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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− | + | = Warning: portions of this page are out of date = | |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 = | |
− | + | == Number of slots per level == | |
− | + | Commanders start at level 1. The number of modules and weapons increases with levels. | |
− | + | {| | |
− | + | ! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! + | |
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− | + | | Base [[File:Ibeam.png|20px]] cost || - ||25 || 100 || 400 || 200 || +100 | |
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|- | |- | ||
− | + | | Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0 | |
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− | + | | Total Module slots || 0 || 1 || 3 || 5 || 8 || +3 | |
− | | 0 || 1 || | ||
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|} | |} | ||
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+ | Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost. | ||
== 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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− | This type of module is the one that should be used the most, and because of their versatility, | + | 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:''' +7.5% range for all weapons. -2.5% speed. | |
− | + | * '''Damage booster:''' +10% damage for all weapons. -2.5% speed. | |
− | + | * '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates. | |
− | + | * '''Ablative armor plates:''' +600 HP | |
− | + | * '''Companion drone:''' +Weak automatically reconstructed attack drone | |
− | + | * '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first. | |
− | + | * '''Carrepairer's nanolathe:''' +4 Buildpower. | |
− | + | * '''High power servos:''' +8% speed. | |
− | + | * '''Autorepair system:''' +10HP/sec -100 HP[/list] | |
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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 | |
− | These modules are expensive but give a large bonus to a few specific weapons but can only be applied once | + | 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>. |
{| 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 |
! scope="col" class="unsortable" | Notes | ! scope="col" class="unsortable" | Notes | ||
|- | |- | ||
!Beam Laser | !Beam Laser | ||
− | | 330 || || || | + | | 330 || || || 150 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ |
− | | | + | | Constant beam |
|- | |- | ||
− | ! | + | ! Flame thrower |
− | | 270 || 0.17 || | + | | 270 || 0.17 || 11 || 66 |
− | | style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ | + | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ |
− | | Sets units on fire for 15s (15 | + | | Sets units on fire for 15s(15 DPS)<br>Pierces units<br>Does more damage against larger units |
|- | |- | ||
! Heatray | ! Heatray | ||
− | | 300 || 0.1 || | + | | 300 || 0.1 || 45 ||450 |
− | | style="color:red" |✘ || style="color:green" |✔ || style="color:red" | ✘ || style="color:red" | ✘ | + | | style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" | ✘ || style="color: red;" | ✘ |
| 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:green" | ✔ | + | | style="color: red;" |✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ |
− | | | + | | Replaces all other weapons<br>Mounted on second weapon slot |
|- | |- | ||
− | ! Light | + | ! Light particle beam |
− | | | + | | 310 || 0.33 || 55 || 165 |
− | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
| | | | ||
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! Lightning Rifle | ! Lightning Rifle | ||
− | | 300 || 1.83 || 220+< | + | | 300 || 1.83 || 220+<font color="cyan">550</font> || 120+<font color="cyan">300</font> |
− | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
| EMP duration: 1s | | 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:red" | ✘ | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ |
− | | | + | | |
|- | |- | ||
− | ! Missile | + | ! Missile launcher |
| 415 || 1 || 80 || 80 | | 415 || 1 || 80 || 80 | ||
− | | style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ | + | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ |
− | | | + | | Homing |
+ | |- | ||
+ | ! Pea Shooter | ||
+ | | 300 || 0.1 || 12 || 120 | ||
+ | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ | ||
+ | |Default weapon | ||
|- | |- | ||
− | ! Riot | + | ! Riot cannon |
− | | | + | | 275 || 2 || 220 || 110 |
− | |style="color:red" |✘ || style="color:green" |✔ || style="color:red" |✘ || style="color:red" |✘ | + | |style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" |✘ || style="color: red;" |✘ |
− | | AoE | + | |AoE |
|- | |- | ||
− | ! Rocket | + | ! Rocket launcher |
| 430 || 3 || 360 || 120 | | 430 || 3 || 360 || 120 | ||
− | | style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ | + | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ |
− | | | + | |Not homing |
|- | |- | ||
! Shock Rifle | ! Shock Rifle | ||
| 600 || 12 || 1512 || 125 | | 600 || 12 || 1512 || 125 | ||
− | | style="color:red" |✘ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ | + | | style="color: red;" |✘ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ |
− | | | + | | Replaces all other weapons<br>Mounted on second weapon slot |
|- | |- | ||
! Shotgun | ! Shotgun | ||
− | | | + | | 290 || 2 || 32x12 (384) || 192 |
− | | style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
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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. |
{| 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 |
− | ! scope="col" class="unsortable" | Special Notes | + | ! scope="col" class="unsortable" | Special Notes |
|- | |- | ||
− | ! Cluster | + | ! Cluster bomb |
− | | 360 || 30 || | + | | 360 || 30 || 300x8 (2400)|| 80 |
− | | style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ | + | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ |
| Bomblets spread (like a shotgun) | | Bomblets spread (like a shotgun) | ||
|- | |- | ||
− | ! Concussion | + | ! Concussion shell |
− | | 450 || 25 || | + | | 450 || 25 ||750 || 30 |
− | | style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ | + | | style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ |
| Has Impulse (Tosses some units) | | Has Impulse (Tosses some units) | ||
|- | |- | ||
! Disintegrator | ! Disintegrator | ||
− | | 200 ||30 || | + | | 200 ||30 ||1400 || 46.67 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ |
− | | | + | | Damage varies on unit size |
|- | |- | ||
− | ! Disruptor | + | ! Disruptor bomb |
− | | 450 ||25 || | + | | 450 ||25 ||350+<font color="purple">2100</font> || 14+<font color="purple">84</font> |
− | | style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
− | | | + | | Has large AOE (512) |
|- | |- | ||
− | ! Hellfire | + | ! Hellfire grenade |
| 450 || 25||200 || 8 | | 450 || 25||200 || 8 | ||
− | | style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ | + | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ |
− | | Sets an area on < | + | | Sets an area on <font color="orange">fire</font> (45s,40dps+3s <font color="orange">burning</font>) |
|- | |- | ||
− | ! | + | ! Multistunner |
− | | 360 || 25||< | + | | 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> |
− | | style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
− | | Affected by flux amplifier. Max < | + | | Affected by flux amplifier. Max <font color="cyan">EMP</font> time: 8s [upgraded: 10s] |
|- | |- | ||
− | ! | + | ! SLAM |
| 700 ||30 || 1512|| 50.4 | | 700 ||30 || 1512|| 50.4 | ||
− | | style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ | + | | style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ |
− | | | + | | High vertical arc |
+ | |- | ||
|} | |} | ||
− | 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. |
− | 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: https://zero-k.info/My/Commanders. 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 are filled in to your preferences. |
== Common attributes == | == Common attributes == | ||
− | + | The commander you start the game with produces 4 metal and 6 energy per second, via a unique Vanguard economy module. Any resurrected commanders who have lost this module produce only 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 500. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 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 (40.5) |
− | * | ||
* Can use the most weapon types | * Can use the most weapon types | ||
− | * | + | * Combat regen bonus |
− | |||
− | {| | + | {| |
− | ! | + | ! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 |
|- | |- | ||
− | + | |HP: 3200<br />Regen: 5||HP: 3200<br />Regen: 5||HP: 3800<br />Regen: 12.5||HP: 4600<br />Regen: 20||HP: 5500<br />Regen: 27.5||HP: 6400<br />Regen: 35 | |
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|} | |} | ||
=== Guardian Commander === | === Guardian Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png<br /> | |
− | |||
* 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 | + | * Able to use most non-exotic weapons |
− | |||
− | {| | + | {| |
− | ! | + | ! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 |
|- | |- | ||
− | + | |HP: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600 | |
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|} | |} | ||
=== Recon Commander === | === Recon Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png<br /> | |
− | |||
* Lowest HP | * Lowest HP | ||
* Highest Speed (43.5) | * Highest Speed (43.5) | ||
* Can Jump | * Can Jump | ||
* Uses light weapons | * Uses light weapons | ||
− | |||
− | {| | + | {| |
− | ! | + | ! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 |
+ | |- | ||
+ | |HP: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||HP: 4000 | ||
|- | |- | ||
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|} | |} | ||
=== Engineer Commander === | === Engineer Commander === | ||
− | + | https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png<br /> | |
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* 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/level, up to 280, compared to 144 for others) |
− | * Fewer direct | + | * Fewer direct damage weapons |
− | {| | + | {| |
− | ! | + | ! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6 |
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− | + | |HP: 2800<br />Buildpower: 10||HP: 2800<br />Buildpower: 12||HP: 3400<br />Buildpower: 14||HP: 3800<br />Buildpower: 16||HP: 4500<br />Buildpower: 18||HP: 5000<br />Buildpower: 20 | |
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|} | |} | ||
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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}} |