Mobile Artillery: Difference between revisions

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|data5 = 7000
|data5 = 7000
|label6 = Range
|label6 = Range
|data6 = 15000
|data6 = 6000
|label7 = Rate of Fire
|label7 = Rate of Fire
|data7 = 1.5
|data7 = 1.5

Revision as of 13:39, 15 September 2016

Mobile Artillery
Faction Nod
Function Vehicle
Health
  • 400 (Recruit)
  • 450 (Veteran)
  • 500 (Elite)
  • 550 (Heroic)
Armor Type Light
Armaments 155mm Cannon
Seats 2
Cost $450
155mm Cannon
Projectile Type Explosive - Shell
Projectile Speed 7000
Range 6000
Rate of Fire 1.5
Clip 1

The Mobile Artillery is a light Vehicle of the Brotherhood of Nod.

Appearance

The Mobile Artillery consists of a red platform carrying a gray-coloured, long cannon on top of it. The vehicle has 3 wheels on each side and 4 cooling fans on the top.

Damage Table

Base Damage Headshot Multiplier Kevlar Armor Multiplier Flak Armor Multiplier Lazarus Armor Multiplier Heavy Armor Multiplier Light Armor Multiplier Aerial Armor Multiplier Building Multiplier MCT Multiplier
110 x10 x1 x0.5 x1 x0.84 x0.84 x0.84 x1.6 x6.4

Full damage will be inflicted only if the target body is struck completely by the shell.

Higher Veterancy ranks will increase the base damage by a specified multiplier.

Function

The Mobile Artillery is arguably the most basic and universal tank of the Brotherhood. It is good for both offense and defense and deals high damage per second against all units and buildings and has a very long range.

Strategy

Usage

In most cases it is best to drive the Artillery backwards with its cannon turned around, so that the vehicle is not exposed while shooting.

Artilleries work best when they can use natural cover. The common strategy is to hide behind a hill/rock/building and shoot the enemy from long range while always keeping the possibility to retreat and hide fully when the Artillery's health goes low. This way Mobile Artilleries can successfully defend the Nod base against vehicles, siege GDI base or keep control of the key points of the map (like the Tiberium field or an important choke point).

The Mobile Artilleries are not so useful on open maps with not much cover. On such maps they will often need a Technician with them for repairs since they tend to be destroyed easily when exposed.

On some maps (for example Walls, Islands,Whiteout) an Artillery Rush is possible. It consists of a few Artilleries starting to hit the enemy building at the exact same time. The huge damage combined with the element of surprise (this can be done from far away thanks to Artilleries' range) can often lead to success.

Aiming with an Artillery is not easy and requires practice. When targeting vehicles or buildings, it is usually best to aim a little above them. When targeting infantry, it is best to shoot the ground on which they stand.

Counters

Artilleries are usually priority targets for GDI, because of their low durability and the high damage that they deal. In the early game Gunners and - only on open maps - Mobile Rocket Launcher Systems work good. Later on Medium Tanks, Mammoth Tanks and Sydneys are the best option to counter Artilleries. On flying maps Orcas work great against them. Be careful if the Artillery has the support of a Technician - in such case it will win a one versus one duel against any GDI tank except for the Mammoth Tank.

If there is a group of Artilleries, camping behind cover and with Technician support, an Airstrike can be very useful to clear them.

On maps with a lot of cover it is a good tactic to get a free Engineer, jump at an Artillery from behind a corner and destroy it only with 2 Remote C4s. Note that Artilleries are able to hit targets at point-blank range, so caution is advised when approaching them if the driver is aware of the player's ambush.