Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Stuff to avoid.
1)Heavy armor . Repair is plain out superior all the time.
2)Lifelink . Your entire chunk will die to a single melt or a single ball.
3)Placing them unprotected against phoenixes. You don`t want to loose 1 tank per shot.
4)The firepower upgrade that reduce attack speed is horrible.
Lifelink makes the regeneration twice as effective as it more than doubles the HP and functions as an xp denial form. Either they get the entire stack or they die. Now if the enemy also brings a counter to that like balls then you can answer that too.
I find them ok when start with them, decent support and meatshield, but when I dont have them at the start, I dont think I have ever unlocked them in middle of the match anymore, since then I either counterplay to enemy, or focus on my press strategy, and in those Sledgehammers dont have strategic position.
Either u take it first (as early as round 2) and force your opponent into counter units which you can predict, and at that points the investment was literally 200 points..
Or If you get it relatively late as second or third upgrade nobody will be able to build any counters to it at that point anymore.
Certainly can be useful.
I almost never go sledgehammer anymore because Marksman or Stormcallers counter them so hard most of the time, and those are in every game. Extremely situational to commit to.
I dont quite understand how to level them anymore because most of the time theres marksman or stormcallers on the other side by Turn 1, if not 2, and you really dont want sledges to tank shots from either.
On lifelink: Once you have enough points so that you don't face complete noobs anymore it is very risky to buy this upgrade. I certainly don't do this anymore, neither for Sledgies nor for balls. Enemy balls and Meltingpoints are just waiting for you to buy it and have a field day. Hackers are also becoming meta which is why I won't invest too much into Sledges/Balls. I'd rather invest those resources in more Sledgies/Balls with tower upgrades (buying them at level 2 & one extra). That way they are harder to counter, you cover a bigger area etc.
But yeah, it is very hard to describe when to buy them. Just experiement a bit - they will rarely disappoint. Just make sure they can level at least once.
PPl are not stupid, they actualy check what your upgrades are and play accordingly.
Storms only counter white lvl 1 sledges. Once you field the XP juice intro your tanks, and pump in repair upgrade , they no longer care about puny rockets, or ground fire.
You can win your sledges quite a lot of time by placing shielded fang a bit ahead.
Sure, if they manage to get a laser focused on it, it gets real bad real fast. But have you ever tried to get steel balls onto the units you want past turn 3 or 4? It isn't a simple as you are making out.
You know if/when you are going to buy lifelink. The enemy doesn't. If your enemy starts building steel balls in the first couple of rounds to counter the possibility, you just don't go lifelink. Steel balls aren't that great vs sledges that don't have lifelink, honestly. Yeah, they can kill them, but they come in groups of 5. Those balls have to start from no damage and spend several seconds on each one of those tanks.
So if you bait him into early steel balls, you just build stuff that counters that. Crawlers and marksmen or pheonix. That sort of stuff. If he doesn't go steel balls by round 3 or 4, you grab lifelink and force him to now try to bring out lvl 1 steel balls against your fleshed out army. Good luck getting them to target the tanks amidst your swarm of crawlers, tanks, and whatever else.
Also, you KNOW if you buy life link that steel balls or melting points are coming. So you have the upper hand. You get to prepare for them by tossing down more stuff that will mess up their day.
It is simply your non-giant tank answer roughly the same as steel ball.
They also have some good techs. Mechanical rage helps with their slow speed, slow rate of fire and mesh DPS. Armor piercing bullets gives them 200% extra damage (and a slight fire rate decrease), giving them enough damage to threaten anything smaller than a Vulcan. Extended range is always good. If you can get all three of these you have units that make very short work of the enemy's front line and can very quickly move into range and tear apart the towers and any marksmen and stormcallers.
Some tips for how to use them. Put them in columns not rows. This helps them stagger their shots so they don't all fire at the same chaff unit. It can also cause the enemy snipers to overkill the first sledgehammer before going down the line. Consider alternating columns of sledgehammers and fangs a few tiles apart. Snipers might take out a tank or two and switch to plinking away at the nearest fangs, or arclights, etc might get caught on tanks.