Difference between revisions of "User:Aquanim/DraftCommandersOmni3"
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<span style="color: #ff4">Secondary Weapon</span>, consuming one weapon slot  | <span style="color: #ff4">Secondary Weapon</span>, consuming one weapon slot  | ||
| − | <span style="color: #bbf">Module</span>, progressing in one of the module trees; (level 3 modules cannot be taken before level 5 com?)  | + | <span style="color: #bbf">Module</span>, progressing in one of the module trees; (level 3 modules/three in one path cannot be taken before level 5 com?)  | 
<span style="color: #4f4">Weapon Aug</span>, requiring a specific weapon to be previously or concurrently selected  | <span style="color: #4f4">Weapon Aug</span>, requiring a specific weapon to be previously or concurrently selected  | ||
| Line 92: | Line 92: | ||
|-  | |-  | ||
! Concussion Shell  | ! Concussion Shell  | ||
| − | | ★★ || ★★★ ||  || ||   | + | | ★★ || ★★★ ||  || || +charges  | 
|-  | |-  | ||
! Hellfire Grenade  | ! Hellfire Grenade  | ||
| Line 108: | Line 108: | ||
! Name    | ! Name    | ||
! Description  | ! Description  | ||
| − | |||
| − | |||
| − | |||
|-  | |-  | ||
! Vanguard Deployment  | ! Vanguard Deployment  | ||
| Line 151: | Line 148: | ||
! Area Cloaker  | ! Area Cloaker  | ||
| Requires Personal Cloaker. Incompatible with Shields.  | | Requires Personal Cloaker. Incompatible with Shields.  | ||
| − | |||
| − | |||
| − | |||
|}  | |}  | ||
| Line 162: | Line 156: | ||
= Modules =  | = Modules =  | ||
| − | + | Alternatives:  | |
| + | |||
| + | One option can be taken on each path at levels 1, 2 and 3.  | ||
| + | |||
| + | OR  | ||
| + | |||
| + | At most three-four options can be taken on any one path. (Implied by the alternative structure.)  | ||
| + | |||
| + | OR   | ||
| + | |||
| + | Unlimited. (Not recommended.)  | ||
== Armour Module Path ==  | == Armour Module Path ==  | ||
| Line 176: | Line 180: | ||
(A) ++HP  | (A) ++HP  | ||
| − | (B) ++Regen  | + | (B) +HP, +Regen  | 
Level 3:  | Level 3:  | ||
| Line 186: | Line 190: | ||
(C) ++Regen (requires 2B)  | (C) ++Regen (requires 2B)  | ||
| − | == Combat  | + | == Combat Module Path ==  | 
Level 1:  | Level 1:  | ||
| Line 198: | Line 202: | ||
Level 2:  | Level 2:  | ||
| − | (A) +  | + | (A) +Damage (requires 1A or 1B)  | 
| − | (B) +Speed   | + | (B) +Speed  | 
(C) Jump does damage (requires 1C)  | (C) Jump does damage (requires 1C)  | ||
| Line 212: | Line 216: | ||
== Economic Module Path ==  | == Economic Module Path ==  | ||
| − | Level 1: +BP  | + | Level 1:  | 
| + | |||
| + | (A) +BP  | ||
| + | |||
| + | (B) +Storage  | ||
| + | |||
| + | Level 2:  | ||
| + | |||
| + | (A) Lazarus (requires 1A)  | ||
| + | |||
| + | (B) +BP, +Brange  | ||
| + | |||
| + | (C) +M/s (requires 1B)  | ||
| + | |||
| + | Level 3:   | ||
| + | |||
| + | (A) +++BP  | ||
| + | |||
| + | == Alternative ==  | ||
| + | |||
| + | === Combat Module Path ===  | ||
| + | |||
| + | +HP > +HP > ++HP  | ||
| + | |||
| + | +Regen > +Regen > ++Regen  | ||
| + | |||
| + | +Damage > +Damage > ++Damage  | ||
| + | |||
| + | === Mobility Movement Path ===  | ||
| + | |||
| + | Jump >>> Impact Distributor  | ||
| + | |||
| + | At most one of {Spider legs, Tank legs}  | ||
| + | |||
| + | Buoyancy  | ||
| + | |||
| + | Speed >>> More speed  | ||
| + | |||
| + | === Economy Module Path ===  | ||
| + | |||
| + | +BP > +BP, +Brange > +++BP   | ||
| + | |||
| + | Storage > +M/s  | ||
| − | + | Radar  | |
| − | + | (Lazarus as offshoot or subsystem)  | |
Latest revision as of 17:13, 4 August 2019
Contents
Level Structure[edit]
Commanders start at level 1 with their default weapon.
The types of modification are:
Primary Weapon, consuming one weapon slot
Secondary Weapon, consuming one weapon slot
Module, progressing in one of the module trees; (level 3 modules/three in one path cannot be taken before level 5 com?)
Weapon Aug, requiring a specific weapon to be previously or concurrently selected
Minor Subsystem, consuming one subsystem slot
Major Subsystem, consuming one subsystem slot; one can be chosen at/after levels 5 and 7
- Level 2: Primary Weapon, Module
 - Level 3: Subsystem or Aug, Module
 - Level 4: Primary or Secondary Weapon, Module
 - Level 5: Subsystem or Aug, Module
 - Level 6: Subsystem or Aug, Module
 - Level 7: Subsystem or Aug, Module
 
Weapons[edit]
Primary and Upgraded Weapons[edit]
| Name | Damage | Range | AoE | Special | Weapon Aug | 
|---|---|---|---|---|---|
| Beam Laser | ★★★ | ★★ | ★ (default weapon) | None | |
| Light Particle Beam | ★★★ | ★★★ | +Range, +DPS, -Reload (HPB) | ||
| Shotgun | ★★★★ | ★ | ★ | +Damage | |
| Riot Cannon | ★★ | ★★ | ★★ | +AoE | |
| Heavy Machine Gun | ★★★ | ★★ | ★ | +Slow | |
| Lightning Gun | ★★ | ★★ | ★★ (EMP) | +EMP | |
| Rocket Launcher | ★★ | ★★★★ | ★ | ☆ (slow projectile) | +Fire | 
| Missile Launcher | ★★ | ★★★★ | +Burst | ||
| Flamethrower | ★★★ | ★ | ★ | ★ (fire damage) | +Afterburn | 
| Grenade Launcher | ★★★ | ★★ | ★★ | ☆ (slow projectile) | +Disarm | 
Secondary Weapons[edit]
Star ratings are not on the same scale as the previous table.
| Name | Damage | Range | AoE | Utility | Weapon Aug | 
|---|---|---|---|---|---|
| Multistunner | ★★ | ★ | ★★ (EMP) | +EMP | |
| Sunburst Cannon | ★★★★ | ★ | +damage | ||
| SLAM | ★★ | ★★★★ | ☆ (slow projectile) | +range | |
| Cluster Bomb | ★★ | ★★ | ★ | +damage | |
| Concussion Shell | ★★ | ★★★ | +charges | ||
| Hellfire Grenade | ★ | ★★ | ★ | ★ (fire) | +AoE | 
| Terrabomb | ★ | ★★ | ★ | ★ (terraform) | +AoE | 
Subsystems[edit]
Minor Subsystems[edit]
| Name | Description | 
|---|---|
| Vanguard Deployment | Deploys commander resource generator as a building | 
| Sensor Suite | Increase vision, sonar and radar range. | 
| Disruptor Drones | Add a couple of Vipers (stackable?) | 
| Advanced Targeting | Increases weapon range | 
| Personal Shield | Incompatible with Cloaks. | 
| Personal Cloak | Incompatible with Shields. | 
Major Subsystems[edit]
| Name | Description | 
|---|---|
| Energy Cell | +E/s, Large explosion on death. | 
| System Reboot | Purges status effects, very long cooldown. | 
| Lathe Overclock | Temporary build speed increase. | 
| Area Shield | Requires Personal Shield. Incompatible with Cloaks. | 
| Area Cloaker | Requires Personal Cloaker. Incompatible with Shields. | 
Maybe: Lobster gun, Djinn gun
Borrowed ideas: EMP Overload (stuns self and nearby units)
Modules[edit]
Alternatives:
One option can be taken on each path at levels 1, 2 and 3.
OR
At most three-four options can be taken on any one path. (Implied by the alternative structure.)
OR
Unlimited. (Not recommended.)
Armour Module Path[edit]
Level 1:
(A) +HP
(B) Buoyancy
Level 2:
(A) ++HP
(B) +HP, +Regen
Level 3:
(A) ++HP (requires 2A)
(B) +HP, +Regen
(C) ++Regen (requires 2B)
Combat Module Path[edit]
Level 1:
(A) Radar
(B) +Damage
(C) Jump
Level 2:
(A) +Damage (requires 1A or 1B)
(B) +Speed
(C) Jump does damage (requires 1C)
Level 3:
(A) +Damage (Requires 2A or 2B)
(B) +Speed (Requires 2B or 2C)
Economic Module Path[edit]
Level 1:
(A) +BP
(B) +Storage
Level 2:
(A) Lazarus (requires 1A)
(B) +BP, +Brange
(C) +M/s (requires 1B)
Level 3:
(A) +++BP
Alternative[edit]
Combat Module Path[edit]
+HP > +HP > ++HP
+Regen > +Regen > ++Regen
+Damage > +Damage > ++Damage
Mobility Movement Path[edit]
Jump >>> Impact Distributor
At most one of {Spider legs, Tank legs}
Buoyancy
Speed >>> More speed
Economy Module Path[edit]
+BP > +BP, +Brange > +++BP
Storage > +M/s
Radar
(Lazarus as offshoot or subsystem)