Arclight

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Revision as of 20:42, 10 August 2023 by HUBA (talk | contribs) (update 0.7.17)
Arclight

Standard Crowd Control Bot

Arclight.png
Mobility Ground
Giant No
Cost 100
Unlock cost 0
Units 1
HP 3903
Attack 346
Target Ground Only
Attack Interval 1.0s
Splash Damage 7.0m
Burst Damage 346
Max DPS 346
Range 93m
Speed 7m/s
Description
Fires an energy beam that can make short work of light units.
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

39

Burst Value

3.5

DPS Value

3.5

Splash Index

6.9

v0.7.42

Summary

The Arclight is a slow-moving ground unit that specializes in killing groups of fragile units with its ranged AoE attack.

Arclights serve one of two main purposes in a player's army. The first is as a cheap way to kill chaff units - the Arclight has enough damage to kill a Crawler, Fang, Mustang, and Wasp (using the Anti-Aircraft Ammunition upgrade) in a single shot, and has high enough attack speed and range to destroy a chaff unit before they can deal significant damage or draw too much fire from your stronger units. The second is as a damage dealer (the "carry" Arclight) - with enough levels and offensive tech upgrades, Arclights become long-range, high-DPS units capable of attacking ground and air units. Fully upgraded Arclights are similar in function to Marksmen. except Arclights aren't effectively countered by chaff units. However, it takes an enormous amount of investment in order to make Arclights this powerful, and typically isn't worth the investment if your opponent has invested in anti-Arclight units early on.

Non-upgraded Arclights have a number of weaknesses. They can't hit air units without Anti-Aircraft Ammunition and struggle to damage non-chaff units (eg. Sledgehammers, opposing Arclights). Their slow speed also makes them vulnerable to Stormcallers. Lastly, Arclights have low enough HP that they are vulnerable to units able to deal good single-target damage (e.g. Marksman, Sledgehammers).

Tech Upgrades

Icon Name Cost Description
RangeEnhancement.png
Range Enhancement 300 Increases attack range by 40m
Range 133m
ElectromagneticShot.png
Electromagnetic Shot 200 Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 1.7 seconds
ChargedShot.png
Charged Shot 300 Increases ATK by 200%
Attack 1038
ArmorEnhancement.png
Armor Enhancement 150 HP is increased by 20% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level
HP 4684
AntiAircraftAmmunition.png
Anti-Aircraft Ammunition 300 Can be used against aerial units
EliteMarksman.png
Elite Marksman 300 The effect increases with unit level, increasing range by 8m and ATK by 20% per level

Update Notes

0.7.17
  • Range adjusted from 90 to 93
  • [Elite Marksman]: Attack bonus adjusted from 23% to 20%
0.7.13
  • Technology [Armor Enhancement] adds an additional 20% HP, and the price is adjusted from 100 to 150.
0.7.12
  • Arclight's attack interval adjusted from 1.2 to 1.1
  • Arclight's attack adjusted from 397 to 346.
0.7.7
  • [Extended range Arclight] adjusted to: Increase Arclight's range by 20m but decrease ATK by 20%
  • [Heavy Arclight] moved to level 3, and the HP bonus adjusted from 200% to 180%
  • [Intelligent Arclight] 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
  • HP increased from 3394 to 3903
0.6.175
  • Page created