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I think Minionette is the unknown secret tech right now. She has a huge influence on the cannon skirmishes - 5 seconds to 3 cannons in a skirmish and it's gg.
I've been very successful with warheads on larger maps (numerous wins vs top 20 people). By slowly withdrawing from whatever row the enemy advances on you force them to invest quite a bit in the offensive. You spend that same amount of money on warheads tucked safely away in a corner then launch them as soon as you have 2/2/1 or so. Then spend the next income on repair towers to keep them alive into the base. Note this strat doesn't work very well on tight maps with a single path. That all being said, I would love to see warheads be more effective in the skirmish phase as you suggest rather than acting soley as finishers.
Cost 50/40/35
HP 20/25/30
Cooldown 35/20/22
Damage 15/18/22 Damage is reduced depending on the remaining HP of the Warhead.
Places a single fire missile, when upgraded the cooldown is added to any cooldown that is already on the missile.
Can be fire at any enemy building and will fly towards it, exploding and doing massive damage. If the screen is blocked
by terrain the missile will fly in a straight line towards the target, digging out the terrain in the way and taking damage
from it. The missile has HP like a building and can be shot down by offensive towers and takes damage from passing trough
a shield. The missile can also be repaired by the repair center and the prince's airship in mid flight. A missile cannot be bribed anymore once it's in the air.
:p
Sometimes even if the warhead doesn't work, it distracts them and lets you push back while they are shooting the nukes too. Its a neat strategy.
Greysphere, consider using the platform balloons as well. Little bit more expensive, but harder to take out while the missiles are building (especially with drills).
Another good strat vs nukes are banks, if they build nukes then spam banks and buy out their HQ whilst building enough defense to stop the nukes destroying your HQ.
That being said, I still would like to see them do more dmg to everything else to make the useful as building targetted nukes. (40 g for lvl 1, faster cooldown for lvl 1 by 5 seconds, base 1/2 dmg, building dmg the same - or something).
Surprisingly because there was a time when Demolishers looked very overpowered, they seem the most reasonably balanced tower of the lot. I included the warhead, but these numbers represent the maximum damage they could do to 1 building, while they have a large splash area aswell. Also because of the way the cooldown works on the warhead i doubt those numbers are very meaningfull.