Difference between revisions of "User:Aquanim/DraftCommandersOmni"

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! <span style="color: #fa4">Shock Rifle</span> (?)
 
! <span style="color: #fa4">Shock Rifle</span> (?)
 
| ★★ || ★★★★★ || || ☆ (consumes two weapon slots) || +damage/+damage
 
| ★★ || ★★★★★ || || ☆ (consumes two weapon slots) || +damage/+damage
 +
|-
 +
! <span style="color: #fa4">Scatter Beam</span> (?)
 +
| ★★★★★ || ★★ || || ☆ (consumes two weapon slots) || +damage/+fire
 
|}
 
|}
  

Revision as of 17:38, 2 April 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

Upgraded Weapon, consuming two weapon slots and replacing a Primary Weapon

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.

Omnicomm draft ui.png

Weapons

Primary and Upgraded Weapons

Name Damage Range AoE Special Weapon Aug
Light Particle Beam ★★ ★★ ★★ (default weapon, upgrades to HPB/SR) None
Beam Laser ★★★ ★★★ +Range
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
Heavy Particle Beam ★★★★ ★★★ ☆ (consumes two weapon slots) +damage/+range
Shock Rifle (?) ★★ ★★★★★ ☆ (consumes two weapon slots) +damage/+damage
Scatter Beam (?) ★★★★★ ★★ ☆ (consumes two weapon slots) +damage/+fire

Secondary Weapons

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

Name Damage Range AoE Utility
Multistunner ★★ ★★ (EMP)
Sunburst Cannon ★★★★
SLAM ★★ ★★★★ ☆ (slow projectile)
Cluster Bomb ★★ ★★
Concussion Shell ★★ ★★★
Hellfire Grenade ★★ ★ (fire)
Terrabomb ★★ ★ (terraform)

Subsystems

Minor Subsystems

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

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 and replaces Personal Shield.
Area Cloaker Requires and replaces Personal Cloaker.
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 -- -- --

Basic Chassis

Recon: Max Servos +1, exclusive access to Jump and Impact Distributor, cannot equip Rocket Launcher

Engineer: Max Nanolathe +1, exclusive access to Disruptor Drones and Lathe Overclock, cannot equip Shotgun

Battle: Max Ablative +1, exclusive access to Advanced Targeting and System Reboot, cannot equip Lightning Gun