Difference between revisions of "User:Aquanim/DraftCommanders"
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! scope="col" class="unsortable" | Description | ! scope="col" class="unsortable" | Description | ||
|- | |- | ||
− | ! | + | ! ??? |
| Minor | | Minor | ||
− | | | + | | ??? |
|- | |- | ||
! Personal Cloak | ! Personal Cloak | ||
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! Jump Booster | ! Jump Booster | ||
| Minor | | Minor | ||
− | | Jump cooldown decreased to 12s | + | | Jump cooldown decreased to 12s. |
|- | |- | ||
! Sensor Array | ! Sensor Array | ||
Line 414: | Line 414: | ||
| Major | | Major | ||
| +50 build power for 15 seconds. Commander cannot build for remainder of 60s cooldown. | | +50 build power for 15 seconds. Commander cannot build for remainder of 60s cooldown. | ||
+ | |- | ||
+ | ! Impact Distributor | ||
+ | | Major | ||
+ | | +150 jump range. Inflict 500 damage on jump landing. | ||
|- | |- | ||
! Vanguard Deployment | ! Vanguard Deployment |
Revision as of 03:05, 20 October 2018
Level Structure
Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level.
Level 2 | Primary Weapon | Module | |
Level 3 | Subsystem | Module | |
Level 4 | Secondary/Upgraded Weapon | Module | Module |
Level 5 | Subsystem | Module | Module |
Level 6 | Subsystem | Module | Module |
Level 7 | Module | Module | Module |
Modules
In each Module slot the commander adds one of the following modules, up to the stated maximum:
- Ablative Armor Plates (max 6): Increases HP
- Damage Booster (max 6): Increases damage
- High Power Servos (max 2): Increases move speed
- CarRepairer's Nanolathe (max 2): Increases build power
- Autorepair Module (max 2): Increases auto-repair
- Field Radar Module (max 1): Adds radar
Each commander chassis specialises in a particular module:
- Strike: Autorepair max 2 > 6
- Engineer: CarRepairer's Nanolathe max 2 > 6
- Guardian: Advanced Targeting max 0 > 4
- Recon: High Power Servos max 2 > 6
Weapons
At Level 2:
- Every commander gets a Primary weapon.
At Level 4:
- Strike and Guardian commanders choose between a second Primary weapon or a Secondary weapon.
- Support and Recon commanders choose between replacing their first weapon (if applicable) with an Upgraded weapon, or a Secondary weapon.
Subsystems
Each chassis has a selection of Minor and Major Subsystems, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5.
(Limit one Major subsystem overall? Not sure if necessary.)
Chassis Description
Chassis | Primary Weapons | Secondary/Upgraded Weapons | Minor Subsystems | Major Subsystems |
Strike | Lightning Gun Beam Laser Electron Jet Scatter Beam |
Multistunner Sunburst Cannon (?) Terrabomb |
Flux Amplifier Mobius System Personal Shield Personal Cloak |
Valhallan Reactor System Reboot ??? (Lazarus Device) |
Engineer | Light Particle Beam Beam Laser Scatter Beam Missile Launcher |
Heavy Particle Beam (from LPB) Disruptor Bomb Terrabomb |
Disruptor Ammo Lazarus Device Dual-Phase Lathe ??? |
Disruptor Drones Pocket Genie Area Cloaker (Personal Shield) |
Guardian | Rocket Launcher Riot Cannon Shotgun Missile Launcher |
Cluster Bomb S.L.A.M. Hellfire Grenade |
Napalm Warheads Vanguard Deployment High-Density Plating Hybrid CPU |
Assault Drones Anchoring System Area Shield (???) |
Recon | Flamethrower Heavy Machine Gun Shotgun Railgun |
Heat Ray (from Flamethrower) Concussion Shell Hellfire Grenade |
??? Personal Cloak Jump Booster Sensor Suite |
Augmented Hydraulics Lathe Overclocker Impact Distributor (Vanguard Deployment) |
Weapons Listing
Weapons not listed are not fundamentally changed.
- Heat Ray should be really strong.
- Terrabomb does some terraform thing like a Quake.
- Electron Jet is similar to Flamethower, but EMP damage instead of fire.
- Scatter Beam is a beam shotgun as in Trisula.
- Railgun has similar characteristics to LPB: longer range but less damage than other hitscan-esque weapons
- Change Engineer Beam Laser to a Buoy-like weapon?
Subsystems Listing
Strike
- Flux Amplifier - Beam laser, Disintegrator, Terrabomb, Electron Jet: Range increase. Lightning Rifle, Multistunner: EMP increase. Scatter beam: Tighter spread
- Mobius System - +10 HP regen. 3+ Autorepair grants +20 energy income.
- Personal Shield - Incompatible with Personal Cloak
- Personal Cloak - Incompatible with Personal Shield
- Valhallan Reactor - Explode violently on death.
- System Reboot - Remove status effects. Details TBD.
- ???
Engineer
- Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
- Lazarus Device
- Dual-Phase Lathe - +5 build power. 3+ Nanolathes grants increased build radius.
- ???
- Disruptor Drones - Gain four Viper drones
- Pocket Genie - Djinn sidearm
- Area Cloaker -
- Personal Shield -
Guardian
- Napalm Warheads
- Vanguard Deployment - Deploy resource generator
- High-Density Plating - +HP
- Hybrid CPU - +10% range. 3+ AdvTarget grants faster refire rate.
- Assault Drones - Gain four Heavy drones
- Anchoring System - Reduced damage when stationary
- Area Shield -
Recon
- ???
- Personal Cloak
- Jump Booster - Decreased jump cooldown.
- Sensor Array - Increased vision radius, increases Field Radar radius
- Augmented Hydraulics - Large speed increase
- Lathe Overclocker - Temporary build power boost.
- Impact Distributor - Increase jump range by 150. Inflict damage on landing.
Speculative Quantification
Commander Stats
Note that HP/lvl only takes effect at level 3 and above.
- Morph Costs: Level 2 - 50, Level 3 - 300, All subsequent levels - 500
- Default: 128 build range, 5 HP/s combat repair
- Strike: 3200 + 500/lvl HP, 10 HP/s combat repair
- Engineer: 3000 + 500/lvl HP, 180 build range
- Guardian: 3400 + 800/lvl HP
- Recon: 2750 + 500/lvl HP, Jump has 25s CD
Modules
All modules cost 50. (Could roll this into default morph cost.)
- Ablative Armor Plates (max 6): +600 HP
- Damage Booster (max 6): +10% weapon damage
- High Power Servos (max 2/6): +4 elmo/s
- CarRepairer's Nanolathe (max 2/6): +5 BP
- Autorepair Module (max 2/6): +10 HP/s
- Advanced Targeting (max 0/4): +10% weapon range
- Field Radar Module (max 1): Adds radar, 1800 radius
Weapons
All weapons cost 0 unless otherwise indicated.
Primary and Upgraded Weapons
Name | Range | Reload time | Damage | DPS | Strike | Engineer | Guardian | Recon | Notes |
---|---|---|---|---|---|---|---|---|---|
Lightning Rifle | 300 | 1.83 | 220+550 | 120+300 | ✔ | ✘ | ✘ | ✘ | EMP duration: 1s |
Beam Laser | 330 | 150 | ✔ | ✔ | ✘ | ✘ | Constant beam | ||
Electron Jet | 270 | 0.17 | 11+11 | 66+66 | ✔ | ✘ | ✘ | ✘ | EMP duration: 1s Pierces units Does more damage against larger units |
Scatter Beam | 290 | 1.5 | 32x9 (288) | 192 | ✔ | ✔ | ✘ | ✘ | |
Light particle beam | 310 | 0.33 | 55 | 165 | ✘ | ✔ | ✘ | ✘ | |
Heavy particle beam | 390 | 2.5 | 800 | 320 | ✘ | ✔ | ✘ | ✘ | |
Missile launcher | 415 | 1 | 80 | 80 | ✘ | ✔ | ✔ | ✘ | Homing |
Rocket launcher | 430 | 3 | 360 | 120 | ✘ | ✘ | ✔ | ✘ | Not homing |
Riot cannon | 275 | 2 | 220 | 110 | ✘ | ✘ | ✔ | ✘ | AoE |
Shotgun | 290 | 2 | 32x12 (384) | 192 | ✘ | ✘ | ✔ | ✔ | |
Flame thrower | 270 | 0.17 | 11 | 66 | ✘ | ✘ | ✘ | ✔ | Sets units on fire for 15s(15 DPS) Pierces units Does more damage against larger units |
Heatray | 320 | 0.1 | 0 - 60 | 0 - 600 | ✘ | ✘ | ✘ | ✔ | Damage falls off linearly with range |
Machine Gun | 285 | 0.17 | 30 | 180 | ✘ | ✘ | ✘ | ✔ | |
Railgun | 330 | 0.5 | 75 | 150 | ✘ | ✘ | ✘ | ✔ | |
Pea Shooter | 300 | 0.1 | 12 | 120 | ✔ | ✔ | ✔ | ✔ | Default weapon |
Secondary Weapons
TBD
Subsystems
All subsystems cost 0 unless otherwise indicated.
Strike Subsystems
Name | Type | Description |
---|---|---|
Flux Amplifier | Minor | Default: +25% weapon range. LR, EJ, MS: +25% EMP damage, +1s EMP time. SB: 15% weapon range, decreased spread |
Mobius System | Minor | +10 HP/s regen. 3+ Autorepair grants +20 energy income. |
Personal Shield | Minor | 2000 HP shield. Incompatible with Personal Cloak. |
Personal Cloak | Minor | Cloaks the commander. Incompatible with Personal Shield. |
Valhallan Reactor | Major | Explode (somewhere between a tacnuke and a singu) on death. |
System Reboot | Major | Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown. |
Lazarus Device | Major | Commander can resurrect wrecks. |
Engineer Subsystems
Name | Type | Description |
---|---|---|
Disruptor Ammo | Minor | Default: +100% damage as slow. DB: 2x slow, 3s overslow. |
Lazarus Device | Minor | Commander can resurrect wrecks. |
Dual-Phase Lathe | Minor | +5 build power. 3+ Nanolathes grants increased build radius. |
ELINT Handler | Minor | 500 range jammer. +1000 to Radar module radius. |
Disruptor Drones | Major | +4 slowdrone |
Pocket Genie | Major | Make like a Djinn |
Personal Shield | Major | 2000 HP shield. |
Guardian Subsystems
Name | Type | Description |
---|---|---|
Napalm Warheads | Minor | Default: Increase weapon AoE by 16, sets targets on fire. Manual weapons: ??? |
Vanguard Deployment | Minor | Deploys Vanguard economy module. |
High-Density Plating | Minor | +1000 HP |
Hybrid CPU | Minor | +10% weapon range, 3+ AdvTarget grants -10% weapon reload time. |
Assault Drones | Major | +4 heavy drones (stats TBD). |
Anchoring Module | Major | Reduces damage by 50% when stationary. |
Personal Shield | Major | 2000 HP shield. |
Recon Subsystems
Name | Type | Description |
---|---|---|
??? | Minor | ??? |
Personal Cloak | Minor | Cloaks the commander. |
Jump Booster | Minor | Jump cooldown decreased to 12s. |
Sensor Array | Minor | Vision and sonar radius increased to 800. +1000 to Radar module radius. |
Augmented Hydraulics | Major | +10 elmo/s movespeed. |
Lathe Overclocker | Major | +50 build power for 15 seconds. Commander cannot build for remainder of 60s cooldown. |
Impact Distributor | Major | +150 jump range. Inflict 500 damage on jump landing. |
Vanguard Deployment | Major | Deploys Vanguard economy module. |