Difference between revisions of "Commander"
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− | + | {{TOC right}} | |
− | + | At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. | |
− | + | [[File:commstrike.png|Strike Commander|link=#Strike Commander]] | |
+ | [[File:commassault.png|Guardian Commander|link=#Guardian Commander]] | ||
+ | [[File:commrecon.png|Recon Commander|link=#Recon Commander]] | ||
+ | [[File:commsupport.png|Engineer Commander|link=#Engineer Commander]] | ||
+ | [[File:cremcom.png|Campaign Commander|link=#Campaign Commander]] | ||
− | + | 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 | + | 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. |
− | Each added level gives the | + | 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. | ||
− | = | + | == Experience Points (XP) == |
+ | |||
+ | === Campaign === | ||
+ | * Each mission gives fixed XP for having completed them | ||
+ | * Each bonus objective gives XP | ||
+ | * If you've completed all the bonus objectives then you've got all the XP for a mission | ||
− | == | + | == General scaling 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. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost. |
− | {| | + | {| 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 |
+ | | - ||50 || 100 || 150 || 200 || colspan="2"|+50 | ||
|- | |- | ||
− | | | + | ! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second) |
+ | | - || 5 || 7.5 || 10 || 12.5 || colspan="2"|15 | ||
|- | |- | ||
− | | 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 | ||
|} | |} | ||
− | |||
− | |||
== Module types == | == Module types == | ||
− | Modules have < | + | Modules have <span style="color:cyan">cyan</span> names in the unlock list. Their icon color depends on their nature. |
=== Stackable === | === Stackable === | ||
− | + | {{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}} | |
− | These modules are able to be stacked up to | + | These modules are able to be stacked up to 5 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, | + | |
+ | This type of module is the one that should be used the most, and because of their versatility, they are 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" | ||
− | ! Name | + | ! Name |
! scope="col" class="unsortable" | Description | ! scope="col" class="unsortable" | Description | ||
− | ! Cost | + | ! Cost |
− | ! Strike !! Guardian !! Recon !! Engineer | + | ! Strike !! Guardian !! Recon !! Engineer !! Campaign |
|- | |- | ||
− | ! Advanced | + | ! Advanced Targeting System |
− | | +7.5% range for all weapons. - | + | | +7.5% range for all weapons. -1 speed. |
− | | | + | | 200 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Damage | + | ! Damage Booster |
− | | + | + | | +15% 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" | ✔ |
|- | |- | ||
− | ! High | + | ! High Density Plating |
− | | + | + | | +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander. |
| 400 | | 400 | ||
− | | 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. More effective on Guardian Commander. |
| 150 | | 150 | ||
− | | 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 |
− | | 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 |
− | | style="color: red | + | | style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! | + | ! CarRepairer's Nanolathe |
− | | + | + | | +5 Buildpower. More effective on Engineer Commander. |
− | | | + | | 200 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! High | + | ! High Power Servos |
− | | + | + | | +3 speed, -1s reload for jumpjets |
− | | | + | | 200 |
− | | 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. More effective on Strike Commander. |
| 150 | | 150 | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
− | | | ||
|} | |} | ||
=== Support=== | === Support=== | ||
− | + | {{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}} | |
− | 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" | ||
− | ! Name | + | ! Name |
! scope="col" class="unsortable" | Description | ! scope="col" class="unsortable" | Description | ||
− | ! Cost | + | ! Cost |
! Req. level | ! Req. level | ||
− | ! Strike !! Guardian !! Recon !! Engineer | + | ! Strike !! Guardian !! Recon !! Engineer !! Campaign |
|- | |- | ||
− | ! Area | + | ! Area Shield Conversion |
− | | Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents | + | | Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents Commander from cloaking |
| 250 | | 250 | ||
| 3 | | 3 | ||
− | | style="color: red | + | | style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Cloaking | + | ! Cloaking Field |
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep | | Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep | ||
| 600 | | 600 | ||
| 3 | | 3 | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Field | + | ! Field Radar Module |
− | | Basic radar with 1800 elmo range | + | | Basic radar with 1800 elmo range. |
| 75 | | 75 | ||
| 1 | | 1 | ||
− | | style="color: green | + | | <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || style="color:green" | ✔ |
|- | |- | ||
− | ! Lazarus | + | ! Lazarus Device |
| Commander can resurrect wrecks same as [[Athena]] | | Commander can resurrect wrecks same as [[Athena]] | ||
| 400 | | 400 | ||
− | | | + | | 3 |
− | | style="color: red | + | | style="color:red" | ✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Personal | + | ! Personal Cloak |
− | | Cloaks the | + | | Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.<br> Does not work with shields. Reduces movement speed by 12%. |
| 400 | | 400 | ||
− | | | + | | 3 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Personal | + | ! Personal Shield |
− | | Small shield with 1250 HP, | + | | Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. <br> Prevents Commander from cloaking |
| 300 | | 300 | ||
− | | | + | | 3 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Radar | + | ! Radar Jammer |
| 500 elmo range | | 500 elmo range | ||
| 200 | | 200 | ||
− | | | + | | 3 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
+ | ! Jumpjets | ||
+ | | 400 elmo range, 20 sec cooldown | ||
+ | | 400 | ||
+ | | 1 | ||
+ | | style="color:red" | ✘ || style="color:red" | ✘ || <span style="color:green"> ✔ </span>(free) || style="color:red" | ✘ || style="color:green" | ✔ | ||
|} | |} | ||
=== Weapon Boosters === | === Weapon Boosters === | ||
− | + | {{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}} | |
− | These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level | + | 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:#b7f">purple</span>. |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
− | ! Name | + | ! Name |
! scope="col" class="unsortable" | Description | ! scope="col" class="unsortable" | Description | ||
− | ! Cost | + | ! Cost |
! Weapon | ! Weapon | ||
− | ! Strike !! Guardian !! Recon !! Engineer | + | ! Strike !! Guardian !! Recon !! Engineer !! Campaign |
|- | |- | ||
− | ! Disruptor | + | ! Disruptor Ammo |
− | | Add slow damage | + | | 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 | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Flux | + | ! Flux Amplifier |
− | | Improves stun duration and EMP damage. | + | | Improves stun duration by 2 seconds and [[EMP|<abbr title="electromagnetic pulse">EMP</abbr>]] damage by 25%. |
| 300 | | 300 | ||
| Lightning rifle <br> Multi stunner | | Lightning rifle <br> Multi stunner | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
|- | |- | ||
− | ! Napalm | + | ! Napalm Warhead |
− | | | + | | Reduced direct damage by 25%. Increased <abbr title="area of effect">AoE</abbr> by at least 25%. Explosion sets targets on fire. |
| 350 | | 350 | ||
| Riot cannon <br> Rocket launcher | | Riot cannon <br> Rocket launcher | ||
− | | style="color: red | + | | style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ |
− | | | ||
|} | |} | ||
== Weapon types == | == Weapon types == | ||
− | There are | + | There are two 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 === | ||
− | + | {{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}} | |
− | These are auto- | + | These are auto-targeting 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. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons 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" | ||
− | ! Name | + | ! Name |
− | ! Range | + | ! Range |
− | ! Reload time | + | ! Reload time |
− | ! Damage | + | ! Damage |
− | ! DPS | + | ! DPS |
− | ! Strike !! Guardian !! Recon !! Engineer | + | ! Strike !! Guardian !! Recon !! Engineer !! Campaign |
! scope="col" class="unsortable" | Notes | ! scope="col" class="unsortable" | Notes | ||
|- | |- | ||
!Beam Laser | !Beam Laser | ||
− | | 330 || || || | + | | 330 || || || 144 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
− | | Constant beam | + | | Default weapon. Constant beam |
|- | |- | ||
− | ! | + | ! Flamethrower |
− | | 270 || 0.17 || | + | | 270 || 0.17 || 12.5 || 75 |
− | | style="color: red | + | | 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 <abbr title="damage per second">DPS</abbr>)<br>Pierces units and terrain<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: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 | ||
|- | |- | ||
− | ! Heavy | + | ! Heavy Particle Beam |
| 390 || 3.1 || 800 || 258 | | 390 || 3.1 || 800 || 258 | ||
− | | style="color: red | + | | style="color:red" |✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || <span style="color:green"> ✔</span><sup>*</sup> |
− | | Replaces all other weapons | + | | Takes the level 4 special weapon slot<br>Replaces all other weapons |
|- | |- | ||
− | ! Light | + | ! Light Particle Beam |
− | | | + | | 300 || 0.33 || 64 || 192 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
| | | | ||
|- | |- | ||
! 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:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
− | + | | EMP duration: 1s | |
|- | |- | ||
! Machine Gun | ! Machine Gun | ||
| 285 || 0.17 || 30 || 180 | | 285 || 0.17 || 30 || 180 | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ |
− | | | + | | <abbr title="area of effect">AoE</abbr> (96) |
|- | |- | ||
− | ! Missile | + | ! Missile Launcher |
| 415 || 1 || 80 || 80 | | 415 || 1 || 80 || 80 | ||
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ |
− | | | + | | Fast, homing projectile |
|- | |- | ||
− | ! | + | ! Riot Cannon |
− | | | + | | 285 || 1.8 || 220 || 122 |
− | | style="color: green | + | |style="color:red" |✘ || style="color:green" |✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ |
− | | | + | | AoE (144) |
|- | |- | ||
− | + | ! Rocket Launcher | |
− | |||
− | |||
− | |||
− | |||
− | ! Rocket | ||
| 430 || 3 || 360 || 120 | | 430 || 3 || 360 || 120 | ||
− | | style="color: red | + | | style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ |
− | | | + | | AoE (90), Slow and unguided |
|- | |- | ||
! Shock Rifle | ! Shock Rifle | ||
| 600 || 12 || 1512 || 125 | | 600 || 12 || 1512 || 125 | ||
− | | style="color: red | + | | style="color:red" |✘ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || <span style="color:green"> ✔</span><sup>*</sup> |
− | | Replaces all other weapons | + | | Takes the level 4 special weapon slot<br>Replaces all other weapons |
|- | |- | ||
! Shotgun | ! Shotgun | ||
− | | | + | | 285 || 1.8 || 32×12 (384) || 213 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
| | | | ||
− | |||
|} | |} | ||
+ | |||
+ | <sup>*</sup> Not available in the campaign. | ||
=== Special === | === Special === | ||
− | + | {{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}} | |
− | Special weapons have a long reload time and must be manually aimed with the | + | Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are <span style="color:orange">orange</span> and can be put only in the level 4 weapon slot. Upgrade Cost: 400 |
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
− | ! Name | + | ! Name |
− | ! Range | + | ! Range |
− | ! Reload time | + | ! Reload time |
− | ! Damage | + | ! Damage |
− | ! DPS | + | ! DPS |
− | ! Strike !! Guardian !! Recon !! Engineer | + | ! Strike !! Guardian !! Recon !! Engineer !! Campaign |
− | ! scope="col" class="unsortable" | Special Notes | + | ! scope="col" class="unsortable" | Special Notes |
|- | |- | ||
− | ! Cluster | + | ! Cluster Bomb |
− | | 360 || 30 | + | | 360 || 30 || 300×9 (2700)|| 90 |
− | | style="color: red | + | | 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) | ||
|- | |- | ||
− | ! Concussion | + | ! Concussion Shell |
− | | 450 || 25 || | + | | 450 || 25 ||850 || 34 |
− | | style="color: red | + | | style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ |
| Has Impulse (Tosses some units) | | Has Impulse (Tosses some units) | ||
|- | |- | ||
! Disintegrator | ! Disintegrator | ||
− | | 200 ||30 | + | | 200 ||30 ||2000 || 46.67 |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ |
| Directed burst of energy<br>Damage varies on unit size | | Directed burst of energy<br>Damage varies on unit size | ||
|- | |- | ||
− | ! Disruptor | + | ! Disruptor Bomb |
− | | 450 ||25 || | + | | 450 ||25 ||210+<span style="color:#e8d">2100</span> || 8.4+<span style="color:#e8d">84</span> |
− | | style="color: green | + | | style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ |
− | | [[ | + | | [[Slow]] effect, Has large AoE (256) |
|- | |- | ||
− | ! Hellfire | + | ! Hellfire Grenade |
| 450 || 25||200 || 8 | | 450 || 25||200 || 8 | ||
− | | style="color: red | + | | 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>) |
|- | |- | ||
− | ! | + | ! Multi-Stunner |
− | | 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: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">EMP</span> time: 8s (upgraded: 10s) |
|- | |- | ||
− | ! | + | ! S.L.A.M. |
| 700 ||30 || 1512|| 50.4 | | 700 ||30 || 1512|| 50.4 | ||
− | | style="color: red | + | | 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:#e8d">Slow Damage</span> |
= Commander Chassis = | = Commander Chassis = | ||
− | There are | + | There are different types of Commander chassis to choose for a battle. |
− | You can configure custom | + | 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 [//zero-k.info/My/Commanders My Commanders] page. 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 will be pre-filled in to your preferences. |
== Common attributes == | == Common attributes == | ||
− | {| | + | {| class="wikitable" |
− | | '''Metal Production''' || 4 | + | | '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec |
|- | |- | ||
− | | '''Beam Range''' || 330 | + | | '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec |
|- | |- | ||
− | | '''Sight Distance'''|| 500 | + | | '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500 |
|- | |- | ||
− | | ''' | + | | '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500 |
|- | |- | ||
− | | '''Build | + | | '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+ |
|- | |- | ||
+ | | '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+ | ||
|} | |} | ||
− | Metal and energy production come from a unique '''Vanguard | + | Metal and energy production come from a unique '''Vanguard Economy Pack''' 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 == | == Chassis list == | ||
− | + | Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot. | |
=== Strike Commander === | === Strike Commander === | ||
− | + | [[File:commstrike.png|Strike Commander|link=]] | |
− | * All rounder | + | |
− | * | + | * All-rounder |
+ | * Good health and highest speed (43.5) | ||
* Can use the most weapon types | * Can use the most weapon types | ||
− | * | + | * In-combat regeneration bonus on top of the base 5 HP per second |
+ | * Carries a personal (175 elmo) radar jammer | ||
− | {| | + | {| class="wikitable" style="text-align:center" |
− | ! Level 1 !! | + | ! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |
|- | |- | ||
− | |HP | + | ! scope="row"|HP |
+ | |4200||4200||4600||5200||5800||6400 | ||
|- | |- | ||
+ | ! scope="row"|Bonus regen. | ||
+ | |5||8||12||16||20||25 | ||
|} | |} | ||
=== Guardian Commander === | === Guardian Commander === | ||
− | + | [[File:commassault.png|Guardian Commander|link=]] | |
+ | |||
* Best HP | * Best HP | ||
* Medium speed (40) | * Medium speed (40) | ||
* 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 (light) Drones with levels | ||
− | {| | + | {| class="wikitable" style="text-align:center" |
− | ! Level 1 !! | + | ! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |
|- | |- | ||
− | |HP | + | ! scope="row"|HP |
+ | |4400||4400||5000||5700||6600||7600 | ||
|- | |- | ||
+ | ! scope="row"|Light Drones | ||
+ | |1||1||2||2||2||3 | ||
+ | |||
|} | |} | ||
=== Recon Commander === | === Recon Commander === | ||
− | + | [[File:commrecon.png|Recon Commander|link=]] | |
+ | |||
* Lowest HP | * Lowest HP | ||
* Highest Speed (43.5) | * Highest Speed (43.5) | ||
* Can Jump | * Can Jump | ||
* Uses light weapons | * Uses light weapons | ||
+ | * Has lowest buildpower (8 instead of 10) | ||
− | {| | + | {| class="wikitable" style="text-align:center" |
− | ! Level 1 !! | + | ! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |
− | |||
− | |||
|- | |- | ||
+ | ! scope="row"|HP | ||
+ | |3250||3250||3400||3600||3800||4000 | ||
|} | |} | ||
=== Engineer Commander === | === Engineer Commander === | ||
− | + | [[File:commsupport.png|Engineer Commander|link=]] | |
+ | |||
* Lowest speed (36) | * Lowest speed (36) | ||
* Low HP | * Low HP | ||
* Gains buildpower and small amount of build range with levels | * Gains buildpower and small amount of build range with levels | ||
− | * Increased build range (220 + 12 | + | * Increased build range (220 + 12 per level, up to 280, compared to 144 for others) |
− | * Fewer direct damage weapons | + | * Fewer direct-damage weapons |
− | {| | + | {| class="wikitable" style="text-align:center" |
− | ! Level 1 !! | + | ! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |
+ | |- | ||
+ | ! scope="row"|HP | ||
+ | |3800||3800||4000||4300||4600||5000 | ||
|- | |- | ||
− | | | + | ! scope="row"|Build power |
+ | |12||14||16||18||21||24 | ||
+ | |} | ||
+ | |||
+ | === Campaign Commander === | ||
+ | [[File:cremcom.png|Campaign Commander|link=]] | ||
+ | |||
+ | The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] "Allow campaign commander chassis". | ||
+ | * All-rounder | ||
+ | * Good health and Medium speed (40) | ||
+ | * Can use any weapon or module | ||
+ | |||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 | ||
|- | |- | ||
+ | ! scope="row"|HP | ||
+ | | 4200 || 4200 || 4600|| 5200|| 5800|| 6400 | ||
|} | |} | ||
Line 433: | Line 476: | ||
* Absolute modifiers | * Absolute modifiers | ||
− | Percentage modifiers from | + | 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 <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 01:13, 1 November 2023
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.
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.
Experience Points (XP)
Campaign
- Each mission gives fixed XP for having completed them
- Each bonus objective gives XP
- If you've completed all the bonus objectives then you've got all the XP for a mission
General scaling per level
Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.
Commander level | 1 | 2 | 3 | 4 | 5 | 6 | + |
---|---|---|---|---|---|---|---|
Base cost | - | 50 | 100 | 150 | 200 | +50 | |
Morph Build Power (/second) | - | 5 | 7.5 | 10 | 12.5 | 15 | |
Total Weapon slots | 0 | 1 | 1 | 2 | 2 | +0 | |
Total Module slots | 0 | 1 | 3 | 5 | 8 | +3 |
Module types
Modules have cyan names in the unlock list. Their icon color depends on their nature.
Stackable
These modules are able to be stacked up to 5 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, they are 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. | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Damage Booster | +15% damage for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High Density Plating | +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander. | 400 | ✔ | ✔ | ✔ | ✔ | ✔ |
Ablative Armor Plates | +600 HP. More effective on Guardian Commander. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Companion Drone | +1 Weak attack drone | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Battle Drone | +1 Drone with slowing laser, requires Companion Drone. | 350 | ✘ | ✔ | ✘ | ✔ | ✔ |
CarRepairer's Nanolathe | +5 Buildpower. More effective on Engineer Commander. | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
High Power Servos | +3 speed, -1s reload for jumpjets | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Autorepair System | +10 HP/sec, -100 HP. More effective on Strike Commander. | 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 Module | Basic radar with 1800 elmo range. | 75 | 1 | ✔ (free) | ✔ (free) | ✔ (free) | ✔ (free) | ✔ |
Lazarus Device | Commander can resurrect wrecks same as Athena | 400 | 3 | ✘ | ✘ | ✘ | ✔ | ✔ |
Personal Cloak | Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving. Does not work with shields. Reduces movement speed by 12%. |
400 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Personal Shield | Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. Prevents Commander from cloaking |
300 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Radar Jammer | 500 elmo range | 200 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Jumpjets | 400 elmo range, 20 sec cooldown | 400 | 1 | ✘ | ✘ | ✔ (free) | ✘ | ✔ |
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 | Reduced direct damage by 25%. Increased AoE by at least 25%. Explosion sets targets on fire. | 350 | Riot cannon Rocket launcher |
✘ | ✔ | ✘ | ✘ | ✔ |
Weapon types
There are two 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-targeting 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. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are red.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Beam Laser | 330 | 144 | ✔ | ✔ | ✔ | ✔ | ✔ | Default weapon. Constant beam | ||
Flamethrower | 270 | 0.17 | 12.5 | 75 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets units on fire for 15s (15 DPS) Pierces units and terrain 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 | 64 | 192 | ✔ | ✘ | ✔ | ✔ | ✔ | |
Lightning Rifle | 300 | 1.83 | 220+550 | 120+300 | ✔ | ✘ | ✔ | ✔ | ✔ | EMP duration: 1s |
Machine Gun | 285 | 0.17 | 30 | 180 | ✔ | ✔ | ✔ | ✘ | ✔ | AoE (96) |
Missile Launcher | 415 | 1 | 80 | 80 | ✔ | ✘ | ✘ | ✔ | ✔ | Fast, homing projectile |
Riot Cannon | 285 | 1.8 | 220 | 122 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE (144) |
Rocket Launcher | 430 | 3 | 360 | 120 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE (90), Slow and unguided |
Shock Rifle | 600 | 12 | 1512 | 125 | ✘ | ✘ | ✘ | ✔ | ✔* | Takes the level 4 special weapon slot Replaces all other weapons |
Shotgun | 285 | 1.8 | 32×12 (384) | 213 | ✔ | ✘ | ✔ | ✔ | ✔ |
* 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 affected only by stackable modules. They are orange and can be put only in the level 4 weapon slot. Upgrade Cost: 400
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Special Notes |
---|---|---|---|---|---|---|---|---|---|---|
Cluster Bomb | 360 | 30 | 300×9 (2700) | 90 | ✘ | ✔ | ✔ | ✘ | ✔ | Bomblets spread (like a shotgun) |
Concussion Shell | 450 | 25 | 850 | 34 | ✘ | ✘ | ✔ | ✘ | ✔ | Has Impulse (Tosses some units) |
Disintegrator | 200 | 30 | 2000 | 46.67 | ✔ | ✔ | ✘ | ✘ | ✔ | Directed burst of energy Damage varies on unit size |
Disruptor Bomb | 450 | 25 | 210+2100 | 8.4+84 | ✔ | ✘ | ✔ | ✔ | ✔ | Slow effect, Has large AoE (256) |
Hellfire Grenade | 450 | 25 | 200 | 8 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets an area on fire (45s, 40dps + 3s burning) |
Multi-Stunner | 360 | 25 | 550/800 × 16 (8800/12800) | 352/512 | ✔ | ✘ | ✔ | ✔ | ✔ | Affected by flux amplifier. Max EMP time: 8s (upgraded: 10s) |
S.L.A.M. | 700 | 30 | 1512 | 50.4 | ✘ | ✔ | ✘ | ✘ | ✔ | Tactical Missile with high vertical arc |
Key: EMP Damage, Slow Damage
Commander Chassis
There are different 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 My Commanders page. 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 will be pre-filled in to your preferences.
Common attributes
Metal Production | 4 per sec | Energy Production | 6 per sec |
Beam Range | 330 | HP Regen | 5 per sec |
Sight Distance | 500 | Sonar Distance | 500 |
Radar Distance | 1800 | Metal/Energy Storage | 500 |
Build Power | 10 | Build Power (Recon/Engineer) | 8/12+ |
Build Range | 144 | Build Range (Engineer) | 220+ |
Metal and energy production come from a unique Vanguard Economy Pack 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 with the exception of Engineer and Recon Commander's build power. 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
- In-combat regeneration bonus on top of the base 5 HP per second
- Carries a personal (175 elmo) radar jammer
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 4200 | 4200 | 4600 | 5200 | 5800 | 6400 |
Bonus regen. | 5 | 8 | 12 | 16 | 20 | 25 |
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 (light) Drones with levels
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 4400 | 4400 | 5000 | 5700 | 6600 | 7600 |
Light Drones | 1 | 1 | 2 | 2 | 2 | 3 |
Recon Commander
- Lowest HP
- Highest Speed (43.5)
- Can Jump
- Uses light weapons
- Has lowest buildpower (8 instead of 10)
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 3250 | 3250 | 3400 | 3600 | 3800 | 4000 |
Engineer Commander
- Lowest speed (36)
- Low HP
- Gains buildpower and small amount of build range with levels
- Increased build range (220 + 12 per level, up to 280, compared to 144 for others)
- Fewer direct-damage weapons
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 3800 | 3800 | 4000 | 4300 | 4600 | 5000 |
Build power | 12 | 14 | 16 | 18 | 21 | 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".
- All-rounder
- Good health and Medium speed (40)
- Can use any weapon or module
Level | 1 | 2 | 3 | 4 | 5 | 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.