Difference between revisions of "Commander"

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<div style="float:right;">__TOC__</div>
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{{TOC right}}
= Warning: portions of this page are out of date =
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At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].
  
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.
+
[[File:commstrike.png|Strike Commander|link=#Strike Commander]]
 +
[[File:commassault.png|Guardian Commander|link=#Guardian Commander]]
 +
[[File:commrecon.png|Recon Commander|link=#Recon Commander]]
 +
[[File:commsupport.png|Engineer Commander|link=#Engineer Commander]]
 +
[[File:cremcom.png|Campaign Commander|link=#Campaign Commander]]
  
= Commander intro =
+
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:
Your commander can be configured with a variety of modules to suit your play-style.
+
{| class="wikitable"
 +
! style="text-align:left"|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules
 +
|-
 +
! scope="row" style="text-align:left"|Strike
 +
| High || Fast|| No || Normal || Versatile
 +
|-
 +
! scope="row" style="text-align:left"|Guardian
 +
| Excellent || Medium || No || Normal || Powerful
 +
|-
 +
! scope="row" style="text-align:left"|Recon
 +
| Low || Fast || Yes || Lower || Light
 +
|-
 +
! scope="row" style="text-align:left"|Engineer
 +
| Medium || Slow || No || Improved || Support
 +
|-
 +
! scope="row" style="text-align:left"|Campaign
 +
| High || Medium || Module || Normal || All
 +
|}
 +
 
 +
= Modules and weapons =
 +
 
 +
Your Commander can be configured with a variety of [[#Module types|Modules]] to better suit your play style. A Commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules.
 +
 
 +
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.
 +
 
 +
Commanders start with a Beam Laser and a radar module attached.
 +
 
 +
At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].
  
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.
+
At Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands.
  
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)
+
Each added level past level 2 gives the Commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level.
  
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.
+
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
  
Unlike regular units, your commander is not disabled while morphing.
+
== Experience Points (XP) ==
  
= Modules and weapons =
+
=== Campaign ===
 +
* Each mission gives fixed XP for having completed them
 +
* Each bonus objective gives XP
 +
* If you've completed all the bonus objectives then you've got all the XP for a mission
  
== Number of slots per level ==
+
== General scaling per level ==
  
Commanders start at level 1. The number of modules and weapons increases with levels.
+
Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.
  
{|
+
{| class="wikitable" style="text-align:center"
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6  
+
! scope="row"|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! +
 
|-
 
|-
| Base [[File:Ibeam.png|20px]] cost || -&nbsp;&nbsp;&nbsp;&nbsp; ||25<sup>1</sup> || 150 || 500 || 300 || 400
+
! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost
 +
| - ||50 || 100 || 150 || 200 || colspan="2"|+50
 
|-
 
|-
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || 2  
+
! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)
 +
| - || 5 || 7.5 || 10 || 12.5 || colspan="2"|15
 
|-
 
|-
| Total Module slots || 0 || 1 || 3 || 5 || 8 || 11
+
! scope="row"|Total Weapon slots
 +
| 0 || 1 || 1 || 2 || 2 || colspan="2"|+0
 
|-
 
|-
 +
! scope="row"|Total Module slots
 +
| 0 || 1 || 3 || 5 || 8 || colspan="2"|+3
 
|}
 
|}
 
<sup>1</sup> Equipping weapons and modules costs additional metal.
 
  
 
== Module types ==
 
== Module types ==
Modules have <font color="cyan">cyan</font> names in the unlock list, although their icon color depends on their nature. They fall into four categories.
+
Modules have <span style="color:cyan">cyan</span> names in the unlock list. Their icon color depends on their nature.
  
 
=== Stackable ===
 
=== Stackable ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png
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{{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}}
 +
 
 +
These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are <span style="color:cyan">cyan</span>.
 +
 
 +
This type of module is the one that should be used the most, and because of their versatility, they are useful if you intend on getting Commanders which do many things, or a single buff Commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the Commander a sitting duck.
  
These modules each give fairly minor and specific bonuses to an attribute with a wide range of modules to choose from. They are the only module that can be placed on the same commander more than once but to do so the module must be unlocked multiple times. They are good for low ingame metal cost and are good for fleshing out a loadout. A single type of this module could be stacked many times to create an extreme commander. These are <font color="cyan">cyan</font>.
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{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! scope="col" class="unsortable" | Description
 +
! Cost
 +
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 +
|-
 +
! Advanced Targeting System
 +
| +7.5% range for all weapons. -1 speed.
 +
| 200
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Damage Booster
 +
| +15% damage for all weapons. -1 speed.
 +
| 150
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! High Density Plating
 +
| +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander.
 +
| 400
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Ablative Armor Plates
 +
| +600 HP. More effective on Guardian Commander.
 +
| 150
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Companion Drone
 +
| +1 [[Firefly|Weak attack drone]]
 +
| 200
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Battle Drone
 +
| +1 [[Viper|Drone with slowing laser]], requires Companion Drone.
 +
| 350
 +
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! CarRepairer's Nanolathe
 +
| +5 Buildpower. More effective on Engineer Commander.
 +
| 200
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! High Power Servos
 +
| +3 speed, -1s reload for jumpjets
 +
| 200
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Autorepair System
 +
| +10 HP/sec, -100 HP. More effective on Strike Commander.
 +
| 150
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|}
  
 
=== Support===
 
=== Support===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png
+
{{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}}
 +
 
 +
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are <span style="color:cyan">cyan</span> as well.
  
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar. These are <font color="cyan">cyan</font> as well.
+
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! scope="col" class="unsortable" | Description
 +
! Cost
 +
! Req. level
 +
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 +
|-
 +
! Area Shield Conversion
 +
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents Commander from cloaking
 +
| 250
 +
| 3
 +
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Cloaking Field
 +
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep
 +
| 600
 +
| 3
 +
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Field Radar Module
 +
| Basic radar with 1800 elmo range.
 +
| 75
 +
| 1
 +
| <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> </span>(free) || style="color:green" | ✔
 +
|-
 +
! Lazarus Device
 +
| Commander can resurrect wrecks same as [[Athena]]
 +
| 400
 +
| 3
 +
| style="color:red" | ✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Personal Cloak
 +
| Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.<br> Does not work with shields. Reduces movement speed by 12%.
 +
| 400
 +
| 3
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Personal Shield
 +
| Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. <br> Prevents Commander from cloaking
 +
| 300
 +
| 3
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Radar Jammer
 +
| 500 elmo range
 +
| 200
 +
| 3
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Jumpjets
 +
| 400 elmo range, 20 sec cooldown
 +
| 400
 +
| 1
 +
| style="color:red" | ✘ || style="color:red" | ✘ || <span style="color:green"> ✔ </span>(free) || style="color:red" | ✘ || style="color:green" | ✔
 +
|}
  
 
=== Weapon Boosters ===
 
=== Weapon Boosters ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png
+
{{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}}
 +
 
 +
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 Commander. They are a space-effective way to spend a module slot, but you need to have a weapon that they affect. They are <span style="color:#b7f">purple</span>.
  
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are <font color="purple">purple</font>.
+
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! scope="col" class="unsortable" | Description
 +
! Cost
 +
! Weapon
 +
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 +
|-
 +
! Disruptor Ammo
 +
| Reduced direct damage by 25%. Add slow damage equal to 2&times; damage.
 +
| 300
 +
| Shotgun <br> Machine gun <br> Light/Heavy particle beam
 +
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Flux Amplifier
 +
| Improves stun duration by 2 seconds and [[EMP|<abbr title="electromagnetic pulse">EMP</abbr>]] damage by 25%.
 +
| 300
 +
| Lightning rifle <br> Multi stunner
 +
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|-
 +
! Napalm Warhead
 +
| Reduced direct damage by 25%. Increased <abbr title="area of effect">AoE</abbr> by at least 25%. Explosion sets targets on fire.  
 +
| 350
 +
| Riot cannon <br> Rocket launcher
 +
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔
 +
|}
  
 
== Weapon types ==
 
== Weapon types ==
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in <font color="red">red</font>.
+
There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in <span style="color:red">red</span>.
  
 
=== Normal ===
 
=== Normal ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png
+
{{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}}
  
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are <font color="red">red</font>.
+
These are auto-targeting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are <span style="color:red">red</span>.
  
{|
+
{| class="wikitable sortable" style="text-align: center"
! Name !! Range !! Reload time !! Damage !! DPS !! Notes  
+
! Name
 +
! Range
 +
! Reload time
 +
! Damage
 +
! DPS
 +
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 +
! scope="col" class="unsortable" | Notes
 +
|-
 +
!Beam Laser
 +
| 330 || || || 144
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
| Default weapon. Constant beam
 
|-
 
|-
|Beam Laser||330||||||150||
+
! Flamethrower
 +
| 270 || 0.17 || 12.5 || 75
 +
| style="color:red" | || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔
 +
| Sets units on fire for 15s (15 <abbr title="damage per second">DPS</abbr>)<br>Pierces units and terrain<br>Does more damage against larger units
 
|-
 
|-
|Flame thrower||270||0.16 ||10 || 60|| Sets units on fire for 15s<br>pierces units<br>Does more damage against larger units
+
! Heatray
 +
| 300 || 0.1 || 0&ndash;45 ||0&ndash;450
 +
| style="color:red" |✘ || style="color:green" |✔ || style="color:red" | ✘ || style="color:red" | || style="color:green" |
 +
| Damage falls off linearly with range
 
|-
 
|-
|Heatray||300||0.1 ||45 ||450 || Damage falls off with range
+
! Heavy Particle Beam
 +
| 390 || 3.1 || 800 || 258
 +
| style="color:red" |✘ || style="color:red" | || style="color:red" | ✘ || style="color:green" | || <span style="color:green"> ✔</span><sup>*</sup>
 +
| Takes the level 4 special weapon slot<br>Replaces all other weapons
 
|-
 
|-
|Machine Gun||285||0.16 ||30 ||180 ||
+
! Light Particle Beam
 +
| 300 || 0.33 || 64 || 192
 +
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | || style="color:green" |
 +
|
 
|-
 
|-
|Light particle beam||310||0.34 ||55 || 165||
+
! Lightning Rifle
 +
| 300 || 1.83 || 220+<span style="color:cyan">550</span> || 120+<span style="color:cyan">300</span>
 +
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | || style="color:green" |
 +
| EMP duration: 1s
 
|-
 
|-
|Lightning gun||300||1.66 ||220+<font color="cyan">550</font> || 132+<font color="cyan">330</font> || EMP duration: 1s
+
! Machine Gun
 +
| 285 || 0.17 || 30 || 180
 +
| style="color:green" | || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" |
 +
| <abbr title="area of effect">AoE</abbr> (96)
 
|-
 
|-
|Missile launcher||415||1 ||80 || 80|| Homing
+
! Missile Launcher
 +
| 415 || 1 || 80 || 80
 +
| style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" |
 +
| Fast, homing projectile
 
|-
 
|-
|Riot cannon||275||2 ||220.2 || 110.1||
+
! Riot Cannon
 +
| 285 || 1.8 || 220 || 122
 +
|style="color:red" |✘ || style="color:green" ||| style="color:red" ||| style="color:red" ||| style="color:green" |
 +
| AoE (144)
 
|-
 
|-
|Shotgun||290||2 ||32x12 (384) || 192||
+
! Rocket Launcher
 +
| 430 || 3 || 360 || 120
 +
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" |
 +
| AoE (90), Slow and unguided
 
|-
 
|-
|Rocket launcher ||430||3 ||360 || 120||Not homing
+
! Shock Rifle
 +
| 600 || 12 || 1512 || 125
 +
| style="color:red" ||| style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || <span style="color:green"> ✔</span><sup>*</sup>
 +
| Takes the level 4 special weapon slot<br>Replaces all other weapons
 
|-
 
|-
 +
! Shotgun
 +
| 285 || 1.8 || 32&times;12 (384) || 213
 +
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
|
 
|}
 
|}
 +
 +
<sup>*</sup> Not available in the campaign.
  
 
=== Special ===
 
=== Special ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png
+
{{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}}
  
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are <font color="orange">orange</font> and can only be put on the level 4 weapon slot.
+
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are <span style="color:orange">orange</span> and can be put only in the level 4 weapon slot. Upgrade Cost: 400
  
{|
+
{| class="wikitable sortable" style="text-align: center"
! Name !! Range !! Reload time !! Damage !! DPS !! Special Notes  
+
! Name
|-
+
! Range
|Cluster bomb ||360 || 30  || 300x8 (2400)|| 80 || Bomblets spread (like a shotgun)
+
! Reload time
 +
! Damage
 +
! DPS
 +
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 +
! scope="col" class="unsortable" | Special Notes
 
|-
 
|-
| Concussion shell||450 || 25 ||750 || 30 || Has Impulse (Tosses some units)
+
! Cluster Bomb
 +
| 360 || 30 || 300&times;9 (2700)|| 90
 +
| style="color:red" |✘ || style="color:green" | || style="color:green" | || style="color:red" |✘ || style="color:green" |
 +
| Bomblets spread (like a shotgun)
 
|-
 
|-
| Disintigrator ||200 ||30  ||1400 || 46.67 || Damage varies on unit size
+
! Concussion Shell
 +
| 450 || 25 ||850 || 34
 +
| style="color:red" ||| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
 +
| Has Impulse (Tosses some units)
 
|-
 
|-
|Disrupter bomb ||450 ||25 ||350+<font color="purple">2100</font> || 14+<font color="purple">84</font> || Has large AOE (512)
+
! Disintegrator
 +
| 200 ||30 ||2000 || 46.67
 +
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
 +
| Directed burst of energy<br>Damage varies on unit size
 
|-
 
|-
| Hellfire grenade||450 || 25||200 || 8 || Sets an area on <font color="orange">fire</font> (45s,40dps+3s <font color="orange">burning</font>)
+
! Disruptor Bomb
 +
| 450 ||25 ||210+<span style="color:#e8d">2100</span> || 8.4+<span style="color:#e8d">84</span>
 +
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 +
| [[Slow]] effect, Has large AoE (256)
 
|-
 
|-
| Multistunner||360 || 25||<font color="blue">550</font>/<font color="blue">800</font> x 16 (<font color="blue">8800</font>/<font color="blue">12800</font>) ||<font color="blue">352</font>/<font color="blue">512</font> || Affected by flux amplifier. Max <font color="blue">EMP</font> time: 8s [upgraded: 12s]
+
! Hellfire Grenade
 +
| 450 || 25||200 || 8
 +
| style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
 +
| Sets an area on <span style="color:orange">fire</span> (45s, 40dps + 3s <span style="color:orange">burning</span>)
 
|-
 
|-
| SLAM||700 ||30 || 1512|| 50.4 || High vertical arc
+
! Multi-Stunner
 +
| 360 || 25||<span style="color:cyan">550</span>/<span style="color:cyan">800</span> &times; 16 (<span style="color:cyan">8800</span>/<span style="color:cyan">12800</span>) ||<span style="color:cyan">352</span>/<span style="color:cyan">512</span>
 +
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" |
 +
| Affected by flux amplifier. Max <span style="color:cyan">EMP</span> time: 8s (upgraded: 10s)
 
|-
 
|-
 +
! S.L.A.M.
 +
| 700 ||30 || 1512|| 50.4
 +
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
 +
| Tactical Missile with high vertical arc
 
|}
 
|}
Key: <font color="blue">EMP Damage</font>, <font color="purple">Slow Damage</font>
+
Key: <span style="color:cyan">EMP Damage</span>, <span style="color:#e8d">Slow Damage</span>
  
 
= Commander Chassis =
 
= Commander Chassis =
There are 4 types of commander chassis to choose for a battle.
+
There are different types of Commander chassis to choose for a battle.
 +
 
 +
You can configure custom Commanders based on these chassis on your user page. You must be logged in to the Zero-K website and go to [//zero-k.info/My/Commanders My Commanders] page. These custom Commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options will be pre-filled in to your preferences.
  
 
== Common attributes ==
 
== Common attributes ==
The commander you start the game with produces 4 metal and 6 energy per second. Additional commanders produced from the Strider Hub produce 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 300. Chassis other than the Engineer Commander have 10 build power and 120 build range and the Engineer commander has 12 build power and 250 build range.
+
{| class="wikitable"
 +
| '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec
 +
|-
 +
| '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec
 +
|-
 +
| '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500
 +
|-
 +
| '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500
 +
|-
 +
| '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+
 +
|-
 +
| '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+
 +
|}
 +
 
 +
Metal and energy production come from a unique '''Vanguard Economy Pack''' module. Any resurrected Commanders will have lost this module and produce no resources. Engineer Commanders gain additional build power and range with levels.
  
 
== Chassis list ==
 
== Chassis list ==
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.
+
Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.
  
 
=== Strike Commander ===
 
=== Strike Commander ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png<br />
+
[[File:commstrike.png|Strike Commander|link=]]
* All rounder
+
 
* Decent health and speed
+
* All-rounder
 +
* Good health and highest speed (43.5)
 
* Can use the most weapon types
 
* Can use the most weapon types
* Auto-regen bonus
+
* In-combat regeneration bonus on top of the base 5 HP per second
 +
* Carries a personal (175 elmo) radar jammer
  
{|
+
{| class="wikitable" style="text-align:center"
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
+
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 
|-
 
|-
|HP: 2500<br />Speed: 40.5<br />Autoheal: 5||HP: 3000<br />Autoheal: 12.5||HP: 4000<br />Autoheal: 20||HP: 5000<br />Autoheal: 27.5||HP: 6000<br />Autoheal: 35
+
! scope="row"|HP
 +
|4200||4200||4600||5200||5800||6400
 
|-
 
|-
 +
! scope="row"|Bonus regen.
 +
|5||8||12||16||20||25
 
|}
 
|}
  
 
=== Guardian Commander ===
 
=== Guardian Commander ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png<br />
+
[[File:commassault.png|Guardian Commander|link=]]
 +
 
 
* Best HP
 
* Best HP
* Medium speed
+
* Medium speed (40)
* Gains more HP from increased levels than other chasis do
+
* Gains more HP from increased levels than other chassis do
 
* Able to use most non-exotic weapons
 
* Able to use most non-exotic weapons
 +
* Gains free Companion (light) Drones with levels
  
{|
+
{| class="wikitable" style="text-align:center"
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
+
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 
|-
 
|-
|HP: 3000<br />Speed: 40||HP: 3800<br />||HP: 4900<br />||HP: 6000<br />||HP: 7200<br />
+
! scope="row"|HP
 +
|4400||4400||5000||5700||6600||7600
 
|-
 
|-
 +
! scope="row"|Light Drones
 +
|1||1||2||2||2||3
 +
 
|}
 
|}
  
 
=== Recon Commander ===
 
=== Recon Commander ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png<br />
+
[[File:commrecon.png|Recon Commander|link=]]
 +
 
 
* Lowest HP
 
* Lowest HP
* Highest Speed (for a commander)
+
* Highest Speed (43.5)
* Jumpjets
+
* Can Jump
 
* Uses light weapons
 
* Uses light weapons
 +
* Has lowest buildpower (8 instead of 10)
  
{|
+
{| class="wikitable" style="text-align:center"
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
+
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
|-
 
|HP: 1600<br />Speed: 43.5<br />Can Jump||HP: 2100||HP: 2600||HP: 3100||HP: 3600
 
 
|-
 
|-
 +
! scope="row"|HP
 +
|3250||3250||3400||3600||3800||4000
 
|}
 
|}
  
 
=== Engineer Commander ===
 
=== Engineer Commander ===
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png<br />
+
[[File:commsupport.png|Engineer Commander|link=]]
* Lowest speed
+
 
 +
* Lowest speed (36)
 
* Low HP
 
* Low HP
* Gains buildpower with levels
+
* Gains buildpower and small amount of build range with levels
* Increased build range (250 compared to 120 for others)  
+
* Increased build range (220 + 12 per level, up to 280, compared to 144 for others)
* Fewer direct damage weapons  
+
* Fewer direct-damage weapons
  
{|
+
{| class="wikitable" style="text-align:center"
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
+
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 +
|-
 +
! scope="row"|HP
 +
|3800||3800||4000||4300||4600||5000
 
|-
 
|-
|HP: 2000<br />Speed: 36<br />Build Power: 12||HP: 2500<br />Build Power: 14||HP: 3000<br />Build Power: 16||HP: 3700<br />Build Power: 18||HP: 4500<br />Build Power: 20
+
! scope="row"|Build power
 +
|12||14||16||18||21||24
 +
|}
 +
 
 +
=== Campaign Commander ===
 +
[[File:cremcom.png|Campaign Commander|link=]]
 +
 
 +
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] "Allow campaign commander chassis".
 +
* All-rounder
 +
* Good health and Medium speed (40)
 +
* Can use any weapon or module
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 
|-
 
|-
 +
! scope="row"|HP
 +
| 4200 || 4200 || 4600|| 5200|| 5800|| 6400
 
|}
 
|}
  
Line 182: Line 476:
 
* Absolute modifiers
 
* Absolute modifiers
  
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.
+
Percentage modifiers from Commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a Commander's damage by 1.5 rather than by 1.1{{pow|5}} = 1.61051.
 +
 
 +
Percentage modifiers from weapon boosters and converters <em>are</em> cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus.
  
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.
 
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Revision as of 01:13, 1 November 2023

At the start of a match, you are given the option to select a Commander Chassis.

Strike Commander Guardian Commander Recon Commander Engineer Commander Campaign Commander

Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:

Commander HP Speed Can Jump Build Power Modules
Strike High Fast No Normal Versatile
Guardian Excellent Medium No Normal Powerful
Recon Low Fast Yes Lower Light
Engineer Medium Slow No Improved Support
Campaign High Medium Module Normal All

Modules and weapons

Your Commander can be configured with a variety of Modules to better suit your play style. A Commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules.

Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.

Commanders start with a Beam Laser and a radar module attached.

At Level 2, it is possible to replace your starting Weapon.

At Level 4, a second weapon (or a Special Weapon) can be added. Some weapons at this level require the use of both hands.

Each added level past level 2 gives the Commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level.

Favorite loadouts can be created and saved (up to Commander Level 6) for online play.

Experience Points (XP)

Campaign

  • Each mission gives fixed XP for having completed them
  • Each bonus objective gives XP
  • If you've completed all the bonus objectives then you've got all the XP for a mission

General scaling per level

Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.

Commander level 1 2 3 4 5 6 +
Base Metal cost - 50 100 150 200 +50
Morph Build Power (Metal/second) - 5 7.5 10 12.5 15
Total Weapon slots 0 1 1 2 2 +0
Total Module slots 0 1 3 5 8 +3

Module types

Modules have cyan names in the unlock list. Their icon color depends on their nature.

Stackable

These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are cyan.

This type of module is the one that should be used the most, and because of their versatility, they are useful if you intend on getting Commanders which do many things, or a single buff Commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the Commander a sitting duck.

Name Description Cost Strike Guardian Recon Engineer Campaign
Advanced Targeting System +7.5% range for all weapons. -1 speed. 200
Damage Booster +15% damage for all weapons. -1 speed. 150
High Density Plating +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander. 400
Ablative Armor Plates +600 HP. More effective on Guardian Commander. 150
Companion Drone +1 Weak attack drone 200
Battle Drone +1 Drone with slowing laser, requires Companion Drone. 350
CarRepairer's Nanolathe +5 Buildpower. More effective on Engineer Commander. 200
High Power Servos +3 speed, -1s reload for jumpjets 200
Autorepair System +10 HP/sec, -100 HP. More effective on Strike Commander. 150

Support

Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are cyan as well.

Name Description Cost Req. level Strike Guardian Recon Engineer Campaign
Area Shield Conversion Upgrades Personal shield. Larger shield (same as Aspis)
Prevents Commander from cloaking
250 3
Cloaking Field Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to Iris
15 E/s upkeep
600 3
Field Radar Module Basic radar with 1800 elmo range. 75 1 (free) (free) (free) (free)
Lazarus Device Commander can resurrect wrecks same as Athena 400 3
Personal Cloak Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.
Does not work with shields. Reduces movement speed by 12%.
400 3
Personal Shield Small shield with 1250 HP. No upkeep, charges at 16 HP/sec.
Prevents Commander from cloaking
300 3
Radar Jammer 500 elmo range 200 3
Jumpjets 400 elmo range, 20 sec cooldown 400 1 (free)

Weapon Boosters

These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 Commander. They are a space-effective way to spend a module slot, but you need to have a weapon that they affect. They are purple.

Name Description Cost Weapon Strike Guardian Recon Engineer Campaign
Disruptor Ammo Reduced direct damage by 25%. Add slow damage equal to 2× damage. 300 Shotgun
Machine gun
Light/Heavy particle beam
Flux Amplifier Improves stun duration by 2 seconds and EMP damage by 25%. 300 Lightning rifle
Multi stunner
Napalm Warhead Reduced direct damage by 25%. Increased AoE by at least 25%. Explosion sets targets on fire. 350 Riot cannon
Rocket launcher

Weapon types

There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in red.

Normal

These are auto-targeting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are red.

Name Range Reload time Damage DPS Strike Guardian Recon Engineer Campaign Notes
Beam Laser 330 144 Default weapon. Constant beam
Flamethrower 270 0.17 12.5 75 Sets units on fire for 15s (15 DPS)
Pierces units and terrain
Does more damage against larger units
Heatray 300 0.1 0–45 0–450 Damage falls off linearly with range
Heavy Particle Beam 390 3.1 800 258 * Takes the level 4 special weapon slot
Replaces all other weapons
Light Particle Beam 300 0.33 64 192
Lightning Rifle 300 1.83 220+550 120+300 EMP duration: 1s
Machine Gun 285 0.17 30 180 AoE (96)
Missile Launcher 415 1 80 80 Fast, homing projectile
Riot Cannon 285 1.8 220 122 AoE (144)
Rocket Launcher 430 3 360 120 AoE (90), Slow and unguided
Shock Rifle 600 12 1512 125 * Takes the level 4 special weapon slot
Replaces all other weapons
Shotgun 285 1.8 32×12 (384) 213

* Not available in the campaign.

Special

Special weapons have a long reload time and must be manually aimed with the D key. Most of them are affected only by stackable modules. They are orange and can be put only in the level 4 weapon slot. Upgrade Cost: 400

Name Range Reload time Damage DPS Strike Guardian Recon Engineer Campaign Special Notes
Cluster Bomb 360 30 300×9 (2700) 90 Bomblets spread (like a shotgun)
Concussion Shell 450 25 850 34 Has Impulse (Tosses some units)
Disintegrator 200 30 2000 46.67 Directed burst of energy
Damage varies on unit size
Disruptor Bomb 450 25 210+2100 8.4+84 Slow effect, Has large AoE (256)
Hellfire Grenade 450 25 200 8 Sets an area on fire (45s, 40dps + 3s burning)
Multi-Stunner 360 25 550/800 × 16 (8800/12800) 352/512 Affected by flux amplifier. Max EMP time: 8s (upgraded: 10s)
S.L.A.M. 700 30 1512 50.4 Tactical Missile with high vertical arc

Key: EMP Damage, Slow Damage

Commander Chassis

There are different types of Commander chassis to choose for a battle.

You can configure custom Commanders based on these chassis on your user page. You must be logged in to the Zero-K website and go to My Commanders page. These custom Commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options will be pre-filled in to your preferences.

Common attributes

Metal Production 4 per sec Energy Production 6 per sec
Beam Range 330 HP Regen 5 per sec
Sight Distance 500 Sonar Distance 500
Radar Distance 1800 Metal/Energy Storage 500
Build Power 10 Build Power (Recon/Engineer) 8/12+
Build Range 144 Build Range (Engineer) 220+

Metal and energy production come from a unique Vanguard Economy Pack module. Any resurrected Commanders will have lost this module and produce no resources. Engineer Commanders gain additional build power and range with levels.

Chassis list

Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.

Strike Commander

Strike Commander

  • All-rounder
  • Good health and highest speed (43.5)
  • Can use the most weapon types
  • In-combat regeneration bonus on top of the base 5 HP per second
  • Carries a personal (175 elmo) radar jammer
Level 1 2 3 4 5 6
HP 4200 4200 4600 5200 5800 6400
Bonus regen. 5 8 12 16 20 25

Guardian Commander

Guardian Commander

  • Best HP
  • Medium speed (40)
  • Gains more HP from increased levels than other chassis do
  • Able to use most non-exotic weapons
  • Gains free Companion (light) Drones with levels
Level 1 2 3 4 5 6
HP 4400 4400 5000 5700 6600 7600
Light Drones 1 1 2 2 2 3

Recon Commander

Recon Commander

  • Lowest HP
  • Highest Speed (43.5)
  • Can Jump
  • Uses light weapons
  • Has lowest buildpower (8 instead of 10)
Level 1 2 3 4 5 6
HP 3250 3250 3400 3600 3800 4000

Engineer Commander

Engineer Commander

  • Lowest speed (36)
  • Low HP
  • Gains buildpower and small amount of build range with levels
  • Increased build range (220 + 12 per level, up to 280, compared to 144 for others)
  • Fewer direct-damage weapons
Level 1 2 3 4 5 6
HP 3800 3800 4000 4300 4600 5000
Build power 12 14 16 18 21 24

Campaign Commander

Campaign Commander

The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis".

  • All-rounder
  • Good health and Medium speed (40)
  • Can use any weapon or module
Level 1 2 3 4 5 6
HP 4200 4200 4600 5200 5800 6400

Exact effects of attribute modifiers

Attribute modifiers are applied in this order:

  • Commander Chassis absolute statistics
  • Percentage modifiers both from modules and chassis
  • Absolute modifiers

Percentage modifiers from Commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a Commander's damage by 1.5 rather than by 1.1^5 = 1.61051.

Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus.