Difference between revisions of "User:Aquanim/DraftCommandersOmni2"

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* Level 1: Default weapon
 
* Level 1: Default weapon
 
* Level 2: Primary weapon, level 1 module
 
* Level 2: Primary weapon, level 1 module
* Level 3: Minor subsystem, level 1 module
+
* Level 3: Minor subsystem/weapon aug, level 1 module
* Level 4: Second weapon, level 2 module
+
* Level 4: Second weapon, level 2 module, level 1 module
 
* Level 5: Any subsystem, level 2 module, level 1 module
 
* Level 5: Any subsystem, level 2 module, level 1 module
* Level 6: Level 3 module, level 1 module
+
* Level 6: Minor subsystem/weapon aug, Level 3 module, level 2 module
 
* Level 7: Any subsystem, Level 3 module, level 2 module
 
* Level 7: Any subsystem, Level 3 module, level 2 module
  
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|-
 
|-
 
! Sensor Suite
 
! Sensor Suite
| Increase vision, sonar and radar range (stacks with Field Radar).
+
| Increase vision, sonar and radar range.
 
|-
 
|-
 
! Disruptor Drones
 
! Disruptor Drones
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! Buoyancy Tanks
 
! Buoyancy Tanks
 
| Float toggle || -- || -- || --
 
| Float toggle || -- || -- || --
 +
|}
 +
 +
Alternative:
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! Level 1
 +
! Level 2
 +
! Level 3
 +
|-
 +
! Ablative Armor Plates
 +
| +HP || +HP || +++HP
 +
|-
 +
! CarRepairer's Nanolathe
 +
| +BP || +BP || +BP, +Brange
 +
|-
 +
! Damage Booster
 +
| +DPS || +DPS || +++DPS
 +
|-
 +
! High Power Servos
 +
| +Speed || +Speed || +Speed
 +
|-
 +
! Autorepair Module
 +
| +HP/s || +HP/s || +++HP/s
 
|}
 
|}
  

Latest revision as of 06:02, 22 July 2019

Level Structure

Commanders start at level 1 with their default weapon. At level 2 they get to choose two modifications; at all subsequent levels they get three.

The types of modification are:

Primary Weapon, consuming one weapon slot

Secondary Weapon, consuming one weapon slot

Module, with individual limits on quantity

Weapon Aug, requiring a specific weapon to be previously or concurrently selected

Minor Subsystem, consuming one subsystem slot

Major Subsystem, consuming one subsystem slot

Weapon Slots: Start with one, second is unlocked at level 4. The starting slot cannot be filled by a secondary weapon. <Can the level-4 slot be filled by a primary weapon?>

Subsystem Slots: Unlocked at level 3, 5 and 7. The level 3 slot cannot be filled by a major subsystem. (Optional: Some subsystems can "cheat" and be placed in the first slot at level 2 e.g. Jump on a Recon chassis.)

Omnicomm draft ui.png

Alternate Level Structure

  • Level 1: Default weapon
  • Level 2: Primary weapon, level 1 module
  • Level 3: Minor subsystem/weapon aug, level 1 module
  • Level 4: Second weapon, level 2 module, level 1 module
  • Level 5: Any subsystem, level 2 module, level 1 module
  • Level 6: Minor subsystem/weapon aug, Level 3 module, level 2 module
  • Level 7: Any subsystem, Level 3 module, level 2 module

Weapons

Primary and Upgraded Weapons

Name Damage Range AoE Special Weapon Aug
Beam Laser ★★★ ★★ ★ (default weapon) None
Light Particle Beam ★★★ ★★★ +Range, +DPS, -Reload (HPB)
Shotgun ★★★★ +Damage
Riot Cannon ★★ ★★ ★★ +AoE
Heavy Machine Gun ★★★ ★★ +Slow
Lightning Gun ★★ ★★ ★★ (EMP) +EMP
Rocket Launcher ★★ ★★★★ ☆ (slow projectile) +Fire
Missile Launcher ★★ ★★★★ +Burst
Flamethrower ★★★ ★ (fire damage) +Afterburn
Grenade Launcher ★★★ ★★ ★★ ☆ (slow projectile) +Disarm

Secondary Weapons

Star ratings are not on the same scale as the previous table.

Name Damage Range AoE Utility Weapon Aug
Multistunner ★★ ★★ (EMP) +EMP
Sunburst Cannon ★★★★ +damage
SLAM ★★ ★★★★ ☆ (slow projectile) +range
Cluster Bomb ★★ ★★ +damage
Concussion Shell ★★ ★★★ -reload
Hellfire Grenade ★★ ★ (fire) +AoE
Terrabomb ★★ ★ (terraform) +AoE

Subsystems

Minor Subsystems

Name Description
Lazarus Device
Vanguard Deployment Deploys commander resource generator as a building
Sensor Suite Increase vision, sonar and radar range.
Disruptor Drones Add a couple of Vipers (stackable?)
Advanced Targeting Increases weapon range
Jumpjets Jump like a Recon commander
Personal Shield Incompatible with Cloaks.
Personal Cloak Incompatible with Shields.

Major Subsystems

Name Description
Energy Cell +E/s, Large explosion on death.
System Reboot Purges status effects, very long cooldown.
Lathe Overclock Temporary build speed increase.
Area Shield Requires Personal Shield. Incompatible with Cloaks.
Area Cloaker Requires Personal Cloaker. Incompatible with Shields.
Impact Distributor Requires Jumpjets. Damage on impact.

Maybe: Lobster gun, Djinn gun

Borrowed ideas: EMP Overload (stuns self and nearby units)

Modules

Name Level 1 Level 2 Level 3 Level 4 (chassis-specific)
Ablative Armor Plates +HP ++HP +++HP +++HP
CarRepairer's Nanolathe +BP +BP +BP, +Brange +BP, +Brange
Damage Booster +DPS ++DPS +++DPS --
High Power Servos +Speed +Speed +Speed +Speed
Autorepair Module +HP/s ++HP/s +++HP/s --
Field Radar Basic radar -- -- --
Buoyancy Tanks Float toggle -- -- --

Alternative:

Name Level 1 Level 2 Level 3
Ablative Armor Plates +HP +HP +++HP
CarRepairer's Nanolathe +BP +BP +BP, +Brange
Damage Booster +DPS +DPS +++DPS
High Power Servos +Speed +Speed +Speed
Autorepair Module +HP/s +HP/s +++HP/s

Basic Chassis

Recon: Max Servos +1, can equip Jump at level 2, exclusive access to Impact Distributor, cannot equip Advanced Targeting

Engineer: Max Nanolathe +1, can equip Lazarus Device at level 2, exclusive access to Energy Cell, cannot equip Vanguard Deployment

Battle: Max Ablative +1, can equip Advanced Targeting at level 2, exclusive access to System Reboot, cannot equip Jump