Instead of everyone making a modules page and letting it rot we should have a single collective page with comments.
Missing Limit = infinite
Missing Morph = morph 1
Modules
Reload
Decreases reload as well as burstrate and beamtime by 10% <br>
Metal: 200
AoE
+25% AoE <br>
Metal: 200
Phoenix
Commander turns into egg and revives from egg after a time<br>
Limit: 1<br>
Morph: 4<br>
Metal: 800
Jump
Ability to jump. Different for different comms if possible.<br>
Limit: 1<br>
Metal: 200
Defensive stasis
Gives the commander 75% damage reduction and paralyzes him until turned off.<br>
Limit: 1<br>
Morph: 3<br>
Metal: 250
Overclock
+50% speed, takes 100 HP damage per second.<br>
Limit: 1<br>
Morph: 2<br>
Metal: 250
Personal shield
Thug shield<br>
Limit: 1<br>
Morph: 2<br>
Metal: 150
Companion drone
Automatically spawns a carrier drone that follows your comm around<br>
Limit: 1?<br>
Morph: 2<br>
Metal: 125
Weapons
Torpedo launcher
Lightning gun
Zeus gun <br>
Mods
-
Taser mod: remove real damage, +50% paralyze damage
Flak cannon
Copperhead gun<br>
Comms: str, bat
Outlaw weapon
Most coms with strong weapons are weak against fleas or other spam<br>
Comms: Recon, Support, Stike
Mods:
-
Puls charger: much larger AOE, lower DPS through lower Fire rate
-
Time field: only slow damage, but a higher amount of damage
Chassis
Battlecomm
Stronger and slower. No access to Econ, limited support and all combat.
Strikecomm
Average boring guy.
Supportcomm
Weaker. All econ, poor weapons, most support.
Recomm
Faster. Poor weapon, good mobility, some support.
Spidercomm?
Slow, all terrain, weak. Below average weapons, econ and support. Main power is all terrain.
Static?
Immobile, has HP. Good Econ, some weapons and support.