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| tier = 2 |
| tier = 2 |
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| hp = 20 |
| hp = 20 |
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− | | attack = |
+ | | attack = 6 Damage |
| cd = 4 |
| cd = 4 |
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| wc = 120 |
| wc = 120 |
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| supply = 2 |
| supply = 2 |
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| range = 4 |
| range = 4 |
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− | | traits = {{tooltip|Flying|Is flying, duh. Has +4 vision.}}, {{tooltip|Submachine Gun|Rapidly fires |
+ | | traits = {{tooltip|Flying|Is flying, duh. Has +4 vision.}}, {{tooltip|Submachine Gun|Rapidly fires 15 bullets, before reloading for .5 seconds.}} |
− | | strat = Falcons loose a |
+ | | strat = Falcons loose a 15 shots barrage every second, filling the air (and any enemy breathing it) with lead. |
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Revision as of 14:40, 13 January 2017
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Description
Falcons are excellent in short skirmishes where their damage is maximized as well as picking off units or farms from cliffsides, where there is little room for retaliation. As a flying unit, falcons are unaffected by mines or barbed wires or other melee units and can quickly get from one place to another without having to worry about terrain.
Counters
Falcons are very versatile due to the fact they are flying and can attack both air and ground units. However, they are the weakest Tier 2 unit in terms of defense, so they're not as scary as you might think.
Tier 1 Options
- Squirrel: Due to their low hp, falcons can fall quickly to a handful of squirrels.
Tier 2 Options
- Snake: Snakes are the only tier 2 units (not including themselves) that can even attempt to fight falcons. You may be better off using a hit and run tactic to trim the cast of falcons.
Tier 3 Options
- Fox: Foxes out-range and one-shot falcons. (some mirco may be required)
Structural Options
- Machine Gun Nest: MGNs and falcons have identical offensive parameters but MGNS has 40 health (vs 15).
- Sniper Balloon: One-shots falcons. Opponent's gonna need at least 3 to take a balloon down.
Gallery
Changelog
- Pre-Alpha 21:
- Damage now 6 (was 5)
- Pre-Alpha 17:
- Now fires every second (was burst for 2 seconds with 2 seconds cooldown)
- Pre-Alpha 14:
- Hitpoints now 20 (was 15)
- Damage now 4 (was 3)
- Pre-Alpha 13:
- Hitpoints now 15 (was 20)
- Pre-Alpha 12:
- Cooldown now 2 seconds (was 2.5)
- Damage now 3 (was 4)
- Pre-Alpha 11:
- This patch changed the “damage per 5 seconds” system to a “damage per second” system.Therefore, damage values have to be divided by 5 before they are comparable.
- Pre-Alpha 10:
- Hitpoints now 20 (was 15)
- Pre-Alpha 7:
- Hitpoints now 15 (was 10)
- Pre-Alpha 4:
- Hitpoints now 10 (was 20)
Units
| ||
Tier 1 | Squirrel • Lizard • Toad • Pigeon • Mole | |
---|---|---|
Tier 2 | Ferret • Chameleon • Falcon • Skunk • Snake | |
Tier 3 | Badger • Boar • Fox • Owl • Wolf | |
Structures | Barbed Wire • Land Mine • Balloon • Turret • Artillery |