain at least two seconds of output time, and in many cases it can even be said that the battlefield is directly determined.
The last one is the crawler's slot. As a melee combatant, the crawler will always rush towards the enemy, and after contacting the enemy, it will quickly wrap up the enemy. This means that once a high-speed unit encounters a crawler while traveling, it will be forced to stop and be forced to change from a high-speed unit to a fixed target.