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People make sweeping statements like this, but they omit to factor in playstyle and objectives. Some people like to terp the entire map to a flat parking lot. Others play for fast time scores, others play to get huge waves of (anti-)creeper swooping over the map.
Some factor in build cost and cost per shot, others don't. Some proclaim the efficiency of Mortars, others that of Cannons, still others say Sprayers are useless
Mortars are more expensive than cannons, mortars don't target shallow nearby creeper if they have range on deeper creeper. A mortar can die standing in a shallow pool of creeper.
If you can afford to pave the entire front line with mortars, go for it, but you can achieve the same with fewer units and less energy if you mix all the available weapons.
You can compare the statistics for the various units on the wiki here:
https://knucklecracker.com/wiki/doku.php?id=cw4:info:player_unit_data
Maybe it is just me then but I find I can't really use cannons in 4 the same way I did in 3. In many missions in 3 I never ended up actually producing mortars or only ended up using them defensively. My standard approach in 3 was to set up mortars and sprayers set to always on along my defensive wall then drop 4 cannon on the other side and advance with them using a shield to cover if necessary. In 4 while I maintain the wall strategy I find myself using mortars to push with 1-2 cannons for mop up as I am just not feeling like they remove the same amount of creeper as before.
The damage is actually exactly the same for cannon in CW3 and CW4 (assuming the data on the wiki for both games is correct.) The difference you're noticing is likely a combination of the wave effect as well as the fact that the default creeper flow rate in CW4 has been increased. These two effects both make it more difficult to stop small amounts of creeper from pushing past your front lines if there is deep creeper behind the "small amount." This means that it's generally a good idea to throw in a mortar or two to control the deep creeper behind the front line. Though you could technically always just throw more cannons at it as well.
Ultimately, I'm pretty sure every campaign level can be beaten with no mortars built, and every campaign level except the first two (where you have no mortars) can be beaten with no cannons built. Both weapons can stand on their own if you build enough of them, but ideally you want a mix on most maps if you're aiming for efficiency.
This is entirely possible. The cannons might need a slight ROF buff to compensate.
The actual comparison is to sprayers, which are probably the most potent defensive tool, late game. This leaves cannons with a strong niche of early game defense.
I agree this is the case in 4 but in 3 this was not how it was with cannons able to punch through an area quickly and being the better offensive option due to the long impact time of the mortars (I think the time between firing and impact in 4 might be shorter than 3) and more gelatinous nature of the creeper in 3. A cluster of 4 cannons was able to advance when supported by anti creeper with little issue where as I find myself using 4 mortars with a single cannon in 4 as cannons simply cannot hold the creeper back as well.
That seems to be their primary use, yes, is defending other units when little bits of creeper do manage to make it through. Mortars can die from essentially a pixel of creeper because they don’t target the stuff they are sitting on so they need cannons to defend them.
In a spot where cannons either have height advantage or just flat ground I’ve noticed little difference comparing the performance of cannon vs mortar in holding off the flood.
However, cannons are useful for offense as well. If I’m getting ready to attempt a push or landing into a creeper filled area you send cannons for that, not mortars. Your goal in those moments is to clear the area around your units as fast as possible to allow a relay or whatever to be built. Mortars cannot do this. Only cannons are able to do this effectively.