There are 5 turrets in Creeper World, 4 regulars as well as a special fifth one. Each turret has a specific role, there's no jack-of-all-trades turret which is your bread and butter. Also you cannot upgrade your turrets, therefore you must plan whether and where you will need each turret. with the exception of the drone hangar all the turrets can survive being touched by the creeper, long enough at least for you to decide if you should move them or if they'll be able to clear the creeper away themselves or with any help you might bring in.
A note: Damage is measured in elevation levels of creeper; "1" is the height of creeper in a 'pool' that's one level below its surroundings. Color of creeper is not a very accurate way of telling how deep it is -- creeper is less than 1 level deep even through 4 or more color changes.
Creeper World 1Edit
- Main article: Blaster .
The blaster is the first turret you'll be introduced to, it's a simple laser with a fast firing rate and though it has the smallest range of all the turrets it doesn't suffer from that. If any turret could be your bread and butter turret it would most certainly be the blaster, it can take care of any threat to one degree or another. Essentially your blasters are best designed to hold back the creeper on plains, shallow and large waves of creeper which can be chipped away quickly and efficiently by the blaster's high firing rate. To a lesser extent blasters can also keep pools of creeper from overspilling but that's a mortar's job though, in a pinch, blasters will do the job for a while.
Blasters are also unique in that they are the only turret capable of capping emitters (with the exception of Thor). Capping an emitter involves getting a blaster (or several depending on the strength and output of the emitter) within firing range of the emitter so that the blaster will destroy any creeper the emitter produces before it has a chance to spread out. Blasters are also useful during spore waves though you have to be very lucky for this to happen: When a spore hits, all its creeper is concentrated in one space, if a blaster is within range of the impact, one shot will destroy all the creeper, thus preventing the spore from doing any damage unless it lands directly on top of something or if the spore contains more creeper than the blaster can handle in one shot. Beware though as blasters cannot fire at something that is higher up than itself, so in order to deal with creeper above the blaster you either need to soften it up with other weapons like mortars and drones, or jump the blasters up to the next level into the creeper, it's risky, it will damage the blasters a little bit, but as long as you can get ammo to them before they run dry it will almost always work.
The Blaster is the first weapon you have access to in the Creeper World Demo and Full Version. It fires at any nearby creeper within 5 building blocks, in a straight line.
When it fires, the fire point removes all creeper in an x - shape line within 1 building space radius.
A Blaster costs 25 building packets to build, and 10 energy packets to power.
It uses one fifth of an energy packet when it fires.
Blasters can be used as connectors for relays and collectors.
A well used and time tested tactic is to leapfrog blasters over each other, into advancing creeper, making sure to build collectors or relays as you go along to provide continuous ammo for the blasters, in this way the blasters gain you ground and wear down the creeper slowly. Usually, two or three blasters are used for this tactic, but it all depends on how strong the creeper is and how fast it's advancing.
RANGE: 6 squares
FIRE RATE: 6 / sec
DAMAGE: -1 over 8 squares
PRODUCTION COST: 25 Packets
FULL POWER UP: 10 Packets
ENERGY USE: 0.2 Packets per Shot
- Main article: Mortar.
Mortars can also serve as a substitute for drones. If there are no drones handy you can build a mortar, stock it with ammo and fly it off into enemy territory, you can land it next to a pool of creeper which you want cleared away but which is deep inside the creeper covered area. Once the mortar lands it will proceed to wipe out any nearby pools of creeper until it runs out of energy, at which point you should promptly fly it back to base for refueling. Sure it will get damaged, but it wont get destroyed and you pay nothing for it to self repair. If you want the mortar to take next to no damage you can micromanage it while its shelling the creeper. Land the mortar next to the pool, let it get off a shot, then fly it away, after a second or two, fly it back and let it fire again, then take off again, rinse and repeat till you're satisfied or need more ammo, this means that the mortar is never touching the creeper longer than is needed to get a shot off, excessive use of pausing is advised in this case. In both cases the mortar acts as a substitute for a drone, but is by no means a replacement for one, if you have the option to build a drone, build a drone, it does the job better. But when you can't or don't want to build a drone, the mortar's your friend.
Mortars have a fairly slow firing rate compared to the other turrets but any faster and you'd most likely be wasting its shots as the creeper would have no time to pool before the next shell hits. From full a mortar has enough ammo for around five or six shots before going empty.
RANGE: 9 squares
FIRE RATE: 1 / sec
DAMAGE: -4 over 36 squares
PRODUCTION COST: 50 Packets
FULL POWER UP: 30 Packets
ENERGY USE: 2.4 Packets per Shot
- Main article: SAM .
Each SAM fully loaded is able to fire two missiles before going empty, they request ammo packets at a fast rate so make sure you have the energy to supply them otherwise you might find your starvation jumping up quickly. If the SAM is located near Odin City or you have many speeds built then the capacity of the SAM for taking down spores increases many times since the SAM will be able to receive energy almost as fast as it can spend it, it could take down many more than just two spores, a SAM situated right next to Odin City could take 5 or 6 or even more spores as the ammo packets flood into it due to its high firing rate.
RANGE: 9 squares
FIRE RATE: 1 / sec
DAMAGE: Destroy Spore
PRODUCTION COST: 20 Packets
FULL POWER UP: 8 Packets
ENERGY USE: 4 Packets per Shot
- Main article: Drone .
If a drone's hangar is destroyed the drone is destroyed too even if in flight, so keep the hangars well back from the front lines and on higher ground if possible. Remember to keep your drones in the air bombing targets, its unlikely there's no pools for you to bomb and if by a small chance there isn't, the drone can bomb just behind the front line of creeper and help your blasters push forward much quicker.
FIRE RATE: 0.9 / sec
DAMAGE: -4 over 50 squares
PRODUCTION COST: 50 Packets
FULL POWER UP: 24 Packets
ENERGY USE: 1.6 Packets per Shot
- Main article: Thor .
LASER RANGE: 12 squares
LASER FIRE RATE: 6 / sec
LASER DAMAGE: -4 over 200 squares
MISSILE RANGE: Whole map
MISSILE FIRE RATE: 3.6 / sec
Creeper World 2Edit
Blasters fire a heavy laser, which targets at the nearest creepeer and damages it. As with Creeper World 1 the blasters are your bread and butter units. The blaster fires quickly but has a short range but combining these together they can stop creeper providing there is a some repulsors or some launchers around the place. These are essential for levels with drones in as they are the one of the few units that can target them (along side makers.)
Lauchers looks like the Mortar in CW1 and has a same power as Mortars. They create a rocket every 10.0 second and they use a lot of supply when shooting a rocket. When you upgrade the fire rate. The rate will decrease a little.