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Acoustic Resonance Cannon (ARC)
Arc deploy close
TSA Frontiersmen
Team Resources
Marines res 15
Supply
Icon marine supply 25 / 200
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
Miscellaneous
Tech Requirements:
ARC Robotics Factory
Build Time: 10 seconds
Builds From: ARC Robotics Factory
Purchase By: Marine Commander
Hotkey:
A
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 Abilities

Sonic Cannon

Sonic Cannon
Sonic Cannon
The ARC can unleash a supersonic blast through walls and devastate Kharaa structures.
Hotkey
D
Damage 530
Type Splash
Range 26
Minimum Range 7
Delay 3 seconds
Targets Revealed Structures (not covered by Ink)
Requires Deployed Arc, Direct Line of Sight (Marine or Scan)
Arc cannon thumb

ARC blasting a Hive room through walls

Toggled Abilities

Deploy

Deploy Arc
Arcdeploy buildmenu
Puts ARC into firing mode. While deployed, the ARC cannot move and loses all armor.
Hotkey
Y
\
Z
Delay 3 seconds
Requires Not Moving
Arc deploy thumb

ARC deployed and ready for siege

Undeploy

Undeploy Arc
Arc buildmenu
Puts ARC into movement mode. While undeployed, the ARC cannot attack and has armor.
Hotkey
X
Delay 3 seconds
Requires None
Arc undeploy thumb

ARC armored transport mode

Images


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