Marksman

From Mechabellum Wiki
Revision as of 19:27, 5 July 2023 by HUBA (talk | contribs)
Marksman

Long-range anti-unit bot

Marksman.png
Mobility Ground
Giant No
Cost 100
Unlock cost 0
Units 1
HP 1622
Attack 2329
Target Air & Ground
Attack Interval 3.1s
Splash Damage No
Burst Damage 2329
Max DPS 751
Range 140m
Speed 8m/s
Description
Great attack range, astounding single target damage, and excels at sniping from afar.
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

100

HP Value

16.2

Burst Value

23.3

DPS Value

7.5

Splash Index

0.3

v1.0

Summary

The Marksman is an inexpensive unit that specializes in destroying single targets with its powerful long-range attacks. Its main drawback is fragile defenses and its low fire rate - Marksmen are vulnerable to squads with high unit counts such as Crawlers or Mustangs, as well as units capable of rapidly closing distance such as Rhinos. A team of Marksmen deployed in the back of your army can easily rack up kills from a safe distance, although placing them too far back can leave them easily tied down by chaff units placed on the flanks. Since they can be fielded as early as round one, Marksmen can rapidly gain experience and levels given the relative safety from which they kill units and gain experience. A level two Marksman can take out a Sledgehammer tank in one shot instead of two, while veteran Marksmen have high enough to damage to threaten even giant units, making them a very cost-effective counter to frontline units such as Fortresses and Vulcans if they are levelled up in the late game.

Tech Upgrades

Icon Name Cost Description
Doubleshot.png
Doubleshot 300 Each attack fires 2 bullets in succession but increases reload time by 15%
DPS 1307
RangeEnhancement.png
Range Enhancement 300 Increases attack range by 40m
Range 180
QuickReload.png
Quick Reload 300 Multiplies Marksman's attack speed at the cost of lower damage
Attack Interval * 0.5 (1.6s), Attack * 0.5 (1165)
ElectromagneticShot.png
Electromagnetic Shot 300 Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
EliteMarksman.png
Elite Marksman 400 The effect increases with unit level, increasing range by 8m and ATK by 23% per level increased
ShootingSquad.png
Shooting Squad 250 At the beginning of the combat, summon 5 Fangs at the same level as Marksman to fight with you

Unit Stats after Upgrades

Upgrades Shots per Attack Damage per Attack Attack Interval (sec) DPS Shots per 10sec
Base 1 2329 3.1 751 3.2
QuickReload.png
Quick Reload
1 1165 1.6 751 6.5
Doubleshot.png
Double Shot
2 2329 3.6 1307 5.6
QuickReload.png
Quick Reload &
Doubleshot.png
Double Shot
2 1165 1.8 2613 11.2

Update Notes

0.7.7
  • [Intelligent Marksman]] EXP bonus adjusted to 75%
  • Adjusted the attack bonus of all [Elite Marksman] tech from 30% per level to 23% per level
0.6.179
  • Damage reduced from 2366 to 2271, HP increased from 1414 to 1471
0.6.176
  • Shooting Squad Tech price 150 -> 250
0.6.175
  • Page created