Laser Chaingunner: Difference between revisions
No edit summary |
m Text replacement - "|abovestyle = color:#750000 " to "" |
||
Line 1: | Line 1: | ||
{{Infobox | {{Infobox | ||
|above = Laser Chaingunner | |above = Laser Chaingunner | ||
|image = [[File:LaserChaingunner.png|210px|Laser Chaingunner]] | |image = [[File:LaserChaingunner.png|210px|Laser Chaingunner]] |
Revision as of 22:48, 18 November 2017
Laser Chaingunner | |
---|---|
Faction | Nod |
Function | Anti-everything Infantry |
Health | 100 |
Armor |
|
Armor Type | Flak |
Primary Weapon | Laser Chaingun |
Sidearm | N/A |
Speed | 80 |
Explosives |
|
Grenades | EMP Grenade x1 |
Cost | $450 |
The Laser Chaingunner is a slow unit of the Brotherhood of Nod, with the capability of dealing with both vehicles and infantry at fair range.
Appearance
The Laser Chaingunner wears a full suit of armor, colored in the style of the Brotherhood of Nod.
Function
The Laser Chaingunner is a heavy armored infantry armed with a Laser Chaingun, which has an infinite magazine and it is most suited against vehicles, albeit it fares well also against infantry and buildings.
He is also equipped with Anti Tank Mines and EMP Grenade to further emphasize his role as an anti-tank infantry.
The only drawbacks of the Laser Chaingunner are: his low movement speed and the lack of a side weapon.
Strategy
Usage
The Laser Chaingunner is slow but steady. He excels at defense against enemy vehicles. Since his lasers projectile speed are instantaneous, he usually does a better job compared to his GDI counterpart, Gunner, in fending off enemy vehicle rushes.
Even if Laser Chaingunners are heavily armored, they should not linger in the vehicle battlezone, but rather entrench themselves in bunkers or infantry paths and fire while having cover; this way they can avoid getting rammed by vehicles and retreat from them by going deeper into the infantry paths.
Still, the Laser Chaingunner is also able to defeat infantries with his continuous barrage of lasers, akin to an Officer, but his low speed will not help should he decide to retreat. Most of the times it is best to be gunned down trying to take the enemy down instead of trying to run away.
The Laser Chaingunner will also be able to deal a small amount of damage to buildings exteriors; even if they are slow, a Laser Chaingunner rush can mince everything in their way with their combined lasers. They can either destroy the building from outside or throw EMP Grenades to disarm the Proximity C4, get into the building, and unleash a laser barrage on the Master Control Terminal.
Counters
The Laser Chaingunner, being able to dispatch infantry fast and having the highest armor among the infantries usually grants him an advantage even in infantry brawls. Although it is slow, his armor and sheer damage dealt more than compensates for his low movement speed; therefore, the best infantry counters against him are infantries capable to kill him in one hit, such as Deadeye or Sydney. Even infantry such as Patch or Mobius might run into trouble if they do not manage to slay the Laser Chaingunner with a clip of their weapon. Also, ambushing the slow Laser Chaingunner with a Shotgunner or McFarland at close proximities is a viable option due to the quick bursts of damage able to chip the former's armor and health in only few shots.
Fast vehicles such as Humvees, APCs, or Orcas are able to ram the Laser Chaingunner over, since he is usually too slow to move away from them; slow vehicles such as most of the GDI tanks should fall back and shell him from long range, out of the reach of his lasers if possible. Unfortunately, being specialized against tank fire, the Laser Chaingunner can take several punishment from shells' splash damage, albeit they are most likely to fire from infantry paths instead.
Consider retreating early when battling and taking damage from enemy vehicles, since the Laser Chaingun has a fair range and he will usually pop out from an infantry path nearby to finish your damaged tank.