Farseer: Difference between revisions
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(Added update history, surprisingly enough the farseer has never had a balance change as of version 1.1.2) |
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== Summary == | == Summary == | ||
The perfect support unit, the Farseer is versatile, though not exceptional in any one area. It can attack both ground and air targets | The perfect support unit, the Farseer is versatile, though not exceptional in any one area. It can attack both ground and air targets and has an array of techs geared toward supporting other units. | ||
Thanks to its long range and versatility, the Farseer is well-suited for covering your flanks or defending against abilities like the Wasp Swarm. | Thanks to its long range and versatility, the Farseer is well-suited for covering your flanks or defending against abilities like the Wasp Swarm. Additionally thanks to its high speed and use of Photon Emission it can also be placed aggressively to support an aggressive push. | ||
* Rare units can only be unlocked by | * Rare units can only be unlocked by Random Reinforcement cards between rounds or by special starting specialists, they cannot be unlocked directly during a match. | ||
=== Tech Upgrades === | === Tech Upgrades === | ||
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|Missile Intercept | |Missile Intercept | ||
|200 | |200 | ||
|Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the | |Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the Farseer's attack and level. | ||
<div class="note">Intercepts missiles from Stormcaller, Farseer and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles</div> | <div class="note">Intercepts missiles from Stormcaller, Farseer and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles</div> | ||
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|100 | |100 | ||
|Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40% | |Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40% | ||
<div class="note">Debuff duration ??? | <div class="note">Debuff duration ??? second</div> | ||
|- | |- | ||
|{{Icon|type=Tech|file=RangeEnhancement.png}} | |{{Icon|type=Tech|file=RangeEnhancement.png}} | ||
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<div class="note">Range {{#expr: {{#var:range}} + 40}}m</div> | <div class="note">Range {{#expr: {{#var:range}} + 40}}m</div> | ||
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==Update Notes== | |||
{{Collapsed| | |||
;0.9.0: | |||
* Added. | |||
}} |
Latest revision as of 15:30, 26 December 2024
Farseer
|
Large Support Vehicle
Mobility | Air & Ground |
---|---|
Giant | No |
Cost | 300 |
Unlock cost | 0 |
Units | 1 |
HP | 11991 |
Attack | 1148 |
Target | Ground |
Attack Interval | 1.6s |
Splash Damage | 8.0m |
Burst Damage | 1148 |
Max DPS | 718 |
Range | 125m |
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 |
300 |
---|---|
HP Value |
40 |
Burst Value |
3.8 |
DPS Value |
2.4 |
Splash Index |
5 |
Summary
The perfect support unit, the Farseer is versatile, though not exceptional in any one area. It can attack both ground and air targets and has an array of techs geared toward supporting other units.
Thanks to its long range and versatility, the Farseer is well-suited for covering your flanks or defending against abilities like the Wasp Swarm. Additionally thanks to its high speed and use of Photon Emission it can also be placed aggressively to support an aggressive push.
- Rare units can only be unlocked by Random Reinforcement cards between rounds or by special starting specialists, they cannot be unlocked directly during a match.
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Photon Emission | 400 | At the start of combat, emits a photon coating on all allied forces (excluding the user) within 100m, reducing damage received by 30% for the first 20s and grants immunity to electromagnetic, ignited, acid and Degeneration beam effects | |
Scanning Radar | 300 | Activate Scanning Radar, increases the range of allied units within 100m by 10m. Effects of multiple Scanning Radars are not stackable. | |
Missile Intercept | 200 | Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the Farseer's attack and level.
Intercepts missiles from Stormcaller, Farseer and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles
| |
Electromagnetic Explosion | 100 | Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration ??? second
| |
Range Enhancement | 300 | Increases attack range by 40m
Range 165m
|
Update Notes
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