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Grey Goo Game Guide by gamepressure.com

Grey Goo Game Guide

Table of Contents

Technologies | Humans Grey Goo Guide

Last update: 11 May 2016

Tank

Power Generator. Anti-Heavy Sentinel remains active even after the connection with the base is broken. It is a very useful upgrade, when you have a sprawling network of Conduits, reaching far outside of the base, which makes it susceptible to be destroyed. Otherwise, it is useless.

Railgun Systems. Lancer receives a new weapon that damages everyone within range. Lancer is a siege unit meant to destroy buildings. This upgrade makes the unit stronger in battle, but only against big groups of lightweight opponents. Heavy units will still pose a problem to it. Additionally, it needs to be motionless, at the moment of firing and it does not become stronger against buildings. You can buy it, if you see no use for the rest of the upgrades.

Repair Subroutine. Gladius, Howitzer, Lancer and Trident units will be automatically repaired, outside of combat. The condition is that they cannot take damage. The majority of units in the game have low durability, and are quickly destroyed in battle. In the best case scenario, repairing extends their life span by several seconds. In the case of big and regular battles, this upgrade is of little usability, because only a handful of remnants after the battle will be able to use it. This will not save you too much. It works much better in the case of small groups of units for quick raids and immediate retreat. The upgrade allows them to remain active for longer, without the necessity to return to the base that often, to replenish the losses.

Artillery

Proximity Mine Radar. Mines of the Howitzer unit receive a wider range of vision and they stay in one spot for longer. Mines of the Howitzers are useful for clearing bushes and setting traps. Thanks to this upgrade, their effectiveness increases. Buy the upgrade if you use artillery for more than attacking enemy buildings and units.

Power Systems. Artillery Sentinel remains active even if the connection with the base is terminated. The functioning is identical with Power Generator.

Ground Battery. Longbow can engage ground units also. It is a good upgrade if you fight against the opponent that uses ground and airborne units in equal proportions. It is useless if he relies only on one type.

Air

Mine Drop. The Scimitar bomb becomes a mine that you can drop anywhere. Scimitar is a bomber, whose projectiles explode on impact with the ground. This makes it useless for combat reconnaissance, because it needs to see the enemy units in the first place. Thanks to this upgrade, you can use it for setting traps in bushes, narrow passages and for mining spots along the route of the opponent.

Scythe Payload. Increases the capacity of Scythe ammo to 8. It is important if jets are an important part of your army. Otherwise, it is better to buy one of the remaining upgrades.

Aircraft Repair. Air Pads repair the units docked in them. It is a must-have if your main weapon are airborne units. It is less useful if the enemy has a strong AA defense. During air raids, the majority of your units will be decimated so, the savings that you make this way, will be low.

Stealth

Cloaking Systems. Monitors receive stealth. Airborne units are very useful scouts, later into the game so, it is a good idea to buy this upgrade for them. Thanks to this, you can view the base without being detected. At least, for as long as you avoid the units equipped with stealth detection.

Cloak and Dagger. Dagger receive stealth. Buy this upgrade early into the game, when Dagger is your main scouting unit. Also, buy it if you do not have access, or you do not want to use air reconnaissance, or if the enemy defenses are too strong. Otherwise, it is better to buy the Cloaking Systems.

Catalyst Mine. All Conduits drop respawning mines. In the case of thickly developed bases, the number of Conduits will be low, which affects the number of mines. This upgrade is useful in the case of wide sprawling bases, but there is one downside - it blocks your access to remaining two. All this depends, therefore on your preferences. If you prefer to play a defensive game, buy the mines. If you require a better reconnaissance, get one of the remaining two upgrades in this category.

Economy

Structural Integrity. Mines receive additional durability and they are fixed, spontaneously, with time. It is useless for a simple reason - mines are free of charge and the building time takes a dozen-or-so seconds. Losing them may, in the worst case, delays in delivering resources, but your economy will not collapse from this. This also goes for the mines far away from the base. The upgrade makes them more resistant, but a strong enemy attack wipes them out anyways. It is better to buy something else.

Harvester Camouflage. Endows stealth on harvesters. In the case of thickly developed bases, it is useless, because harvesters are protected by garrison and turrets then. It is much better in the case of mines away from the base, which makes the harvesters cover a long route. Thanks to this, they receive additional armoring and makes the enemy get special units to detect them. If you locate your mines with consideration, this upgrade allows you to use them, stress-free, throughout the entire mission.

Sentinel Repair. All of the turrets get repaired automatically, if they take no damage. The staple of a defensive game. Thanks to this upgrade, you do not need to keep an eye on the condition of Sentinels, and additionally, you save up on repairs. Which can be costly, in the case of frequent enemy attacks.

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