Twin MAR

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Twin MAR
Twin mar strategic icon.png
Twin mar 09 2013.PNG
Unit
Faction: Human (CESO)
Role: Artillery
Sight range: 29
Footprint: 5x5
Chronoportation Cost: 70Resource Qplasma.PNG
Build
Cost:
Build from: 2 MAR Tanks
Build time: 10s
Requires: Research Ground Units
Build hotkey: G
Offence
Attack strength: 2xMRG:
70 vs. ground

Antimatter vCannon:

7 vs air
Attack frequency: 1/1.83s vs. ground
1/1.78s vs. air
Avg. damag./s. 38.2/s vs. ground
4/s vs. air
Attack range: 32 vs. ground
20 vs. air
Splash damage: 5 vs. ground
1 vs. air
Damage Modifiers: 31.3/s to SOP
10.3/s to Zayin Tercher
4.8/s to Heavy Cruiser
4.4/s to Blackbird
Defence
Health: 430
Damage taken: 17.7/s(from 13.6/s) from Ground Units upgraded Marine
14.7/s(from 13.6/s) from Octo
14.3/s(from 11/s) from basic Marine
Movement: Medium, 2.57 sq/sec
Capacity: 2


The Twin MAR is two MAR Tanks combined. It is has a more powerful attack than two individual MAR Tanks along with higher splash damage and more range than the MAR and the ability to carry 2 infantry. However, it is slower to get around. It also adds a weak air attack, which can be both an advantage and a disadvantage.

Unlike MARs, Twin MARs deal less damage to cloaked units. They are also more effective against groups, as splash damage means a lot when attacking groups. It also has a higher chunkiness, which has several advantages. For example, it is cheaper to chronoport 1 Twin mar than 2 MARs. It also takes up less space than a pair of MARs and can carry infantry.

Trivia: It is possible to merge a chronported MAR with its past self, even in the unplayable past. Obviously, doing so will create a paradox.