Buster

**Buster** is a commander from the Combined Forces faction. He is part of the Moonshot DLC. His theme focuses on debilitating the enemy using his trademark depleted uranium ammunition.

## Abilities - Passive

AP Snipers can paint targets for missiles.

Foundations have no cost.

## Abilities - Active

Snipers and AP Snipers fire EMP Projectiles.

Heavy Mortar, Cannon, Warhead, Rocket, 20mm Cannon gain depleted uranium projectiles.

(Moonshot) Howitzers gain depleted uranium projectiles.

(High Seas) Thunderbolts, Nighthawks, and Deckguns gain depleted uranium projectiles.

## **Overview**

Buster's abilities in general revolve around boosting explosive weapons. His active ability grants nearly all explosive weapons a depleted uranium effect. This effect causes projectiles of the affected weapons to emit a characteristic bright green smoke trail. The effect doesn't grant any extra damage, but on impact it causes the initial projectile to release a highly penetrative submunition, which pierces through Bracing, Armour, and Devices, dealing 30 damage as well as igniting everything on its path.

The way the depleted uranium penetrator works is unique to it alone. Instead of being HP based (such as the AP Sniper, which penetrates 600 HP of materials), it penetrates a *set distance* before stopping. This allows it to pierce an effectively infinite density of defense, within said distance.

Additionally, the DU penetrator does not stop upon collision with devices, instead dealing damage to them and simply passing through. The only exceptions, and thus ways to halt the submunition, are Sandbags and Energy Shields. Upon collision with these structures, the DU fragment will simply be absorbed. The caveat is that these defensive measures must not be destroyed or disabled on impact with the initial projectile.

The table below shows the unique travel distance for each affected weapon:

Depleted uranium piercing distance

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In addition to depleted uranium rounds for explosive weapons, the active ability provides the Sniper and AP Sniper with EMP rounds on the active, allowing them to disable devices, weapons, and some of the materials, including Doors and Portals (regardless if they are activated or not). The only limitation to what they can disable is Energy Shields, where the shot will bounce off the barrier harmlessly.

Besides his fearsome active ability, Buster's passive abilities also allow building free foundations nodes, without the usual 50 metal + 400 energy cost. Additionally, his AP Sniper can paint targets for Swarm Missiles and Warhead, a function which is normally limited only to the regular Sniper.

## **Strategies**

Naturally, Buster's playstyle puts high emphasis on the usage of weapons affected by his active ability. Obtaining a heavy hitting weapon and empowering it with depleted uranium rounds can form an attack that is very difficult to block, wreaking havoc on an opponent's internal devices. Particularly lethal is scoring a hit on a cluster of Batteries, which - due to the low durability and high volatility of the device - can result in a catastrophic chain explosion inside the fort.

Targeting Ammo (if High Seas is enabled) is also an extremely rewarding pick for Buster; not only is there a possibility for massive internal damage if the munitions explode, but it also deprives the enemy of valuable firepower. Paired with a health pool lower than that of a Battery, Ammo makes a fantastic target.

Cannons, in particular, gain the ability to destroy two doors due to how the DU projectile's collision works; it always damages the first material it hits *twice*, m

aking it deal 60 damage compared to the normal 30. Combined with the damage from the Cannon (700) and it's splash (40), the damage totals up to 800; exactly the health pool of two doors. This can be highly inconsistent on larger doors due to the splash, but works quite well against smaller doors.

Using multiple Cannons is extremely effective, due to the DU submunitions acting similar to a weakened Firebeam, damaging all of the subsequent braces after initial impact. While the difference it makes is minimal at first, the effect is quite noticeable if three or even four Cannons are fired at the same spot.

Albeit the premise of active 20mms dealing 270+ extra ray damage sounds appealing, the DU submunitions from 20mm Cannons do not deal any damage, instead just igniting fires; significantly hampering the buff they receive from Buster's active.

The ability to build foundation nodes for no cost means that Buster is capable of building structures that are incredibly stable, without the typical economic repercussions. The main fort, as well as expansions to remote foundation spaces, can be made especially resistant to Buzzsaw attacks.

EMP Snipers, aside from being used to temporarily disable exposed devices (typically Wind Turbines), can also disable weapon doors, temporarily jamming them shut and rendering the opponent unable to return fire, or - if the door gets stuck in an open position - leaving the weapon wide open for the Sniper to eliminate. The latter in particular is easier when faced with weapons such as 20mm Cannon, Firebeam, or Plasma Laser because of their long firing duration. In addition, the EMP effect can also be used to disable the doors of Anti-Air weapons, allowing for destructible projectiles such as Howitzers or Warheads to have an easier time landing.

Additionally, an EMP Sniper can neutralize troublesome Portals, exposing them for destruction by other weapons, owing to the fragility of an inactive portal (60HP).

The AP Sniper maintains the ability of the regular Sniper to paint targets for guided missiles, allowing some degree of flexibility. This can be used for obtaining additional means of attacking doored Machine Guns and Flaks, without having to resort to building a dedicated AP Sniper on top of a regular Sniper for launching the missiles. This perk should not be over-relied on, however; Snipers are still far superior at door-sniping Anti-Air as it fires, due to its quicker reload and lower inaccuracy.

In the High Seas gamemode, Buster uncontestably gives the greatest buffs to the Thunderbolt's damage, making each bomb have effectively 30 extra ray damage. On top of that, the fire forces massive repairs, and eats away at any Devices that the submunition passed through. Paired with the Runway MK II, which doubles the rate Ammo can be built at by allowing two planes to be built at once, Buster's Thunderbolt attacks are a force to be reckoned with.

## **Counters**

As the main strength of Buster hinges on his depleted uranium projectiles, putting up effective measures to stop them can deprive him of a significant chunk of his power. Sandbags and Energy Shields can be placed to completely deflect the depleted uranium submunitions, although as mentioned above, this is only effective as long as the shield or a sandbag is not destroyed by initial strike from the incoming projectile. While an Energy Shield can stop a Cannon shot, it will not stop the emerging depleted uranium penetrator if the shot destroys it.

This can be prevented by recessing the shield or sandbag deeper into the fort structure, while building a dense defensive structure in the front, in order to put some distance between the explosion and the shield/sandbag. This measure can be especially useful for protecting vulnerable batteries inside the fort.

Despite his EMP Snipers being able to disable Portals, it's still possible to use them; since the projectile will only EMP the device that it impacts, it's possible to place a small amount of Bracing in front of activated Portals to render them safe from a Sniper alone. If the opponent wishes to get through the Bracing to the portal, they'll be forced to fire a Buzzsaw and/or their heavy weapons at the bracing first. Since the projectile will then likely pass through the portal back at the opponent, this can have devastating consequences for the aggressor. Only then will the opponent be able to EMP the Portal.

Repair Stations gain in utility when facing an opponent playing as Buster, as they greatly speed up the rate at which fire is extinguished. Extra caution in defending them must be ensured though, as if the DU projectile hits the Repair Station and ignites the brace it's on, then it will detonate from the fire.

As long as the depleted uranium strikes can be contained by proper damage control, and extra Anti-Air emplacements are in play to counteract his EMP Sniper, Buster can be stripped of any damage advantage and put in a unfavorable position.