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The inferno tower shoots a wide cone of napalm, roasting all the aliens within. It is balanced with the gun tower if it hits between 2-3 enemies on average while it is firing, and is much more powerful when there are more, and less useful when there are less.
The inferno tower is the first tower that does partial heat damage (which means it heats up enemies so they continue to take damage over time. This does have the side effect of reporting half of the damage it does under 'laser level 1' in your stats, but trust me, it's the inferno doing it!) This makes it more effective against fast enemies (who continue to take damage after they pass through), but less effective against shields (which make an alien immune to heat while they are up).
Here are the basic stats:
Level 1 inferno tower - Total Cost: 150 - DPS: 8.5 - Range: 2.50 squares - Cone: 70 degrees
Level 2 inferno tower - Total Cost: 450 - DPS: 23 - Range: 2.50 squares - Cone: 80 degrees
Level 3 inferno tower - Total Cost: 1050 - DPS: 48 - Range: 2.50 squares - Cone: 90 degrees
The inferno targets the front enemy of the group, and any other enemies caught in its range will take equal damage. Because of their short range they are best when adjacent to the path (giving them the best cone area of affect).
Here are some good and bad inferno layouts:
Bad- infernos really should be next to the path - this one is not very efficient.
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Good- this one gets a good spread, but it's still angled relative to the path, so it doesn't get all the aliens it could.
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Best - this inferno will be aligned along the path a majority of the time. Note the position relative to the path of the aliens. Because it always targets the front, it will be stretched out along the path, making it maximally effective.
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Re: Design Info from Echo - The Inferno Tower