Acoustic Resonance Cannon (ARC) | |
Frontiersmen | |
Team Resources 15 |
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Supply 25 / 200 |
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Health 2600 2000 in Matched Play |
Armor 400 500 in Matched Play (0 deployed) |
Move Speed: | 2 (0.8 while in combat) |
Abilities and Upgrades | |
Abilities: Sonic Cannon, Deploy, Undeploy |
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Miscellaneous | |
Tech Requirements: ARC Robotics Factory |
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Build Time: | 10 seconds |
Builds From: | ARC Robotics Factory |
Purchase By: | Marine Commander |
Hotkey: | A
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Limit: | 5 in public games 4 in Matched Play |
Introduction
The Acoustic Resonance Cannon (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. Undeployed ARCs have Armor and therefore take damage to Armor when driving over Infestation. Since they move at a reduced speed while under Attack, they drive slower over Infestation for as long as their Armor is not fully drained.
- 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 AbilitiesSonic Cannon |
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Toggled Abilities | |||
Deploy | |||
Undeploy | |||
Images
Player - Marine (Assault Rifle • Pistol • Switch-Axe)
Mechanics - Marine Commander • Power Nodes • Resource Model
Build - Command Station • Extractor • Infantry Portal • Armory • Robotics Factory (ARC • MAC) • Arms Lab
Game Information - Options • Maps • Console Commands • Patches
In Game - Damage Types • Status Icons • Ranking System • Badges