Difference between revisions of "Merlin"

From Zero-K
Jump to navigation Jump to search
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 = 4000
+
| 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 = 220.5 × 40
+
| damage = 221 × 40
 
| reloadtime = 30
 
| reloadtime = 30
| dps = 294
+
| dps = 280
| range = 1450
+
| 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
striderarty.pngt3arty
Stats
Cost 3500
Hit Points 3140
Movement Speed (elmo/s) 36
Turn Rate (deg/s) 196
Vision Radius (elmo) 660
Transportable Heavy
Weapons
Long-Range Rocket Battery
Damage 221 × 40
Reload Time (s) 30
Damage per Second 280
Range (elmo) 1500
Area of Effect (elmo) 64
Projectile Speed (elmo/s) 250
Wobbly (maximum, deg/s) 38
Arcing shot (deg) 45

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.