LC - Artillery. Courtesy of SpaceTug Artillery. It is unwise to leave the artillery to fire on its own as it will quite likely destroy friendly units. Instead, use scouting to identify enemy positions and use the artillery to make it hard for enemies to get into your base:
You can also click on an enemy unit or building to keep firing until the unit is down. The method above will fire two shots then stop, but it saves wasting ammo this way. Don't think that the artillery is a defence-only weapon, however. A weapon with such a long range and with such a large damage rating can be invaluable to your attack. See the Artillery base strategies for more information. The LC Artillery single-fires 3 plasma artillery-like shells which blast everything around the hit area. The disadvantage with these shells it not only that they are weaker than the ED artillery's, but it is painfully obvious what direction that they appeared from. The LC Artillery also suffers from being the one with the shortest range, costing 10000 and requiring 5 solar cells to run. However, it remains a great strategic unit. The LC artillery can be lifted down on to any flat 2-square space and begin attacking immediately. Note that the build time for the artillery is huge. It will not come down until all other buildings, wherever they are in the queue, are brought down. As the UCS or ED, using artillery offensively involves dragging along some Constructors and setting up a whole base. However, as LC you can use artillery as a quick strike method against new OPC or MCC buildings. A quick witted opponent won't let you resupply and continue to assault the base, but hopefully any MDW buildings will be down by then. Artillery Strike.
Q. Should I build defensive structures down at the same time as artillery? If your plan is a more laid back, strategic assault, then yes. Otherwise, since defensive structures will halt the building of the artillery, you should move swiftly on. *Line of Sight - being able to see where something is.
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