The only exception to this is its exclusion of torpedoes. ![]() The Monkeylord is argubably the only Experimental to have returned relatively unchanged from the prequel, carrying the same characteristics.The Monkey Lord will some times not fire at enemies behind it even when its aiming at them if this happens turn it around and it will start firing its laser.Scores of battleships will also suffice.Įxperimentals can also be used to fend off ML attacks, AC-1000s, Sooprizers and Mega Fortresses are several few which can safely dispatch one. Naval Units provide good defense if a ML is travelling underwater, mainly submarines which can use their torpedoes to snipe them from under the waves. The sudden speed and damage of the laser leaves little time for the victim to mount a speedy response if not stopped in time.ĭue to the ML's lethal capabilites in riot control, sending in swarms of ground units will only end it melting the force in its path but an unguarded Monkeylord is suspectible to air assault Sending in Gunships and Bombers can be a surprising tactic to send an enroaching ML to the scrapheap quickly but utilising TMLs can also be a good option if its stationary. A shrewd Cybran Commander can utilise this ability to potentially assassinate the enemy ACUs by ordering the unit to make a wide route around combat and sneak around the rear entrance of the enemy base. MLs also retain their amphibious capabilities, allowing one to launch a surprising beach assault to flank ACUs unaware. The Monkeylord should be used as a vanguard, being an incredibly intimidating foe with it's massive health pool and dominating attack, allowing it to soak up damage while smaller units press its attack. ![]() Other weapons include its torpedo tubes for anti-ship measures and two Nanite Missile systems for anti-air work though each of these are weaker than those mounted on dedicated units so having escorts is advised when mounting an assault. ![]() Much like the Megalith II and Fatboy II, the laser provides 360 degree coverage, a luxury not shared by most other land traversing experimentals, which allows to protect itself during a retreat or outmanuvering bigger foes with extreme prejudice.Īlongside its main weapon, the Monkeylord also sports its signature heavy bolters, that independently attack from each other, though their range exceeds that of the laser which makes masking its approach rather tricky. The high damage given from the main weapon allows it systematically sweep over enroaching enemies, wiping out each target in succession while at the same time inflicting collateral damage as it goes. To compensate, it can be upgraded to improve shield capacity and strength, allowing adaptability and cover various regions.The Monkeylord is a Cybran Experimental Spiderbot included with the Infinite War Battle Pack One DLC.įamous for being a notable hit-and-run ACU Assassin, the Monkeylord retains its superstar status with its signature laser weapon. The Cybran ED1 is the most versatile shield, while being the weakest but cheapest shield, being the only one available to Cybran players. The Seraphim Atha is a powerful shield for its level, boasting more power than the UEF's Pulse, with better coverage but is more costly to maintain. However it cannot upgrade to its T3 equivalant The Aeon Shield of Light has a smaller shield radius, but it is stronger, recharges at a much faster rate, and consumes only 150 power. The SD - Pulse is the median shield, relatively expensive but with average strength and a good area coverage. These shields are not very expensive to build, and costs about the same as a one or two tech 2 land units.įactional differences UEF SD - Pulse Leaving the primary shield defense to the Tech 3 Heavy Shield Generators. It is recommended to always build these shields next to tech 2 power generators, as it will both protect the vulnerable generator, and reduce shield costs. They also have a smaller shield strength threshold, taking as little as three tactical missiles before collapsing. Unlike Heavy Shield Generators, T2 shield generators have a small local radius, limiting them to defending a handful of small to medium units. Once it does, it will need a brief time to recharge, exposing anything it was protecting. the Experimental Wars update of the Megalith starts as a normal Megalith at veterancy level 1 but gains gatling lasers at level 2. Shield Generators have their own shield strength bar that illustrates how much fire it has taken before it collapses. Experimental wars is an ongoing mod project for forged alliance that creates various experimental units for all factions, either from scratch or using bits of other units, as well as updating existing units with it's new veterancy-related auto upgrades- i.e. They don't protect against strategic missiles and units moving through it. They help protect vital base infrastructure from conventional fire including shells, rockets and Tactical Missiles. These shields are designed to introduce basic area defense.
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