Artillery installations | ||||
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Tech 2 Artillery Installation | ||||
Tech 3 Heavy Artillery Installation | ||||
Experimental Artillery Installation |
UEF T3 Heavy Artillery Installation: Duke | |
Stationary heavy artillery with excellent range, accuracy and damage potential.[ e ] | |
Build costs | -900000 -90000 30000 |
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Max health | 15000 |
Veterancy | 30 (+3/s) |
Intel (radius) | Vision: 28 |
Weapon: Anti Matter Artillery Artillery - Projectile |
|
Damage per second | 550 |
Projectile damage | 5500 |
Damage radius | 5 |
Energy required | -8000 (-4000/s) |
Reload time | 10 seconds |
Range (min–max) | 150 – 750 |
Cybran T3 Heavy Artillery Installation: Disruptor | |
Heavy artillery with excellent range, accuracy and damage potential.[ e ] | |
Build costs | -870000 -87000 29000 |
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Max health | 10500 |
Veterancy | 30 (+3/s) |
Intel (radius) | Vision: 28 |
Weapon: Proton Artillery Artillery - Projectile |
|
Damage per second | 460 |
Projectile damage | 4600 |
Damage radius | 8 |
Energy required | -7000 (-3500/s) |
Reload time | 10 seconds |
Range (min–max) | 150 – 700 |
Aeon T3 Heavy Artillery Installation: Emissary | |
Heavy artillery with excellent range, accuracy and damage potential.[ e ] | |
Build costs | -915000 -91500 30500 |
---|---|
Max health | 12000 |
Veterancy | 30 (+3/s) |
Intel (radius) | Vision: 28 |
Weapon: Sonance Artillery Artillery - Projectile |
|
Damage per second | 600 |
Projectile damage | 12000 (2s DoT) |
Damage radius | 4 |
Energy required | -8500 (-4250/s) |
Reload time | 20 seconds |
Range (min–max) | 150 – 900 |
Seraphim T3 Heavy Artillery Installation: Hovatham | |
Stationary heavy artillery with excellent range, accuracy and damage potential. Requires resources to fire.[ e ] | |
Build costs | -885000 -88500 29500 |
---|---|
Max health | 13500 |
Veterancy | 30 (+3/s) |
Intel (radius) | Vision: 28 |
Weapon: Suthanus Heavy Artillery Cannon Artillery - Projectile |
|
Damage per second | 500 |
Projectile damage | 5000 |
Damage radius | 6 |
Energy required | -7500 (-3750/s) |
Reload time | 10 seconds |
Range (min–max) | 150 – 825 |
T3 heavy artillery installations are tech-3 structures designed to perform long-range bombardment of enemy bases.
Cost-effectiveness[]
T3 heavy artillery are extremely expensive. Although not in the same price range as the game-enders, they are roughly 3-4 times as expensive as most Experimental units and should be reserved for situations where experimental units or overwhelming numbers of T3 units would be incapable of doing the job, such as super-heavy defence lines capable of chewing up a Galactic Colossus. Nukes can also be considered as a much cheaper alternative if your opponent is careless enough to neglect their defence. Still, T3 artillery is much harder to counter, and has more hit points than the game enders (except the Scathis, which is usually only covered by Cybran Shields) and is cheaper in the long run compare to strategic weapons. Plus they can start firing immediately, rather than having to build their weapons.
Adjacency bonus[]
Surrounding an artillery installation with power generators allow it to fire more efficiently, and more often. A Duke surrounded by T3 Power generators could fire 5 shots in the time it would usually fire 4.
Factional differences[]
UEF Duke[]
The Duke is the second-most inaccurate, the second-lowest in range, and the second-lowest in damage radius. However, it has a low firing randomness among T3 artilleries and has the second-highest damage. It is thus effective at targeting bases and punching through shields, but cannot effectively hit mobile units.
Cybran Disruptor[]
The Disruptor has a short range and high inaccuracy, but has a large damage radius. These qualities allow it to deal damage to large portions of bases, but make it poor at punching through individual shields.
Aeon Emissary[]
The Emissary has high accuracy and range, and is notable for the fact that it deals more than 2 times the damage of other T3 artilleries. It is extremely effective at punching through shields and destroying targets in a small area. It has double the reload time of the other faction's counterparts, and costs the most. It should be used only when other methods do not work.
Seraphim Hovatham[]
The Hovatham has relatively low damage, high inaccuracy, high damage radius, and low energy drain.