Difference between revisions of "Merlin"
HistidineBot (talk | contribs) m (Page auto-updated with DotNetWikiBot) |
(Is now a bit squishier (4000->3140 HP) as of v1.8.5.0) |
||
Line 6: | Line 6: | ||
| icontype = t3arty | | icontype = t3arty | ||
| cost = 3500 | | cost = 3500 | ||
− | | hitpoints = | + | | hitpoints = 3140 |
| movespeed = 36 | | movespeed = 36 | ||
| turnrate = 196 | | turnrate = 196 | ||
Line 15: | Line 15: | ||
| name = Long-Range Rocket Battery | | name = Long-Range Rocket Battery | ||
| type = MissileLauncher | | type = MissileLauncher | ||
− | | damage = | + | | damage = 221 × 40 |
| reloadtime = 30 | | reloadtime = 30 | ||
− | | dps = | + | | dps = 280 |
− | | range = | + | | range = 1500 |
| aoe = 64 | | aoe = 64 | ||
| wobbly = 38 | | wobbly = 38 |
Revision as of 02:09, 8 August 2020
The Merlin is a heavy saturation artillery strider from the Strider Hub.
Merlin (striderarty) | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Saturation Artillery Strider | |||||||||||||||||||
| |||||||||||||||||||
Stats | |||||||||||||||||||
Cost | 3500 | ||||||||||||||||||
Hit Points | 3140 | ||||||||||||||||||
Movement Speed (elmo/s) | 36 | ||||||||||||||||||
Turn Rate (deg/s) | 196 | ||||||||||||||||||
Vision Radius (elmo) | 660 | ||||||||||||||||||
Transportable | Heavy | ||||||||||||||||||
Weapons | |||||||||||||||||||
|
Description
The Merlin is an MLRS strider. It can launch a volley of rockets that guarantees the destruction of almost anything in the target area, then quickly retreat behind friendly forces.
Tactics and Strategy
The Merlin makes for a great counter-artillery unit: it out-ranges most other artillery, packs enough of a punch to destroy most in a single shot, and spreads its damage over an area large enough that you don't need pin-point precision when force-firing at enemy artillery units. This is specially useful in situations in which you aren't able to have constant LoS to them. For example: If the enemy is using cloak, using screening units to neutralize your scouts, or both.
However, the Merlin has a long reload time, and considerable risk of friendly fire. It may be a good idea to set it to hold fire and micromanage all of its shots if you can spare the attention. Use force-fire to pick exactly where to land the payloads.
The images and links on this page may be broken at the moment. The cache on this page points to the test wiki.
Please purge the cache to try to restore images and fix those links. This will work only if the page is not on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page thinks that it resides on test.zero-k.info right now. |