Summary
- Remote Hack is a Temporary Gunboat Ability that is occasionally available for players who have an Armory level of 8 or above, and automatically scales to its level.
- Remote Hack fires a projectile that can temporarily convert a defensive building, causing it to attack nearby targets and draw enemy fire. It behaves identically to Cpt. Everspark's Universal Remote ability, but with a few key differences:
- Remote Hack can additionally control all Prototype Defenses that do damage, the MMG 9000 and Super Mortar 3000. Damage Amplifier, Shield Generator, Sky Shield and Bunker are immune to its effects.
- The targeted building does benefit from Ice Statues, but does not receive a damage bonus, and contrary to the description, it is not stunned after the effect wears off.
- It can be fired at any location.
- Each use costs 10 more Gunboat Energy than the previous, with a starting cost of 10 Gunboat Energy.
Offensive Strategy
- Remote Hack is more or less identical to Universal Remote. Highly damaging defenses such as the Boom Cannon, Doom Cannon and Boom Suprise should be priority targets, as they can put a dent in other defenses before they themselves are destroyed. Even if the hacked defense does not fall, troops will be safe from it for the whole duration.
- A defense that is hacked by the ability can serve as an additional distraction for enemy defenses, and are similar to Critters in this respect. While the hacked defense numbers only one, it is likely that the defense has much higher health than the Critters do and can last much longer against area defenses like the Machine Gun or Flamethrower.
- The ability can also be used to take out dangerous defenses before the start of an attack, particularly in Operations.
- This ability can be especially useful on long-range defenses like the Rocket Launcher that are not near other key defenses since it will be able to target and destroy them without being taken out too quickly.
- Try to use this ability on Shock Launchers or Shock Blasters, as they are durable and can stun other targets on hit.
- The ability can be very useful on higher-level Operations. As the building health is normally much higher than the defensive building damage, it is safe to assume any defense will survive its full duration.
- Grenadiers work well with this ability since their overshooting projectiles allow them to destroy the controlled defense before the effect wears off. Be sure to account for any unexpected changes stemming from their inaccuracy to minimize losses.
Defensive Strategy
- Remote Hack cannot affect the Bunker, and is unable to bypass the Sky Shield, but it can convert Hot Pot and Boom Surprise, even when they are sheltered.
- Try to disperse your buildings to minimize the impact of Remote Hack, as the energy cost quickly adds up.
Upgrade Differences
- The duration will be increased by 0.5 seconds with each level.
Statistics
Number of Shots | Energy Cost |
Cumulative Energy Cost |
---|---|---|
1 | 10 | 10 |
2 | 20 | 30 |
3 | 30 | 60 |
4 | 40 | 100 |
5 | 50 | 150 |