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) |
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| icontype = t3arty | | icontype = t3arty | ||
| cost = 3500 | | cost = 3500 | ||
− | | hitpoints = | + | | hitpoints = 3140 |
| movespeed = 36 | | movespeed = 36 | ||
| turnrate = 196 | | turnrate = 196 | ||
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| 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) | |||||||||||||||||||
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Heavy Saturation Artillery Strider | |||||||||||||||||||
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Stats | |||||||||||||||||||
Cost | 3500 | ||||||||||||||||||
Hit Points | 3140 | ||||||||||||||||||
Movement Speed (elmo/s) | 36 | ||||||||||||||||||
Turn Rate (deg/s) | 196 | ||||||||||||||||||
Vision Radius (elmo) | 660 | ||||||||||||||||||
Transportable | Heavy | ||||||||||||||||||
Weapons | |||||||||||||||||||
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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.