Difference between revisions of "Fire Special Weapon Command"
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− | + | Unique weapons, activated separately and manualy by pressing "D" by default. Unlike [[Unique Commands]] arsenal, those weapons function more like already existing ones in overclock mode. | |
== Multi Stunner == | == Multi Stunner == |
Revision as of 10:04, 7 April 2020
Unique weapons, activated separately and manualy by pressing "D" by default. Unlike Unique Commands arsenal, those weapons function more like already existing ones in overclock mode.
Contents
Multi Stunner
The Scorpion infiltrator has a medium range (about most skirmishers reach) multi stunner. Upon activation, it strikes in small arc, providing complete disabling to anything in its path (including friendlies). Combined with Scorpions inherent personal cloak unit gains large tactical usage, as it is capable of both stealthy approaching and disabling large chunks of closely moving armies and high-priority units, or even helping to stage its escape. Further stats are presented at this page.
Napalm Rocket Salvo
The Dante assault strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows Dante to both reach over its intended (and expected by your enemies) range, even allowing it to go past the salvos range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish airforce fleets of your enemies. Further stats are presented at this page.
Disarm Missile
The Reef aircraft carrier has a long range single disarm missile. When used, it disarms any unit or structure in large radius. While Reef is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 metal per piece), and their production consuming 5 metal each second . Further stats are presented at this page.
EMP Missiles
The Paladin support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. This, in combination with Paladins own long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more. Further stats are presented at this page.
Commander's Special
During Commanders upgrade at level 4 you can gain a special weapon. There are several options, some depending on the starting chassis. These include:
Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of Revenant.
Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss-effect.
Disintegrator — available for Guardian and Strike — directed beam of energy with extremly-high alpha damage potential, functions like Ultimatums canon.
Disruptor bomb — available for Strike, Recon and Egineer — launches single bomb with large AOE blast inflicting slow-effect on targets. Think of it as of a larger area Limpet on request.
Hellfire grenade — available for Guardian and Recon — launches single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An Inferno-like deterent.
Multistunner — available for Strike, Recon and Egineer — strikes in small arc, providing complete disabling to anything in its path (including friendlies). Somewhat weaker equivalent of Scorpions special weapon.
S.L.A.M. — available for Guardian — launches tactical missile with high vertical arclike tragectory. Functions as somewhat weaker equavalent of Eos.
Further stats are presented at this page.