abstract
| - The Medusa fires a low-yield and wide-area shell with a high degree of firing randomness. The disadvantage of this is that the probability of hitting the selected target is low, and the probability of hitting the same area consistently is lower. However, multiple shots fired from one or several Medusas over time will blanket a comparatively large area with significant damage, causing crippling damage to clustered enemy assets. The Medusa's EMP Grenade Launcher also inflicts an EMP effect on almost anything it hits, temporarily freezing it and keeping it from firing. This makes the Medusa useful even against high-end T3 units by disabling them as they attack and snaring them as they kite, although they cannot be relied upon to destroy these units alone as the Medusa is too fragile to compete. When assisted by heavier Cybran units, however, the Medusa can be a major thorn in your enemy's side. Game testing has revealed the Medusa to be decidedly superior to the Lobo one-on-one at relatively short range, due to the Lobo being unable to get a second, killing, shot off from the Medusa's EMP. However, against Fervors (Aeon T1 Mobile Light Artillery), one-on-one, the Medusa will achieve mutual annihilation unless you dodge the Fervor's shots via micromanagement. The same proves true agains Zthuees (Seraphim T1 Mobile Light Artillery), due to their higher rate of fire than Lobos.
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