Difference between revisions of "User:Aquanim/DraftCommanders"

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! Personal Cloak
 
! Personal Cloak
 
| Minor
 
| Minor
| Incompatible with Personal Shield.
+
| Cloaks the commander. Incompatible with Personal Shield.
 
|-
 
|-
 
! Run Your Boi
 
! Run Your Boi

Revision as of 02:30, 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 Cloak)
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.

TBD

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 range on radar module.
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 Increase weapon AoE by 16, sets targets on fire.
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 Increased weapon AoE by 64.
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.