Difference between revisions of "User:Aquanim/DraftCommanders"
(100 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | + | = Level Structure = | |
Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level. | Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level. | ||
Line 35: | Line 35: | ||
|} | |} | ||
− | + | == Modules == | |
In each Module slot the commander adds one of the following modules, up to the stated maximum: | In each Module slot the commander adds one of the following modules, up to the stated maximum: | ||
* '''Ablative Armor Plates''' (max 6): Increases HP | * '''Ablative Armor Plates''' (max 6): Increases HP | ||
− | |||
− | |||
* '''Damage Booster''' (max 6): Increases damage | * '''Damage Booster''' (max 6): Increases damage | ||
− | * ''' | + | * '''High Power Servos''' (max 3): Increases move speed |
+ | * '''CarRepairer's Nanolathe''' (max 3): Increases build power | ||
+ | * '''Autorepair Module''' (max 3): Increases auto-repair | ||
* '''Field Radar Module''' (max 1): Adds radar | * '''Field Radar Module''' (max 1): Adds radar | ||
− | + | Each commander chassis specialises in a particular module: | |
+ | * '''Strike''': Autorepair max 3 > 6 | ||
+ | * '''Engineer''': CarRepairer's Nanolathe max 3 > 6 | ||
+ | * '''Guardian''': Advanced Targeting max 0 > 3 | ||
+ | * '''Recon''': High Power Servos max 3 > 6 | ||
+ | |||
+ | == Weapons == | ||
At Level 2: | At Level 2: | ||
Line 54: | Line 60: | ||
* Support and Recon commanders choose between replacing their first weapon (if applicable) with an <span style="color: #4f4">Upgraded</span> weapon, or a <span style="color: #fa4">Secondary</span> weapon. | * Support and Recon commanders choose between replacing their first weapon (if applicable) with an <span style="color: #4f4">Upgraded</span> weapon, or a <span style="color: #fa4">Secondary</span> weapon. | ||
− | + | == Subsystems == | |
Each chassis has a selection of Minor and Major <span style="color: #a2a">Subsystems</span>, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5. | Each chassis has a selection of Minor and Major <span style="color: #a2a">Subsystems</span>, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5. | ||
Line 60: | Line 66: | ||
(Limit one Major subsystem overall? Not sure if necessary.) | (Limit one Major subsystem overall? Not sure if necessary.) | ||
− | + | = Chassis Description = | |
{|class="wikitable" | {|class="wikitable" | ||
Line 70: | Line 76: | ||
|- | |- | ||
|'''Strike''' | |'''Strike''' | ||
− | | Lightning Gun<br /> | + | | '''Beam Laser'''<br />Lightning Gun<br />Electron Jet<br />Scatter Beam |
− | | Multistunner<br /> | + | | Multistunner<br />Sunburst Cannon (?)<br />Terrabomb |
− | | Flux Amplifier<br /> | + | | Flux Amplifier<br />Mobius System<br />Personal Shield<br />Personal Cloak |
− | | | + | | Valhallan Reactor<br />System Reboot<br />Energy Cell<br />(Lazarus Device) |
|- | |- | ||
|'''Engineer''' | |'''Engineer''' | ||
− | | Light Particle Beam<br />Beam Laser<br />Scatter Beam | + | | '''Light Particle Beam'''<br />Beam Laser<br />Scatter Beam<br />Missile Launcher |
| <span style="color: #4f4">Heavy Particle Beam</span> (from LPB)<br />Disruptor Bomb<br />Terrabomb | | <span style="color: #4f4">Heavy Particle Beam</span> (from LPB)<br />Disruptor Bomb<br />Terrabomb | ||
− | | Disruptor Ammo<br />Lazarus Device<br />Dual-Phase Lathe<br /> | + | | Disruptor Ammo<br />Lazarus Device<br />Dual-Phase Lathe<br />??? |
− | | Disruptor Drones<br />Pocket Genie | + | | Disruptor Drones<br />Pocket Genie<br />Area Cloaker<br />(Personal Shield) |
|- | |- | ||
|'''Guardian''' | |'''Guardian''' | ||
− | | Rocket Launcher<br />Riot Cannon<br /> | + | | '''Heavy Machine Gun'''<br />Rocket Launcher<br />Riot Cannon<br />Missile Launcher |
| Cluster Bomb<br />S.L.A.M.<br />Hellfire Grenade | | Cluster Bomb<br />S.L.A.M.<br />Hellfire Grenade | ||
− | | Napalm Warheads<br />Vanguard Deployment<br />High-Density Plating<br /> | + | | Napalm Warheads<br />Vanguard Deployment<br />High-Density Plating<br />Hybrid CPU |
− | | Assault Drones<br />Anchoring System | + | | Assault Drones<br />Anchoring System<br />Area Shield<br />(Sensor Suite) |
|- | |- | ||
|'''Recon''' | |'''Recon''' | ||
− | | | + | | '''Light Particle Beam'''<br />Heavy Machine Gun<br />Shotgun<br />Flamethrower |
| <span style="color: #4f4">Heat Ray</span> (from Flamethrower)<br />Concussion Shell<br />Hellfire Grenade | | <span style="color: #4f4">Heat Ray</span> (from Flamethrower)<br />Concussion Shell<br />Hellfire Grenade | ||
− | | | + | | ???<br />Personal Cloak<br />Jump Booster<br />Sensor Suite |
− | | Augmented Hydraulics<br /> | + | | Augmented Hydraulics<br />Lathe Overclocker<br />Impact Distributor<br />(Vanguard Deployment) |
|} | |} | ||
− | + | Bolded primary weapons are default for their respective chassis. | |
+ | |||
+ | == Weapons Listing == | ||
Weapons not listed are not fundamentally changed. | Weapons not listed are not fundamentally changed. | ||
* '''Heat Ray''' should be ''really'' strong. | * '''Heat Ray''' should be ''really'' strong. | ||
* '''Terrabomb''' does some terraform thing like a Quake. | * '''Terrabomb''' does some terraform thing like a Quake. | ||
− | * Change | + | * '''Electron Jet''' is similar to Flamethower, but EMP damage instead of fire. |
+ | * '''Scatter Beam''' is a beam shotgun as in Trisula. | ||
+ | * Change Engineer Beam Laser to a Buoy-like weapon? | ||
− | + | == Subsystems Listing == | |
'''Strike''' | '''Strike''' | ||
− | * Flux Amplifier - Beam laser, Disintegrator, Terrabomb: Range increase. Lightning Rifle, Multistunner: | + | * Flux Amplifier - Beam laser, Disintegrator, Terrabomb, Electron Jet: Range increase. Lightning Rifle, Multistunner: EMP increase. Scatter beam: Tighter spread |
− | * | + | * Mobius System - Increased HP regen |
− | + | * Personal Shield - Incompatible with Personal Cloak | |
− | * Personal Shield - | + | * Personal Cloak - Incompatible with Personal Shield |
− | * | + | * Valhallan Reactor - Explode violently on death. |
* System Reboot - Remove status effects. Details TBD. | * System Reboot - Remove status effects. Details TBD. | ||
+ | * Energy Cell | ||
'''Engineer''' | '''Engineer''' | ||
* Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb | * Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb | ||
* Lazarus Device | * Lazarus Device | ||
− | * Dual-Phase Lathe - | + | * Dual-Phase Lathe - Increased build power and build radius |
− | * | + | * ??? |
− | * Disruptor Drones - | + | * Disruptor Drones - Gain four Viper drones |
* Pocket Genie - Djinn sidearm | * Pocket Genie - Djinn sidearm | ||
+ | * Area Cloaker - | ||
'''Guardian''' | '''Guardian''' | ||
* Napalm Warheads | * Napalm Warheads | ||
− | * Vanguard Deployment - Deploy resource generator | + | * Vanguard Deployment - Deploy resource generator |
− | * High-Density Plating - | + | * High-Density Plating - +HP |
− | * | + | * Hybrid CPU - Decreased reload time |
− | * Assault Drones - | + | * Assault Drones - Gain four Heavy drones |
− | * Anchoring | + | * Anchoring System - Reduced damage when stationary |
+ | * Area Shield - | ||
'''Recon''' | '''Recon''' | ||
+ | * ??? | ||
* Personal Cloak | * Personal Cloak | ||
− | + | * Jump Booster - Decreased jump cooldown. | |
− | * Jump Booster - Decreased jump cooldown | + | * Sensor Array - Increased vision radius, increases Field Radar radius |
− | * Sensor Array - Increased vision radius, | + | * Augmented Hydraulics - Large speed increase |
− | * Augmented Hydraulics - | + | * Lathe Overclocker - Temporary build power boost. |
− | + | * Impact Distributor - Increase jump range. Inflict damage on landing. | |
+ | |||
+ | = Speculative Quantification = | ||
+ | |||
+ | ==Commander Stats == | ||
+ | |||
+ | Note that HP/lvl takes effect at level 2 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 + 400/lvl HP, 10 HP/s combat repair | ||
+ | * '''Engineer:''' 3000 + 400/lvl HP, 180 build range | ||
+ | * '''Guardian:''' 3400 + 700/lvl HP | ||
+ | * '''Recon:''' 2750 + 400/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 3/6): +4 elmo/s | ||
+ | * '''CarRepairer's Nanolathe''' (max 3/6): +5 BP | ||
+ | * '''Autorepair Module''' (max 3/6): +10 HP/s | ||
+ | * '''Advanced Targeting''' (max 0/3): +10% weapon range | ||
+ | * '''Field Radar Module''' (max 1): Adds radar, 1800 radius | ||
+ | |||
+ | == Weapons == | ||
+ | |||
+ | All weapons cost 0 unless otherwise indicated. | ||
+ | |||
+ | === Primary and Upgraded Weapons === | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Name | ||
+ | ! Range | ||
+ | ! Reload time | ||
+ | ! Damage | ||
+ | ! DPS | ||
+ | ! Strike !! Engineer !! Guardian !! Recon | ||
+ | ! scope="col" class="unsortable" | Notes | ||
+ | |- | ||
+ | ! Lightning Rifle | ||
+ | | 300 || 1.83 || 220+<font color="cyan">550</font> || 120+<font color="cyan">300</font> | ||
+ | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | EMP duration: 1s | ||
+ | |- | ||
+ | ! Beam Laser | ||
+ | | 330 || || || 150 | ||
+ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | Constant beam | ||
+ | |- | ||
+ | ! Electron Jet | ||
+ | | 270 || 0.17 || 11+<font color="cyan">11</font> || 66+<font color="cyan">66</font> | ||
+ | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | EMP duration: 1s<br>Pierces units<br>Does more damage against larger units | ||
+ | |- | ||
+ | ! Scatter Beam | ||
+ | | 290 || 1.5 || 32x9 (288) || 192 | ||
+ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | | ||
+ | |- | ||
+ | ! Light particle beam | ||
+ | | 310 || 0.33 || 55 || 165 | ||
+ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | | ||
+ | |- | ||
+ | ! style="color: #4f4;" | Heavy particle beam | ||
+ | | 390 || 2.5 || 800 || 320 | ||
+ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
+ | | | ||
+ | |- | ||
+ | ! Missile launcher | ||
+ | | 415 || 1 || 80 || 80 | ||
+ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ | ||
+ | | Homing | ||
+ | |- | ||
+ | ! Rocket launcher | ||
+ | | 430 || 3 || 360 || 120 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ | ||
+ | |Not homing | ||
+ | |- | ||
+ | ! Riot cannon | ||
+ | | 275 || 2 || 220 || 110 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ | ||
+ | | AoE | ||
+ | |- | ||
+ | ! Shotgun | ||
+ | | 290 || 2 || 32x12 (384) || 192 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
+ | | | ||
+ | |- | ||
+ | ! Flame thrower | ||
+ | | 270 || 0.17 || 11 || 66 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
+ | | Sets units on fire for 15s(15 DPS)<br>Pierces units<br>Does more damage against larger units | ||
+ | |- | ||
+ | ! style="color: #4f4;" | Heatray | ||
+ | | 320 || 0.1 || 0 - 60 ||0 - 600 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
+ | | Damage falls off linearly with range | ||
+ | |- | ||
+ | ! Machine Gun | ||
+ | | 285 || 0.17 || 30 || 180 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
+ | | | ||
+ | |- | ||
+ | ! Railgun | ||
+ | | 330 || 0.5 || 75 || 150 | ||
+ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
+ | | | ||
+ | |- | ||
+ | ! Pea Shooter | ||
+ | | 300 || 0.1 || 12 || 120 | ||
+ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
+ | |Default weapon | ||
+ | |} | ||
+ | |||
+ | === Secondary Weapons === | ||
+ | |||
+ | TBD | ||
+ | |||
+ | == Subsystems == | ||
+ | |||
+ | All subsystems cost 0 unless otherwise indicated. | ||
+ | |||
+ | === Strike Subsystems === | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Name | ||
+ | ! Type | ||
+ | ! scope="col" class="unsortable" | 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 | ||
+ | | +15 HP/s regen. | ||
+ | |- | ||
+ | ! Personal Shield | ||
+ | | Minor | ||
+ | | 1600 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. | ||
+ | |- | ||
+ | ! Energy Cell | ||
+ | | Major | ||
+ | | +30 E/s | ||
+ | |- | ||
+ | ! Lazarus Device | ||
+ | | Major | ||
+ | | Commander can resurrect wrecks. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Engineer Subsystems === | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Name | ||
+ | ! Type | ||
+ | ! scope="col" class="unsortable" | 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, increased build radius. | ||
+ | |- | ||
+ | ! ??? | ||
+ | | Minor | ||
+ | | ??? | ||
+ | |- | ||
+ | ! Disruptor Drones | ||
+ | | Major | ||
+ | | +4 slowdrone | ||
+ | |- | ||
+ | ! Pocket Genie | ||
+ | | Major | ||
+ | | Make like a Djinn | ||
+ | |- | ||
+ | ! Area Cloaker | ||
+ | | Major | ||
+ | | As before | ||
+ | |- | ||
+ | ! Personal Shield | ||
+ | | Major | ||
+ | | 1600 HP shield. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Guardian Subsystems === | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Name | ||
+ | ! Type | ||
+ | ! scope="col" class="unsortable" | 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 reload time. | ||
+ | |- | ||
+ | ! Assault Drones | ||
+ | | Major | ||
+ | | +4 heavy drones (stats TBD). | ||
+ | |- | ||
+ | ! Anchoring Module | ||
+ | | Major | ||
+ | | Reduces damage by 50% when stationary. | ||
+ | |- | ||
+ | ! Area Shield | ||
+ | | Major | ||
+ | | 2400 HP area shield. | ||
+ | |- | ||
+ | ! Sensor Suite | ||
+ | | Major | ||
+ | | Vision and sonar radius increased to 800. +1000 to Radar module radius. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Recon Subsystems === | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Name | ||
+ | ! Type | ||
+ | ! scope="col" class="unsortable" | Description | ||
+ | |- | ||
+ | ! ??? | ||
+ | | Minor | ||
+ | | ??? | ||
+ | |- | ||
+ | ! Personal Cloak | ||
+ | | Minor | ||
+ | | Cloaks the commander. | ||
+ | |- | ||
+ | ! Jump Booster | ||
+ | | Minor | ||
+ | | Jump cooldown decreased to 12s. | ||
+ | |- | ||
+ | ! Sensor Suite | ||
+ | | 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. | ||
+ | |- | ||
+ | |} |
Latest revision as of 05:40, 29 November 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 3): Increases move speed
- CarRepairer's Nanolathe (max 3): Increases build power
- Autorepair Module (max 3): Increases auto-repair
- Field Radar Module (max 1): Adds radar
Each commander chassis specialises in a particular module:
- Strike: Autorepair max 3 > 6
- Engineer: CarRepairer's Nanolathe max 3 > 6
- Guardian: Advanced Targeting max 0 > 3
- Recon: High Power Servos max 3 > 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 | Beam Laser Lightning Gun Electron Jet Scatter Beam |
Multistunner Sunburst Cannon (?) Terrabomb |
Flux Amplifier Mobius System Personal Shield Personal Cloak |
Valhallan Reactor System Reboot Energy Cell (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 | Heavy Machine Gun Rocket Launcher Riot Cannon 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 (Sensor Suite) |
Recon | Light Particle Beam Heavy Machine Gun Shotgun Flamethrower |
Heat Ray (from Flamethrower) Concussion Shell Hellfire Grenade |
??? Personal Cloak Jump Booster Sensor Suite |
Augmented Hydraulics Lathe Overclocker Impact Distributor (Vanguard Deployment) |
Bolded primary weapons are default for their respective chassis.
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.
- 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 - Increased HP regen
- 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.
- Energy Cell
Engineer
- Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
- Lazarus Device
- Dual-Phase Lathe - Increased build power and build radius
- ???
- Disruptor Drones - Gain four Viper drones
- Pocket Genie - Djinn sidearm
- Area Cloaker -
Guardian
- Napalm Warheads
- Vanguard Deployment - Deploy resource generator
- High-Density Plating - +HP
- Hybrid CPU - Decreased reload time
- 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. Inflict damage on landing.
Speculative Quantification
Commander Stats
Note that HP/lvl takes effect at level 2 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 + 400/lvl HP, 10 HP/s combat repair
- Engineer: 3000 + 400/lvl HP, 180 build range
- Guardian: 3400 + 700/lvl HP
- Recon: 2750 + 400/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 3/6): +4 elmo/s
- CarRepairer's Nanolathe (max 3/6): +5 BP
- Autorepair Module (max 3/6): +10 HP/s
- Advanced Targeting (max 0/3): +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 | +15 HP/s regen. |
Personal Shield | Minor | 1600 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. |
Energy Cell | Major | +30 E/s |
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, increased build radius. |
??? | Minor | ??? |
Disruptor Drones | Major | +4 slowdrone |
Pocket Genie | Major | Make like a Djinn |
Area Cloaker | Major | As before |
Personal Shield | Major | 1600 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 reload time. |
Assault Drones | Major | +4 heavy drones (stats TBD). |
Anchoring Module | Major | Reduces damage by 50% when stationary. |
Area Shield | Major | 2400 HP area shield. |
Sensor Suite | Major | Vision and sonar radius increased to 800. +1000 to Radar module radius. |
Recon Subsystems
Name | Type | Description |
---|---|---|
??? | Minor | ??? |
Personal Cloak | Minor | Cloaks the commander. |
Jump Booster | Minor | Jump cooldown decreased to 12s. |
Sensor Suite | 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. |