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− | + | <div style="float:right;">__TOC__</div> | |
− | + | = Commander intro = | |
− | [[ | + | At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities. |
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− | Your | + | Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 are given the option to spend metal to attach new modules. |
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− | 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 with a Beam Laser and | + | Commanders start at Level 1 with a Beam Laser and no modules attached. |
− | At Level 2, it is possible to replace your starting | + | At Commander Level 2, it is possible to replace your starting weapon. |
− | At Level 4, a second weapon (or a | + | At Commander Level 4, a second weapon (or a special weapon) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. |
− | Each added level | + | Each added level 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. | ||
− | = | + | = 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 !! + | |
− | {| | + | |- |
− | ! | + | | Base [[File:Ibeam.png|20px]] cost || - ||25 || 100 || 600 || 200 || +100 |
|- | |- | ||
− | + | | Base time || - || 2 || 6 || 30 || 8 || ++ | |
− | | - || | ||
|- | |- | ||
− | + | | Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0 | |
− | | | ||
|- | |- | ||
− | + | | Total Module slots || 0 || 1 || 3 || 5 || 8 || +3 | |
− | | 0 || 1 || | ||
|- | |- | ||
− | |||
− | |||
|} | |} | ||
+ | |||
+ | 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 | |
− | |||
− | |||
− | This type of module is the one that should be used the most, and because of their versatility, | + | These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. 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. | ||
{| 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 |
|- | |- | ||
− | ! Advanced | + | ! Advanced targeting system |
− | | +7.5% range for all weapons. - | + | | +7.5% range for all weapons. -2.5% speed. |
− | | | + | | 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;" | ✔ |
|- | |- | ||
− | ! Damage | + | ! Damage booster |
− | | + | + | | +10% damage for all weapons. -2.5% speed. |
| 150 | | 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;" | ✔ |
|- | |- | ||
− | ! High | + | ! High density plating |
− | | + | + | | +1600 HP,-10% speed. Requires Ablative armor plates. |
| 400 | | 400 | ||
− | | style="color:green" | ✔ || style="color:green" | ✔ || 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 |
| 150 | | 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;" | ✔ |
|- | |- | ||
− | ! Companion | + | ! Companion drone |
| +1 [[Firefly|Weak attack drone]] | | +1 [[Firefly|Weak attack drone]] | ||
− | | | + | | 300 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || 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. |
− | | | + | | 500 |
− | | style="color:red" | ✘ || style="color: | + | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ |
|- | |- | ||
− | ! | + | ! Carrepairer's nanolathe |
− | | + | + | | +4 Buildpower |
− | | | + | | 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;" | ✔ |
|- | |- | ||
− | ! High | + | ! High power servos |
− | | + | + | | +8% speed |
− | | | + | | 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;" | ✔ |
|- | |- | ||
− | ! Autorepair | + | ! Autorepair system |
− | | +10 HP/sec, -100 HP | + | | +10 HP/sec, -100 HP |
| 150 | | 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;" | ✔ |
+ | |- | ||
|} | |} | ||
=== 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 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 <font color="cyan">cyan</font> 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 |
|- | |- | ||
− | ! 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:green" | ✔ || style="color:red" | ✘ || style="color:green | + | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || 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:red" | ✘ || style="color:red" | ✘ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ |
|- | |- | ||
− | ! Field | + | ! Field radar |
− | | Basic radar with 1800 elmo range | + | | Basic radar with 1800 elmo range |
| 75 | | 75 | ||
| 1 | | 1 | ||
− | | | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ |
|- | |- | ||
− | ! Lazarus | + | ! Lazarus device |
| Commander can resurrect wrecks same as [[Athena]] | | Commander can resurrect wrecks same as [[Athena]] | ||
| 400 | | 400 | ||
− | | | + | | 2 |
− | | style="color:red" | ✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green | + | | style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ |
|- | |- | ||
− | ! Personal | + | ! Personal cloak |
− | | Cloaks the | + | | Cloaks the commander <br> Does not work with shields |
| 400 | | 400 | ||
− | | | + | | 2 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || 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 <br> Prevents commander from cloaking |
| 300 | | 300 | ||
− | | | + | | 2 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || 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 | ||
− | | | + | | 2 |
− | | style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ |
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
=== 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. 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 2 commander. 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>. |
{| 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 |
|- | |- | ||
− | ! Disruptor | + | ! Disruptor ammo |
− | | | + | | Add slow damage. Reduced direct 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:red" | ✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
|- | |- | ||
− | ! Flux | + | ! Flux amplifier |
− | | Improves stun duration | + | | Improves stun duration and EMP damage. |
| 300 | | 300 | ||
| Lightning rifle <br> Multi stunner | | Lightning rifle <br> Multi stunner | ||
− | | style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green | + | | style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ |
|- | |- | ||
− | ! Napalm | + | ! Napalm warhead |
− | | Reduced direct damage | + | | Set targets on fire. Reduced direct damage. |
| 350 | | 350 | ||
| Riot cannon <br> Rocket launcher | | Riot cannon <br> Rocket launcher | ||
− | | style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ | | + | | style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ |
+ | |- | ||
|} | |} | ||
== 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 || 0 | + | | 300 || 0.1 || 0 - 45 ||0 - 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;" | ✔ |
| | | | ||
|- | |- | ||
! 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: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ |
− | | | + | | Homing |
|- | |- | ||
− | ! | + | ! Pea Shooter |
− | | | + | | 300 || 0.1 || 12 || 120 |
− | |style="color: | + | | style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ |
− | | | + | |Default weapon |
|- | |- | ||
− | ! Rocket | + | ! Riot cannon |
+ | | 275 || 2 || 220 || 110 | ||
+ | |style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" |✘ || style="color: red;" |✘ | ||
+ | |AoE | ||
+ | |- | ||
+ | ! 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;" | ✔ |
| | | | ||
+ | |- | ||
|} | |} | ||
− | |||
− | |||
=== 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 || HP: 3200 || HP: 3800<br />Bonus regen: 7.5 || HP: 4600<br />Bonus Regen: 15 || HP: 5500<br />Bonus regen: 22,5||HP: 6400<br />Bonus regen: 30 | |
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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 /> | |
− | |||
* 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 |
|- | |- | ||
− | + | |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}} |