Upgrades

This is a list of 21 upgrades in Green the Planet 2:
Name 	Description
Cannon 	A basic machine gun that fires multiple shots in each volley. Comets drop goods even without being fully destroyed.
Homing Missile 	A high damage auto-targeting missile that can be partially directed by the player. More effective against single comets but struggles with large groups.
Laser 	Fires an instant, wide, high-power laser that penetrates and deals equal damage to all comets on a line. Destroys single comets, mega comets, and groups easily.
Reflection Shot	Shots bounce off comets and can hit a second comet. However, they often bounce back towards the planet without hitting anything.
Spread Shot 	Shots spread out and damage other comets, but individual pellets are weak. Higher levels increase the spread.
Charger 	A slowly charging blast of energy that moves across the screen. The damage it deals may not be worth the charge time.
Homing Cannon 	Similar to the Cannon, but with homing capabilities. Shots home awkwardly and occasionally spin in circles without finding a target.
Laser Cannon 	A faster-firing version of the Laser, but with reduced power. Comets generate drops even without being fully destroyed.
Bounce Cannon 	Reflected shots deal increasing damage, but the effectiveness is limited as shots often fail to ricochet properly.
Spread Cannon 	Shots spread into a fan after traveling halfway without hitting a comet. Limited effectiveness.
Charge Cannon 	Similar to the Charger, but with a smaller projectile and homing bullets. The charge time and aiming effort may not be worthwhile.
Homing Laser 	An electrical shock arcs between comets, with penetrating and homing capabilities. Not as powerful as the Laser but requires low effort.
Homing Bouncer 	Similar to the Homing Missile, but with bouncing capabilities. Bounces to hit secondary comets, adding effectiveness and entertainment value.
Homing Spreader	A single missile fans out into multiple projectiles, targeting any comet except the initial hit. Weak against single comets but effective against multiple targets.
Homing Charger 	An improved version of the Charger, firing charges like a turret. Makes charge time feel more worthwhile, but still has some drawbacks.
Bouncing Laser 	Combines the bounce effect of the Bounce Shot with the power of the Laser. Lasers bounce off comets, potentially impacting others, but overall effectiveness is limited.
Spread Laser 	Lasers fan out and pierce through comets, causing damage to single targets and collateral damage to neighboring comets.
Charge Laser 	A slow-charging but powerful laser beam that can destroy almost anything in its path. Slow charge time may hinder its efficiency.
Spread Bouncer 	Combines the spread effect of the Spread Shot with the bouncing effect. Shots spread into a fan of secondary projectiles that can split into a third wave.
Bounce Charger 	Guides a moderately powerful energy ball within a narrow field to damage comets. Limited effectiveness and narrow field of effect.
Spread Charger 	A slow but powerful shot that detonates into a spread of fireworks. High power but not efficient due to extreme charge time.
Category:Gameplay basics