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Let the bullets fly!
—Gatling Tank

The Gatling Tank is the Epsilon's primary anti-air and anti-personnel vehicle. Its twin gatling guns "spin up" during sustained fire, increasing their damage output.

Official description

When the potential of gatling weaponry became apparent, it was only logical that the cannons would eventually be mounted on a tank. The Gatling Tank is able to train its guns on ground targets, proving that not only is a hail of bullets effective against aircraft armor, but devastating against targets of the soft and fleshy variety as well. Unfortunately, the tank's effectiveness against armored units is minimal.

The Soviets received a nasty shock when they discovered that Gatling Tanks could destroy Terror Drones almost instantaneously due to the sheer amount of bullets being pumped into the Drone's fragile armor. This led to improvements in the Terror Drone's armor to prevent such an embarrassing event for the Soviets from reoccurring ever again.[1]

Overview

For a detailed list of differences from the original game, click here.

Basically a Gatling Cannon on wheels, the Gatling Tank is capable of going up against infantry and light aircraft with ease, as its weaponry has a low cooldown between attacks, giving it consistency. With decent speed and cheap cost, it is reliable in all stages of the battle thanks to the unique aspect of its armament; the longer it fires, the faster it will fire. This means that with enough time for the Gatling Tank to reach its maximum fire rate, not even heavier vehicles and aircraft can withstand the massive quantity of bullets for long.

Because Epsilon's tier 3 anti-aircraft units are relatively specialized and generally aren't intended to make lower-tier anti-air units obsolete entirely, the Gatling Tank is an anti-air unit that does not lose its usefulness at any stage of the battle. This is because PsiCorps' Gehenna Platform lacks the continuous damage output and speed to stop sustained air attacks, Scorpion Cell's Oxidizer is unable to actually inflict any damage on its own, and Epsilon Headquarters' Colossus must be micromanaged constantly to switch between its anti-ground and anti-aircraft role.

For a proselyte to utilize them to their max potential, Gatling Tanks should be either stationed in Tank Bunkers (if he wishes to use them for defense that requires no power compared to the Gatling Cannon) or paired up with more armored Epsilon vehicles to mitigate the Gatling Tank’s low hit points. Otherwise, he can make use of his micromanagement skills so that Gatling Tanks avoid enemy fire while retaliating at the same time, as said vehicles are able to fire on the move. Like its stationary counterpart, it can only target one unit at time which means they must attack in groups to counter larger hordes of aircraft and infantry. Overall, the Gatling Tank’s large firepower potential and no prerequisites besides an Epsilon War Factory make it a versatile Tier 1 anti-infantry and anti-air that Epsilon armor divisions should always have as escorts.

Weapon stages

The Gatling Tank has 3 firing stages. As each stage progresses, the cooldown between attacks is reduced, increasing damage output.

  • Stage 1: Lasts until 150 frames (or 10 in-game seconds)
  • Stage 2: Lasts until 300 frames (or 20 in-game seconds)
  • Stage 3: Once it reaches 450 frames (or 30 in-game seconds) the firing timer will stop increasing. Lasts indefinitely until ordered elsewhere or the target is destroyed.

When the Gatling Tank becomes Elite, the time to reach each firing stage is reduced.

  • Stage 1: Lasts until 100 frames (or 6.67 in-game seconds)
  • Stage 2: Lasts until 200 frames (or 13.33 in-game seconds)
  • Stage 3: Once it reaches 300 frames (or 20 in-game seconds) the firing timer will stop increasing. Lasts indefinitely until ordered elsewhere or the target is destroyed.

Appearances

...The other vehicle is my Gatling Tank. It should be useful against Allied aircraft and Rocketeers.
—Rashidi during Operation: Retaliation

Cooperative

Act One

  • For the Epsilon single player campaign, they first appear in Landlocked (Casual difficulty) as reinforcements, and later buildable in Moonlight.

Assessment

+
  • Effective against infantry, aircraft, and lightly-armored vehicles.
  • Inexpensive ($600).
  • Decent speed.
  • Can fire on the move.
  • Increases damage as it fires continuously.
  • Great escorts for defending against air and infantry harassment.
-
  • Lightly armored.
  • Not very effective against armored tanks.
  • Vulnerable to anti-armor weapons.
  • Cannot crush infantry.
  • Cannot transport infantry like the Allied IFVs and Halftrack.
  • Unlike its Yuri's Revenge iteration, it is less effective against buildings and Terror Drones.

External links

References

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