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− | + | <div style="float:right;">__TOC__</div> | |
− | + | = Warning: portions of this page are out of date = | |
− | + | The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system. | |
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− | + | = Commander intro = | |
− | + | Your commander can be configured with a variety of modules to suit your play-style. | |
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− | + | After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules. | |
− | + | To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got) | |
− | + | Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game. | |
− | + | Unlike regular units, your commander is not disabled while morphing. | |
− | + | = Modules and weapons = | |
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− | == | + | == 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 levels. |
− | {| | + | {| |
− | ! | + | ! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |
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− | + | | Base [[File:Ibeam.png|20px]] cost || - ||25<sup>1</sup> || 150 || 500 || 300 || 400 | |
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− | + | | Total Weapon slots || 0 || 1 || 1 || 2 || 2 || 2 | |
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− | + | | Total Module slots || 0 || 1 || 3 || 5 || 8 || 11 | |
− | | 0 || 1 || | ||
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|} | |} | ||
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+ | <sup>1</sup> Equipping weapons and modules costs additional metal. | ||
== Module types == | == Module types == | ||
− | Modules have < | + | Modules have <font color="cyan">cyan</font> 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 | |
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− | + | These modules are able to stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are <font color="cyan">cyan</font>. | |
− | + | 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 much will leave the commander a sitting duck. | |
− | + | Modules: | |
− | + | Advanced targeting system +10% range for all weapons.-2.5% speed. | |
− | + | Damage booster +10% damage for all weapons. | |
− | + | High density plating +1600 HP,-10% speed. Requires Ablative armor plates. | |
− | + | Ablative armor plates +600 HP | |
− | + | Companion drone +Weak attack drone | |
− | + | Battle drone +Upgraded drone, requires Companion drone first. | |
− | + | Carrepairer's nanolathe +5 Buildpower. | |
− | + | High power servos +10% speed. | |
− | + | Autorepair system +10HP/sec -100 HP | |
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=== Support=== | === Support=== | ||
− | + | 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 | + | Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. These are <font color="cyan">cyan</font> as well. |
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=== Weapon Boosters === | === Weapon Boosters === | ||
− | + | 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 | |
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− | + | These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are <font color="purple">purple</font>. | |
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== Weapon types == | == Weapon types == | ||
− | There are | + | 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 <font color="red">red</font>. |
=== 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 | |
− | These are auto- | + | 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 <font color="red">red</font>. |
− | {| | + | {| |
− | ! Name | + | ! Name !! Range !! Reload time !! Damage !! DPS !! Notes |
− | ! Range | ||
− | ! Reload time | ||
− | ! Damage | ||
− | ! DPS | ||
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− | + | |Beam Laser||330||||||150|| | |
− | | 330 || || || | ||
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− | + | |Flame thrower||270||0.16 ||10 || 60|| Sets units on fire for 15s(15 DPS)<br>pierces units<br>Does more damage against larger units | |
− | | 270 || 0. | ||
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− | | Sets units on fire for 15s (15 | ||
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− | + | |Heatray||300||0.1 ||45 ||450 || Damage falls off with range | |
− | | 300 || 0.1 || | ||
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− | | Damage falls off | ||
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− | + | |Machine Gun||285||0.16 ||30 ||180 || | |
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− | + | |Light particle beam||310||0.34 ||55 || 165|| | |
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− | + | |Lightning gun||300||1.66 ||220+<font color="cyan">550</font> || 132+<font color="cyan">330</font> || EMP duration: 1s | |
− | | 300 || 1. | ||
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− | | EMP duration: 1s | ||
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− | + | |Missile launcher||415||1 ||80 || 80|| Homing | |
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− | + | |Riot cannon||275||2 ||220.2 || 110.1|| | |
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− | + | |Shotgun||290||2 ||32x12 (384) || 192|| | |
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− | + | |Rocket launcher ||430||3 ||360 || 120||Not homing | |
− | | 430 || 3 || 360 || 120 | ||
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− | + | |Pea Shooter ||300||.1 ||12 || 120||Default weapon | |
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|} | |} | ||
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=== Special === | === Special === | ||
− | + | 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 | + | Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are <font color="orange">orange</font> and can only be put on the level 4 weapon slot. |
− | {| | + | {| |
− | ! Name | + | ! Name !! Range !! Reload time !! Damage !! DPS !! Special Notes |
− | ! Range | + | |- |
− | ! Reload time | + | |Cluster bomb ||360 || 30 || 300x8 (2400)|| 80 || Bomblets spread (like a shotgun) |
− | ! Damage | ||
− | ! DPS | ||
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− | + | | Concussion shell||450 || 25 ||750 || 30 || Has Impulse (Tosses some units) | |
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− | + | | Disintigrator ||200 ||30 ||1400 || 46.67 || Damage varies on unit size | |
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− | + | |Disrupter bomb ||450 ||25 ||350+<font color="purple">2100</font> || 14+<font color="purple">84</font> || Has large AOE (512) | |
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− | + | | Hellfire grenade||450 || 25||200 || 8 || Sets an area on <font color="orange">fire</font> (45s,40dps+3s <font color="orange">burning</font>) | |
− | | 450 ||25 || | ||
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− | + | | Multistunner||360 || 25||<font color="cyan">550</font>/<font color="cyan">800</font> x 16 (<font color="cyan">8800</font>/<font color="cyan">12800</font>) ||<font color="cyan">352</font>/<font color="cyan">512</font> || Affected by flux amplifier. Max <font color="cyan">EMP</font> time: 8s [upgraded: 12s] | |
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− | + | | SLAM||700 ||30 || 1512|| 50.4 || High vertical arc | |
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|} | |} | ||
− | Key: < | + | Key: <font color="cyan">EMP Damage</font>, <font color="purple">Slow Damage</font> |
= Commander Chassis = | = Commander Chassis = | ||
− | There are | + | There are 4 types of commander chassis to choose for a battle. |
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== Common attributes == | == Common attributes == | ||
− | + | The commander you start the game with produces 4 metal and 6 energy per second. Additional commanders produced from the Strider Hub produce 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 300. Chassis other than the Engineer Commander have 10 build power and 120 build range and the Engineer commander has 12 build power and 250 build range. | |
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== Chassis list == | == Chassis list == | ||
− | + | Note that '''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 === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png<br /> | |
− | + | * All rounder | |
− | * All | + | * Decent health and speed |
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* Can use the most weapon types | * Can use the most weapon types | ||
− | * | + | * Auto-regen bonus |
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− | {| | + | {| |
− | ! | + | ! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 |
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− | + | |HP: 2500<br />Speed: 40.5<br />Autoheal: 5||HP: 3000<br />Autoheal: 12.5||HP: 4000<br />Autoheal: 20||HP: 5000<br />Autoheal: 27.5||HP: 6000<br />Autoheal: 35 | |
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|} | |} | ||
=== Guardian Commander === | === Guardian Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png<br /> | |
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* Best HP | * Best HP | ||
− | * Medium speed | + | * Medium speed |
− | * Gains more HP from increased levels than other | + | * Gains more HP from increased levels than other chasis do |
− | * Able to use | + | * Able to use most non-exotic weapons |
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− | {| | + | {| |
− | ! | + | ! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 |
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− | + | |HP: 3000<br />Speed: 40||HP: 3800<br />||HP: 4900<br />||HP: 6000<br />||HP: 7200<br /> | |
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|} | |} | ||
=== Recon Commander === | === Recon Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png<br /> | |
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* Lowest HP | * Lowest HP | ||
− | * Highest Speed ( | + | * Highest Speed (for a commander) |
− | * | + | * Jumpjets |
* Uses light weapons | * Uses light weapons | ||
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− | {| | + | {| |
− | ! | + | ! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 |
+ | |- | ||
+ | |HP: 1600<br />Speed: 43.5<br />Can Jump||HP: 2100||HP: 2600||HP: 3100||HP: 3600 | ||
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|} | |} | ||
=== Engineer Commander === | === Engineer Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png<br /> | |
− | + | * Lowest speed | |
− | * Lowest speed | ||
* Low HP | * Low HP | ||
− | * Gains buildpower | + | * Gains buildpower with levels |
− | * Increased build range ( | + | * Increased build range (250 compared to 120 for others) |
− | * Fewer direct | + | * Fewer direct damage weapons |
− | {| | + | {| |
− | ! | + | ! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 |
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− | + | |HP: 2000<br />Speed: 36<br />Build Power: 12||HP: 2500<br />Build Power: 14||HP: 3000<br />Build Power: 16||HP: 3700<br />Build Power: 18||HP: 4500<br />Build Power: 20 | |
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* Absolute modifiers | * Absolute modifiers | ||
− | Percentage modifiers from | + | Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61. |
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+ | 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. | ||
{{Navbox manual}} | {{Navbox manual}} |