Seep

Seep is a Black Penguin Oil commander. His ability theme revolves around rocketry.

## Abilities - Passive

Warheads burst into 15 Swarm missiles when destroyed.

Warhead and Swarm launch delay reduced by 59%.

EMP rockets send guided missiles back to their origin.

The targeting laser for missiles is invisible to the enemy.

The target of friendly and enemy missiles is visible.

Smoke is 10% larger and lasts 20% longer.

## Abilities - Active

All missiles and rockets have 32% greater thrust.

Swarm missiles, Rockets, and EMP rockets are armoured against 1 additional hit.

## Overview

Seep's abilities focus on boosting the power of all rocket and missile weaponry. From making it easier to catch the opponent by surprise by Sniper's invisible targeting laser, and shortened Swarm Missile and Warhead launch delay, to brute forcing his rockets through the opponent's anti-air with his active ability.

## Playstyle

Naturally, Seep dictates focus on missile or rocket technology, as these are the only weapons his abilities synergize with. The invisible missile targeting laser makes it hard for the opponent to attack the painting Sniper, and gives no indication on where the missiles are going to hit, while the shortened launch delay of the Swarm Missiles and the Warhead make it practically impossible to react in time by building sacrificial bracing, on all but the largest maps, or unless the opponent is an Architect.

Smoke Bomb boosts increase the effectiveness of Rocket or Missile attacks (although the latter requires coordination with an ally going for the Workshop tech, or placing both the Workshop and Armoury, which might be a risky move considering the time and resources required).

Warheads receive a passive boost, where instead of being destroyed on hit, they break up into a volley of Swarm Missiles, increasing the difficulty of stopping the damage for the opponent, and potentially dealing a blow on their exposed anti-air defenses.

Finally, the active ability allows Seep to punch through opponent's anti-air, by boosting the speed of his rockets and missiles, and allowing them to survive a single hit without being destroyed. This, if combined with Shotgun or Smoke Bomb support, can render a rocket or missile volley virtually unstoppable.

Particularly interesting is Seep's unique ability to parry Swarm Missile and Warhead attacks with EMP rockets. While in normal circumstances an EMP explosion will confuse the missiles and just cause them to circle around one spot in the air, Seep's passive ability instead causes them to be redirected back at the sender, potentially having catastrophic consequences for an unexpecting opponent, especially when followed up by Seep with an attack of his own.

## Counters

As Seep focuses on a single type of weaponry, his overspecialization can be easily exploited by the opponent. Forcing Seep into transitioning away from rockets or missiles puts him in an unfavorable position, denying him all boosts of his passive and active abilities. An obvious answer to Seep player is simply placing an overwhelming amount of anti-air defenses, or attacking the source - killing the Sniper painting the target for the missiles, or hitting the Rocket launchers with the Firebeam.

## Trivia

* When the Seep commander was added to the game, the default missile silo door opening animation was sped up from 4.5 seconds to 2 in order to match seeps shortened launch delay.