Difference between revisions of "Commander"
(→Number of slots per level: Did some testing - it costs from 200 and 8 to 300 and 10 to 400 and 13 to 500 and 15?) |
m (Cosmetic changes, more to be done.) |
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At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. | At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. | ||
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png"> | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png"> | ||
− | + | Your desired play style will determine which of the commanders would suit you best. Their main differences are summarized in the following table: | |
− | Your desired | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! style="text-align:left"|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules |
|- | |- | ||
− | | | + | ! scope="row" style="text-align:left"|Strike |
+ | | High || Fast|| No || Normal || Versatile | ||
|- | |- | ||
− | | | + | ! scope="row" style="text-align:left"|Guardian |
+ | | Excellent || Medium || No || Normal || Powerful | ||
|- | |- | ||
− | | | + | ! scope="row" style="text-align:left"|Recon |
+ | | Low || Fast || Yes || Lower || Light | ||
|- | |- | ||
− | | | + | ! scope="row" style="text-align:left"|Engineer |
+ | | Medium || Slow || No || Improved || Support | ||
|- | |- | ||
− | | | + | ! scope="row" style="text-align:left"|Campaign |
+ | | High || Medium || Module || Normal || All | ||
|} | |} | ||
+ | = Modules and weapons = | ||
− | Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your | + | Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your play style. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules. |
− | Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. | + | Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. |
− | Commanders start | + | Commanders start with a Beam Laser and a radar module attached. |
− | At | + | At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]]. |
− | At | + | At Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your Commander is given a second Beam Laser for free. |
− | Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer | + | Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level. |
Favorite loadouts can be created and saved (up to Commander Level 6) for online play. | Favorite loadouts can be created and saved (up to Commander Level 6) for online play. | ||
− | |||
− | |||
== Number of slots per level == | == Number of slots per level == | ||
− | Commanders start at level 1. The number of modules and weapons increases with | + | Commanders start at level 1. The number of modules and weapons increases with level. |
− | {| | + | {| class="wikitable" style="text-align:center" |
− | ! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! + | + | ! scope="row"|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! + |
|- | |- | ||
− | | Base [[File:Ibeam.png|20px]] cost | + | ! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost |
+ | | - ||75 || 100 || 650 || 200 || colspan="2"|+100 | ||
|- | |- | ||
− | | Base time | + | ! scope="row"|Base time |
+ | | - || 7 || 6 || 32 || 8 || +2 || +3 | ||
|- | |- | ||
− | | Total Weapon slots | + | ! scope="row"|Total Weapon slots |
− | + | | 0 || 1 || 1 || 2 || 2 || colspan="2"|+0 | |
− | |||
|- | |- | ||
+ | ! scope="row"|Total Module slots | ||
+ | | 0 || 1 || 3 || 5 || 8 || colspan="2"|+3 | ||
|} | |} | ||
− | Equipping weapons and modules costs additional | + | Equipping weapons and modules costs additional Metal. Morph time is partly dependent on the Metal cost. |
== Module types == | == Module types == | ||
− | Modules have < | + | Modules have <span style="color:cyan">cyan</span> names in the unlock list, although their icon color depends on their nature. They fall into four categories. |
=== Stackable === | === Stackable === | ||
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png | ||
− | These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are < | + | These modules are able to be stacked up to 8 times each. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are <span style="color:cyan">cyan</span>. |
− | This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP | + | This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the commander a sitting duck. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
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! Strike !! Guardian !! Recon !! Engineer !! Campaign | ! Strike !! Guardian !! Recon !! Engineer !! Campaign | ||
|- | |- | ||
− | ! Advanced | + | ! Advanced Targeting System |
| +7.5% range for all weapons. -1 speed. | | +7.5% range for all weapons. -1 speed. | ||
| 150 | | 150 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! Damage | + | ! Damage Booster |
| +10% damage for all weapons. -1 speed. | | +10% damage for all weapons. -1 speed. | ||
| 150 | | 150 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! High | + | ! High Density Plating |
− | | +1600 HP, -3 speed. Requires Ablative | + | | +1600 HP, -3 speed. Requires Ablative Armor Plates. |
| 400 | | 400 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! Ablative | + | ! Ablative Armor Plates |
| +600 HP | | +600 HP | ||
| 150 | | 150 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! Companion | + | ! Companion Drone |
| +1 [[Firefly|Weak attack drone]] | | +1 [[Firefly|Weak attack drone]] | ||
| 200 | | 200 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! Battle | + | ! Battle Drone |
− | | +1 [[Viper|Drone with slowing laser]], requires Companion | + | | +1 [[Viper|Drone with slowing laser]], requires Companion Drone. |
| 350 | | 350 | ||
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! | + | ! CarRepairer's Nanolathe |
| +4 Buildpower | | +4 Buildpower | ||
| 150 | | 150 | ||
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| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
|- | |- | ||
− | ! Autorepair | + | ! Autorepair System |
| +10 HP/sec, -100 HP | | +10 HP/sec, -100 HP | ||
| 150 | | 150 | ||
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
− | |||
|} | |} | ||
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png | ||
− | Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are < | + | Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are <span style="color:cyan">cyan</span> as well. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
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| 3 | | 3 | ||
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
− | |||
|} | |} | ||
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png | ||
− | These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 commander. They are a space effective way to spend a module slot but you need to have a weapon that they affect. They are < | + | These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 commander. They are a space effective way to spend a module slot but you need to have a weapon that they affect. They are <span style="color:purple">purple</span>. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
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|- | |- | ||
! Disruptor ammo | ! Disruptor ammo | ||
− | | Reduced direct damage by 25%. Add slow damage equal to | + | | Reduced direct damage by 25%. Add slow damage equal to 2× damage. |
| 300 | | 300 | ||
| Shotgun <br> Machine gun <br> Light/Heavy particle beam | | Shotgun <br> Machine gun <br> Light/Heavy particle beam | ||
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| Riot cannon <br> Rocket launcher | | Riot cannon <br> Rocket launcher | ||
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
− | |||
|} | |} | ||
== Weapon types == | == Weapon types == | ||
− | There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in < | + | There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in <span style="color:red">red</span>. |
=== Normal === | === Normal === | ||
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png | ||
− | These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are < | + | These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are <span style="color:red">red</span>. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
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| Default weapon. Constant beam | | Default weapon. Constant beam | ||
|- | |- | ||
− | ! | + | ! Flamethrower |
| 270 || 0.17 || 11 || 66 | | 270 || 0.17 || 11 || 66 | ||
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
− | | Sets units on fire for 15s(15 DPS)<br>Pierces units<br>Does more damage against larger units | + | | Sets units on fire for 15s (15 DPS)<br>Pierces units<br>Does more damage against larger units |
|- | |- | ||
! Heatray | ! Heatray | ||
− | | 300 || 0.1 || 0 | + | | 300 || 0.1 || 0–45 ||0–450 |
| style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | | style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
| Damage falls off linearly with range | | Damage falls off linearly with range | ||
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! Heavy particle beam | ! Heavy particle beam | ||
| 390 || 3.1 || 800 || 258 | | 390 || 3.1 || 800 || 258 | ||
− | | style="color: red;" |✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔< | + | | style="color: red;" |✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔<span style="color:white">†</span> |
| Takes the level 4 special weapon slot<br>Replaces all other weapons | | Takes the level 4 special weapon slot<br>Replaces all other weapons | ||
|- | |- | ||
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|- | |- | ||
! Lightning Rifle | ! Lightning Rifle | ||
− | | 300 || 1.83 || 220+< | + | | 300 || 1.83 || 220+<span style="color:cyan">550</span> || 120+<span style="color:cyan">300</span> |
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
| [[Weapon_classes#EMP|EMP]] duration: 1s | | [[Weapon_classes#EMP|EMP]] duration: 1s | ||
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! Shock Rifle | ! Shock Rifle | ||
| 600 || 12 || 1512 || 125 | | 600 || 12 || 1512 || 125 | ||
− | | style="color: red;" |✘ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔< | + | | style="color: red;" |✘ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔<span style="color:white">†</span> |
| Takes the level 4 special weapon slot<br>Replaces all other weapons | | Takes the level 4 special weapon slot<br>Replaces all other weapons | ||
|- | |- | ||
! Shotgun | ! Shotgun | ||
− | | 290 || 2 || | + | | 290 || 2 || 32×12 (384) || 192 |
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
| | | | ||
− | |||
|} | |} | ||
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png | ||
− | Special weapons have a long reload time and must be manually aimed with the 'D' key. Most of them are only affected by stackable modules. They are < | + | Special weapons have a long reload time and must be manually aimed with the 'D' key. Most of them are only affected by stackable modules. They are <span style="color:orange">orange</span> and can only be put on the level 4 weapon slot. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
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|- | |- | ||
! Cluster bomb | ! Cluster bomb | ||
− | | 360 || 30 || | + | | 360 || 30 || 300×8 (2400)|| 80 |
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ | ||
| Bomblets spread (like a shotgun) | | Bomblets spread (like a shotgun) | ||
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|- | |- | ||
! Disruptor bomb | ! Disruptor bomb | ||
− | | 450 ||25 ||350+< | + | | 450 ||25 ||350+<span style="color:purple">2100</span> || 14+<span style="color:purple">84</span> |
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512) | | [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512) | ||
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| 450 || 25||200 || 8 | | 450 || 25||200 || 8 | ||
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ | ||
− | | Sets an area on < | + | | Sets an area on <span style="color:orange">fire</span> (45s, 40dps + 3s <span style="color:orange">burning</span>) |
|- | |- | ||
! Multistunner | ! Multistunner | ||
− | | 360 || 25||< | + | | 360 || 25||<span style="color:cyan">550</span>/<span style="color:cyan">800</span> × 16 (<span style="color:cyan">8800</span>/<span style="color:cyan">12800</span>) ||<span style="color:cyan">352</span>/<span style="color:cyan">512</span> |
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
− | | Affected by flux amplifier. Max < | + | | Affected by flux amplifier. Max <span style="color:cyan">[[Weapon_classes#EMP|EMP]]</span> time: 8s [upgraded: 10s] |
|- | |- | ||
! SLAM | ! SLAM | ||
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| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ | ||
| Tactical Missile with high vertical arc | | Tactical Missile with high vertical arc | ||
− | |||
|} | |} | ||
− | Key: < | + | Key: <span style="color:cyan">EMP Damage</span>, <span style="color:purple">Slow Damage</span> |
= Commander Chassis = | = Commander Chassis = | ||
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|- | |- | ||
| '''Build Range''' || 144 || || '''Build Range (Engineer)''' || 220+ | | '''Build Range''' || 144 || || '''Build Range (Engineer)''' || 220+ | ||
− | |||
|} | |} | ||
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== Chassis list == | == Chassis list == | ||
− | + | '''Attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot. | |
=== Strike Commander === | === Strike Commander === | ||
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|- | |- | ||
|HP: 4200 || HP: 4200 || HP: 4600<br />Bonus regen: 5|| HP: 5200<br />Bonus regen: 11|| HP: 5800<br />Bonus regen: 20||HP: 6400<br />Bonus regen: 30 | |HP: 4200 || HP: 4200 || HP: 4600<br />Bonus regen: 5|| HP: 5200<br />Bonus regen: 11|| HP: 5800<br />Bonus regen: 20||HP: 6400<br />Bonus regen: 30 | ||
− | |||
|} | |} | ||
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* Gains more HP from increased levels than other chassis do | * Gains more HP from increased levels than other chassis do | ||
* Able to use most non-exotic weapons | * Able to use most non-exotic weapons | ||
− | * Gains free companion and | + | * Gains free companion and Battle Drones with levels |
{| | {| | ||
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|- | |- | ||
|HP: 4400<br />Light Drones: 1||HP: 4400<br />Light Drones: 1||HP: 5000<br />Light Drones: 2||HP: 5700<br />Light Drones: 2||HP: 6600<br />Light Drones: 2<br />Heavy Drones: 1||HP: 7600<br />Light Drones: 3<br />Heavy Drones: 1 | |HP: 4400<br />Light Drones: 1||HP: 4400<br />Light Drones: 1||HP: 5000<br />Light Drones: 2||HP: 5700<br />Light Drones: 2||HP: 6600<br />Light Drones: 2<br />Heavy Drones: 1||HP: 7600<br />Light Drones: 3<br />Heavy Drones: 1 | ||
− | |||
|} | |} | ||
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|- | |- | ||
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000 | |HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000 | ||
− | |||
|} | |} | ||
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|- | |- | ||
|HP: 3800<br />Buildpower: 12||HP: 3800<br />Buildpower: 14||HP: 4000<br />Buildpower: 16||HP: 4300<br />Buildpower: 18||HP: 4600<br />Buildpower: 21||HP: 5000<br />Buildpower: 24 | |HP: 3800<br />Buildpower: 12||HP: 3800<br />Buildpower: 14||HP: 4000<br />Buildpower: 16||HP: 4300<br />Buildpower: 18||HP: 4600<br />Buildpower: 21||HP: 5000<br />Buildpower: 24 | ||
− | |||
|} | |} | ||
=== Campaign Commander === | === Campaign Commander === | ||
− | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png |
+ | |||
The campaign commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis" in the "Start" tab. | The campaign commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis" in the "Start" tab. | ||
* All rounder | * All rounder | ||
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{| | {| | ||
− | ! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 | + | ! !!Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 |
− | |||
− | |||
|- | |- | ||
+ | ! scope="row"|HP | ||
+ | | 4200 || 4200 || 4600|| 5200|| 5800|| 6400 | ||
|} | |} | ||
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* Absolute modifiers | * Absolute modifiers | ||
− | Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 | + | Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 rather than by 1.1{{pow|5}} = 1.61051. |
− | Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon | + | Percentage modifiers from weapon boosters and converters <em>are</em> cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus. |
{{Navbox manual}} | {{Navbox manual}} |
Revision as of 12:45, 25 September 2021
At the start of a match, you are given the option to select a Commander Chassis.
Your desired play style will determine which of the commanders would suit you best. Their main differences are summarized in the following table:
Commander | HP | Speed | Can Jump | Build Power | Modules |
---|---|---|---|---|---|
Strike | High | Fast | No | Normal | Versatile |
Guardian | Excellent | Medium | No | Normal | Powerful |
Recon | Low | Fast | Yes | Lower | Light |
Engineer | Medium | Slow | No | Improved | Support |
Campaign | High | Medium | Module | Normal | All |
Modules and weapons
Your commander can be configured with a variety of Modules to better suit your play style. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules.
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.
Commanders start with a Beam Laser and a radar module attached.
At Level 2, it is possible to replace your starting Weapon.
At Level 4, a second weapon (or a Special Weapon) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your Commander is given a second Beam Laser for free.
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level.
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
Number of slots per level
Commanders start at level 1. The number of modules and weapons increases with level.
Commander level | 1 | 2 | 3 | 4 | 5 | 6 | + |
---|---|---|---|---|---|---|---|
Base cost | - | 75 | 100 | 650 | 200 | +100 | |
Base time | - | 7 | 6 | 32 | 8 | +2 | +3 |
Total Weapon slots | 0 | 1 | 1 | 2 | 2 | +0 | |
Total Module slots | 0 | 1 | 3 | 5 | 8 | +3 |
Equipping weapons and modules costs additional Metal. Morph time is partly dependent on the Metal cost.
Module types
Modules have cyan names in the unlock list, although their icon color depends on their nature. They fall into four categories.
Stackable
These modules are able to be stacked up to 8 times each. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are cyan. This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the commander a sitting duck.
Name | Description | Cost | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|
Advanced Targeting System | +7.5% range for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Damage Booster | +10% damage for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High Density Plating | +1600 HP, -3 speed. Requires Ablative Armor Plates. | 400 | ✔ | ✔ | ✔ | ✔ | ✔ |
Ablative Armor Plates | +600 HP | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Companion Drone | +1 Weak attack drone | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Battle Drone | +1 Drone with slowing laser, requires Companion Drone. | 350 | ✘ | ✔ | ✘ | ✔ | ✔ |
CarRepairer's Nanolathe | +4 Buildpower | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High power servos | +3 speed | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Autorepair System | +10 HP/sec, -100 HP | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Support
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are cyan as well.
Name | Description | Cost | Req. level | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Area shield conversion | Upgrades Personal shield. Larger shield (same as Aspis) Prevents commander from cloaking |
250 | 3 | ✘ | ✔ | ✘ | ✔ | ✔ |
Cloaking field | Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to Iris 15 E/s upkeep |
600 | 3 | ✔ | ✘ | ✘ | ✔ | ✔ |
Field radar | Basic radar with 1800 elmo range | 75 | 1 (Free) | ✔ | ✔ | ✔ | ✔ | ✔ |
Lazarus device | Commander can resurrect wrecks same as Athena | 400 | 2 | ✘ | ✘ | ✘ | ✔ | ✔ |
Personal cloak | Cloaks the commander Does not work with shields and slows down commander by -8 speed |
400 | 2 | ✔ | ✔ | ✔ | ✔ | ✔ |
Personal shield | Small shield with 1250 HP, no upkeep Prevents commander from cloaking |
300 | 2 | ✔ | ✔ | ✔ | ✔ | ✔ |
Radar jammer | 500 elmo range | 200 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Jumpjets | 400 elmo range, 20 sec cooldown | 400 | 3 | ✘ | ✘ | ✔ | ✘ | ✔ |
The jumpjets are given for free at level 1 to the recon commander.
Note that while the field radar is free for all commanders in multiplayer and skirmishes, it does take up a module slot in the campaign.
Weapon Boosters
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 commander. They are a space effective way to spend a module slot but you need to have a weapon that they affect. They are purple.
Name | Description | Cost | Weapon | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Disruptor ammo | Reduced direct damage by 25%. Add slow damage equal to 2× damage. | 300 | Shotgun Machine gun Light/Heavy particle beam |
✔ | ✘ | ✔ | ✔ | ✔ |
Flux amplifier | Improves stun duration by 2 seconds and EMP damage by 25%. | 300 | Lightning rifle Multi stunner |
✔ | ✘ | ✔ | ✔ | ✔ |
Napalm warhead | Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%. | 350 | Riot cannon Rocket launcher |
✘ | ✔ | ✘ | ✘ | ✔ |
Weapon types
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in red.
Normal
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are red.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Beam Laser | 330 | 150 | ✔ | ✔ | ✔ | ✔ | ✔ | Default weapon. Constant beam | ||
Flamethrower | 270 | 0.17 | 11 | 66 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets units on fire for 15s (15 DPS) Pierces units Does more damage against larger units |
Heatray | 300 | 0.1 | 0–45 | 0–450 | ✘ | ✔ | ✘ | ✘ | ✔ | Damage falls off linearly with range |
Heavy particle beam | 390 | 3.1 | 800 | 258 | ✘ | ✘ | ✘ | ✔ | ✔† | Takes the level 4 special weapon slot Replaces all other weapons |
Light particle beam | 300 | 0.33 | 70 | 210 | ✔ | ✘ | ✔ | ✔ | ✔ | |
Lightning Rifle | 300 | 1.83 | 220+550 | 120+300 | ✔ | ✘ | ✔ | ✔ | ✔ | EMP duration: 1s |
Machine Gun | 285 | 0.17 | 30 | 180 | ✔ | ✔ | ✔ | ✘ | ✔ | |
Missile launcher | 415 | 1 | 80 | 80 | ✔ | ✘ | ✘ | ✔ | ✔ | Homing |
Riot cannon | 300 | 1.63 | 220 | 135 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE |
Rocket launcher | 430 | 3 | 360 | 120 | ✘ | ✔ | ✘ | ✘ | ✔ | Not Homing |
Shock Rifle | 600 | 12 | 1512 | 125 | ✘ | ✘ | ✘ | ✔ | ✔† | Takes the level 4 special weapon slot Replaces all other weapons |
Shotgun | 290 | 2 | 32×12 (384) | 192 | ✔ | ✘ | ✔ | ✔ | ✔ |
†Not available in the campaign.
Special
Special weapons have a long reload time and must be manually aimed with the 'D' key. Most of them are only affected by stackable modules. They are orange and can only be put on the level 4 weapon slot.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Special Notes |
---|---|---|---|---|---|---|---|---|---|---|
Cluster bomb | 360 | 30 | 300×8 (2400) | 80 | ✘ | ✔ | ✔ | ✘ | ✔ | Bomblets spread (like a shotgun) |
Concussion shell | 450 | 25 | 750 | 30 | ✘ | ✘ | ✔ | ✘ | ✔ | Has Impulse (Tosses some units) |
Disintegrator | 200 | 30 | 2000 | 46.67 | ✔ | ✔ | ✘ | ✘ | ✔ | Directed burst of energy Damage varies on unit size |
Disruptor bomb | 450 | 25 | 350+2100 | 14+84 | ✔ | ✘ | ✔ | ✔ | ✔ | Slow Effect, Has large AOE (512) |
Hellfire grenade | 450 | 25 | 200 | 8 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets an area on fire (45s, 40dps + 3s burning) |
Multistunner | 360 | 25 | 550/800 × 16 (8800/12800) | 352/512 | ✔ | ✘ | ✔ | ✔ | ✔ | Affected by flux amplifier. Max EMP time: 8s [upgraded: 10s] |
SLAM | 700 | 30 | 1512 | 50.4 | ✘ | ✔ | ✘ | ✘ | ✔ | Tactical Missile with high vertical arc |
Key: EMP Damage, Slow Damage
Commander Chassis
There are 4 types of commander chassis to choose for a battle.
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders. These custom commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.
Common attributes
Metal Production | 5 / s | Energy Production | 8 / s | |
Beam Range | 330 | HP Regen | 5 / s | |
Sight Distance | 500 | Sonar Distance | 500 | |
Build Power | 10 | Build Power (Engineer) | 12+ | |
Build Range | 144 | Build Range (Engineer) | 220+ |
Metal and energy production come from a unique Vanguard economy module. Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.
Chassis list
Attributes on level 1 and level 2 are equal. Morphing to level 2 provides no bonus other than the weapon and module slot.
Strike Commander
- All rounder
- Good health and highest speed (43.5)
- Can use the most weapon types
- Combat regen bonus on top of the base 5 HP/second
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 4200 | HP: 4200 | HP: 4600 Bonus regen: 5 |
HP: 5200 Bonus regen: 11 |
HP: 5800 Bonus regen: 20 |
HP: 6400 Bonus regen: 30 |
Guardian Commander
- Best HP
- Medium speed (40)
- Gains more HP from increased levels than other chassis do
- Able to use most non-exotic weapons
- Gains free companion and Battle Drones with levels
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 4400 Light Drones: 1 |
HP: 4400 Light Drones: 1 |
HP: 5000 Light Drones: 2 |
HP: 5700 Light Drones: 2 |
HP: 6600 Light Drones: 2 Heavy Drones: 1 |
HP: 7600 Light Drones: 3 Heavy Drones: 1 |
Recon Commander
- Lowest HP
- Highest Speed (43.5)
- Can Jump
- Uses light weapons
- Has lowest buildpower (8 instead of 10)
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 3250 | HP: 3250 | HP: 3400 | HP: 3600 | HP: 3800 | HP: 4000 |
Engineer Commander
- Lowest speed (39)
- Low HP
- Gains buildpower and small amount of build range with levels
- Increased build range (220 + 12/level, up to 280, compared to 144 for others)
- Fewer direct damage weapons
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 3800 Buildpower: 12 |
HP: 3800 Buildpower: 14 |
HP: 4000 Buildpower: 16 |
HP: 4300 Buildpower: 18 |
HP: 4600 Buildpower: 21 |
HP: 5000 Buildpower: 24 |
Campaign Commander
The campaign commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis" in the "Start" tab.
- All rounder
- Good health and Medium speed (40)
- Can use any weapon and module
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | |
---|---|---|---|---|---|---|
HP | 4200 | 4200 | 4600 | 5200 | 5800 | 6400 |
Exact effects of attribute modifiers
Attribute modifiers are applied in this order:
- Commander Chassis absolute statistics
- Percentage modifiers both from modules and chassis
- Absolute modifiers
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 rather than by 1.1^5 = 1.61051.
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus.