Torpedo Launchers | ||||
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Tech 1 Torpedo Launcher | ||||
Tech 2 (Heavy) Torpedo Launcher | ||||
Tech 3 Torpedo Ambushing System |
Cybran T3 Torpedo Ambushing System: HARMS | |
Submerged torpedo launcher. Capable of destroying the largest of enemy vessels.[ e ] | |
Build costs | -25000 -3000 3000 |
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Max health | 11000 |
Veterancy | 18 (+3/s) |
Intel (radius) | Stealth: Self Vision: 20 Water vision: 45 Sonar: 42 |
Weapon: Kril Torpedo Anti Navy - Torpedo |
|
Damage per second | 375 |
Torpedo damage | 250 (0.5s DoT) |
Salvo size | 6 Torpedos (in 2.5 s) |
Reload time | 4 seconds |
Range | 80 |
The Cybran T3 Torpedo Ambushing System, nicknamed the HARMS, is a Cybran defense unit. This submerged torpedo launcher is capable of destroying the largest of enemy vessels. It does possess a handful of weaknesses, however: it is unable to compete with Aeon and Seraphim engineers, as they hover and the torpedo systems are thus unable to hit them. The structure may also be captured, as any other, by an engineer, SACU or ACU.
The HARMS is the ultimate in naval area denial. While it is far more expensive than any other torpedo launcher (more than 2.5 times the cost of a T2 launcher) its damage combined with its considerably longer range and its extreme toughness put an end to any comparison- you get what you pay for. As well as having twice as much HP as a T2 launcher, the fact that it is submerged renders it immune to all forms of surface attack (except attack ground orders using area damage), including not only surface vessels (especially Battleships which are capable of destroying normal torpedo launchers from outside their firing range) but also gunships and bombers (apart from torpedo bombers). Amphibious experimental units are particularly vulnerable to the HARMS. While they are extremely expensive, they are all but guaranteed to make a decisive difference on any map where naval forces play a pivotal role.