1 |
Repair
rate
is
2*BP*HP/cost,
this
decreases
to
0.
5*BP*HP/cost
in
combat,
ie.
when
the
unit
getting
repaired
gets
damaged
by
an
enemy
unit
and
for
10s
after
(
BP
contributors'
combat
status
does
not
matter
-
they
still
add
BP
normally
when
themselves
under
fire)
.
The
total
energy
cost
for
100%
repair
is
half
the
unit's
original
cost,
so
the
energy
drain
per
second
is
equal
to
BP.
Status
effects
(
slow,
EMP
and
disarm)
affect
repairers'
repair
speed,
but
not
the
repairee.
Repair
decloaks
the
repairers,
but
not
the
repairee.
Units
cannot
use
BP
to
repair
themselves.
|
1 |
Repair
rate
is
2*BP*HP/cost,
this
decreases
to
0.
5*BP*HP/cost
in
combat,
ie.
when
the
unit
getting
repaired
gets
damaged
by
an
enemy
unit
and
for
10s
after
(
BP
contributors'
combat
status
does
not
matter
-
they
still
add
BP
normally
when
themselves
under
fire)
.
The
total
energy
cost
for
100%
repair
is
half
the
unit's
original
cost,
so
the
energy
drain
per
second
is
equal
to
BP.
Repair
does
not
cost
metal.
Status
effects
(
slow,
EMP
and
disarm)
affect
repairers'
repair
speed,
but
not
the
repairee.
Repair
decloaks
the
repairers,
but
not
the
repairee.
Units
cannot
use
BP
to
repair
themselves.
|
2 |
\n
|
2 |
\n
|
3 |
That means given equal BP, repair rate in HP/s among different units is proportional to their HP/cost and repair time is proportional to cost.
|
3 |
That means given equal BP, repair rate in HP/s among different units is proportional to their HP/cost and repair time is proportional to cost.
|
4 |
\n
|
4 |
\n
|
5 |
This is for repair through buildpower. There is also passive autorepair that happens automatically out of combat, and some units have passive combat self-repair on top of that. The default out of combat autorepair is 5 HP/s after 60 seconds out of combat. Stun through EMP disables this repair (and the out-of-combat timer does not count down while EMPed), but slow and disarm don't. Some units differ there and have it have it kick in faster and more potent:
|
5 |
This is for repair through buildpower. There is also passive autorepair that happens automatically out of combat, and some units have passive combat self-repair on top of that. The default out of combat autorepair is 5 HP/s after 60 seconds out of combat. Stun through EMP disables this repair (and the out-of-combat timer does not count down while EMPed), but slow and disarm don't. Some units differ there and have it have it kick in faster and more potent:
|
6 |
[quote]Banshee - 10 HP/s after 5s
|
6 |
[quote]Banshee - 10 HP/s after 5s
|
7 |
Glaive - 20 HP/s after 5s
|
7 |
Glaive - 20 HP/s after 5s
|
8 |
Scythe, most Chicken - 20 HP/s after 10s
|
8 |
Scythe, most Chicken - 20 HP/s after 10s
|
9 |
Kodachi - 10 HP/s after 1.66s (yes, that's almost instantly)
|
9 |
Kodachi - 10 HP/s after 1.66s (yes, that's almost instantly)
|
10 |
Claw - 10 HP/s after 10s
|
10 |
Claw - 10 HP/s after 10s
|
11 |
Commanders with Autorepair modules - 20 HP/s per Autorepair Module after 10s[/quote]
|
11 |
Commanders with Autorepair modules - 20 HP/s per Autorepair Module after 10s[/quote]
|
12 |
\n
|
12 |
\n
|
13 |
Some units have permanent in-combat passive self-repair. Again, EMP stops it, slow and disarm don't.
|
13 |
Some units have permanent in-combat passive self-repair. Again, EMP stops it, slow and disarm don't.
|
14 |
[quote]Commanders - 5 HP/s
|
14 |
[quote]Commanders - 5 HP/s
|
15 |
Strike Comms: 5 / 5 / 12.5 / 20 / 27.5 / 35 HP/s
|
15 |
Strike Comms: 5 / 5 / 12.5 / 20 / 27.5 / 35 HP/s
|
16 |
Ultimatum - 5 HP/s
|
16 |
Ultimatum - 5 HP/s
|
17 |
Athena - 20 HP/s
|
17 |
Athena - 20 HP/s
|
18 |
Detriment - 30 HP/s
|
18 |
Detriment - 30 HP/s
|
19 |
Funnelweb - 20 HP/s[/quote]
|
19 |
Funnelweb - 20 HP/s[/quote]
|
20 |
\n
|
20 |
\n
|
21 |
Amphs also have passive self-repair underwater, based on depth. This increases linearly with depth up to a per-unittype limit and is based on the seabed depth and not unit's current depth (ie. floaters benefit from it fully as if they weren't floating). Both EMP and Disarm disable this type of self-repair and Slow decreases it.
|
21 |
Amphs also have passive self-repair underwater, based on depth. This increases linearly with depth up to a per-unittype limit and is based on the seabed depth and not unit's current depth (ie. floaters benefit from it fully as if they weren't floating). Both EMP and Disarm disable this type of self-repair and Slow decreases it.
|
22 |
[quote]Conch: up to 10 HP/s at 40 depth
|
22 |
[quote]Conch: up to 10 HP/s at 40 depth
|
23 |
Duck: up to 5 HP/s at 40 depth
|
23 |
Duck: up to 5 HP/s at 40 depth
|
24 |
Archer: up to 40 HP/s at 40 depth
|
24 |
Archer: up to 40 HP/s at 40 depth
|
25 |
Buoy: up to 60 HP/s 30 depth
|
25 |
Buoy: up to 60 HP/s 30 depth
|
26 |
Scallop: up to 10 HP/s at 40 depth
|
26 |
Scallop: up to 10 HP/s at 40 depth
|
27 |
Grizzly: up to 40 HP/s at 40 depth
|
27 |
Grizzly: up to 40 HP/s at 40 depth
|
28 |
Angler: up to 20 HP/s at 40 depth
|
28 |
Angler: up to 20 HP/s at 40 depth
|
29 |
Djinn: up to 30 HP/s at 40 depth[/quote]
|
29 |
Djinn: up to 30 HP/s at 40 depth[/quote]
|
30 |
\n
|
30 |
\n
|
31 |
Finally, Gauss turret has 20 HP/s regeneration as long as it is closed.
|
31 |
Finally, Gauss turret has 20 HP/s regeneration as long as it is closed.
|
32 |
\n
|
32 |
\n
|
33 |
All those repair types stack.
|
33 |
All those repair types stack.
|