![]() The Mech Marine has 5-10 more health than others, making it last slightly longer in a firefight against other mobile units. This lightly armored ground unit sacrifices damage potential and staying power for superior speed and maneuverability. “The primary role of the Mech Marine is direct fire support. The Seraphim forgo the light assault bot for a combat scout that has weaker armor but stealth and a cloaking device (when stationary) and a better vision radius (effectively a combination of the light assault bot and scout unit). Overall, they are equivalent in all aspects except health across all factions, except for the Seraphim Selen. Additionally, for non-Seraphim LABs they are unique in being the only units able to fire from aboard a transport (forming the combination known as a ghetto gunship). ![]() While fragile, they provide excellent DPS per transport slot occupied. LABs are rarely produced for direct land warfare after the first 5 minutes of a match, however they work extremely well with transports into the midgame, being dropped behind enemy lines for harassment purposes. ![]() However, they are generally a poor choice for actual head to head combat against any other direct fire unit due to their frailty, especially against tanks. Where only light resistance is expected this is effective at achieving control for their controlling player and denying the enemy locations for mass extractors. Being mobile, cheap, and fast to create, LABs are used to harass enemy engineers and control areas of the map.
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