![]() They don't provide a VTOL option, but still have strong anti-air variants. They are better at finishing targets than hit'n running them. They require some micro-management as they won't fire automatically while moving, like artillery. Missile tanks must stop before firing, making hit'n running harder. The armour-piercing missiles are also rather effective against buildings. In short, where machineguns work best against lightly armoured targets, missiles work best against highly armoured ones. They share their speed and low durability with machineguns but are better to fight larger or isolated tanks. Missiles are expensive high damage weapons, with a slow rate of fire. Lower tier cannons tend to have a higher damage output for their cost, but higher tier cannons are able to ignore damage and shred defensive structures while they progress under fire. Higher tier will get a huge HP bonus but not much damage upgrade. Lower tier cannons are somewhat all-rounder. They don't provide any VTOL nor anti-air option. ![]() They can hold a position, but are hard to reposition across the map. Mobile artillery will be able to constantly outrange them and they won't be able to chase damaged units. Lower damage output than other weapons to other units. Very durable, with a good range, they can hold a position for a long time. Cannons cannot be mounted on VTOLs and don't have a dedicated AA weapon either. They are the best skirmish weapon to take down building (seconding flamers for bunkers). They have the highest durability by far and a good range, but deal a low amount of damage to other units. MachinegunsĬannons are strong and heavy assault weapons. With short range, low HP and damage and no upgrade available, they quickly become outdated, even as cheap cannon-fodder. Either for scouting on hover, defending on tracks, early anti-air defense or even offensively on wheels or VTOL. Very cheap and all-rounder, armour-piercing and anti-air, they can fill a lot of roles. ![]() ![]() Later on they can be replaced by a sensor turret, to trade some speed for a far longer vision, or dedicated anti-air weapons. There are no upgrades to the pulse rifle, unlike all other weapons. Any other weapon will do better if that weapon could do something at all. Or to fill a gap that your first weapon could not cover. This weapon is dedicated to the very early game when no other weapon is available. Being an energy weapon, it negates the effect of armour and deal the same (small) amount of damage to any bodies. It is also the only weapon that can target both ground and air units but with a very limited range and damage output. It is a light and versatile but weak weapon that equips scouts and watch towers. ![]() The pulse gun is available from start without research. Except against flamers and pulse guns which ignore the armour completely. The armour of a body reduces the damage received by each shot by its value. You may choose it when your opponent has higher-tier weapons than yours to negate their impact, or get some extra speed to catch lighter units. Putting lower-tier weapons on a body will provide a low damage output but with high durability and speed. You can use this combination defensively when you quickly need a high damage output with fewer units, but you will suffer high losses anyway. Mismatching body and weapon tier will adjust cost, firepower, speed and durability.Ī tank with a higher-tier turret than its body will have a high damage output for less cost, but will have low durability, as well as less mobility. The first tier for small bodies, the second for medium ones and the third for large ones. The weapons are designed to work the best with the according body tier, but can be mixed. The first tier is a bit all-rounder, higher tiers become more specialised and get a slight range bonus. Each branch will have their own strengths and weaknesses. The weapon turrets are broken into three tiers in each branch. ![]()
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