Anti-air defense | ||||
---|---|---|---|---|
T1 anti-air turret | ||||
T2 anti-air flak artillery | ||||
T3 anti-air SAM launcher |
Aeon T3 Anti-Air SAM Launcher: Transcender | |
High-end anti-air tower. Designed to engage all levels of aircraft.[ e ] | |
Build costs | -12000 -1400 1500 |
---|---|
Max health | 10500 |
Veterancy | 12 (+3/s) |
Intel (radius) | Vision: 28 |
Weapon: Zealot AA Missile Anti Air - Projectile |
|
Damage per second | 336 |
Projectile damage | 600 |
Salvo size | 2 Projectiles (in 0.5 s) |
Reload time | 3.6 seconds |
Range | 60 |
The Aeon T3 Anti-Air SAM Launcher, nicknamed the Transcender, is an Aeon anti-air unit. This unit, because of its mass and energy cost, should be used to protect more important targets from an air assault . However, it takes an unusually long time to reload, 3.6 seconds. Due to its long cooldown and high damage, it excels at taking out small forces of aircraft, as it is more accurate than its factional counterparts. However, when under a serious aerial assault, this weapon alone will not be enough to quickly destroy an attack force before they are able to do damage. As a result, Aeon T2 Anti-Air Flak Artillery, otherwise known as the Marr, is often employed alongside it, as it fires more than three times as fast, and it has an area of effect attack.
Tips[]
- Transcenders have a lower rate of fire than the rest of the T3 AA, so mixing Marrs in with them is a necessity.
- Deploying these, especially in a long, turtlely, seton game, all over your owned area can be a great way of maintaining air supremency and can destroy T3 air scouts. This is also helpful if you can lure the enemy's Air Force into an engagment over your side.