Many people don’t know about Defense Formation: Awakening Turret? Today’s article brings you an introduction to the functions of Defense Formation: Awakening Turret. If you still don’t know, let’s learn about it with the editor.
1. Gun (machine gun tower) can be used for air defense
Cost: 100 +200 +400
Damage: Very low Very low+ Low+
Range: 3.5 3.75 4
Frequency: Any time
Features:
Machine gun towers are cheap and are the preferred road-blocking tool when encircling a maze.
Can be used against ground and air, so it can deal with any enemy
Since the range is not far, the cutoff frequency is rapid fire, and the line of sight between the defense towers is blocked, so the Energizer is placed along the road to maximize its utilization.
Especially suitable for dealing with: shield monsters
2. Inferno (Flame Tower) 50% burning damage
Cost: 150 +300 +600
Damage: Very Low Very Low+ Low
Angle: 70 80 90
Range: Fixed 2.5
Frequency: Anytime + Continuously
Features:
The flame tower has a short range and low power, but it can cause large amounts of damage. Coupled with the ignition effect, it can continue to cause 50% damage for a period of time after the enemy leaves the range.
Especially suitable for dealing with groups of mobs
The placement of the flame tower is very particular. It is definitely placed along the road, but it is much better to place it at the corner (right angle) than beside the straight road, and it is more efficient to place it at the outer corner than the inner corner.
Especially suitable for dealing with: enemy groups, fast-moving units
Not suitable for dealing with: Shield monsters (50% attack and cannot be ignited), BOSS
3. Laser (Laser Tower) 100% burning damage
Cost: 200 +400 +800
Damage: Very Low + Low Medium
Range: Fixed 3.5
Frequency: Anytime + Continuously
Features:
The laser tower is very powerful and has 100% burning damage, which means that enemies leaving the range will continue to receive all the damage from the laser tower for a period of time.
But the superposition efficiency of the power of multiple laser towers is very low. The official explanation found is that the damage received = the root sign (the attack power of all laser towers is superimposed)
In other words, if two laser towers attack an enemy at the same time, the damage caused is only 1.414 times that of one tower attacking, not 2 times. Three simultaneous attacks are even more uneconomical.
Fortunately, the laser tower's AI will actively stagger attacks on different enemies, unless there is only one attackable object in range.
It should be noted that the shield can completely absorb burning damage. Energizer should not build the laser tower near the entrance of the maze. It will be despised by the monsters that have just appeared without breaking the shield.
If there is a certain area on the map that monsters will definitely pass by, and you cannot place effective firepower to cover it, then place a laser tower where you are about to enter the area.
Let those monsters that enter the so-called "ceasefire area" continue to burn
Especially suitable for dealing with: fast moving units
Not suitable for dealing with: Shield monsters (completely invulnerable)
4. Temporal (reduction tower)
Cost: 300 +300 +300
Damage: None
Range: 2.5 3.5 4.5
Frequency: Low
Features:
There is nothing better than deceleration. It has the best effect when used in conjunction with other defense towers with high attack frequency. Moreover, the deceleration wave is not affected by the field of vision, so it can slow down monsters at all levels.
5. Meteor (mortar) 20% burning damage
Cost: 250 +500 +1000
Damage: Low + Medium High
Range: Fixed 8.5
Frequency: Low Low+ Low++
Features:
20% burning damage means that hitting the shield monster will reduce the attack power by 20%
But since the attack power is high enough, beating shield monsters is not a big problem, and it can cause area damage, and it is also good to attack groups of monsters.
One of the great advantages of the range is that it is almost unaffected by the field of view (when placed on the lower floor, it may not be able to attack certain areas due to terrain), and it can be placed anywhere.
6. Cannon (cannon) can be used for air defense
Cost: 200 +400 +800
Damage: Low + Medium - Medium
Range: 5.5 6 6.5
Frequency: Low 2 bursts 3 bursts
Features:
If you don’t like to use machine gun groups, cannons should be the main force. The range and attack are very reliable.
Especially after upgrading, not only the power is increased, but also the barrel is added, so the attack power is even stronger
The low firing frequency reduces the impact of visual field occlusion on the continuous damage output (just reload when out of sight), so it is no problem to place it in the back row of the position.
It should be noted that although the gun barrel has been increased after the upgrade, it still attacks one enemy at a time, so it is useless when dealing with weak groups of monsters.
Especially suitable for dealing with: Shield, Blood Cow, BOSS
Not suitable for dealing with: enemy groups, mobs (waste of attack power)
7. Tesla (magnetic storm tower)
Cost: 175 +350 +700
Damage: Low + Medium High -
Range: Fixed 2.5
Frequency: Low+ Low++ Medium-
Features:
People who have played Red Alert a lot will definitely like this thing for electric shock damage, but how to use it well is another matter.
The attack frequency of the magnetic storm tower is not high, but it can cause chain damage and is suitable for dealing with groups of monsters.
And the magnetic storm tower can store energy when not attacking, and can also cause fatal first damage when dealing with blood cows.
.
Level 1 magnetic storm tower, attacks 2 enemies, has level 4 energy storage, increases the energy level by one every 3 seconds, and is fully charged in 12 seconds
Level 0 charge: No fire
Level 1 charge: 33 dmg (Target 1) + 22 dmg (Target 2)
Level 2 charge: 49 dmg (Target 1) + 33 dmg (Target 2)
Level 3 charge: 74 dmg (Target 1) + 49 dmg (Target 2)
Level 4 charge: 111 dmg (Target 1) + 74 dmg (Target 2)
Level 2 magnetic storm tower, attacks 3 enemies, has level 5 energy storage, increases the energy level by one every 2.75 seconds, and is fully charged in 13.75 seconds
Level 0 charge: No fire
Level 1 charge: 58 + 39 + 26
Level 2 charge: 87 + 58 + 39
Level 3 charge: 131 + 87 + 58
Level 4 charge: 196 + 131 + 87
Level 5 charge: 294 + 196 + 131
Level 3 magnetic storm tower, attacks 4 enemies, has level 6 energy storage, increases the energy level by one every 2.5 seconds, and is fully charged in 15 seconds
Level 0 charge: No fire
Level 1 charge: 90 + 60 + 40 + 27
Level 2 charge: 135 + 90 + 60 + 40
Level 3 charge: 203 + 135 + 90 + 60
Level 4 energy storage: 301 + 203 + 135 + 90
Level 5 charge: 450 + 301 + 203 + 135
Level 6 energy storage: 675 + 450 + 301 + 203
Place the magnetic storm tower at the back of the maze, in a place where few monsters can reach (such as near CORE, if your defense line is solid), so as to give it enough time to accumulate energy.
As the last line of defense to cleanse the caught fish
8. Missle (missile tower) only provides air defense
Cost: 225 +450 +900
Damage: High- High+ High++
Range: Fixed 8.5
Frequency: Medium - 2 bursts 3 bursts
Features:
It’s pure air defense. After it’s upgraded to level 3, the attack will be full, but it’s not powerful at all.
: But unlike Cannon, each missile can attack different targets.
After placing two or three level 3 missile towers near the air force's route, flying units can basically be ignored.
Especially suitable for dealing with: Air Force
Not suitable for dealing with: ground units (ignored)
9. Concussion (Concussion Cannon)
Cost: 275 +550 +1100
Damage: Very low - Very low - Very low
Range: Fixed 3
Frequency: Any time
Features:
The range is very short, but it can attack all enemies within the range at the same time. It can be said that the group damage effect is better than the flame tower. It is placed at the U-shaped bend, especially the U-shaped bend that can be laid out by itself is the most efficient.
And it is not burning damage, so shield is not a problem
After upgrading, the density of bombs has been significantly increased, but the increase in attack power is still limited. It is very effective to use with the reduction tower to deal with groups of monsters.
It should be noted that there is a shield monster that can protect surrounding enemies at the same time. Only by knocking off its shield can the protection of all monsters be released.
If this group of enemies enters the range and is hit by multiple stray bullets, the damage to the shield will only be calculated once
Especially suitable for dealing with: groups of monsters
Not suitable for dealing with: groups of monsters protected by a shield monster
10. Command (Control Tower)
Cost: 300 +300 +300
Damage: None
Range: 3.5 4.5 5.5
Frequency: Any time
Features:
The only tower that can detect invisibility
But invisible units will be detected by any tower at close range, so if you like machine gun formations, this tower will not be of much use
But if there are mostly howitzers and cannons, this tower is necessary
And this tower can increase the player’s income. All enemies killed within the control tower will increase the resources recovered.
Level 1 +25% Level 2 +35% Level 3 +45%
If you want to get high scores, you all rely on this tower
Defense Formation: Awakening Game Cheats
(Input directly in the game, including the "=" sign) =dnamuse adds 100,000 resources
=chezanator: Kill all aliens in the map
=kristalithan: Kill all the aliens who have captured the energy core
=indesilvermoon: The alien cannot pick up the returned energy core
=jeanmarie: Turn on or off the ability of the alien to seize energy cores
=enzyme: Unlock all levels
The above is the defense formation shared with everyone: what is the awakening turret like? Interested friends, please come and watch!