Difference between revisions of "User:Aquanim/DraftCommanders"
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m (→Weapons) |
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|- | |- | ||
! Electron Jet | ! Electron Jet | ||
− | | 270 || 0.17 || 11 || 66 | + | | 270 || 0.17 || 11+<font color="cyan">16</font> || 66+<font color="cyan">96</font> |
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ | | 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 | ! Scatter Beam | ||
− | | | + | | 290 || 1.5 || 32x9 (288) || 192 |
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
− | | | + | | |
|- | |- | ||
! Light particle beam | ! Light particle beam | ||
Line 202: | Line 202: | ||
|- | |- | ||
! style="color: #4f4;" | Heavy particle beam | ! style="color: #4f4;" | Heavy particle beam | ||
− | | 390 || | + | | 390 || 2.5 || 800 || 320 |
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ | ||
| | | | ||
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|- | |- | ||
! style="color: #4f4;" | Heatray | ! style="color: #4f4;" | Heatray | ||
− | | | + | | 320 || 0.1 || 0 - 60 ||0 - 600 |
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | | style="color: red;" | ✘ || 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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! Machine Gun | ! Machine Gun | ||
| 285 || 0.17 || 30 || 180 | | 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;" | ✔ | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ | ||
| | | | ||
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! Pea Shooter | ! Pea Shooter | ||
| 300 || 0.1 || 12 || 120 | | 300 || 0.1 || 12 || 120 | ||
− | | style="color: | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ |
|Default weapon | |Default weapon | ||
|} | |} |
Revision as of 17:54, 26 June 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
- High Power Servos (max 6): Increases move speed
- CarRepairer's Nanolathe (max 6): Increases build power
- Damage Booster (max 6): Increases damage
- Companion Drone (max 6): Adds drone
- Field Radar Module (max 1): Adds radar
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 | Lightning Gun Beam Laser Electron Jet Scatter Beam |
Multistunner Disintegrator Gun Terrabomb |
Flux Amplifier Mobius System P-V Plating Personal Shield Personal Cloak |
Run Your Boi System Reboot (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 ELINT Handler |
Disruptor Drones Pocket Genie (Personal Shield) |
Guardian | Rocket Launcher Riot Cannon Shotgun Missile Launcher |
Cluster Bomb S.L.A.M. Hellfire Grenade |
Napalm Warheads Vanguard Deployment High-Density Plating Advanced Targeting System |
Assault Drones Anchoring System (Personal Shield) |
Recon | Flamethrower Heavy Machine Gun Shotgun Railgun |
Heat Ray (from Flamethrower) Concussion Shell Hellfire Grenade |
Dispersion Device Personal Cloak Jump Booster Sensor Suite |
Augmented Hydraulics ??? (Vanguard Deployment) |
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.
- Railgun has similar characteristics to LPB: longer range but less damage than other hitscan-esque weapons
- 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: Short range increase + EMP increase. Scatter beam: Short range increase + tighter spread
- Feedback Loop - Increase HP regen. Nanolathes increase HP regen more.
- P-V Plating - Increased movespeed and turn speed. Ablatives give Energy income.
- Personal Shield - Incompatible with Personal Cloak
- Personal Cloak - Incompatible with Personal Shield
- Run Your Boi - Small HP increase; Commander runs faster (proportional to Servos) when damaged.
- System Reboot - Remove status effects. Details TBD.
Engineer
- Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
- Lazarus Device
- Dual-Phase Lathe - small BP increase, Nanolathes increase build radius
- ELINT Handler - cheap area jammer, large increase to radar module
- Disruptor Drones - add a Viper; every drone module (besides the first?) gives a Viper as well
- Pocket Genie - Djinn sidearm
Guardian
- Napalm Warheads
- Vanguard Deployment - Deploy resource generator, small HP regen increase
- High-Density Plating - small HP increase, Ablatives give additional HP
- Advanced Targeting - small range increase, increased range for each damage booster
- Assault Drones - add some other drone; every drone module (besides the first?) gives some other drone as well
- Anchoring Module - Reduced damage when stationary
Recon
- Dispersion Device - Increased AoE on all weapons
- Personal Cloak
- Jump Booster - Decreased jump cooldown, damage on landing scales with Damage Booster
- Sensor Array - Increased vision radius, large radar increase if present
- Augmented Hydraulics - Small speed increase; Servos increase weapons range (Shotgun gets a lower range boost but lower spread)
- ???
Speculative Quantification
Commander Stats
Note that HP/lvl only takes effect at level 3 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 + 500/lvl HP, 10 HP/s combat repair
- Engineer: 3000 + 500/lvl HP, 180 build range
- Guardian: 3400 + 800/lvl HP
- Recon: 2750 + 500/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
- High Power Servos (max 6): +4 elmo/s
- CarRepairer's Nanolathe (max 6): +5 BP
- Damage Booster (max 6): +10% weapon damage
- Companion Drone (max 6): Adds drone (???)
- Field Radar Module (max 1): Adds radar, 1800 radius
Weapons
All weapons cost 0.
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+16 | 66+96 | ✔ | ✘ | ✘ | ✘ | 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 |
Subsystems
All subsystems cost 0 unless otherwise indicated.
Strike Subsystems
Name | Type | Description |
---|---|---|
Flux Amplifier | Minor | Default: +25% weapon range. LR, EJ, MS: +15% weapon range, +25% EMP damage, +1s EMP time. SB: 15% weapon range, decreased spread |
Mobius System | Minor | Increase regen by 10 HP/s, +5 per Nanolathe. |
P-V Plating | Minor | Increase movespeed by 4 elmo/s, +4 energy/s per Ablative. |
Personal Shield | Minor | 1250 HP shield. Incompatible with Personal Cloak. |
Personal Cloak | Minor | Cloaks the commander. Incompatible with Personal Shield. |
Run Your Boi | Major | +500 HP, +3 elmo/s per Servos. |
System Reboot | Major | Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown. |
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 | +40 build range, +20 per Nanolathe. |
ELINT Handler | Minor | 500 range jammer. +1000 to Radar module radius. |
Disruptor Drones | Major | +1 slowdrone, +1 for each drone module. |
Pocket Genie | Major | Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown. |
Personal Shield | Major | 1250 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 | +400 HP, +400 per Ablative. |
Advanced Targeting | Minor | +10% weapon range, +5% per Damage Booster. |
Assault Drones | Major | +1 heavy drone, +1 for each drone module. |
Anchoring Module | Major | Reduces damage by 50% when stationary. |
Personal Shield | Major | 1250 HP shield. |
Recon Subsystems
Name | Type | Description |
---|---|---|
Dispersion Device | Minor | Default: Increased weapon AoE by 64. Manual weapons: ??? |
Personal Cloak | Minor | Cloaks the commander. |
Jump Booster | Minor | Jump cooldown decreased to 12s. 200 damage on landing for each Damage Booster. |
Sensor Array | Minor | Vision and sonar radius increased to 800. +1000 to Radar module radius. |
Augmented Hydraulics | Major | +8 elmo/s movespeed. +5% weapon range per Servo (decreases Shotgun spread). |
??? | Major | ... |
Vanguard Deployment | Major | Deploys Vanguard economy module. |