I don't have time to write a long post as for CI3, so to quickly improve our performance in multiplayer we should better distribute how we use our missiles. In solo play on Rookie missiles deal 10000 damage, but it is affected by difficulty, making it so that in 4 player co-op on SSH they only deal a sixth of that (1666). Simply put, a missile will deal that amount of damage to each enemy on the screen. If you only have one big enemy, then the effect is negligible, if there are 50 small enemies, the result is worth the expense.
For now here's only the wave list, starting at Chapter 2. I mentioned the number of missiles that I think are effective at killing a significant number of enemies or will be needed to complete the wave. For some of t…Read more >
Chicken Invaders 3 waves
Threat level: Some waves can be passed with your eyes closed, while others require maximum concentration. This parameter shows the risk of getting killed in each wave.
D0 = Negligible threat. If you are looking at the screen you will have no problem getting through these waves.
D1 = Minor threat. Keep a normal alert level. Rarely, these waves can throw unexpected and unpleasant surprises.
D2 = Significant threat. These waves are nasty. Be ready to dodge whatever is thrown at you.
D3 = Major threat. The most likely to ruin your GCHoaT. These waves are a pain to get through alive.
All the chapters (except Comet Chase and Meteor Storm) follow the same overall 10-wave structure.
First wave in a chap…Read more >
aka the 13th power level, at 50
Ion Blaster: Shoots 8 single green ions (reverts to it's original color in CI1) per click, spread out as it is usual for the weapon, damage: 400/ion, compared to 100 at 20
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