Mustang: Difference between revisions
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| type = High-speed all-purpose tank | | type = High-speed all-purpose tank | ||
| igdesc = High speed, long-range, yet fragile. It excels at fighting other low HP units. | | igdesc = High speed, long-range, yet fragile. It excels at fighting other low HP units. | ||
}} | }}__NOTOC__ | ||
== Summary == | |||
Mustangs are fast, reasonably cheap light tanks designed to shred lightly armored units with their high rate-of-fire attacks. Mustangs are effective against all air units, and are reasonably effective at dealing with chaff units due to their high rate of fire. Mustangs are ineffective against any unit with reasonably high HP per unit (e.g. [[Steel Ball|Steel Balls]], [[Sledgehammer|Sledgehammers]]), and deal almost no damage to units with the Armor Enhancement upgrade. | |||
Since Mustangs come in groups of 12, they can be useful for drawing fire from single-target damage dealers such as [[Marksman|Marksmen]] or [[Fortress|Fortresses]], though they can't do so as effectively as the more numerous [[Crawler|Crawlers]] or [[Fang|Fangs]]. Although they have high movement speed, non-upgraded Mustangs aren't as effective against [[Stormcaller|Stormcallers]] as they appear - Mustangs are vulnerable to rocket fire when they stop moving in order to attack, particularly against a high HP enemy. | |||
Most of the Mustang's upgrades focus on improving its damage, and allow them to utilize High Explosive Ammo and Aerial Specialization to effectively deal with chaff and air units, respectively. One notable exception is Missile Intercept, which allows Mustangs to shoot down missiles from Stormcallers and Overlords, along with the rockets launched by certain tech upgrades (e.g. the Vulcan's Incendiary Bombs) and Sentry Missiles. As a general rule, 3 units of Mustangs can consistently intercept the missiles of 1 unit of Stormcallers. 2 units of Mustangs can intercept about 7 volleys before getting overwhelmed and let more and more missiles pass. Note that Mustangs attempting to intercept missiles cannot simultaneously shoot at units and lose about 20-40% DPS. | |||
=== Tech Upgrades === | |||
{| class="table table-dark table-bordered table-block-last-lg" style="width:auto" | {| class="table table-dark table-bordered table-block-last-lg" style="width:auto" | ||
!Icon | !Icon | ||
!Name | !Name | ||
!Cost | !Cost | ||
!Description | !Description | ||
|- | |||
|{{Icon|type=Tech|file=MissileIntercept.png}} | |||
|Missile Intercept | |||
|200 | |||
|Mustang will attempt to intercept enemy missiles within 150m (battlefield skills cannot be intercepted) and continuous interception over a long time decreases the success rate of interceptions | |||
<div class="note">Intercepts missiles from Stormcaller and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles</div> | |||
|- | |- | ||
|{{Icon|type=Tech|file=RangeEnhancement.png}} | |{{Icon|type=Tech|file=RangeEnhancement.png}} | ||
Line 20: | Line 33: | ||
|High Explosive Ammo | |High Explosive Ammo | ||
|200 | |200 | ||
|Increases splash damage range by 7m, but reduces ATK by | |Increases splash damage range by 7m, but reduces ATK by 30% | ||
|- | |- | ||
|{{Icon|type=Tech|file=AerialSpecialization.png}} | |{{Icon|type=Tech|file=AerialSpecialization.png}} | ||
|Aerial Specialization | |Aerial Specialization | ||
|300 | |300 | ||
|ATK increases by | |ATK increases by 90% to aerial units, increases range by 30 when attacking aerial units | ||
<div class="note">Attack {{#expr: {{#var:atk}} * 1. | <div class="note">Attack {{#expr: {{#var:atk}} * 1.9 round 0}} and Range {{#expr: {{#var:range}} + 30}}m vs air, vs ground no change</div> | ||
|- | |- | ||
|{{Icon|type=Tech|file= | |{{Icon|type=Tech|file=ArmorPiercingBullets.png}} | ||
| | |Armor-Piercing Bullets | ||
|300 | |300 | ||
| | |Increases ATK by 50% | ||
<div class="note"> | <div class="note">Attack {{#expr: {{#var:atk}} * 1.5 round 0}}</div> | ||
|} | |} | ||
==Update Notes== | ==Update Notes== | ||
{{Collapsed| | {{Collapsed| | ||
;0.7.34: | |||
* [Missile Interceptor]'s interception efficiency increased by 10%. | |||
;0.7.25: | |||
* [Subsidized MUSTANG] is adjusted from level 1 to level 2. | |||
* [Heavy MUSTANG] is adjusted from level 1 to level 3, and the range reduction value is adjusted from 15 to 20. | |||
;0.7.17: | |||
* Attack adjusted from 36 to 35 | |||
* [Armor-Piercing Bullet]: Price adjusted from 200 to 300 | |||
* [Missile Interceptor]: Price adjusted from 300 to 250 | |||
;0.7.8: | ;0.7.8: | ||
* Mustang's attack adjusted from 37 to 36. | * Mustang's attack adjusted from 37 to 36. |
Latest revision as of 21:52, 18 December 2024
Mustang
|
High-speed all-purpose tank
Mobility | Ground |
---|---|
Giant | No |
Cost | 200 |
Unlock cost | 50 |
Units | 12 |
HP | 343 |
Attack | 37 |
Target | Air & Ground |
Attack Interval | 0.4s |
Splash Damage | No |
Burst Damage | 444 |
Max DPS | 1110 |
Range | 95m |
Speed | 16m/s |
|
Values are normalized to the supply cost of the unit to make it easier to compare units. The Splash Index tries to calculate the effectiveness vs spam by multiply attacks with slash area and a penalty for damage below 350. |
|
Unit Cost |
16.7 - 20.8 |
---|---|
HP Value |
16.5 - 20.6 |
Burst Value |
1.8 - 2.2 |
DPS Value |
4.4 - 5.6 |
Splash Index |
3.2 |
Summary
Mustangs are fast, reasonably cheap light tanks designed to shred lightly armored units with their high rate-of-fire attacks. Mustangs are effective against all air units, and are reasonably effective at dealing with chaff units due to their high rate of fire. Mustangs are ineffective against any unit with reasonably high HP per unit (e.g. Steel Balls, Sledgehammers), and deal almost no damage to units with the Armor Enhancement upgrade.
Since Mustangs come in groups of 12, they can be useful for drawing fire from single-target damage dealers such as Marksmen or Fortresses, though they can't do so as effectively as the more numerous Crawlers or Fangs. Although they have high movement speed, non-upgraded Mustangs aren't as effective against Stormcallers as they appear - Mustangs are vulnerable to rocket fire when they stop moving in order to attack, particularly against a high HP enemy.
Most of the Mustang's upgrades focus on improving its damage, and allow them to utilize High Explosive Ammo and Aerial Specialization to effectively deal with chaff and air units, respectively. One notable exception is Missile Intercept, which allows Mustangs to shoot down missiles from Stormcallers and Overlords, along with the rockets launched by certain tech upgrades (e.g. the Vulcan's Incendiary Bombs) and Sentry Missiles. As a general rule, 3 units of Mustangs can consistently intercept the missiles of 1 unit of Stormcallers. 2 units of Mustangs can intercept about 7 volleys before getting overwhelmed and let more and more missiles pass. Note that Mustangs attempting to intercept missiles cannot simultaneously shoot at units and lose about 20-40% DPS.
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Missile Intercept | 200 | Mustang will attempt to intercept enemy missiles within 150m (battlefield skills cannot be intercepted) and continuous interception over a long time decreases the success rate of interceptions
Intercepts missiles from Stormcaller and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles
| |
Range Enhancement | 300 | Increases attack range by 40m
Range 135m
| |
High Explosive Ammo | 200 | Increases splash damage range by 7m, but reduces ATK by 30% | |
Aerial Specialization | 300 | ATK increases by 90% to aerial units, increases range by 30 when attacking aerial units
Attack 70 and Range 125m vs air, vs ground no change
| |
Armor-Piercing Bullets | 300 | Increases ATK by 50%
Attack 56
|
Update Notes
|