Leonidas: Difference between revisions
m (→Game Usage) |
m (→Game Usage) |
||
Line 59: | Line 59: | ||
* The Leo can be swarmed by lower tier armies due to having very low rate of fire on its 2 main weapons. This weakness requires the Leo to be accompanied by a proper support army, or better yet, an [[Agamemnon]]. | * The Leo can be swarmed by lower tier armies due to having very low rate of fire on its 2 main weapons. This weakness requires the Leo to be accompanied by a proper support army, or better yet, an [[Agamemnon]]. | ||
* The Leo Medusa Cannon range is very impressive, losing only to artillery weaponry, allowing the Leo to have a very imposing presence when possessing a strategic position. Other armies, with or without leading Juggernaut, passing by might suffer a very significant amount of damage. With some kiting, the Leo poses a deadly threat to other Juggernauts. | * The Leo Medusa Cannon range is very impressive, losing only to artillery weaponry, allowing the Leo to have a very imposing presence when possessing a strategic position. Other armies, with or without leading Juggernaut, passing by might suffer a very significant amount of damage. With some kiting, the Leo poses a deadly threat to other Juggernauts. | ||
* Should the game proceed to end game states where multiple Juggernauts are on the field, a group Leos actually have some problem dealing with a group of Eyes. This is due to Juggernauts size being gigantic, allowing the small AoE area of the Eye's Attitude Adjuster weapon to hit more than 1 Leo, tremendously increase its total damage. Splitting the Leos is a counter-play, however, easier said than done due to the clunky nature of Juggernauts with gigantic hit box and snail-like turn rate. | * Should the game proceed to end game states where multiple Juggernauts are on the field, a group Leos actually have some problem dealing with a group of Eyes. This is due to Juggernauts size being gigantic, allowing the small AoE area of the Eye's Attitude Adjuster weapon to hit more than 1 Leo, tremendously increase its total damage. Splitting the Leos is a counter-play, however, easier said than done due to the clunky nature of Juggernauts with gigantic hit box and snail-like turn rate. This does not imply that the Leos will always lose in such a situation. As the Leos possess far superior range, with good kiting, positioning and focus fire, the Leos can still win the engagement by having the advantage of attacking first. |
Revision as of 06:07, 25 February 2019
Leonidas | |
---|---|
General Data | |
Faction | Post-Human Coalition |
Type | Juggernaut |
Cost | 300 Logistics, 22000 Metal, 8000 Radioactives, 1200 Quanta 900 seconds |
Statistics | |
Hit Points | 60000 |
Armor | 60% |
The Leonidas is a juggernaut class warship for the Post-Human Coalition.
Juggernaut Destroyer - The Leonidas wields the most powerful weapon in the PHC arsenal, capable of destroying Dreadnoughts and enemy Juggernauts with ease. Can be overwhelmed by air or large armies of low tier units.
Background
The PHC Leonidas is a juggernaut destroyer, designed to annihilate several enemy dreadnoughts dual any other juggernaut.
The Leonidas is incredible tough and boasts the most powerful weapon ever mounted on a construct, the Medusa Cannon, which has a long reload time but negates all armor and with enough Quantum Upgrades can destroy a dreadnought in a single burst. The Leonidas also has a number of secondary weapons, giving moderate resistance against cruisers and frigates, though it can still be overwhelmed by large groups of basic units.
Weapon Specs
Medusa Cannon
Most powerful weapon ever mounted onto a construct. Long recharge but can annihilate Dreadnoughts in a single burst.
- 883 DPS
- 1500 meter range
- 100% armor-piercing
Leonidas Plasma Cannon
Rapid firing version of the traditional railgun which fires supersonic ammunition. Effective against cruisers.
- 150 DPS
- 800 meter range
- 100% armor-piercing
Leonidas MK-I Dual Autocannon [x8]
Standard PHC projectile weapon that fires explosive shells at nearby enemy targets. Effective against frigates.
- 280 DPS
- 400 meter range
Game Usage
- The "Leo" is arguably regarded as the 2nd best Juggernaut in the game, competing with the "Eye" of the Darkness. Its capability of erasing most single important targets quickly from the field allows its supporting army to deal with the remaining survivors much easier.
- The Leo can be swarmed by lower tier armies due to having very low rate of fire on its 2 main weapons. This weakness requires the Leo to be accompanied by a proper support army, or better yet, an Agamemnon.
- The Leo Medusa Cannon range is very impressive, losing only to artillery weaponry, allowing the Leo to have a very imposing presence when possessing a strategic position. Other armies, with or without leading Juggernaut, passing by might suffer a very significant amount of damage. With some kiting, the Leo poses a deadly threat to other Juggernauts.
- Should the game proceed to end game states where multiple Juggernauts are on the field, a group Leos actually have some problem dealing with a group of Eyes. This is due to Juggernauts size being gigantic, allowing the small AoE area of the Eye's Attitude Adjuster weapon to hit more than 1 Leo, tremendously increase its total damage. Splitting the Leos is a counter-play, however, easier said than done due to the clunky nature of Juggernauts with gigantic hit box and snail-like turn rate. This does not imply that the Leos will always lose in such a situation. As the Leos possess far superior range, with good kiting, positioning and focus fire, the Leos can still win the engagement by having the advantage of attacking first.