Difference between revisions of "ARC"

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| quote=
 
| quote=
 
| marines=Frontiersmen
 
| marines=Frontiersmen
| tres=10
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| tres={{#lst:NS2_Wiki:Variables|structure_cost_arc}}
| marinesupply=20
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| marinesupply={{#lst:NS2_Wiki:Variables|supply_cost_arc}}
| health=2000
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| health={{#lst:NS2_Wiki:Variables|structure_health_arc}}
| armor=500, 0 (deployed)
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| armor={{#lst:NS2_Wiki:Variables|structure_armor_arc}}
| speed=2, 0.8 (in combat)
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| speed=2
| infestspeed=0.8
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| marinecat1=Abilities and Upgrades
 
| marinecat1=Abilities and Upgrades
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| marinecat2=Miscellaneous
 
| marinecat2=Miscellaneous
 
| prereq=ARC [[Robotics Factory]]
 
| prereq=ARC [[Robotics Factory]]
| build=7
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| build=10
 
| buildfrom=ARC Robotics Factory
 
| buildfrom=ARC Robotics Factory
 
| buy=[[Marine Commander]]
 
| buy=[[Marine Commander]]
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=== Introduction ===
 
=== Introduction ===
  
The '''ARC''' is a [[Marine Commander]] controlled robotic vehicle built for besieging heavily infested [[Kharaa]] territory; it is constructed from the [[Robotics_Factory#Upgrade_to_ARC_Factory|ARC Factory]] by the Marine Commander. The ARC can be deployed to unleash its experimental sonic-based weapon to deal massive damage to alien structures, regardless of any physical obstruction between the ARC and its targets. However, [[Marine]]s are often required to escort, provide defense and line-of-sight for the siege vehicles, due to the long cooldown period between sonic blasts and absence of armor when the ARC is deployed.
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The '''ARC''' is a [[Marine Commander]] controlled robotic vehicle built for besieging heavily infested [[Kharaa]] territory; it is constructed from the [[Robotics_Factory#Upgrade_to_ARC_Factory|ARC Factory]] by the Marine Commander. The ARC can be deployed to unleash its experimental sonic-based weapon to deal massive damage to alien structures, regardless of any physical obstruction between the ARC and its targets. However, [[Marine]]s are often required to escort, provide defense and line-of-sight for the siege vehicles, due to the long cooldown period between sonic blasts and absence of armor when the ARC is deployed.
  
 
=== Differences from Original Natural Selection ===
 
=== Differences from Original Natural Selection ===
  
The main difference from NS1 siege cannons is that the ARC has mobility. It still possesses the ability to attack through walls[http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112619&view=findpost&p=1829409 *]. However, it must be deployed in order to attack (thus stationary), requires line of sight to lock onto targets (from friendly [[Marine]]s, robotic units, buildings or Scanner Sweep) and can undeploy to enable movement.
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The main difference from NS1 siege cannons is that the ARC has mobility. It still possesses the ability to attack through walls[http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112619&view=findpost&p=1829409 *]. However, it must be deployed in order to attack (thus stationary), requires line of sight to lock onto targets (from friendly [[Marine]]s, robotic units, buildings or Scanner Sweep) and can un-deploy to enable movement.
  
{{Tacticalsummaryleft|Siege Arc|Arc's are mainly used to breakthrough [[Alien Structures|Kharaa structures]]|Arc's are slow moving and expensive, defending them or attaching a [[MAC]] is a recommended action.|Arc's do not provide a line of sight like most Marine Robotics, they require a marine actively looking at a structure or line of sight from an [[Observatory]] or [[Scan]].|The blue circle around the Arc is its effective range, try to use this to your advantage by keeping it as far away from combat but still being effective.|Kharaa [[Shade|Shades]] can deploy [[Ink]] that can hinder the sight ability of the Arc, you may have to clear out the shades before you continue your assault.|Two [[Gorge|Gorges]] and a [[Crag]] can sustain a [[Hive|Hives]] health even while being sieged, encourage marines to push in and clear the gorges and other support structures.|[[Flamethrower]]s are a good defensive tool when defending Arcs as they actively deny [[Bile Bomb]] from directly damaging them, it can also destroy [[Cysts]] en route to their deployment position.}}{{clear}}  
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{{Tacticalsummary|ARC|ARCs are mainly used to breakthrough [[Alien Structures|Kharaa structures]]|ARCs are slow moving and expensive, defending them or attaching a [[MAC]] is a recommended action.|ARCs do not provide a line of sight and require a marine actively looking at a structure or line of sight from an [[Observatory]] or [[Scan]].|The blue circle around the ARC is its effective range, try to use this to your advantage by keeping it as far away from combat but still being effective.|Kharaa [[Shade|Shades]] can deploy [[Ink]] that can hinder the sight ability of the ARC, you may have to clear out the shades before you continue your assault.|Two [[Gorge|Gorges]] and a [[Crag]] can sustain a [[Hive|Hives]] health even while being sieged, encourage marines to push in and clear the gorges and other support structures.|[[Flamethrower]]s are a good defensive tool when defending ARCs as they actively deny [[Bile Bomb]] from directly damaging them, it can also destroy [[Cyst]]s en route to their deployment position.}}{{clear}}  
  
 
==Abilities==
 
==Abilities==

Revision as of 22:13, 11 May 2019

ARC
Arc deploy close.gif
TSA.png Frontiersmen
Team Resources
Marines res.png 10
Supply
Icon marine supply.gif 25 / 200
Health
3000
Armor
200
Move Speed: 2
Abilities and Upgrades
Abilities:
Sonic Cannon, Deploy, Undeploy
Miscellaneous
Tech Requirements:
ARC Robotics Factory
Build Time: 10 seconds
Builds From: ARC Robotics Factory
Purchase By: Marine Commander
Hotkey: A

Introduction

The ARC is a Marine Commander controlled robotic vehicle built for besieging heavily infested Kharaa territory; it is constructed from the ARC Factory by the Marine Commander. The ARC can be deployed to unleash its experimental sonic-based weapon to deal massive damage to alien structures, regardless of any physical obstruction between the ARC and its targets. However, Marines are often required to escort, provide defense and line-of-sight for the siege vehicles, due to the long cooldown period between sonic blasts and absence of armor when the ARC is deployed.

Differences from Original Natural Selection

The main difference from NS1 siege cannons is that the ARC has mobility. It still possesses the ability to attack through walls*. However, it must be deployed in order to attack (thus stationary), requires line of sight to lock onto targets (from friendly Marines, robotic units, buildings or Scanner Sweep) and can un-deploy to enable movement.


Tactical Summary - ARC

  • ARCs are mainly used to breakthrough Kharaa structures
  • ARCs are slow moving and expensive, defending them or attaching a MAC is a recommended action.
  • ARCs do not provide a line of sight and require a marine actively looking at a structure or line of sight from an Observatory or Scan.
  • The blue circle around the ARC is its effective range, try to use this to your advantage by keeping it as far away from combat but still being effective.
  • Kharaa Shades can deploy Ink that can hinder the sight ability of the ARC, you may have to clear out the shades before you continue your assault.
  • Two Gorges and a Crag can sustain a Hives health even while being sieged, encourage marines to push in and clear the gorges and other support structures.
  • Flamethrowers are a good defensive tool when defending ARCs as they actively deny Bile Bomb from directly damaging them, it can also destroy Cysts en route to their deployment position.

Abilities

Targeted Abilities

Sonic Cannon

ARC blasting a Hive room through walls

Template:ArcSonicCannon

Toggled Abilities


Deploy

ARC deployed and ready for siege

Template:ArcDeploy

Undeploy

ARC armored transport mode

Template:ArcUndeploy

Images