Editing Cyclops
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Latest revision | Your text | ||
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| hitpoints = 12000 | | hitpoints = 12000 | ||
| movespeed = 57 | | movespeed = 57 | ||
− | | turnrate = | + | | turnrate = 51 |
| sight = 540 | | sight = 540 | ||
| transportable = Heavy | | transportable = Heavy | ||
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= Tactics and Strategy = | = Tactics and Strategy = | ||
− | If you need a tank to go first | + | If you need a tank to go first unto the breach, this is it. It can soak up plenty of damage and can deal plenty of damage in return. A charge made up of purely Cyclopses can only be stopped by the heaviest defences, other tanks, and Strider forces. |
− | [[Airplane Plant]] bombers are a good counter to these. They can evade the Tankbuster Cannon fire and deliver their payload with relative ease, | + | [[Airplane Plant]] bombers are a good counter to these. They can evade the Tankbuster Cannon fire and deliver their payload with relative ease, though [[Raven]]s may take casualties due to their dive-bombing. You can generally tell Ravens to not dive-bomb - the Cyclopses are too slow to evade the bombs. |
The [[Nimbus]] gunship can also fight well against Cyclopses - they're too slow to evade the gunfire or close in on the distant gunship. | The [[Nimbus]] gunship can also fight well against Cyclopses - they're too slow to evade the gunfire or close in on the distant gunship. | ||
{{Navbox units}} | {{Navbox units}} |