Twin MAR
From Achron Wiki
| Twin MAR | |
|---|---|
| | |
| | |
| Unit | |
| Faction: | Human (CESO) |
| Role: | Artillery |
| Sight range: | 29 |
| Footprint: | 5x5 |
| Chronoportation Cost: | 70 |
| Build | |
| Cost: | |
| Build from: | 2 MAR Tanks |
| Build time: | 10s |
| Requires: | Research Ground Units |
| Build hotkey: | G |
| Offence | |
| Attack strength: | 2xMRG:
Antimatter vCannon:
|
| 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.