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Introduction

Cloak makes your units invisible, radar stealthy, and otherwise completely undetectable by the enemy.

Cloaking will fail to work in the following conditions:

  1. The unit takes damage. After a few seconds of taking no damage, the cloak will reactivate again.
  2. An enemy unit comes within proximity of the cloak. After a few seconds of no proximate enemies, the cloak will reactivate again.
  3. Insufficient energy to power the cloak.
  4. The unit is attacking or nanoing. Nanoing consists of any constructor activity such as reclaiming and repairing, that requires the use of a nanolathe. An exception to this rule is the sniper, which is the only unit that can remain cloaked while attacking.

Personal Cloakers

Some units come equipped with a personal cloak. Their cloak costs a small amount to cloak while stationary, and a greater amount of energy while moving. These units are good for sneaking past heavy defenses to reach valuable economy targets at the back of the enemy base. They are also great for spying on enemy positions without being seen.

Area Cloakers

Area cloakers will render everything inside invisible. Area cloakers cost a constant amount of energy, regardless of how many units it is cloaking. There is also no additional cloak cost for moving.

Area cloakers are useful for cloaking bases to hide valuable structures such as fusions, nukes, and anti-nukes. The mobile version can help to hide and reposition armies stealthily.

Other notes

  • Due to an engine bug, units can resurrect without uncloaking, although the nanospray will still be visible.
  • A cloaked building discovered by the enemy will be permanently marked on the map until it is again discovered and found to have been destroyed.


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