However, the DPS of T2 artillery versus naval units can be effectively zero, because they turn so slowly that your average destroyer can zip past them before the T2 artillery can even aim at them. As such, they can act as effective counter-artillery units that can also weaken an approaching group of enemy ground units. However, T2 artillery units have superior range to any point defense weapons, in addition to a very short minimum range. They can also be used as an effective means of defending coasts and channels from enemy shipping, a very effective method since it can outrange most enemy ships and those it can't, T2 tactical missles can match or exceed. They can be used offensively or defensively, but due to low rates of fire, their static nature, and their inability to attack targets within a minimum range, they can be quite vulnerable independently.Īlthough these structures can be used as base defenses, tech 2 point defenses are usually better suited for the job: At a much lower cost, they have equivalent DPS, better fire rates, and much less overkill. All T2 artillery fire at a medium to slow rate (once every 20 seconds normally and every 18 seconds with power generators on all sides), deals high damage over a moderate area (average of 2,250 damage per shot), and can only be stopped by shields. This allows them to bombard an opponent's fortified base or engage enemy surface units (land or sea) at very long range. Tech 2 artillery installations fire powerful, low-arc shells over large distances. 1.2 Compared to tactical missile launchers.
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