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ModulesDev

[ModulesDev]

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8 years ago
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.
+0 / -0