diff --git a/.gitattributes b/.gitattributes index 59724a0..7ee6184 100644 --- a/.gitattributes +++ b/.gitattributes @@ -3,3 +3,5 @@ TA_Features_2013.ccx filter=lfs diff=lfs merge=lfs -text mayhem.gp3 filter=lfs diff=lfs merge=lfs -text TotalA.exe filter=lfs diff=lfs merge=lfs -text TADemoM.ufo filter=lfs diff=lfs merge=lfs -text +TADemo/SERVER.EXE filter=lfs diff=lfs merge=lfs -text +mplayx.dll filter=lfs diff=lfs merge=lfs -text diff --git a/Changelog 1092.txt b/Changelog 1092.txt new file mode 100644 index 0000000..7de70af --- /dev/null +++ b/Changelog 1092.txt @@ -0,0 +1,312 @@ +Mayhem 10.9.2 balance changelog +Arm Skimmer +EMG reload 0.45, 40 DPS (was 0.56, 32.14 DPS) +Core Scrubber +Laser damage 25 reload 0.65 38.46 DPS (was 30/0.96 31.25 DPS) + +Arm Skeeter +EMG Reload 0.8s, 22.5 DPS (was 0.56, 32.14 DPS) +Core Searcher +Laser damage 25 reload 1.15 21.74 DPS (was 30/0.96 31.25 DPS) + +Arm Odin (Heavy Infantry) +Health 2700 (was 2800) + +Arm Huntsman (T2 AA Kbot) +Health 1082 (was 982) +Core Slingshot (T2 AA kbot) +Health 1295 (was 1245) + + +Arm Meerkat (pop-up gauss tower) +Buildtime 11120 (was 13900) + +Arm Lelantus (Jammer tower) +Energy 4630 (was 4430) +health 280 (was 360) +Energy use 35 (was 25) +Energy make 10 (was 25) +Core Blanker (Jammer Tower) +Energy 4720 (was 4520) +Health 325 (was 440) +Energy use 35 (was 30) +Energy make 10 (was 30) + +Arm Moho Metal Maker +Energy 19635 (was 18155) +Metal 55 (was 80) +Buildtime 44000 (was 40000) +Core Moho Metal Maker +Energy 17680 (was 15928) +Metal 50 (was 72) +Buildtime 40000 (was 36000) + +Arm Warden (T2 Popup Missile tower) +- shorter popup time +Energy 3830 Metal 320 buildtime 7680 (was 4130/350/8480) +Health 900 (was 920) +Core Smiter (T2 Popup Missile tower) +- shorter popup time +Energy 3905 metal 312 buildtime 7488 (was 4205/340/8160) +Health 920 (was 940) + +Arm Stunner +Energy 52134 Metal 1802 buildtime 64872 (was 76190/4055/162200) +Weapon Range 3200 (was 32000) +Higher velocity +Not targetable +stockpile 60s (was 140) +9000E 300M per shot (was 15600/1040) +Are of effect 480 edge effectivenes 0.8 (was 640, 0.5) +Stuns only Core units +Core Neutron +Energy 46920 Metal 1843 buildtime 66348 (was 78201/3843/153720) +Weapon Range 3200 (was 32000) +Higher velocity +Not targetable +stockpile 60s (was 150) +9000E 360M per shot (was 18200, 1300) +Area of effect 480 edge effectiveness 0.75 (was 640, 0.25) +Damages only Arm mobile units + +Arm Protector +Health 1700/4250 when closed (was 2420/4840) +Core Fortitude +Health 1990/3980 when closed (was 2860/4767) + +Arm Kali, Core Dante (T3 amphibious resurrection kbots) +- workertime 420 (was 360) +- build distance 180 (was 160) + +Arm Ant (T3 construction kbot) +Metal cost 1770 (was 1893) +Buildtime 42480 (was 45432) +Workertime 390 (was 360) +Core Marshall (T3 construction kbot) +Metal Cost 1710 (was 1803) +Buildtime 41040 (was 43272) +Workertime 390 (was 360) + +T3 construction hovercraft +- workertime 420 (was 300) +- builddistance 190 (was 160) + +Arm Razorback +Health 15600 (was 16800) +- removed energy per shot for main weapon +- 400E per shot for noexplode weapon (was 600E) +- improved projectile visibilty +Core Ketzer +Health 16400 (was 17500) + +Arm Shiva (mobile rapid-fire long range artillery) +Energy cost 575000 (was 565000) +Health 12000 (was 9600) +Core Defiler +Energy cost 594600 (was 584600) +Health 12800 (was 10350) + +Arm Rex +Metal cost 27390 (was 27180) +Buildtime 657360 (was 652320) +Health 54000 (was 55000) +Core Krogoth +Health 62000 (was 63000) + +Arm Impala +Health 10200 (was 10800) +War Machine +Health 9900/15840 when closed (was 9600/15360) + +Arm Hamster +Energy cost 956000 (was 900000) +Metal Cost 39900 (was 37500) +Buildtime 957600 (was 900000) +health 72000 (was 78500) +Core Argus +Energy cost 995000 (was 936000) +Metal cost 41600 (was 39000) +Buildtime 998400 (was 936000) +Health 77000 (was 82000) + + +Arm Samurai +Health 37000 (was 35200) +Core Broadsword +Health 40000 (was 37000) + +Arm Banisher: +damage 270, 844 DPS (was 300, 938 DPS) +Weapon tolerance 10000 (was 16000) +New firing sound and more visible projectile +Core Temman: +Damage 650, 722 DPS (was 720, 800 DPS) +Weapon tolerance 10000 (was 15000) +removed tracking + +Extinguisher: +4500E to fire (down from 6000) +9x1000 damage, 9000/3secs = 3k DPS (was 8x1200 damage, 9600/3.2secs = 3k DPS) +1500E/sec (down from 1875) +Nightmare: +200E to fire (down from 240) - 2kE/sec (down from 2400) + +Arm Vulcan +Energy cost 519111 (was 479111) +Health 5400 (was 6000) +8 shots per 6.1s, 1521.3 DPS (was 7.24s, 1281.8 DPS) +3k energy per shot (was 2800) +Core Buzzsaw +Energy cost 532600 (was 502600) +Health 5800 (was 6400) +6 shots per 7.5s, 1440 DPS (was 8.5s, 1270.6 DPS) + +Arm Dora +Increased metal cost 119500 (from 109500) +Increased health 8800 (from 8600) +Reduced Buildtime 2390000 (from 2628000) +Core Terminator +Increase metal cost 126000 (from 116000) +Increased health 9300 (from 9200) +Reduced buildtime 2520000 (from 2784000) + +Annihilator - fixed freezing bug after open/close +fixed running-in-place bug for Core Gimp, Core Hatchling, Arm Kodiak +Major fixes to Hover, Ship and T3 Air transports + +Mayhem 10.9.1 balance changelog +**Core Beetle** +Sped up weapon reload animation so that reload time is what it should be +This also shortens load time to fire weapon to 0.7s from 1.15s + +**Arm Adv Construction Aircraft** +Health 710 (was 740) +Buildtime 24200 (was 24400) +**Core Adv Construction Aircraft** +Health 740 (was 710) + +**Adv Construction Sub** (both Arm and Core) +Workertime 240 (was 270) +Sightdistance 210 (was 220) +Sonardistance 400 (was 480) + +**Arm Zipper** +Weapon damage 12x6 reload 0.94 76.6 DPS (was 15x6/1.18s 76 DPS) +**Core Freaker** +Weapon damage 80 reload 1.08 74.07 DPS (was 90/1.25s 72 DPS) + +**Arm Kodiak** +Energy 8420 (was 8543) +Weapon Damage 264, 110 DPS (was 240 100 DPS) +**Core Dominator** +Weapon damage 420, reload 2 per 8s 105 DPS (was2 per 9.1s 92.3 DPS) + +**Core Morty** +Damage 102 reload 1.45 70.34 DPS (was 105/1.5 70 DPS) + +**Arm Penetrator** **Shooter** **Wolf** +Primary weapon Bad target category LEVEL1 (was NOWEAPON) + +**Arm Eraser** Radar Jamming Kbot +Energy 2276 (was 1576) +Jam distance 540 (was 700) +Speed 1.15 (was 1.1) +**Core Spectre** Radar Jamming Kbot +Energy 2353 (was 1653) +Jam Distance 540 (was 700) +Speed 1.1 (was 1.05) + +**Arm Jammer** Radar Jamming Vehicle +Energy 2021 (was 1721) +Jam Distance 480 (was 600) +**Core Deleter** Radar Jamming Vehicle +Energy 2157 (was 1857) +Jam Distance 480 (was 600) + +**Arm Lelantus** Radar Jamming Tower +Energy 4430 (was 3730) +Jam Distance 800 (was 950) +**Core Blanker** Radar Jamming Tower +Energy 4520 (was 3820) +Jam Distance 800 (was 950) + +**Arm Ghost** T3 Amphibious Radar/Sonar Jammer +Sonar distance 480 (was 400) +Speed 1.6 (was 1.5) +**Core Troller** T3 Amphibious Radar/Sonar Jammer +Sonar distance 500 (was 400) +Speed 1.5 (was 1.4) + +**Arm Eagle** Stealth Radar Plane +Energy 7256, Buildtime 11880 (was 5762/9900) +Health 620 (was 360) +**Core Vulture** Stealth Radar Plane +Energy 6956, Buildtime 12168 (was 5524/10140) +Health 660 (was 390) + +**Arm Brawler** +Energy 6249 Metal 314 Buildtime 12560 (was 5343/304/12160) +**Core Rapier** +Energy 6172 Metal 302 Buildtime 12080 (was 5489/394/10760) + +**Arm Dragonfly** Heavy airlifter +Energy 9718 metal 455 buildtime 18200 (was 8718/405/16200) +Acceleration 0.045 (was 0.06) +Turnrate 220 (was 328) +**Core Falcon** Heavy airlifter +Energy 9910 Metal 464 Buildtime 18560 (was 8910/414/16560) +Acceleration 0.05 (was 0.07) +Turnrate 210 (was 300) + +**Arm Phoenix** +Acceleration 0.07 (was 0.09) +Turnrate 365 (was 420) +**Core Hurricane** +Speed 9.1 (was 9) +Acceleration 0.075 (was 0.08) +Turnrate 350 (was 400) + +**Arm Kingfisher** Depth charge bomber +Energy 10500 metal 340 buildtime 20400 (was 9700/320/19200) +Health 1400* (was 1480) +Speed 9 (was 9.2) +**Core Marlin** Depth charge bomber +Energy 10350 Metal 350 buildtime 21000 (was 9350/330/16500) +Health 1460* (was 1760) + +**Arm Millenium** +Sight Distance 510 (was 540) +**Core Warlord** +sight distance 500 (was 520) + +**Arm Conqueror** +Depth Charge weapon damage 100 DPS 50 (was 120, DPS 60) +**Core Executioner** +Cannon damage 290 Reload 2.1 138.1 DPS (was 295/2.2 134.1 DPS) +Depth Charge weapon damage 100 DPS 50 (was 120, DPS 60) + +**Arm Ronin** Skirmish Cruiser +Metal 1320 Buildtime 15840 (was 1360/16320) +Speed 2.7 (was 2.6) +Acceleration 0.024 (was 0.02) +Brakerate 0.072 (was 0.05) +Turnrate 210 (was 195) +**Core Omni** +Energy 10194 Metal 1305 Buildtime 15660 (was 10294/1325/15900) +Health 3840 (was 3720) +Speed 2.6 (was 2.5) +acceleration 0.025 (was 0.022) +Brakerate 0.075 (was 0.05) +Turnrate 230 (was 208) + +**Arm Piranha** +Turnrate 560 (was 512) +Default Damage 280/560 to subs (was 300/600) +Reload 2.2 127.27/254.55 DPS (was 2.3 130.43/260.87) + +**Arm Ranger** +Weapon Range 1600 (was 1650) +Reload 7.5 112 DPS (was 8, 105 DPS) +**Core Hydra** +Weapon range 1600 (was 1620) +Reload 8.5 112.9 DPS (was 10.5, 91.4 DPS) \ No newline at end of file diff --git a/GUIDE_L1.html b/GUIDE_L1.html deleted file mode 100644 index ece6eab..0000000 --- a/GUIDE_L1.html +++ /dev/null @@ -1,713 +0,0 @@ - - - - - - -Total Mayhem Unit Guide - Level 3 units - - - -

TOTAL MAYHEM UNIT GUIDE

- -
Generally in TOTAL MAYHEM almost all units in the game have had their sight range and weapon range improved. This is because people play at higher monitor resolutions now than they did when the game first came out. 640x480 used to be fairly standard, now it's 1024x768 or higher.

- -This is also to give certain units more strategic value as spotter units.

- -

The Commander

- -Commanders have been given a bit of a boost in Total Mayhem. - - -While this may offer a bit of an advantage to those using theirs aggressively, it's still worth noting that it's a very valuable unit that is very vulnerable especially after the early game... and there is a whole tier of Level 3 units to contend with.

- -

Kbots

-Most kbots have been given better climbing ability, instead of having the same maximum slope as tanks.

- -

Aircraft

-You'll notice that the health stats of aircraft are roughly twice what they are in OTA. AA weapon damage vs aircraft is also twice as high, at least. This is to ensure more delineation between anti-ground and anti-air weapons, and helps counter the longer ranges of a lot of ground units that enables them to shoot more at aircraft.

- -

Hovercraft

-Hovercraft are significantly more manueverable, and now move more like you'd expect hovercraft to: moving in a given direction without waiting to turn first.

- -

Predictable metal economy

- -All units (including buildings) have a consistent ratio between their metal cost and the time it takes to build. The result is a more easily managed metal economy, and easier to predict how long a unit will take to be built: The kbot factory builds at 6 metal per second for everything it builds, so a 120 metal cost unit will take 20 seconds to be built. - -You'll notice all mobile units with stats in the guide therefore have the time it takes for them to be built by their factory next to their metal cost.

- -Level 1 Factories build at 9 metal per second
-Level 2 Factories build at 15 metal per second
-Level 3 Factories build at 24 metal per second

- -Exceptions: - - -

Mobile construction units

: -3 metal/s Construction Aircraft
-4.5 metal/s Construction Kbots and Hovercraft
-6 metal/s Construction Vehicles, minelayers and Advanced Construction Aircraft
-7.5 metal/s Construction Ships
-9 metal/s Advanced Construction Kbots and Hovercraft, Construction Spider
-10.5 metal/s Construction Tortoise, FARK, Necro
-12 metal/s Advanced Construction Vehicles, Decoy Commanders, Experimental Construction Aircraft
-13.5 metal/s Advanced Construction Subs
-18 metal/s Commander, Experimental Construction Kbots and Hovercraft
-24 metal/s Experimental Construction Vehicles
-27 metal/s Experimental Construction Sub/Walking Construction Ship
- -Exceptions:


- -

Level 1 units

- -

Storage

- unchanged. Energy storage still stores 3000 energy, metal 1000.

- -

Metal Maker

- unchanged. There are plenty of mods out there that reduce metal maker efficiency to 80, 100 or even 120 energy for 1 metal. This slows down gameplay. Instead, Total Mayhem encourages expansion and increases game pace by making extractors better and more efficient.

- -

Geothermal Powerplant

- unchanged

- -
- - - - -
-

Arm Solar Panel

- Produces Energy
-Cost: 109 metal 608 energy Health: 358 (895 when closed) Energy production: 25 Footprint: 5x5
-The regular solar panel is cheaper, and produces more energy. This may seem like quite a fundamental game change, but in fact Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit. This means they don't reopen in the middle of being attacked like they do in OTA. And if they are hit just once, they reopen faster.
-

Arm Wind Turbine

- Produces Energy
-Cost: 55 metal 458 energy Health: 179 Energy production: variable, 0-30 Footprint: 4x4
-With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken. -
-

Arm Metal Extractor

- Extracts Metal
-Cost: 73 metal 531 energy Health: 221 Metal extraction: variable, up to 3.3 metal/s Footprint: 3x3
-To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build. -
-

Arm Popup Solar Collector

- Produces Energy
-Cost: 305 metal 2900 energy Health: 624 (2496 when closed) Energy production: 75 Footprint: 6x6
-Produces triple the energy of a regular solar panel, takes up a bit more space, folds right up and becomes very tough when closed.

Arm Advanced Tidal Generator

- Produces Energy, self-defending
-Cost: 298 metal 2705 energy Health: 1352 Tidal generator x3 Footprint: 4x4
-Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE
-
- - -
-

Core Solar Collector

- Produces Energy
-Cost: 106 metal 632 energy Health: 365 (913 when closed) Energy production: 25 Footprint: 5x5
-The regular solar panel is cheaper, and produces more energy. Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit.
-

Core Wind Generator

- Produces Energy
-Cost: 55 metal 470 energy Health: 189 Energy production: variable, 0-30 Footprint: 4x4
-With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken. -
-

Core Metal Extractor

- Extracts Metal
-Cost: 79 metal 514 energy Health: 258 Metal extraction: variable, up to 3.3 metal/s Footprint: 3x3
-To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build. -
-

Core M-Gen

- Produces Energy
-Cost: 427 metal 3806 energy Health: 980 Energy production: 105 Footprint: 4x4
-Core's T1.5 option produces more energy and is more compact allowing you to build more in the same space, but is a bigger investment, and beware the bigger explosion when it is destroyed.
-

Core Advanced Tidal Generator

- Produces Energy, self-defending
-Cost: 308 metal 2862 energy Health: 1484 Tidal generator x3 Footprint: 4x4
-Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE -
- -

ARM LVL1 KBOTS

- - - - - - - - - - - - - - - -
-

CONSTRUCTION KBOT

- Builds at 4.5 metal/s
-Cost: 146 metal (16.6 seconds) 1649 energy Health: 600 Speed: 15 m/s Vision range: 235
-

PEEWEE

- Light Infantry Kbot
-Cost: 64 metal (7.1 seconds) 697 energy Health: 275 Speed: 26.4 m/s Vision range: 280
-Weapon: EMG 190 range 60 dps (15 x2 per burst, 0.5 reload), 12 AOE
-Peeweeeeee! ;) In order to have something fast for scouting in the kbot lab, Peewees are quicker - now a bit faster than Flashes. There's also been a change to the EMG weapon - it now fires half the number of shells at double damage - this is an effort to reduce lag while not changing the look and sound of the unit ingame too radically. Fast, best value firepower in the game and a useful raiding unit to build first on small maps. Also, armour has been boosted by 20%, still very low, a little bit poorer value than the Flash.
-

ROCKO

- Rocket Kbot
-Cost: 117 metal (13 seconds) 964 energy Health: 610 Speed: 16.2 m/s Vision range: 260
-Weapon: Rockets 440 range 32.5 dps (130 per shot, 4 reload), 32 AOE
-Rocko gets a 10% boost in range and a small boost in rocket damage and velocity. It will pick off moving targets a bit better now.
-

HAMMER

- Artillery Kbot
-Cost: 162 metal (18 seconds) 1287 energy Health: 750 Speed: 15.6 m/s Vision range: 250
-Weapon: Artillery 485 range 43.3 dps (72 per shot, 1.66 reload), 40 AOE
-Gun-ready script is now much faster. However, unlike many other units the turret/torso traverse is still quite slow - in testing it was found this was too good as a brawler unit if this was increased too much. Range increased by 30%. This is now a proper small artillery unit that can shoot at a decent range.
-

JETHRO

- Anti-air kbot
-Cost: 108 metal (12 seconds) 1019 energy Health: 520 Speed: 16.8 m/s Vision range: 290
-Weapon: 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE
-This anti-air unit sports much better missile reload, meaning its firepower is about equal to a Samson, although still has poorer armour and is a bit more expensive. One other change: see the definitive answer to AA missile unit domination for details.
-

WARRIOR

- Medium Infantry Kbot -Cost: 196 metal (21.8 seconds) 2012 energy Health: 1262 Speed: 15.6 m/s Vision range: 260
-Weapon 1: 230 range 75 dps (15 x8 per burst, 1.6 reload), 12 AOE
-Weapon 2: 300 range 40 dps (50 per shot, 1.25 reload), 32 AOE, ballistic
-Now has a unique head-mounted shotgun weapon, and ballistic cannon on both arms - it can now aim and fire each weapon simultaneously and independently. Armour increased by 20%, and speed increased. The Warrior is now much more worth the nearly 200 metal investment.
-

FLEA

- Fast Scout Kbot
-Cost: 49 metal (6 seconds) 812 energy Health: 95 Speed: 34.8 m/s Vision range: 263
-Weapon: 260 range 24 dps (24 per shot, 1 reload), 24 AOE - light gauss
-The Flea is now an all-terrain kbot, able to climb any slope - and bite a bit harder. ;)
-

HELLDIVER

(Sunburner) - Amphibious Infantry Kbot
-Cost: 80 metal (8.9 seconds) 846 energy Health: 425 Speed: 21 m/s Vision range: 260 Sonar: 130
-Weapon: EMG 240 range 42.9 dps (15 x2 per burst, 0.7 reload), 12 AOE
- - A more armoured version of the Peewee, that can go underwater. Excellent early raiding unit on maps like GOW - however of course, this unit will be pulverized by torps and depth charges - or just about anything - easily.
- - -

CORE LVL1 KBOTS

- - - - - - - - - - - - - -
-

CONSTRUCTION KBOT

- Builds at 4.5 metal/s
-Cost: 152 metal (16.9 seconds) 1559 energy Health: 640 Speed: 14.4 m/s Vision range: 230
-

AK

- Light Infantry Kbot
-Cost: 66 metal (7.3 seconds) 696 energy Health: 290 Speed: 25.2 m/s Vision range: 275
-Weapon: 190 range 50 dps (45 per shot, 0.9 reload), 8 AOE
-s Cavedog should have done in the first place, AK's own weapon has been ditched. The AK now shares the Instigator weapon just like the Peewee shares the Flash's. The AK's speed has been increased to a bit faster than the Instigator, to provide a decent scouting unit for the Kbot Lab. Armour has been boosted by 20%, still very low, a little bit poorer value than the Instigator as it should be given it now has superior speed.
-

STORM

- Rocket Kbot
-Cost: 118 metal (13.1 seconds) 985 energy Health: 690 Speed: 15 m/s Vision range: 265
-Weapon: Rockets 440 range 33.3 dps (100 per shot, 3 reload), 32 AOE
-As with the Rocko, Storm gets a boost in range, firepower and velocity. It is still a somewhat superior unit to the Rocko, with a better reload and no wait to ready the launchers.
-

THUD

- Artillery Kbot
-Cost: 157 metal (17.4 seconds) 1181 energy Health: 830 Speed: 14.4 m/s Vision range: 275
-Weapon: Artillery 460 range 44.4 dps (60 per shot, 1.35 reload), 40 AOE
-Since the Thud has less of an advantage now with the way its guns are instantly able to fire, the weapon has been increased in range, firepower and reload time. It's much closer to the hammer's power now.
-

CRASHER

- Anti-air laser kbot
-Cost: 102 metal (11.3 seconds) 1004 energy Health: 560 Speed: 15.6 m/s Vision range: 295
-Weapon: 650/250 range 142.2/35.6 dps (128/32 per shot, 0.9 reload), 12 AOE
-The Crasher is now an Anti-Air Laser Kbot. Side diversity ftw. It has much shorter range vs ground, and the laser cannot hit fast aircraft quite as well as missiles do, but it does much better damage than AA missile units.
-

MAK

(Core Prime) - Medium Assault Kbot -Cost: 218 metal (24.2 seconds) 2287 energy Health: 1220 Speed: 16.32 m/s Vision range: 270
-Weapon 1: laser 230 range 95 dps (95 per shot, 1 reload), 16 AOE
-Weapon 2: missile 550 range 62.5/12.5 dps (150/30 per shot, 2.4 reload), 32 AOE
-Core gets a unit which is similar to the Warrior. Its laser weapon is more lethal than the Warrior's and it sports AA missiles! It lacks the ballistic cannon the Warrior has, however.
-

BEETLE

(Mayhem) - Rocket Launcher kbot
-Cost: 174 metal (19.3 seconds) 1620 energy Health: 380 Speed: 15 m/s Vision range: 240
-Weapon: rocket 520 range 30 dps (240 per shot, 8 reload), 40 AOE, vertical launch, unguided
-a very small kbot with a little v-launch rocket weapon. It has a special ability: it flips over when under fire and becomes much tougher. As soon as it moves it flips back on its feet.
-
- -

ARM LVL1 VEHICLES

- - - - - - - - - - - - - - - - - -
-

CONSTRUCTION VEHICLE

- Build speed 6 metal/s
-Cost: 202 metal (22.4 seconds) 1930 energy Health: 870 Speed: 19.2 m/s Vision range: 235
-

JEFFY

- Fast Attack Vehicle
-Cost: 44 metal (7.3 seconds) 564 energy Health: 99 Speed: 34.8 m/s Vision range: 320
-Weapon: 190 range 33.3 DPS (15 x2 per burst 0.9 reload), LOS, 12 AOE
-Jeffy has had a minor boost in manueverability (turnrate) and its weapon is now a low-damage burst EMG.
-

FLASH

- Light Tank
-Cost: 106 metal (17.7 seconds) 870 energy Health: 615 Speed: 24 m/s Vision range: 250
-Weapon: 190 range 60 DPS (15 x2 per burst 0.5 reload), LOS, 12 AOE
-EMGs have been doubled in reload time and damage - they do the same amount of damage per sec but are considerably less noisy and laggy now. Apart from this the Flash is unchanged.
-

STUMPY

- Medium Tank
-Cost: 178 metal (29.7 seconds) 1446 energy Health: 1180 Speed: 19.2 m/s Vision range: 250
-Weapon: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE
-Stumpy has had a cost and armour boost, with a small reduction in speed and manuverability. Also a more powerful weapon now, with better range. It's now faster, more armoured and more expensive than the Raider - but the Raider has the same power weapon, and Core also has the Leveler, to which Arm doesn't have a direct counter...
-

SAMSON

- AA missile truck
-Cost: 119 metal (19.8 seconds) 1027 energy Health: 650 Speed: 18 m/s Vision range: 275
-Weapon: 700/450 range 100/16.7 DPS (240/40 per shot 2.4 reload), guided, 32 AOE
-Seethe definitive answer to AA missile unit domination. Plus small reduction in turnrate.
-

PODGER

- Minelayer
-Cost: 163 metal (27.2 seconds) 1031 energy Health: 1080 Speed: 21.6 m/s Vision range: 235
-Nanolathe: 120 workertime 75 build distance
-Since this unit was hardly seen at all in OTA, there have been some major changes to this unit. It is now the size of a stumpy, much smaller, quicker and more manueverable, builds much more powerful mines, and can repair and assist building as well as a Construction Vehicle - so if you like it can be used as a sort of level 1 FARK. Of course if you start using them as such, your opponent might start worrying you have laid mines somewhere... which is not a bad thing.
-

Podger build menu:


-

Tiny Mine 11 metal (2 seconds) 200 Energy, explosion 1200 damage 450 area, damage reduces with distance to 480 at edge

-

Medium Mine 28 metal (4.7 seconds) 700 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge

-

EMP Mine 60 metal (10 seconds) 2550 energy, explosion 60 seconds paralysis (less for heavy units) 865 area, stun duration decreases with distance down to 50% at edge

-

Nuclear Mine 447 metal (2 minutes 4.5 seconds) 12272 energy, explosion 12500 damage 800 area, damage decreases with distance down to 2500 at edge

-

Dragon's Eye - Sight tower 47 metal (7.8 seconds) 450 energy, 700 health (1750 when closed), Sight range 1000, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm

-Podger also builds Dragon's Teeth, and basic defences: Sunspot, LLT, Radical, Fury -
-

TERRIER

- Fast Skirmish Tank(MAD-TA)
-Cost: 82 metal (13.7 seconds) 760 energy Health: 295 Speed: 28.8 m/s Vision range: 275
-Weapon: 260 range 37.9 DPS (24 x3 per salvo 1.9 reload), LOS, 12 AOE
-Think of Terriers as somewhere between Jeffies and Flashes in terms of armour, speed and weapon damage - but with better weapon range than either.
-

JANUS

- Rocket Tank (Unlimited Units/Mayhem)
-Cost: 232 metal (37 seconds) 1902 energy Health: 850 Speed: 18.6 m/s Vision range: 260
-Weapon: 510 range 56.5 DPS (130 x2 per salvo 4.6 reload), LOS, 40 AOE
- - rocket tank. Fires 2-rocket salvoes with great range, fairly reasonable top speed but very slow to turn or accelerate, and very light armour for the cost.
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COLT

- Mobile Cluster Artillery (Mayhem)
-Cost: 244 metal (39 seconds) 2060 energy Health: 720 Speed: 16.2 m/s Vision range: 270
-Weapon: 540 range 50 DPS (25 x7 per burst, 3.5 reload), 32 AOE, ballistic
-Shotgun-style artillery. Blanket an area in low-power explosions. Could work well in groups...
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CORE LVL1 VEHICLES

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CONSTRUCTION VEHICLE

- Build speed 6 metal/s
-Cost: 210 metal (23.3 seconds) 1930 energy Health: 870 Speed: 18 m/s Vision range: 225
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WEASEL

- Fast Scout Vehicle
-Cost: 46 metal (5.1 seconds) 575 energy Health: 104 Speed: 32.76 m/s Vision range: 310
-Weapon: 180 range 33.3 DPS (30 per shot 0.9 reload), LOS, 12 AOE
-Weasel is a bit quicker turning, braking and acceleration.
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INSTIGATOR

- Light Tank
-Cost: 110 metal (12.2 seconds) 887 energy Health: 673 Speed: 22.2 m/s Vision range: 240
-Weapon: 190 range 50 DPS (45 per shot 0.9 reload), LOS, 8 AOE
-The Gator gets a minor weapon boost, it's more nearly a match for a Flash now.
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RAIDER

- Medium Tank
-Cost: 163 metal (18 seconds) 1241 energy Health: 1058 Speed: 18 m/s Vision range: 250
-Weapon: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE
-Gets a boost in weapon range and power like the Stumpy, but a reduction in speed.
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SLASHER

- Mobile AA
-Cost: 116 metal (12.9 seconds) 1027 energy Health: 655 Speed: 17.4 m/s Vision range: 270
-Weapon: 700/450 range 96/16 DPS (240/40 per shot 2.4 reload), guided, 32 AOE
-See the definitive answer to AA missile unit domination. Plus a reduction in turnrate so these bulky trucks don't turn on a dime anymore.
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SPOILER

- Minelayer
-Cost: 167 metal (18.6 seconds) 1117 energy Health: 1200 Speed: 19.8 m/s Vision range: 225
-Nanolathe: 120 workertime 75 build distance
-Reduced in size to about the same as a Raider, much quicker and more manueverable, builds much more powerful mines, and can also repair and assist building as effectively as a Construction vehicle - more so in fact, since it now takes less space.
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Spoiler build menu:


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M-102 - Light Mine 18 metal (3 seconds) 432 energy, explosion 1900 damage 420 area, damage reduces with distance to 1140 at edge

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M-204 - Medium Mine 30 metal (5 seconds) 656 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge

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M-303 - Area Mine 73 metal (12.2 seconds) 2700 energy, explosion 3600 damage 800 area, damage reduces with distance to 1440 at edge

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M-808 - Nuclear mine 442 metal (1 minute 13.7 seconds) 13172 energy, explosion 10500 damage 880 area, damage reduces with distance to 2625 at edge

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Dragon's Eye - Sight tower 49 metal (8.2 seconds) 432 energy, 730 health (1825 when closed), Sight range 1024, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm

-Spoiler also builds Dragon's Teeth, and basic defences: Immolator, LLT, Blocker, Scythe
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LEVELER

- Riot Tank -Cost: 255 metal (28.3 seconds) 1887 energy Health: 1350 Speed: 15.6 m/s Vision range: 260 -Weapon: 260 range 98.4 DPS (180 per shot 1.83 reload), LOS, 84 AOE -Gets a bit more of a boost in weapon range than the skirmish tanks, a boost in speed, and more armour suited to its cost (+260%!) Should be quite a useful unit now.
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GARPIKE

- Light Amphibious Tank (Core Prime) -Cost: 122 metal (13.6 seconds) 1098 energy Health: 744 Speed: 21.5 m/s Vision range: 240 Sonar: 120 -Weapon: 250 range 35.6 DPS (32 per shot 0.9 reload), LOS, 8 AOE -A quick, lightly armoured amphibious tank with a good range low damage laser. Almost as fast as an instigator.
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SHODAN

- High-energy Laser Tank (Mayhem) -Cost: 240 metal (26.7 seconds) 2300 energy Health: 960 Speed: 13.2 m/s Vision range: 275 -Weapon: 540 range 45 DPS (180 per shot 4 reload), LOS, 16 AOE -HLT class laser on a level 1 tank! It is able to fire only once every 4 seconds, however. A slow fragile tank, but the long range on that weapon could come in very useful.
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ARM LVL1 AIRCRAFT

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CONSTRUCTION AIRCRAFT

- Build speed 3 metal/s -Cost: 231 metal (51.3 seconds) 5400 energy Health: 360 Speed: 82.8 m/s Turnrate: 132 Vision range: 280
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PEEPER

- Air Scout -Cost: 50 metal (11.1 seconds) 1475 energy Health: 160 Speed: 144 m/s Turnrate: 800 Vision range: 640 Radar range: 900 -Has been given an increase in sight range to larger than most units in the game. It's particularly useful now as a spotting unit.
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FREEDOM FIGHTER

- Fighter -Cost: 149 metal (33.1 seconds) 3234 energy Health: 440 Speed: 120 m/s Turnrate: 512 Vision range: 420 -Weapon: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE -s equipped a more effective missile and better manueverability for quickly intercepting bombers.
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THUNDER

- Bomber -Cost: 190 metal (42.2 seconds) 5496 energy Health: 640 Speed: 108 m/s Turnrate: 356 Vision range: 400 -Weapon: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 6 per run), 48 AOE -one of the few units in the game that is unchanged. Bombing raids will be more difficult now - Arm or Core - with improved Level 1 fighters and improved AA. A line bombing fix is in effect, but you'll find it doesn't change things much...
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SPARROW

- Strike Fighter -Cost: 174 metal (38.7 seconds) 4393 energy Health: 720 Speed: 117.6 m/s Turnrate: 400 Vision range: 400 -Weapon: Missile, 440 range 45 DPS (180 per shot 4 reload), 48 AOE -A multirole fighter that can be used for quick airstrikes on light targets and also has some usefulness against other aircraft.
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ATLAS

- Air Transport -Cost: 118 metal (26.2 seconds) 2479 energy Health: 300 Speed: 84 m/s Turnrate: 128 Vision range: 295 -Highly useful unit. Only change planned at this stage is preventing
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CORE LVL1 AIRCRAFT

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CONSTRUCTION AIRCRAFT

- Build speed 3 metal/s -Cost: 242 metal (53.8 seconds) 5125 energy Health: 380 Speed: 80.4 m/s Turnrate: 144 Vision range: 27242/10
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FINK

- Air Scout -Cost: 45 metal (10 seconds) 1369 energy Health: 180 Speed: 132 m/s Turnrate: 700 Vision range: 620 Radar range: 960 -Like the Arm Peeper this has been given a substantial increase in sight range.
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AVENGER

- Fighter -Cost: 153 metal (34 seconds) 3181 energy Health: 546 Speed: 132 m/s Turnrate: 412 Vision range: 420 -Weapon: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE -Core's Level 1 fighter has been given a substantial boost in the turning rate department, it should be a bit closer match to the Freedom Fighter now.
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SHADOW

- Bomber -Cost: 186 metal (41.3 seconds) 5691 energy Health: 630 Speed: 96 m/s Turnrate: 335 Vision range: 400 -Weapon: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 8 per run), 48 AOE -unchanged from OTA. AA and improved fighters will give the bomber a more of a challenge. A line bombing fix is in effect, but you'll find it doesn't change things much.
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MOSQUITO

- Laser Fighter -Cost: 162 metal (36 seconds) 2841 energy Health: 840 Speed: 99.6 m/s Turnrate: 520 Vision range: 400 -Weapon: 650/250 range 106.7/26.7 dps (128/32 per shot, 1.2 reload), 12 AOE -This is a tough little fighter, designed to shut down air raids very quickly, but not a great chaser with a fairly low top speed.
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VALKYRIE

-Cost: 128 metal (28.4 seconds) 2695 energy Health: 360 Speed: 84 m/s Turnrate: 145 Vision range: 290 - - as with the Arm Atlas, unchanged from OTA. If you want a better air transport look for the level 2 unit...
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ARM LVL1 SHIPS

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CONSTRUCTION SHIP

- Build speed 7.5 metal/s -Cost: 255 metal (18.9 seconds) 2130 energy Health: 1105 Speed: 46.4 m/s Turnrate: 200 Vision range: 224
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SKEETER

- Scout Ship -Cost: 125 metal (9.3 seconds) 1085 energy Health: 480 Speed: 40.8 m/s Turnrate: 410 Vision range: 320 -Weapon 1: EMG 240 range 42.9 DPS (15 x2 per burst, 0.7 reload), 12 AOE -Weapon 2: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE -The ever-useful scout ship is now fitted with an EMG. This is somewhat of a compensation for the AA missiles getting an adjustment
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CRUSADER

- Destroyer -Cost: 808 metal (59.9 seconds) 4537 energy Health: 2870 Speed: 34.8 m/s Turnrate: 151 Vision range: 320 Sonar: 320 -Weapon 1: Cannon 660 range 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic -Weapon 2: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided -The main ship of the tier 1 navy, it gets a 25% increase in turnrate (it really did turn slow before), a slight reduction in metal cost and reload time, and takes a bit longer to build. It's otherwise unchanged.
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LURKER

- Submarine -Cost: 691 metal (51.2 seconds) 3724 energy Health: 610 Speed: 25.2 m/s Turnrate: 256 Vision range: 150 Sonar: 455 -Weapon: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater -the level 1 Sub gets a little bit more speed and manueverability.
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HULK

(UH) - Transport Ship -Cost: 552 metal (40.9 seconds) 4639 energy Health: 2500 Speed: 27.6 m/s Turnrate: 256 Vision range: 250 Transport Capacity: 24 -Weapon: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE -the Hulk got a lot less hulkish, with a big reduction in size. Its awkward and slow transport crane arm is gone, replaced with the ability to teleport units instantly to a distance better than the original. Also now equipped with a laser. Also drops ALL units when told to unload.
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VANGUARD

(Wormhole Productions or WP) - Rocket Frigate -Cost: 390 metal (28.9 seconds) 2736 energy Health: 1904 Speed: 37.2 m/s Turnrate: 360 Vision range: 300 -Weapon: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE - - ship armed with heavy rockets, a kind-of rocko for the sea.
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CORE LVL1 SHIPS

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CONSTRUCTION SHIP

- Build speed 7.5 metal/s -Cost: 260 metal (19.3 seconds) 2075 energy Health: 1150 Speed: 45.2 m/s Turnrate: 215 Vision range: 220
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SEARCHER

- Scout Ship -Cost: 120 metal (8.9 seconds) 1007 energy Health: 540 Speed: 38.4 m/s Turnrate: 419 Vision range: 310 -Weapon 1: Laser 240 range 40 DPS (36 per shot, 0.9 reload), 8 AOE -Weapon 2: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE - - the light scout boat gets laser weapons that are actually useful, on a turret that actually turns at a regular rate. This is somewhat of a compensation for the AA missiles getting an adjustment.
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ENFORCER

- Destroyer -Cost: 798 metal (59.1 seconds) 4505 energy Health: 3150 Speed: 33.6 m/s Turnrate: 180 Vision range: 360 Sonar: 330 -Weapon 1: Cannon 660 range 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic -Weapon 2: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided -nothing is needed to adjust a cannon-and-depthcharge unit that is already highly useful.
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SNAKE

- Submarine -Cost: 719 metal (53.3 seconds) 3902 energy Health: 640 Speed: 24.6 m/s Turnrate: 256 Vision range: 150 Sonar: 440 -Weapon: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater -the level 1 Sub gets a little bit more speed and manueverability.
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ENVOY

(UH) - Transport Ship -Cost: 599 metal (44.4 seconds) 4286 energy Health: 2750 Speed: 26.4 m/s Turnrate: 270 Vision range: 250 Transport Capacity: 25 -Weapon: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE -- like the Hulk, this transport ship has been shrunk, its crane removed and replaced with short-range teleportation (a bit better range than the crane arm, and instant) with auto-unload of all units. Plus a light laser for defense.
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VIKING

(WP) - Rocket Frigate -Cost: 379 metal (28.1 seconds) 2598 energy Health: 2080 Speed: 36 m/s Turnrate: 375 Vision range: 290 -Weapon: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE - - A Storm for the sea, armed with heavy rockets.
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ARM LVL1 Hovercraft

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CONSTRUCTION HOVERCRAFT

- build speed 4.5 metal/s -Cost: 204 metal (22.7 seconds) 1963 energy Health: 605 Speed: 27.6 m/s Turnrate: 375 Vision range: 260 -Nanolathe: 90 workertime (4.5 Metal/sec), 60 build range -This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.
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SKIMMER

Scout Hovercraft -Cost: 115 metal (12.8 seconds) 1504 energy Health: 300 Speed: 48 m/s Turnrate: 510 Vision range: 295 -Weapon: EMG 230 range, 51.2 DPS (15 x8 per burst, 2.35 reload), 12 AOE -Scout Hovercraft have been reduced to 2x2 footprint, increased in top speed, and increased in armour - although they are still very fragile and easily shredded by most other units. Skimmer now uses a shotgun-style weapon.
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SWATTER

Anti-Air Hovercraft -Cost: 132 metal (14.7 seconds) 1937 energy Health: 448 Speed: 34.8 m/s Turnrate: 400 Vision range: 310 -Weapon: 700/450 range 80/16 DPS (200/40 per shot, 3-shot salvo, average 2.5 reload), guided, 32 AOE -Small AA missile hovercraft with similar firepower to the Samson. Launches 3 missiles with 2 seconds delay between them, then 3.5 second delay before the next salvo.
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ANACONDA

Hovertank -Cost: 238 metal (26.4 seconds) 2785 energy Health: 830 Speed: 31.2 m/s Turnrate: 335 Vision range: 270 -Weapon: 395 range 43.9 DPS (158 per shot, 3.6 reload), ballistic, 40 AOE -Small light disposable hovertank that packs a good punch with a slow rate of fire.
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BEAR

Transport Hovercraft -Cost: 399 metal (44.3 seconds) 4969 energy Health: 1690 Speed: 31.2 m/s Turnrate: 256 Vision range: 320 Transport Capacity: 15 -Weapon: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE -Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.
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CORE LVL1 HOVERCRAFT

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CONSTRUCTION HOVERCRAFT

- Build speed 4.5 metal/s -Cost: 210 metal (23.3 seconds) 1904 energy Health: 660 Speed: 26.4 m/s Turnrate: 390 Vision range: 250 -Nanolathe: 90 workertime (4.5 Metal/sec), 60 build range -This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.
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SCRUBBER

Scout Hovercraft -Cost: 104 metal (11.6 seconds) 1371 energy Health: 360 Speed: 44.4 m/s Turnrate: 540 Vision range: 280 -Weapon: Laser 230 range, 48.5 DPS (80 per shot, 1.65 reload), 8 AOE -Scout Hovercraft have been reduced to 2x2 footprint (same as gators, Raiders and Levelers), increased in top speed, and increased in armour - although they are still very fragile.
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SLINGER

Anti-Air Hovercraft -Cost: 127 metal (14.1 seconds) 1885 energy Health: 465 Speed: 32.4 m/s Turnrate: 420 Vision range: 300 -Weapon: 700/450 range 81.6/16.3 DPS (200/40 per shot, 2.45 reload), guided, 32 AOE -AA missile launcher with similar power to the Slasher.
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SNAPPER

Hovertank -Cost: 224 metal (24.9 seconds) 2655 energy Health: 900 Speed: 28.8 m/s Turnrate: 320 Vision range: 260 -Weapon: 380 range 45.4 DPS (127 per shot, 2.8 reload), ballistic, 48 AOE -In keeping with Core's approach the Snapper is tougher, cheaper and outguns Arm's Anaconda counterpart, but is a bit slower.
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TURTLE

Transport Hovercraft -Cost: 385 metal (42.7 seconds) 4771 energy Health: 1600 Speed: 32.4 m/s Turnrate: 280 Vision range: 300 Transport Capacity: 16 -Weapon: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE -Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.
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ARM LVL1 DEFENSES

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Buildable by Commander:

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LLT

- Light Laser Tower -Cost: 131 metal 1297 energy Health: 1500 Vision range: 380 Footprint: 2x2 -Weapon: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot -LLTs are worth building. Half the cost, 25% more range, double the armor. Also 50% increase in damage and reload time - largely for aesthetics. 0.6 second reload time seemed strange for a single laser when the HLTs sport 2 (or 3 for the Core version) with a slower reload. Plus side: if it gets in one shot, that shot counts for more. Minus side: "overkill" greater, potentially less metal left in wrecks for very light units. This isn't going to make much difference for most units though, only with units with a very low metal value in the first place.
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SUNSPOT

- EMG Tower -Cost: 230 metal 2000 energy Health: 2180 Vision range: 420 Footprint: 3x3 -Weapon: EMG, 500 range, 160 DPS (24 x4 per burst, 0.6 reload), 16 AOE -EMG tower is a point defence with good range and great damage output, but does not have the shot velocity to catch moving units that laser towers do. Buildable by Commander.
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RADICAL

- Short-range cannon -Cost: 454 metal 3363 energy Health: 3319 Vision range: 350 Footprint: 2x2 -Weapon: Cannon, 660 range, 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic -Light plasma battery. Has a Destroyer cannon mounted on sturdy fortification, just over half the range of a Guardian for 1/3 the cost. A handy unit for light bombardment, reinforcing defensive positions with about 25% more range than HLTs. This is the longest-range defense that a Commander can build.
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FURY

- AA Laser -Cost: 99 metal 1125 energy Health: 924 Vision range: 450 Footprint: 2x2 -Weapon: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE -A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.
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TORPEDO LAUNCHER

-Cost: 302 metal 2658 energy Health: 1750 Vision range: 350 Footprint: 2x2 -Weapon: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided -Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.

Not buildable by Commander:

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DEFENDER

- AA Missile Launcher -Cost: 79 metal 843 energy Health: 350 Vision range: 450 Footprint: 3x3 -Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE -Missile towers are unchanged from OTA... apart from the ultimate AA missile fix.
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SENTINEL

- Heavy Laser Tower -Cost: 534 metal 5098 energy Health: 3129 Vision range: 420 Footprint: 2x2 -Weapon: Laser, 560 range, 214.3 DPS, (225 per shot, 1.05 reload), 16 AOE, 50 Energy per shot -HLTs get 130% more armour and 35% more range, along with a small boost in weapon velocity and AOE (as all lasers do). They remain the ultimate point defence.
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GUARDIAN

- Medium Artillery -Cost: 1460 metal 7987 energy Health: 5944 Vision range: 400 Footprint: 3x3 -Weapon: Cannon, 1250 range, 144 DPS (360 per shot, 2.5 reload), 64 AOE, ballistic -Guardians have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.
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CENTURION

- Rocket Battery -Cost: 790 metal 5148 energy Health: 3532 Vision range: 350 Footprint: 4x4 -Weapon: Rockets, 900 range, 100 DPS (300 per shot, 3 reload), 48 AOE, guided -Useful all-purpose defence, launches tracking rockets equally effective vs air and ground.

Buildable only by Construction Ship, Hovercraft and Aircraft:

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PATRIOT

- Floating AA Missile Launcher -Cost: 91 metal 987 energy Health: 373 Vision range: 420 Footprint: 3x3 -Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE -Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same ultimate AA missile fix.
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STINGRAY

- Floating Heavy Laser Tower -Cost: 524 metal 5296 energy Health: 2850 Vision range: 480 Footprint: 3x3 -Weapon: Laser, 640 range, 245.5 DPS (270 per shot, 1.1 reload), 16 AOE, 60 Energy per shot -The floating version of the heavy laser is more expensive, longer ranged, does a bit more damage, but is a bit more fragile.
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CORE LVL1 DEFENSES

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Buildable by Commander:

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LIGHT LASER TURRET

-Cost: 124 metal 1204 energy Health: 1500 Vision range: 370 Footprint: 2x2 -Weapon: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot -LLTs are worth building. Half the cost, 25% more range, double the armor..
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IMMOLATOR

-Cost: 235 metal 2190 energy Health: 2384 Vision range: 400 Footprint: 3x3 -Weapon: Riot cannon, 480 range, 133.3 DPS (180 per shot, 0.6 reload), 84 AOE - special damage vs light units: 200DPS to Jeffy, Weasel, Flea, Peewee, AK, Flash, Instigator, Helldiver, Garpike, Skimmer, Scrubber, Zipper, Freaker -Riot tower. Still most effective vs EMG units (Peewees, Flashes, Warriors, Blights, Helldivers), but much more effective vs other units now as well. Roughly half the OTA cost, and better range.
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BLOCKER

-Cost: 462 metal 2814 energy Health: 3450 Vision range: 350 Footprint: 2x2 -Weapon: Cannon, 660 range, 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic -Light plasma battery. Just over half the range of a Punisher for 1/3 the cost. A handy unit for light bombardment, reinforcing defensive positions with about 20% more range than HLTs. This is the longest-range defense that a Commander can build.
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SCYTHE

-Cost: 102 metal 1195 energy Health: 985 Vision range: 450 Footprint: 2x2 -Weapon: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE -A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.
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TORPEDO LAUNCHER

-Cost: 316 metal 3058 energy Health: 1900 Vision range: 340 Footprint: 2x2 -Weapon: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided -Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.

Not buildable by Commander:

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PULVERIZER

-Cost: 76 metal 805 energy Health: 360 Vision range: 450 Footprint: 3x3 -Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE -Missile towers are unchanged from OTA... apart from the ultimate AA missile fix.
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GAAT GUN

-Cost: 530 metal 5143 energy Health: 3336 Vision range: 400 Footprint: 2x2 -Weapon: Laser, 540 range, 211.7 DPS (180 per shot, 0.85 reload), 16 AOE, 40 Energy per shot -HLTs get 50% more armour and 25% more range, along with a small boost in weapon velocity and AOE (as all lasers do). They remain the ultimate point defence.
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PUNISHER

-Cost: 1415 metal 7585 energy Health: 5796 Vision range: 360 Footprint: 3x3 -Weapon: Cannon, 1200 range, 139 DPS (320 per shot, 2.3 reload), 85 AOE, ballistic -Punishers have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.
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BUREAUCRAT

-Cost: 859 metal 4531 energy Health: 4285 Vision range: 360 Footprint: 4x4 -Weapon: Rockets, 900 range, 100 DPS (480 per shot, 4.8 reload), 64 AOE, guided -A useful all-purpose defence, launches tracking rockets equally effective vs air and ground.

Buildable only by Construction Ship, Hovercraft and Aircraft:

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STINGER

- Floating AA Missile Launcher -Cost: 92 metal 1054 energy Health: 432 Vision range: 400 Footprint: 3x3 -Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE -Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same ultimate AA missile fix.
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THUNDERBOLT

- Floating Heavy Laser Tower -Cost: 558 metal 5412 energy Health: 3110 Vision range: 470 Footprint: 3x3 -Weapon: Laser, 640 range, 266.7 DPS (600 per shot, 2.25 reload), 16 AOE, 120 Energy per shot -Core's floating heavy laser is very heavy - it does a large amount of damage with a slow reload
- \ No newline at end of file diff --git a/GUIDE_L2.html b/GUIDE_L2.html deleted file mode 100644 index c30456e..0000000 --- a/GUIDE_L2.html +++ /dev/null @@ -1,1149 +0,0 @@ - - - - - - -Total Mayhem Unit Guide - Level 3 units - - - - -

Level 2 units

- -In OTA (Original TA - unmodded) most tech level 2 units are poor value. The power increase from level 1 is overall much smaller than the cost increase. So the obvious solution to that is to give level 2 units more power... You'll find speed, armor, range and/or damage increased across the board, and new features added to some units.

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ARM LVL2 KBOTS

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ADVANCED CONSTRUCTION KBOT

- builds at 9 metal/s -
Cost: 345 metal (23 seconds) 4338 energy Health: 1140 Speed: 11.4 m/s Vision range: 280
-Signifcantly faster than OTA, but still the slowest moving builder Arm has. Also the cheapest, at lvl 2, so good for getting projects started early close to your base
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ZIPPER

- Fast Attack Kbot -
Cost: 208 metal (13.9 seconds) 2322 energy Health: 750 Speed: 39.6 m/s Vision range: 400
-Weapon: 220 range 100 DPS (20 x5 per burst 1 reload), LOS, 16 AOE
-This is meant to be a fast attack kbot not just a scout, so it has been equipped as such. Along with an increase in speed, armour has also been increased, and the laser replaced with a burst EMG.
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ZEUS

- Heavy Infantry Kbot -
Cost: 344 metal (22.9 seconds) 3342 energy Health: 2250 Speed: 15 m/s Vision range: 300
-Weapon: 250 range 172.4 DPS (250 per shot 1.45 reload), LOS, 16 AOE, 20 Energy per shot
-The Zeus has gotten a speed increase, a faster gun-draw, much faster aiming rate, an armour increase and an increase in weapon range and damage.
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FIDO

- Skirmish Kbot -
Cost: 398 metal (26.6 seconds) 4056 energy Health: 1500 Speed: 22.8 m/s Vision range: 360
-Weapon: 540 range 78.3 DPS (180 per shot, 2.3 reload), LOS, 16 AOE
-The Fido has had a 20% increase in weapon range, substantial increase in damage, and an increase in armour and visual range.
-

INVADER

- Crawling Bomb -
Cost: 183 metal (12.2 seconds) 1378 energy Health: 280 Speed: 9.6 m/s Vision range: 202
-Weapon: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown)
-The crawling bomb hasn't had much done with it apart from a slightly bigger bang, and a shorter self-destruct countdown, and a bit more speed... not too much...
-

PELICAN

- Amphibious Kbot -
Cost: 275 metal (18.3 seconds) 2868 energy Health: 1200 Speed: 22.2 m/s Vision range: 310
-Weapon 1: EMG 220 range 75 DPS (20 x5 per burst 1.33 reload), LOS, 16 AOE
-Weapon 2: AA missiles 655/444 range vs air/ground, 106.7/18 DPS (160/27 per shot, 1.5 reload), LOS, 32 AOE
-AA fix on the AA missiles and a fix on the water targeting bug should make these a bit more balanced now - still highly effective units, however. Very spammable, more armour, 20% faster, and also armed with a powerful burst EMG weapon.
-

MAVERICK

- Gunslinger Kbot -
Cost: 678 metal (45.2 seconds) 10914 energy Health: 2444 Speed: 16.8 m/s Vision range: 360
-Weapon: 420 range 400 DPS (320 per shot 0.8 reload), LOS, 16 AOE
The Maverick is a bit of a monster now. A big armour increase and a 25% weapon and visual range increase. This is one of the units that have seen a big increase in metal cost due to the change to a consistant metal/buildtime ratio for all units, but it actually takes less time to build now.
-

SHOOTER

- Sniper Kbot -
Cost: 1029 metal (68.6 seconds) 14727 energy Health: 900 Speed: 14.4 m/s Vision range: 600
-Weapon: 1000 range 250 DPS (2000 per shot 8 reload), LOS, 24 AOE, 800 energy per shot Stealth
-The Sniper has double the armour, increased weapon range and a reload of 8 seconds (from 20). It's still very expensive and fragile, but with good weapon and vision range it can be useful.
-

MARKY

- Radar Kbot -
Cost: 119 metal (7.9 seconds) 1152 energy Health: 240 Speed: 12.6 m/s Vision Range: 720 Radar range: 2000
-The radar kbot has a much bigger radar range now, and a very large vision range too.
-

ERASER

- Radar Jammer Kbot -
Cost: 146 metal (9.7 seconds) 1326 energy Health: 408 Speed: 14.4 m/s Vision Range: 500 Radar jamming: 880
-The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range.
-

INFILTRATOR

- Spy Kbot -
Cost: 256 metal (17.1 seconds) 4175 energy Health: 500 Speed: 23.4 m/s Vision Range: 960 Radar: 960 Radar jamming: 150 Cloak cost: 200/600 when moving
-Weapon: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot
-The spy now has a small jamming field instead of stealth and reduced cloak costs. Plans for the spy: a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires.
-

DECOY COMMANDER

-
Cost: 721 metal (48.1 seconds) 8671 energy Health: 3200 Speed: 14.4 m/s Vision range: 300 Sonar range: 180
-Weapon: 230 range 94.1 DPS (80 per shot 0.85 reload) 16 AOE - Commander's J7 laser
-Nanolathe: 240 workertime 120 build distance
-Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist.
-

FARK

Fast Assist/Repair Kbot -
Cost: 432 metal (28.8 seconds) 3219 energy Health: 830 Speed: 22.8 m/s Vision range: 290
-Nanolathe: 210 workertime 90 build distance
-Not quite so fast any more, I slowed down the speed to more closely match the walking animation. Still very useful as a little build-assist kbot, and the longer range on the nanolathe helps too.
-

ROVER

(Mayhem) - Rapid-fire Artillery Kbot -
Cost: 482 metal (32.1 seconds) 4423 energy Health: 1440 Speed: 19.2 m/s Vision range: 360
-Weapon: 720 range 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic
-Fido's big brother, this is a faster more powerful counter to Core's Morty. However, there are tradeoffs: it is more expensive, has slightly less range than the Morty, takes up more space, and has less armour.
what?

ODIN

(Xubor/Mayhem update) - Heavy Assault Kbot -
Cost: 820 metal (54.7 seconds) 9087 Energy Health: 3100 Speed: 20.4 m/s Vision range: 320
-Weapon: 260 range 288 DPS (24 per shot 0.066 reload, 0.25 pause every 12 rounds), LOS, 24 AOE
-Fast, well armoured, gattling-style assault weapon. An excellent raider unit, but not cheap.

CORE LVL2 KBOTS

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION KBOT

- builds at 9 metal/s -
Cost: 357 metal (23.8 seconds) 4272 energy Health: 1280 Speed: 11.1 m/s Vision range: 280
-Signifcantly faster than OTA, but still a slow-moving builder, good for projects close to your base.
-

FREAKER

- Fast Attack Kbot -
Cost: 227 metal (15.1 seconds) 2458 energy Health: 890 Speed: 38.4 m/s Vision range: 390
-Weapon: 215 range 94.1 DPS (80 per shot, 0.85 reload), Laser, 12 AOE
-Faster, stronger, tougher, the Freaker should prove really useful and deadly now, able to penetrate enemy lines more effectively and deal some damage.
-

PYRO

- Heavy Infantry Kbot -
Cost: 316 metal (19.1 seconds) 3040 energy Health: 1930 Speed: 19.8 m/s Vision range: 300
-Weapon: 230 range 200 DPS (20 x8 per burst, 0.8 reload), LOS, firestarter, 60% less damage to other Pyros and to Cremators
-The increased range and velocity on the flamethrower, plus the improved aimrate, should make the Pyro much more effective as an assault unit.
-

THE CAN

- Armoured Assault Kbot -
Cost: 440 metal (29.3 seconds) 4200 energy Health: 3850 Speed: 9.6 m/s Vision range: 330
-Weapon: 320 range 219.2 DPS (285 per shot, 1.3 reload), Laser, 12 AOE, 25 Energy per shot -The Can has been given a considerable speed boost, although it's still the slowest unit in the game apart from the Sumo. Its laser range and visual range has also been increased by quite a bit.
-

ROACH

- Crawling Bomb -
Cost: 195 metal (13 seconds) 1327 energy Health: 330 Speed: 9 m/s Vision range: 240
-Weapon: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown)
-The crawling bomb hasn't had much done with it apart from a slightly bigger bang, a shorter self-destruct countdown, and a bit more speed...
-

MORTY

- Artillery Kbot -
Cost: 353 metal (23.5 seconds) 2865 energy Health: 1510 Speed: 14.4 m/s Vision range: 330
-Weapon: 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic
-The Morty's overexcited fire rate has been slowed and damage per shot increased accordingly, as well a modest armour increase.
-

SUMO

- Heavy Armoured Assault Kbot -
Cost: 844 metal (56.3 seconds) 8082 energy Health: 6490 Speed: 8.1 m/s Vision range: 420
-Weapon: 480 range 278.3 DPS (320 per shot, 1.15 reload), Laser, 12 AOE, 50 Energy per shot -The Sumo has been given quite the speed boost, they have about double the original movement rate. They also have much increased weapon and visual range, making them truly formidable.
-

GIMP

- Amphibious Kbot -
Cost: 324 metal (21.6 seconds) 2935 energy Health: 2410 Speed: 13.2 m/s Vision range: 330
-Weapon 1: 380 range 63.5 DPS (127 per shot, 2 reload), ballistic, 48 AOE
-Weapon 2: 320 range 144.4 DPS (260 per shot, 1.8 reload), Laser, 12 AOE
-The Gimp is now considerably faster, and sports a much more powerful laser.
-

DOMINATOR

- Heavy Rocket Kbot -
Cost: 408 metal (27.2 seconds) 4107 energy Health: 930 Speed: 15 m/s Vision range: 320
-Weapon: V-launch rocket 1100 range 80 DPS (640 per shot, 8 reload), 64 AOE
-As the Diplomat has been removed and the Nixer is now a ballistic rocket launcher, the Dominator is the only v-launch unit for Core at level 2. As such, it has been boosted in power to be equivalent to Arm's MERL - and considerably longer range than OTA.
-

VOYEUR

- Radar Kbot -
Cost: 116 metal (7.7 seconds) 1283 energy Health: 250 Speed: 12 m/s Vision Range: 750 Radar range: 2100
-The radar kbot has a much bigger radar range now, and a very large vision range too.
-

SPECTRE

- Radar Jammer Kbot -
Cost: 140 metal (9.3 seconds) 1453 energy Health: 450 Speed: 13.2 m/s Vision Range: 540 Radar jamming: 800
-The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range.
-

PARASITE

- Spy -
Cost: 280 metal (18.7 seconds) 3839 energy Health: 680 Speed: 22.6 m/s Vision Range: 900 Radar: 900 Radar jamming: 180 Cloak cost: 180/500 when moving
-Weapon: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot
-The spy now has a small jamming field instead of stealth and reduced cloak costs. PArmed with a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires..
-

DECOY COMMANDER

-
Cost: 705 metal (47.2 seconds) 9064 energy Health: 3500 Speed: 13.44 m/s Vision range: 300 Sonar range: 180
-Weapon: 230 range 95 DPS (95 per shot 1 reload) 16 AOE - Commander's XC laser
-Nanolathe: 240 workertime 120 build distance
-Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist. -
-

NECRO

- Resurrection Kbot -
Cost: 570 metal (38 seconds) 8164 energy Health: 1040 Speed: 17.4 m/s Vision range: 400 Radar jam range: 100 -Nanolathe: 180 workertime (9 metal/s) 90 build distance
-Bugfixed, of course ;) now also has a small jammer so itself and the unit it is resurrecting cannot be seen on radar. Is also a reasonable build assist unit now also.
-

REAVER

(Mayhem) - Riot Kbot -
Cost: 609 metal (40.6 seconds) 7815 energy Health: 2858 Speed: 14.4 m/s Vision range: 350
-Weapon 1: 360 range 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE
-Weapon 2: 650/450 range 71.4/14.3 DPS (200/40 per shot, 1.8 reload), Laser, 12 AOE
-The Reaver comes armed with a pair of deadly riot cannon, and AA missiles too.
-

ARM LVL2 VEHICLES

- - - - - - - - - - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION VEHICLE

- builds at 12 metal/s -
Cost: 481 metal (32.1 seconds) 4263 energy Health: 1405 Speed: 20.4 m/s Vision range: 270
-Covers ground much more quickly than the Advanced Construction kbot.
-

TRITON

- Amphibious Tank -
Cost 298 metal (19.9 seconds) 2800 energy Health: 1722 Speed: 22.8 m/s Turnrate: 350 Vision range: 300 Sonar: 125
-Weapon: cannon 395 range, 79 DPS (158 damage, 2 reload), ballistic, 40 AOE
-Reduced in size to 2x2, as fast as a flash tank, with better range and weapon power, and very short-range sonar so it's not entirely blind underwater. Also, visual effects added while moving underwater.
-

BULLDOG

- Assault Tank -
Cost 597 metal (39.8 seconds) 6994 energy Health: 4104 Speed: 14.4 m/s Turnrate: 260 Vision range: 360
-Weapon: cannon 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE
-The Bulldog has been improved in a big way too. Much more armour, faster turret aiming, faster reload, more damage per shot, better range, and the hitbyweapon function has been eliminated. The bulldog now ignores damage and doesn't let up with its sharp teeth, like its namesake.
-

PANTHER

- Lightning Tank -
Cost 354 metal (23.6 seconds) 3830 energy Health: 2000 Speed: 19.2 m/s Turnrate: 420 Vision range: 300
-Weapon 1: lightning 250 range, 104.2 DPS (250 damage, 2.4 reload), 16 AOE, 20 energy per shot -Weapon 2: AA missile 655/444 range, 62.5/13.5 dps (135/27 per shot, 2 reload), 32 AOE
-The Panther was one of the more useful Arm vehicles, now it's more useful with more armour and a bit more speed. The missile has had the AA fix applied to it however, meaning it has limited range vs ground units.
-

MERL

- Mobile Rocket Launcher -
Cost 462 metal (30.8 seconds) 4746 energy Health: 1080 Speed: 15 m/s Turnrate: 575 Vision range: 300 -Weapon: v-launch 1160 range, 91.3 DPS (840 damage, 9.2 reload), 64 AOE
-The vertical launch rocket vehicle can launch its rockets on targest much further away now, nearly at the range of a Punisher or Guardian.
-

SEER

- Mobile Radar -
Cost 128 metal (8.5 seconds) 1341 energy Health: 380 Speed: 15 m/s Turnrate: 500 Vision range: 720 Radar range: 2048
-The Seer as with all radar units has a large sight range as well as good radar range. Radar range is now larger than the tier 1 tower. The tier 2 radar tower has twice as much radar range again, though.
-

JAMMER

- Mobile Radar Jammer -
Cost 152 metal (10.1 seconds) 1621 energy Health: 460 Speed: 16.8 m/s Turnrate: 420 Vision range: 480 Radar jammer range: 900
-The Jammer has much improved jamming range and good sight range too.
-

PENETRATOR

- Mobile Energy Weapon -
Cost 1422 metal (1 min 35 seconds) 17477 energy Health: 3200 Speed: 12 m/s Turnrate: 220 Vision range: 450
-Weapon: BLOD 850 range, 416.7 DPS (2500 damage, 6 reload), 16 AOE
, 900 energy per shot -The Penetrator in OTA is really very not good at all, pretty much a slow overpriced bomb. It has had almost everything improved: speed, turnrate, turret turnrate most of all, weapon range and lots more armour.
-

PHALANX

- Mobile Flakker -
Cost 723 metal (48.2 seconds) 10500 energy Health: 2463 Speed: 15 m/s Turnrate: 511 Vision range: 560
-Weapon: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE
-With the unit unable to guard, it can no longer be abused to fire on ground units. Armour and visual range increased by a fair bit to improve its specialist AA role.
-

CIPHER

(IGTA) Stealth Tank -
Cost 464 metal (30.9 seconds) 6523 energy Health: 2072 Speed: 21.6 m/s Turnrate: 400 Vision range: 360
-Weapon: Gauss 420 range, 177.8 DPS (320 damage, 1.8 reload), LOS, 16 AOE
-Fast attack tank invisible to radar.
-

BOA

(Core Prime) - Amphibious Artillery Tank -
Cost 782 metal (52.1 seconds) 7023 energy Health: 2657 Speed: 18 m/s Turnrate: 240 Vision range: 330 Sonar: 180
-Weapon 1: cannon, 860 range, 90.1 DPS (200 damage, 2.2 reload), 64 AOE, ballistic
-Weapon 2: torpedo 320 range, 44.6 DPS (116 damage, 2.6 reload), underwater-only, 16 AOE
-The Boa is an amphibious siege tank that has some ability to defend itself underwater (albeit limited), and project firepower inland from enemy beaches.
- -

CORE LVL2 VEHICLES

- - - - - - - - - - - - - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION VEHICLE

- builds at 12 metal/s -
Cost: 455 metal (30.3 seconds) 4504 energy Health: 1520 Speed: 19.2 m/s Vision range: 250
-Covers ground much more quickly than the Advanced Construction kbot.
-

CROCK

- Amphibious Tank -
Cost 295 metal (19.7 seconds) 2710 energy Health: 3219 Speed: 21.6 m/s Turnrate: 320 Vision range: 300
-Weapon: cannon, 380 range, 82 DPS (127 damage, 1.54 reload), ballistic, 48 AOE
-Reduced in size to a 2x2 footprint instead of 3x3, as fast as an Instigator, the visual improvement of wakes/bubbles while in the water, and a much more effective cannon.
-

REAPER

- Assault Tank -
Cost 473 metal (31.5 seconds) 5848 energy Health: 3219 Speed: 16.8 m/s Turnrate: 299 Vision range: 320
-Weapon: cannon 404 range, 200 DPS (170 damage, 0.85 reload), ballistic, 48 AOE
-Core's standard heavy tank is tougher and much more agile, with cannons that you could almost call rapid-fire and deal loads of damage. Better than the Bulldog for the metal, except for range.
-

GOLIATH

- Siege Tank -
Cost 747 metal (49.8 seconds) 8406 energy Health: 5290 Speed: 10.8 m/s Turnrate: 226 Vision range: 350
-Weapon: cannon, 540 range, 193.9 DPS (320 damage, 1.65 reload), ballistic, 72 AOE
-The Extra heavy tank is much heavier... Big cannon lobs shells much further, and an impressive amount of armour. Also like the Bulldog the Goliath is no longer rocked by damage.
-

PILLAGER

- Mobile Artillery -
Cost 424 metal (28.3 seconds) 3902 energy Health: 1450 Speed: 13.2 m/s Turnrate: 350 Vision range: 350
-Weapon: Artillery 1160 range, 83.3 DPS (600 damage, 7.2 reload), high-trajectory ballistic, 80 AOE
-The Pillager is a very different beast now, lobbing high-damage shells high over obstacles at long range with better accuracy. It can fire behind walls as effectively as Arm's MERL.
-

INFORMER

- Mobile Radar -
Cost 130 metal (8.7 seconds) 1409 energy Health: 410 Speed: 13.2 m/s Turnrate: 410 Vision range: 680 Radar range: 2320
-Mobile radar has much longer range than the tier 1 radar. The tier 2 radar has twice as much range again, though. The Informer also has a long sight range.
-

DELETER

- Mobile Jammer -
Cost 150 metal (10 seconds) 1757 energy Health: 520 Speed: 14.4 m/s Turnrate: 512 Vision range: 520 Radar Jammer range: 880
-Now has a larger radar jamming area, and good sight range.
-

COPPERHEAD

- Mobile Flakker -
Cost 765 metal (51 seconds) 11487 energy Health: 2655 Speed: 13.2 m/s Turnrate: 489 Sight range: 520
-Weapon: air-only, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE
-Like the Phalanx, the Copperhead can no longer be abused vs ground units, but is tougher with better visual range and better weapon accuracy.
-

PENGUIN

(Mayhem) - Floating Amphibious tank -
Cost 455 metal (30.3 seconds) 4000 energy Health: 2140 Speed: 19.8 m/s Turnrate: 270 Sight range: 320
-Weapon 1: Artillery, 750 range, 78.1 DPS (125 damage, 1.6 reload), ballistic, 40 AOE
-Weapon 2: AA missiles 700/450 range 62.5/12.4 DPS (200/40 damage, 2-shot salvo, 3.2 average reload)
-A fast tank (for Core) armed with light artillery and AA missiles. Sort of a counter to both the Panther and the Pelican, but also with good ranged attack.
-

SATURN

(Mayhem) - Heavy Laser Tank -
Cost 592 metal (39.5 seconds) 6430 energy Health: 2425 Speed: 15 m/s Turnrate: 320 Sight range: 340
-Weapon: laser, 540 range, 138.5 DPS (180 damage, 1.3 reload), LOS, 16 AOE
-Core loves green lasers, so they put them on a tank.
-

CREMATOR

(CUKen) - Heavy Flame Tank -
Cost 660 metal (44 seconds) 5287 energy Health: 3834 Speed: 13.8 m/s Turnrate: 225 Sight range: 340
-Weapon: flamethrower, 300 range, 320 DPS (24 x12 burst, 0.9 reload), 32 AOE
-A massively destructive flame tank. It burns!!
-

MAMMOTH

(Mayhem) - Heavy Siege Tank -
Cost 1150 metal (1 min 17 seconds) 13200 energy Health: 4350 Speed: 10.5 m/s Turnrate: 205 Sight range: 380
-Weapon 1: Cannon, 1100 range, 112.5 DPS (630 damage, 5.6 reload), ballistic, 144 AOE
-Weapon 2: Riot guns, 360 range, 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE
-Core likes heavy tanks. Powerful long-range cannon, and rapid-fire riot cannons keep close-range units at bay. This will break your Arm.

ARM SPIDERS

- -
Originally by 3rd-Party unitmaker TA-Power, the Spider Pack Mayhem edition is a collection of all-terrain climbers - they can scale steep hillsides and cliffs to flank an opponent from the rear. They vary a lot in speed and ability, but are mostly lightly armoured and fairly quick.
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
-

CONSTRUCTION SPIDER

- builds at 7.5 metal/sec -
Cost 241 metal (16.1 seconds) 1865 energy Health: 779 Speed: 16.2 m/s Turnrate: 820 Vision range: 245 Footprint: 3x3
-The Construction Spider gives Arm the unique ability to build in hard-to-reach places (well, a construction aircraft can do even better but anyway)... It is a quick builder for T1, equal to the build speed of the Construction Ship.
-

SPIDER

- All-Terriain Paralyzer -
Cost 265 metal (17.7 seconds) 2200 energy Health: 1100 Speed: 18.6 m/s Turnrate: 1050 Vision range: 320 Footprint: 3x3
-Weapon: paralyzer beam 290 range, 15 seconds paralysis (less for heavy units, down to 2 seconds for heavy T3), reload 1.2, 16 AOE, LOS
-The original OTA spider in all its glory. Much better range, and a paralysis duration inversely proportional to the size of the unit that got hit.
-

HOBO

- Lightning Assault Spider -
Cost 282 metal (18.8 seconds) 2968 energy Health: 1702 Speed: 16.2 m/s Turnrate: 1020 Vision range: 250 Footprint: 3x3
-Weapon: lightning 250 range, 128.2 DPS (250 damage, 1.95 reload), 16 AOE, 20 energy per shot
-Essentially a discount version all-terrain Panther without the AA missile launcher, the Hobo is somewhat slow moving but fairly well armoured.
-

RECLUSE

- Rocket Spider -
Cost 385 metal (25.7 seconds) 4200 energy Health: 1430 Speed: 19.8 m/s Turnrate: 920 Vision range: 280 Footprint: 3x3
-Weapon: rockets 600 range, 62.5 DPS (200 damage, 3.2 reload), 48 AOE
-The Recluse is faster moving and packs a long-range punchy rocket launcher. It's more pricey and less armoured than the Hobo.
-

HUNTSMAN

- AA Missile Spider -
Cost 267 metal (17.8 seconds) 2389 energy Health: 932 Speed: 17.4 m/s Turnrate: 820 Vision range: 300 Footprint: 3x3
-Weapon: missiles 750 range, 166.7/33.3 DPS (235/47 damage, 1.41 reload), 48 AOE, guided
-The Huntsman sports dual AA Missile launchers and can be helpful even in ground combat.
-

FUNNELWEB

- Amphibious Spider -
Cost 336 metal (22.4 seconds) 3045 energy Health: 1636 Speed: 17.4 m/s Turnrate: 715 Vision range: 250 Footprint: 3x3
-Weapon: cannon 395 range, 79 DPS (158 damage, 2 reload), 48 AOE, ballistic
-This is an unusual unit: it can climb pretty much anywhere, including underwater. This has the potential to really surprise an opponent by attacking where they don't expect it.
-

NETCASTER

- Stealth Radar Spider -
Cost 152 metal (10.1 seconds) 1312 energy Health: 318 Speed: 13.8 m/s Turnrate: 650 Vision range: 635 Radar range: 1845 Footprint: 2x2
-A little bit less radar and vision range than other mobile radars, but has the advantage of being invisible to enemy radar
-

ORBWEAVER

- Jammer Spider -
Cost 171 metal (11.4 seconds) 2047 energy Health: 385 Speed: 16.8 m/s
Turnrate: 700 Vision range: 450 Radar jamming range: 800 Footprint: 2x2
-Orbweaver is a valuable addition to your Spider platoon, going over hills with them and keeping them hidden from enemy radar
-

WIDOW

- Paralysis Sniper Spider -
Cost 796 metal (66.3 seconds) 8075 energy Health: 1013 Speed: 18 m/s Turnrate: 1011 Vision range: 640 Footprint: 3x3
-Weapon: paralyzer 810 range, 16 seconds of paralysis (less vs larger units), reload 8 seconds, 32 AOE, LOS
-The Widow is often described by Core Commanders as a "pain in the ***". It can stop units at long range very effectively. Heavier units recover faster: eg large T3 units are stunned for only 3-5 seconds.
-

BIRDCATCHER

- AA Flak Spider -
Cost 717 metal (47.8 seconds) 11950 energy Health: 1870 Speed: 16.8 m/s Turnrate: 680 Vision range: 500 Footprint: 3x3
-Weapon: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE
-The Birdcatcher spider is equally deadly and quicker moving than its vehicle counterpart the Phalanx. However, it's significantly less tough.
-

TARANTULA

- Heavy Assault Spider -
Cost 697 metal (46.4 seconds) 8250 energy Health: 2974 Speed: 14.4 m/s Turnrate: 380 Vision range: 325 Footprint: 3x3
-Weapon 1: cannon, 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE
-Weapon 2: EMG 240 range 200 DPS (20 x5 per burst, 0.5 reload), 12 AOE, LOS
-The Tarantula is a frightening creature, with tremendous damage output from heavy cannons and an EMG. It's also tremendously tough - for a spider. Handle with care.
-

MARS

- Mobile Air Repair Spider -
Cost 500 metal (33.3 seconds) 5000 energy Health: 850 Speed: 12.6 m/s Turnrate: 420 Vision range: 250 Footprint: 4x4
-The Air Repair Spider can repair aircraft anywhere, even on mountainous terrain.
-

SHOCKER

(Mayhem) - All-terrain Artillery -
Cost 850 metal (56.7 seconds) 9200 energy Health: 2150 Speed: 10.8 m/s Turnrate: 240 Site range: 360 Footprint: 3x3
-Weapon: cannon 1020 range, 92.8 DPS (260 damage, 2.8 reload), ballistic, 64 AOE
-The Shocker can go anywhere a Spider can go, which is just about anywhere on land, and totes a long range artillery piece. Its armour is not heavy and it speed is limited, however.

CORE TORTOISES

- -
By TA-SECT as a counter to the Spider Pack. Included in Total Mayhem in modified form to more closely match the single-tier model of the Spiders. Tortoises are, in the traditional Core way, heavily armoured and slow. They offer Core a distinct advantage in one aspect: they are amphibious.
- - - - - - - - - - - - - - - - - - - - - - - -
-

CONSTRUCTION TORTOISE

- builds at 9 metal/sec -b]Cost 259 metal (17.3 seconds) 1721 energy Health: 1870 Speed: 10.2 m/s Turnrate: 377 Vision range: 240 Footprint: 3x3
-Like all the tortoises, fairly slow moving and very tough. The Construction Tortoise's main advantage is a very quick build speed, the fastest of any level 1 construction unit, and its amphibious ability. - -
-

HATCHLING

- Light Skirmish Tortoise -
Cost 156 metal (10.4 seconds) 1242 energy Health: 1240 (1984 when closed) Speed: 15.12 m/s Turnrate: 450 Vision range: 310 Footprint: 2x2
-Weapon: laser 230 range, 94.1 DPS (80 damage, 0.85 reload), 8 AOE, LOS
-The Hatchling is the only Tortoise that isn't slow... in fact, you could say its speed is almost "medium". For the cost, it's tough and packs a good punch too.
-

AVALANCHE

- Rocket Tortoise -
Cost 360 metal (24 seconds) 2854 energy Health: 3050 Speed: 10.08 m/s Turnrate: 356 Vision range: 280 Footprint: 3x3
-Weapon: Rockets 560 range, 80 DPS (160 damage, 2 reload), 48 AOE, LOS
-A typical tortoise: Slow, well armoured, and deals a decent amount of damage at good range. For less cost, this will hopelessly outgun its counterpart, the Recluse, in a toe-to-toe battle. The Recluse would only win with considerable use of its mobility and slight range advantage.
-

SLINGSHOT

- AA Missile Tortoise -
Cost 314 metal (20.9 seconds) 2101 energy Health: 2395 Speed: 9.84 m/s Turnrate: 376 Vision range: 320 Footprint: 3x3
-Weapon: Missiles 780 range, 155.6/34.7 DPS (350/78 damage, 2.25 reload), 48 AOE, LOS
-The Slingshot has massive range and is very effective anti-air.
-

CHELONIAN

- Riot Tortoise -
Cost 466 metal (31.1 seconds) 4163 energy Health: 3600 Speed: 11.52 m/s Turnrate: 420 Vision range: 290 Footprint: 3x3
-Weapon: Riot cannon 360 range, 150 DPS (180 damage, 1.2 reload), 64 AOE, LOS
-The Riot tortoise is a little bit quicker and has a great crowd-control gun.
-

WRECKER

- Artillery Tortoise -
Cost 624 metal (41.6 seconds) 5288 energy Health: 2850 Speed: 9.18 m/s Turnrate: 356 Vision range: 260 Footprint: 3x3
-Weapon: cannon, 860 range, 100 DPS (200 damage, 2 reload), 64 AOE, ballistic
-The slow-moving Wrecker is able to project artillery power inland, and at the same time take some considerable punishment.
-

OUTBACK

- Sniper Tortoise -
Cost 842 metal (56.1 seconds) 11984 energy Health: 2500 Speed: 8.64 m/s Turnrate: 357 Vision range: 628 Footprint: 3x3
-Weapon: laser 920 range, 200 DPS (800 damage, 4 reload), 12 AOE, LOS
-The Outback is Core's counter to the Shooter, so of course slower, much more heavily armoured. Does not have the raw damage output nor quite the range, but half the reload time (4 seconds instead of 8) makes it far more useful vs light units. It will still eliminate almost all lvl 1 units with a single shot.
-

DETONATOR

- Walking Nuclear Bomb -
Cost 479 metal (31.9 seconds) 16917 energy Health: 1200 Speed: 9 m/s Turnrate: 392 Vision range: 240 Footprint: 3x3 Cloak: 300/800 energy, 240 minimum distance
-Weapon: kamikaze, 9600 damage, 640 AOE (3200 and 512 AOE if killed before self-destruct), instant self-destruct (0-second coundown)
-A highly dangerous version of a crawling bomb. It's probably not a good idea to let this blow up in your own base.
-

CALIBER

- Flak Tortoise -
Cost 775 metal (51.7 seconds) 10234 energy Health: 2500 Speed: 8.64 m/s Turnrate: 357 Vision range: 420 Footprint: 3x3
-Weapon: flak guns 750 range, 376.5 DPS (320 damage, 0.85 reload), 96 AOE, LOS
-For the same cost as a flak turret you can have an amphibious mobile version - tougher and better damage output than the vehicle version too, albeit slower. Not as tough or as powerful as the Cobra turret, but it's mobile.
-

SCANNER

- Radar/Sonar Tortoise -
Cost 233 metal (15.5 seconds) 2633 energy Health: 1320 Speed: 8.7 m/s Turnrate: 298 Vision range: 560 Radar Range: 2400 Sonar Range: 1250 Footprint: 3x3
-Useful reconnaissance unit on both land and sea.
-

REDFOOT

- Radar/Sonar Jammer Tortoise -
Cost 312 metal (20.8 seconds) 4133 energy Health: 1390 Speed: 9.36 m/s Turnrate: 320 Vision range: 400 Sonar Range: 240; Radar Jammer Range: 800 Sonar Jammer Range: 640 Footprint: 3x3
-This is Core's answer to the Fibber: able to jam both radar and sonar. As with the Fibber, it will deactivate when enemy units are near while underwater, or when damaged.
-

REPLENISHER

- Air Repair Tortoise -
Cost 475 metal (31.7 seconds) 4540 energy Health: 2050 Speed: 9.36 m/s Turnrate: 310 Vision range: 240 Radar Range: 720 Footprint: 4x4
-Core's mobile repair pad. It is also able to repair seaplanes while underwater.
-

THE BOSS

- Heavy Siege Tortoise -
Cost 1072 metal (71.5 seconds) 9500 energy Health: 4500 (7200 when closed) Speed: 8.4 m/s Turnrate: 183 Vision range: 420 Footprint: 4x4
-Weapon 1: cannon 1100 range, 135.5 DPS (630 damage, 4.65 reload), 144 AOE, ballistic
-Weapon 2: torpedo 400 range, 100 DPS (300 damage, 3 reload), 32 AOE, guided
-For when you want to take charge of the situation... THE BOSS is here. Long-range massive damage main cannon plus torpedos for underwater defence, and massive armour.
- -

ARM LVL2 NAVY

- - - - - - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION SUB

- builds at 13.5 metal/s -
Cost: 695 metal (30.9 seconds), 6068 energy Health: 820 Speed: 25.8 m/s Turnrate: 256 Vision range: 220 Sonar range: 400 Footprint: 3x3
-The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub.
-

COLOSSUS

- Aircraft Carrier -
Cost: 1372 metal (61 seconds), 11257 energy Health: 4290 Speed: 27.6 m/s Turnrate: 64 Vision range: 520 Sonar range: 240 Radar range: 2800 Energy production: 370 Footprint: 7x7
-The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically.
-

PIRANHA

- Subkiller -
Cost: 986 metal (43.8 seconds), 5481 energy Health: 970 Speed: 34.8 m/s Turnrate: 622 Vision range: 280 Sonar range: 540 Footprint: 3x3
-Weapon: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs
-The Piranha's armor has been more than tripled, LOS, Sonar and weapon range has been increased, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided.
-

RANGER

Missile Ship -
Cost: 1795 metal (79.8 seconds), 9365 energy Health: 3120 Speed: 24 m/s Turnrate: 144 Vision range: 600 Radar range: 1800 Footprint: 5x5
-Weapon 1: Rockets, 1750 range, 133.3 DPS (1200 per shot, salvo of 2 every 18 seconds), 80 AOE, vertical-launch
-Weapon 2: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided
-Added Radar dish, radar range roughly the same as the main rocket range (quite large), greatly increased armour, big increase to power and range of AA missiles.
-

CONQUEROR

Cruiser -
Cost: 1547 metal (68.7 seconds), 8608 energy Health: 4050 Speed: 32.4 m/s Turnrate: 180 Vision range: 360 Sonar range: 425 Footprint: 5x5
-Weapon 1: Cannon, 1300 range, 109.5 DPS (208 per shot, 1.9 reload), 64 AOE, ballistic
-Weapon 2: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided
-Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon.
-

MILLENIUM

Battleship -
Cost: 4004 metal (2 mins 58 seconds), 31096 energy Health: 9816 Speed: 30.6 m/s Turnrate: 80 Vision range: 560 Footprint: 7x7
-Weapon 1: Cannon, 1600 range, 250.8 DPS (260 per shot, salvo of 3 every 3.11 seconds), 64 AOE, ballistic
-Weapon 2: Cannon, 1600 range, 217.3 DPS (260 per shot, salvo of 3 every 3.59 seconds), 64 AOE, ballistic
-Increased armour by about 60%. Guns are now salvo-fire (doing about 60% more damage), and increased in range by 28%. Matched in range by RFMRPCs (Archguns and Chainsaws). Footprint increased slightly, turnrate improved slightly. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. Epic bombardment ship.
-

ARCHER

Anti-Air Ship -
Cost: 1358 metal (60.4 seconds), 17058 energy Health: 3776 Speed: 33.6 m/s Turnrate: 200 Vision range: 630 Footprint: 4x4
-Weapon 1: missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, reload 0.75), 32 AOE, guided
-Weapon 2: flak, 750 range, 426.7 DPS (320 per shot, reload 0.75), 96 AOE, ballistic
-Nearly doubled armour. Improved model. Same cost, but unlike other T2 ships actually a shorter buildtime. Reduced speed a little, it needn't race around the sea so fast like a Skeeter.
-

FIBBER

Radar and Sonar Jammer Sub -
Cost: 443 metal (19.7 seconds), 4346 energy Health: 450 Speed: 33.6 m/s Turnrate: 622 Vision range: 210 Sonar range: 210 Sonar jammer range: 750 Radar jammer range: 750 Footprint: 3x3
-Increased cost. Jammer deactivates when another unit is within line-of-sight of the Fibber, making these much less abuseable and sonar jamming no longer like another form of cloaking.
-

PIKE

(Biohazard) Battle Sub -
Cost: 2850 metal (2 mins 7 seconds), 22500 energy Health: 3290 Speed: 33.6 m/s Turnrate: 180 Vision range: 400 Sonar range: 750 Footprint: 5x5
-Weapon: torpedos, 600 range, 257.1 DPS (360 per shot, 1.4 reload), 64 AOE, guided
-A counter to the Leviathan but faster and more lightly armoured, and launches rapid-fire torpedos instead of big heavy ones.
-

MESSENGER

(Unlimited Units/Mayhem) Energy Weapon Ship -
Cost: 3487 metal (2 mins 35 seconds), 29685 energy Health: 3057 Speed: 28.8 m/s Turnrate: 150 Vision range: 450 Sonar range: 750 Footprint: 5x5
-Weapon 1: BLOD, 1500 range, 641 DPS (5000 per shot, 7.8 reload), 16 AOE, LOS
-Weapon 2: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided
-Armed with the full-blown Annihilator weapon and AA missiles. This is somewhat of a counter to the Warlord's green laser - however it's far from a direct counter: it has much better range, does heaps more damage, but takes nearly 8 seconds to reload and is mounted on a relatively poorly armoured ship.
- -

CORE LVL2 NAVY

- - - - - - - - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION SUB

- builds at 13.5 metal/s -
Cost: 690 metal (30.7 seconds), 6211 energy Health: 890 Speed: 25.8 m/s Turnrate: 256 Vision range: 210 Sonar range: 380 Footprint: 3x3
-The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub rather than a Leviathan.
-

HIVE

Aircraft Carrier -
Cost: 1309 metal (58.2 seconds), 11715 energy Health: 4550 Speed: 26.4 m/s Turnrate: 64 Vision range: 500 Sonar range: 250 Radar range: 2850 Energy production: 360 Footprint: 7x7
-The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically.
-

SHARK

Subkiller -
Cost: 917 metal (43.8 seconds), 5245 energy Health: 1028 Speed: 33 m/s Turnrate: 403 Vision range: 240 Sonar range: 500 Footprint: 3x3 -Weapon: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs
-The Shark's armor has been tripled, LOS, Sonar and weapon range has been increased, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided.
-

HYDRA

Missile Ship -
Cost: 1941 metal (86.3 seconds), 9154 energy Health: 3350 Speed: 22.8 m/s Turnrate: 150 Vision range: 580 Radar range: 1750 Footprint: 5x5
-Weapon 1: Rockets, 1710 range, 137.8 DPS (1350 per shot, salvo of 2 every 19.6 seconds), 96 AOE, vertical-launch
-Weapon 2: AA Missiles, 780 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, guided
-Big increase to armour, and to power and range of both the rockets and the AA missiles. Radar range closely matches the new range of the main rockets.
-

EXECUTIONER

Cruiser -
Cost: 1512 metal (67.2 seconds), 8251 energy Health: 4170 Speed: 31.2 m/s Turnrate: 196 Vision range: 350 Sonar range: 420 Footprint: 5x5 -Weapon 1: Cannon, 1300 range, 110 DPS (220 per shot, 2 reload), 72 AOE, ballistic
-Weapon 2: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided
-Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon.
-

WARLORD

Battleship -
Cost: 3972 metal (2 mins 56 seconds), 29612 energy Health: 10916 Speed: 30.6 m/s Turnrate: 80 Vision range: 560 Footprint: 7x7
-Weapon 1: Cannon, 1540 range, 259.7 DPS (290 per shot, salvo of 3 every 3.35 seconds), 80 AOE, ballistic
-Weapon 2: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot
-Big increase to armour. Aft gun now salvo-fire, and increased in range by 28%. Matched in range by RFMRPCs. Power of laser increased also. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. "Oh shiiiii-" factor increased by at least 50%.
-

SHREDDER

Anti-Air Ship -
Cost: 1314 metal (58.4 seconds), 17921 energy Health: 3920 Speed: 31.8 m/s Turnrate: 205 Vision range: 650 Footprint: 4x4
-Weapon 1: missiles, 750 range, 301.3/60.3 DPS (235/47 per shot, reload 0.78), 32 AOE, guided
-Weapon 2: flak, 750 range, 444.4 DPS (320 per shot, reload 0.72), 96 AOE, ballistic
-Armour nearly doubled. Improved model.
-

PHANTOM

Radar Jammer Ship -
Cost: 270 metal (12 seconds), 2254 energy Health: 680 Speed: 30 m/s Turnrate: 375 Vision range: 510 Radar jamming range: 1024 Footprint: 3x3
-Core's Jamming ship is twice the metal cost (still fairly negligible) and much shorter build time. It has a large jamming radius, 50% greater than originally, and greater than the land-based counterparts.
-

LEVIATHAN

Battle Sub -
Cost: 3080 metal (2 mins 17 seconds), 19940 energy Health: 4273 Speed: 33.6 m/s Turnrate: 180 Vision range: 410 Sonar range: 658 Footprint: 5x5
-Weapon: torpedos, 520 range 261.9 DPS (812 per shot, 3.1 reload), 64 AOE, guided
-Increased armour and turnrate, reduced footprint size to 5 by 5 (was 6 by 6).
-

OMNI

(Savant) Guided Missile Ship -
Cost: 1835 metal (63.8 seconds), 13596 energy Health: 4800 (6000 when closed) Speed: 31.2 m/s Turnrate: 170 Vision range: 460 Radar range: 1200 Footprint: 5x5
-Weapon 1: Rockets, 920 range, 160 DPS (480 per shot, 3 reload), 64 AOE, vertical-launch, guided
-Weapon 2: AA Missiles, 920 range, 270.3/47.5 DPS (865/152 per shot, 3.2 reload), 80 AOE, vertical-launch guided
-A vertical-launch ship. Launches heavy tracking rockets, and is heavily armoured.

ARM LVL2 HOVERCRAFT

- - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION HOVERCRAFT

Builds at 9 metal/s -
Cost: 436 metal (29.1 seconds), 6370 energy Health: 1023 Speed: 30 m/s Turnrate: 360 Vision range: 300 Footprint: 3x3
-Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu.
-

GRIZZLY

Skirmish Anti-sub hovercraft -
Cost: 590 metal (39.3 seconds), 7504 energy Health: 1700 Speed: 31.2 m/s Turnrate: 390 Vision range: 320 Sonar range: 320 Footprint: 3x3
-Weapon 1: Gauss, 640 range, 100 DPS (400 per shot, 4 reload), 20 AOE, LOS
-Weapon 2: Depth charge, 400 range, 38.1 DPS (80 per shot, 2.1 reload), 48 AOE, guided
-Armed with a long-ranged powerful slow-reload gauss weapon and depth charges. This is a useful support hovercraft but it is not cheap.
-

APOLLO

Anti-Air Hovercraft -
Cost: 909 metal (60.6 seconds), 13388 energy Health: 1825 Speed: 27.6 m/s Turnrate: 280 Vision range: 450 Footprint: 3x3
-Weapon 1: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided
-Weapon 2: flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE
-With flak cannon and missile launchers this offers heavy anti-air support.
-

HIPPO

- Heavy Hovertank -
Cost: 750 metal (50 seconds), 9280 energy Health: 3196 Speed: 27.6 m/s Turnrate: 250 Vision range: 340 Footprint: 3x3
-Weapon: Cannon, 540 range, 159.1 DPS (25 x7 per burst, 1.1 reload), 32 AOE, ballistic
-Equipped with a pair of shotgun-style artillery cannons. Heavy firepower on both land and sea.
-

WOMBAT

- Rocket Hovercraft -
Cost: 455 metal (30.3 seconds), 6131 energy Health: 750 Speed: 25.2 m/s Turnrate: 240 Vision range: 320 Footprint: 3x3
-Weapon: Rockets, 1030 range, 83.3 DPS (750 per shot, 9 reload), 64 AOE, vertical-launch
-Apart from an increase in range, damage and armour, Wombats have not changed much. Amphibious version of a Merl.
-

MOOSE

(TA-Power) - Artillery Hovercraft -
Cost: 478 metal (31.9 seconds), 5189 energy Health: 1325 Speed: 30 m/s Turnrate: 290 Vision range: 360 Footprint: 3x3
-Weapon: artillery, 720 range, 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic
-A relatively light cheap hovercraft artillery piece. Useful for quick ranged bombardment.
-

OASIS

(Mayhem) - Air-repair hovercraft -
Cost: 500 metal (33.3 seconds), 7050 energy Health: 1450 Speed: 28.8 m/s Turnrate: 240 Vision range: 450 Radar range: 1500 Footprint: 4x4 Energy Production:: 80
-Weapon: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE
-A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles.

CORE LVL2 HOVERCRAFT

- - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION HOVERCRAFT

- Builds at 9 metal/s -
Cost: 429 metal (28.6 seconds), 6455 energy Health: 1090 Speed: 28.8 m/s Turnrate: 330 Vision range: 300 Footprint: 3x3
-Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu.
-

MIZUNO

- Assault Hovercraft -
Cost: 520 metal (34.7 seconds), 6428 energy Health: 1960 Speed: 30 m/s Turnrate: 400 Vision range: 330 Footprint: 3x3
-Weapon: Laser, 480 range, 168.4 DPS (320 per shot, 1.9 reload), 12 AOE, LOS
-Mizuno sports a powerful laser and not much else.
-

SLUGGER

- Anti-Air Anti-sub Hovercraft -
Cost: 947 metal (63.1 seconds), 13825 energy Health: 2095 Speed: 25.2 m/s Turnrate: 300 Vision range: 450 Sonar range: 330 Footprint: 3x3
-Weapon 1: depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided
-Weapon 2: flak gun, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE
-The Slugger carries two different support roles.
-

CRUSHER

- Heavy Hovertank -
Cost: 832 metal (55.5 seconds), 8804 energy Health: 3645 Speed: 24 m/s Turnrate: 240 Vision range: 330 Footprint: 3x3
-Weapon: Cannon, 540 range, 193.9 DPS (320 per shot, 1.65 reload), 72 AOE, ballistic
-Big solid lump of armour with one big gun.
-

NIXER

- Rocket Hovercraft -
Cost: 445 metal (29.5 seconds), 6028 energy Health: 870 Speed: 25.2 m/s Turnrate: 230 Vision range: 330
-Weapon: Rockets, 1000 range, 83.6 DPS (560 per shot, 6.7 reload), 64 AOE, ballistic
-Nixers fire ballistic rockets in a high arc.
-

VICEROY

(MAGMA) - Artillery Hovertank -
Cost: 601 metal (40 seconds), 7262 energy Health: 2456 Speed: 26.4 m/s Turnrate: 220 Vision range: 360 Footprint: 3x3
-Weapon 1: Artillery, 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic
-Weapon 2: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot
-The slicer is Core's approach to hovercraft artillery: big, heavy, slow, and armed with secondary laser weapons.
-

HAVEN

(Mayhem) - Air repair hovercraft -
Cost: 539 metal (42.6 seconds), 6750 energy Health: 1600 Speed: 26.4 m/s Turnrate: 240 Vision range: 440 Radar range: 1600 Energy Production:: 90 Footprint: 4x4
-Weapon: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE
-A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles.

ARM LVL2 AIRCRAFT

- - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION AIRCRAFT

- Builds at 6 metal/s -
Cost: 440 metal (58.7 seconds), 13608 energy Health: 620 Speed: 93.6 m/s Turnrate: 248 Vision range: 360
-The Advanced construction aircraft builds fast but is more expensive.
-

EAGLE

Radar Plane -
Cost: 248 metal (33.1 seconds), 7062 energy Health: 700 Speed: 120 m/s Turnrate: 500 Vision range: 1200 Radar Range: 2700
-The Eagle should seem a bit more useful now. While it costs more metal, it costs less energy and takes considerably less time to build than OTA, is much tougher, more agile, nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft now.
-

BRAWLER

- Gunship -
Cost: 466 metal (62.2 seconds), 9374 energy Health: 2400 Speed: 79.2 m/s Turnrate: 800 Vision range: 450
-Weapon: EMG, 450 range, 160 DPS (24 x4 per burst, 0.6 reload), 12 AOE, LOS
-The Brawler is rougher and tougher, will survive quite a bit of AA missile fire, but is still quickly shredded by Flak guns.
-

HAWK

- Stealth Fighter -
Cost: 356 metal (47.5 seconds), 7893 energy Health: 1020 Speed: 150 m/s Turnrate: 820 Vision range: 540
-Weapon: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-The ultimate fast fighter, invisible on radar and a formidable force in the sky
-

PHOENIX

- Advanced Bomber -
Cost: 435 metal (58 seconds), 9149 energy Health: 1405 Speed: 114 m/s Turnrate: 420 Vision range: 460
-Weapon 1: Bombs, 1615 DPS (210 per bomb, 0.13 reload), 64 AOE, dropped, 12 per attack run
-Weapon 2: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload)
-The Phoenix drops lots of bombs and can severely damage a single target.
-

LANCET

- Torpedo Bomber -
Cost: 378 metal (50.4 seconds), 6438 energy Health: 1110 Speed: 116.4 m/s Turnrate: 540 Vision range: 420
-Weapon: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided -Arm's basic land antisub aircraft is mostly unchanged, getting a slight improvement in agility.
-

DRAGONFLY

(AMD) - Heavy Air Transport -
Cost: 795 metal (106 seconds), 14418 energy Health: 3020 Speed: 108 m/s Turnrate: 328 Vision range: 375 Max transport footprint: 6x6
-Able to pick up large units... which can fire while being transported.
-

BLADE

(TA-Power) - Stealth Gunship -
Cost: 768 metal (102.4 seconds), 15315 energy Health: 3100 Speed: 90 m/s Turnrate: 560 Vision range: 480
-Weapon: Rocket, 560 range, 200 DPS (400 per shot, 400 reload), 64 AOE, LOS
-A tough stealth aircraft with longer-ranged rockets for dealing impressive damage from afar.
- -

CORE LVL2 AIRCRAFT

- - - - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION AIRCRAFT

Builds at 6 metal/s -
Cost: 462 metal (61.6 seconds), 12808 energy Health: 690 Speed: 90 m/s Turnrate: 260 Vision range: 350
-The Advanced construction aircraft builds fast but is more expensive.
-

VULTURE

Radar Plane -
Cost: 254 metal (33.9 seconds), 6824 energy Health: 820 Speed: 116.4 m/s Turnrate: 560 Vision range: 1150 Radar Range: 2620
-Costs more metal, less energy and takes considerably less time to build than OTA, is much tougher, has nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft.
-

RAPIER

Gunship -
Cost: 480 metal (64 seconds), 8778 energy Health: 2650 Speed: 86.4 m/s Turnrate: 600 Vision range: 420
-Weapon: rockets, 480 range, 144 DPS (60 x3 per burst, 1.25 reload), 32 AOE, LOS
-Rapier now fires burst rockets that spread out a little, but have a faster velocity so more accurate vs moving targets.
-

VAMP

Stealth Fighter -
Cost: 360 metal (48 seconds), 8073 energy Health: 1180 Speed: 144 m/s Turnrate: 690 Vision range: 540
-Weapon: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-The Vamp is very nearly a match for the Hawk, trading some of its speed and agility for tougher armour.
-

HURRICANE

Heavy Bomber -
Cost: 462 metal (61.6 seconds), 8950 energy Health: 1600 Speed: 108 m/s Turnrate: 400 Vision range: 450
-Weapon 1: Bombs, 1500 DPS (360 per bomb, 0.24 reload), 80 AOE, dropped, 8 per attack run
-Weapon 2: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload)
-Contrasting with Arm's approach, the Core T2 bomber goes for bigger fewer bombs with a bigger boom.
-

TITAN

Torpedo Bomber -
Cost: 364 metal (48.6 seconds), 6588 energy Health: 1230 Speed: 114 m/s Turnrate: 509 Vision range: 405
-Weapon: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided
-

FALCON

(AMD) - Heavy Air Transport -
Cost: 814 metal (106 seconds), 13910 energy Health: 3396 Speed: 105.6 m/s Turnrate: 300 Vision range: 360 Max transport footprint: 6x6
-Able to pick up large units, which can fire while being transported.
-

METEOR

(TA Forever) - Cloakable Stealth Bomber
-
Cost: 720 metal (96 seconds), 17250 energy Health: 2256 Speed: 132 m/s Turnrate: 466 Vision range: 475 Cloak cost/moving: 300/1500, min distance 120
-Weapon 1: Bombs, 2000 DPS (640 per bomb, 0.32 reload), 160 AOE, dropped, 6 per attack run
-Weapon 2: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
- -

ARM SEAPLANES

- - - - - - - - - - - - - -
-

ADVANCED CONSTRUCTION SEAPLANE

Builds at 6 metal/s
-
Cost: 420 metal (56 seconds), 11736 energy Health: 710 Speed: 86.4 m/s Turnrate: 228 Vision range: 330
-The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors. It has the same build speed as the land counterpart, the Advanced Construction Aircraft.
-

SEAHAWK

- Stealth Airborne Sonar
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Cost: 208 metal (27.8 seconds), 5924 energy Health: 660 Speed: 114 m/s Turnrate: 465 Vision range: 900 Sonar range: 2200
-The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar.
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TORNADO

Fighter Seaplane
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Cost: 294 metal (39.2 seconds), 6707 energy Health: 900 Speed: 138 m/s Turnrate: 672 Vision range: 510
-Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-Weapon 2: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided
-Outperformed by the Hawk, but with two advantages: better firepower, and cheaper. Will have little trouble tackling level 1 aircraft.
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ALBATROSS

Torpedo Seaplane -
Cost: 557 metal (74.3 seconds), 9619 energy Health: 1296 Speed: 126 m/s Turnrate: 522 Vision range: 440
-Weapon 1: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided
-Weapon 2: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided
-Weapon 3: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided
-The Torpedo seaplane is relatively unchanged from OTA, it's already very useful.
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CYCLONE

(Xubor) Water Bomber -
Cost: 650 metal (86.7 seconds), 9619 energy Health: 1840 Speed: 114 m/s Turnrate: 440 Vision range: 440
-Weapon 1: waterbomb, dropped, 190 DPS (190 x5 per burst, 5 reload), 96 AOE
-Weapon 2: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided
-The Cyclone is unusual in that it drops depthcharge-type bombs that will sink below the surface and detonate on underwater targets.
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DRAGONFLY

(AMD) - Heavy Air Transport -
Cost: 795 metal (106 seconds), 14418 energy Health: 3020 Speed: 108 m/s Turnrate: 328 Vision range: 375 Max transport footprint: 6x6
-The heavy air lifter is also available from the Seaplane platform. Able to pick up large units... which can fire while being transported.

CORE SEAPLANES

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ADVANCED CONSTRUCTION SEAPLANE

Builds at 6 metal/s -
Cost: 435 metal (58 seconds), 10318 energy Health: 780 Speed: 84 m/s Turnrate: 236 Vision range: 320
-The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors, and the same build speed as the Advanced Construction Aircraft.
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HUNTER

- Stealth Airborne Sonar
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Cost: 213 metal (28.4 seconds), 5421 energy Health: 720 Speed: 110.4 m/s Turnrate: 509 Vision range: 900 Sonar range: 2280
-The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar.
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VOODOO

- Fighter Seaplane -
Cost: 278 metal (37.1 seconds), 6524 energy Health: 994 Speed: 133.2 m/s Turnrate: 563 Vision range: 500
-Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-Weapon 2: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided
-Cheap heavy anti-air firepower for the seas.
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TYPHOON

Torpedo Seaplane -
Cost: 545 metal (72.6 seconds), 9785 energy Health: 1296 Speed: 122.4 m/s Turnrate: 612 Vision range: 430
-Weapon 1: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided
-Weapon 2: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided
-Weapon 3: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided
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SONTOR

(TA Fans) - Torpedo Gunship -
Cost: 692 metal (92.3 seconds), 10364 energy Health: 2748 Speed: 81.6 m/s Turnrate: 600 Vision range: 400 Sonar Range: 720
-Weapon: torpedos, 400 range, 150 DPS (240 per shot, 1.6 reload), 48 AOE
-The Sontor is a tough gunship that will hover and launch torpedos on a target until it is dead.
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FALCON

(AMD) - Heavy Air Transport -
Cost: 814 metal (106 seconds), 13910 energy Health: 3396 Speed: 105.6 m/s Turnrate: 300 Vision range: 360 Max transport footprint: 6x6
-The heavy air lifter is also available from the Seaplane platform. Able to pick up large units, which can fire while being transported.
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LVL2 STRUCTURES

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Build durations listed are for the Advanced Construction Vehicle. They will be twice as long for the Advanced Construction Aircraft, 33% longer for the Advanced Construction Kbot/Hovercraft/Spider/Tortoise. As you can see, the moho metal makers are an exception to the "Predictable metal economy" rule: they cost only 5% of the metal drain while being built, so only 0.6 metal per second for the Advanced construction vehicle.

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ARM LVL2 STRUCTURES

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ADVANCED RADAR

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Cost: 188 metal (15.7 seconds), 2330 energy Health: 250 (500 when closed/off) Vision range: 960 Radar Range: 4320 Footprint: 2x2
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LELANTUS

- Pop-up Radar Jammer (Mayhem) -
Cost: 326 metal (27.2 secs), 3830 energy Health: 600 (2400 when off/underground) Vision range: 720 Radar jamming Range: 1320 Footprint: 2x2 /td>
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FUSION GENERATOR


Cost: 4525 metal (6 mins 17 secs), 36058 energy Health: 3100 Vision range: 250 Energy Production: 1000 Footprint: 5x4
-Here I have done something to increase side diversity: Core fusions now produce 25% more energy than Arm fusions. They are about 15% more expensive, and more build time. What this means is Arm players can get their fusion online quicker, but Core gets more production per fusion: 4 Core fusions will produce the same as 5 Arm fusions.
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MOHO EXTRACTOR


-Cost: 1357 metal (1 min 53 secs), 8700 energy Health: 2517 Vision range: 250 Footprint: 5x5
-Extraction rate increased by 60%! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also.
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MOHO METAL MAKER

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Cost: 120 metal (3 mins 20 secs), 18155 energy Health: 600 (1200 when closed/off) Vision range: 210 Metal conversion: +16 metal for -900 energy Footprint: 4x4
-While the efficiency of L1 makers is unchanged, the moho makers have had theirs reduced somewhat - so that they are only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it!

CLOAKABLE FUSION


-Cost: 7195 metal (10 mins), 84116 energy Health: 4900 Vision range: 280 Energy Production: 2000 Cloak cost: 400 energy Footprint: 5x4
-Cloakable fusions assume a new role in Total Mayhem: they now produce double the energy of their regular counterparts, for less than double the cost and toughness and more than double the buildtime. The energy tradeoff for cloaking them is much less also, and they automatically cloak once they are built. One tradeoff, however: the explosion when one of these goes is bigger than than with a regular Fusion.
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FORT WALL

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Cost: 42 metal (6.5 secs), 675 energy Health: 9000 Footprint: 2x2
-Fort walls are more than double the toughness - previously they were less tough than Dragon's Teeth, I'm not sure what the point was!
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DECOY FUSION

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Cost: 453 metal (38 secs), 4911 energy Health: 3100 Vision range: 250 Energy Production: 100 Footprint: 5x4
-Potentially a useful stepping-stone unit on maps lacking geothermal activity: produces 1/10 the energy of a standard fusion for 1/10 the cost - and apart from the cost, it is undistinguishable from the real thing! Waow!
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ARTIC

(TAAN) - Pop-up gauss tower -
Cost: 655 metal (54.6 secs), 7880 energy Health: 3450 (11500 when closed/off) Vision range: 420 Footprint: 2x2
-Weapon: gauss, 640 range, 350 DPS (420 damage, 1.2 reload), 20 AOE, LOS
-A pop-up defense similar to the Viper. Better range, better damage, and no energy cost per shot. But it's also a bit more expensive, more fragile, and unable to hit moving targets as well as Vipers can.
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WARDEN

- Pop-up Anti-air Missile Tower -
Cost: 450 metal (37.5 secs), 5730 energy Health: 2150 (8600 when closed/off) Vision range: 575 Footprint: 3x3
-Weapon: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided
-An additional option for heavy anti-aircraft defence.
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AMBUSHER

- Pop-up medium-range plasma cannon -
Cost: 1320 metal (1 min 50 secs), 13821 energy Health: 6872 (21144 when closed/off) Vision range: 440 Footprint: 4x4
-Weapon: cannon 1148 range 200 DPS (560 damage, 2.8 reload), 108 AOE, ballistic
-Ambushers now cost about 25% less metal and have 10% less range than a Guardian, they deal out massive damage, are very very tough, and are not detected on enemy radar. They are now very much worth building.
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FLAKKER

- Anti-air Flak gun -
Cost: 694 metal (57.8 secs), 8940 energy Health: 3136 Vision range: 640 Footprint: 2x2
-Weapon: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS
-Flakkers were actually quite poor value in OTA. Here you will find they are cheaper, tougher, and will hit faster planes more easily.
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ARCHGUN

(PWD/Mayhem) - Rapid-fire medium-range plasma cannon -
Cost: 2586 metal (3 min 36 secs), 24542 energy Health: 3873 Vision range: 380 Footprint: 4x4
-Weapon: cannon 1600 range 500 DPS (260 damage, 0.52 reload), 64 AOE, ballistic
-Massive area domination comes in the form of the Archgun. At the longer end of "medium range", able to marginally outrange an Annihilator, but lacking in armour.
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CALDERA

(Mayhem) - Geothermal Missile Launcher -
Cost: 3524 metal (4 min 53 secs), 43408 energy Health: 4280 Vision range: 640 Radar range: 2200 Footprint: 4x4 Energy Production: 600
-Weapon: missiles 2210 range 234 DPS (1500 damage, 6.4 reload), 80 AOE, v-launch, 1500 energy per shot
-Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this, and also uses advanced nanotechnology to make better use of the geothermal energy below the surface.
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ANNIHILATOR

- Energy Weapon -
Cost: 3687 metal (5 mins 7 secs), 33025 energy Health: 5440 (10880 when closed/off) Vision range: 640 Radar Range: 1500 Footprint: 4x4
-Weapon: BLOD 1500 range 1000 DPS (5000 damage, 5 reload), 24 AOE, LOS, 2500 Energy per shot
-Annihilators benefit from a big increase in armour, a 50% increase in range (along with a matching increase in radar range), and 60% increase in damage per shot (the damage increase is really to counter the higher armour of heavier L2 units, but is a benefit vs L3 units also).
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BIG BERTHA

- Long-range plasma cannon -
Cost: 5520 metal (7 mins 40 secs), 64680 energy Health: 3200 Vision range: 240 Footprint: 4x4
-Weapon: cannon 4096 range 257.1 DPS (1800 damage, 7 reload), 96 AOE, ballistic, 3000 Energy per shot, accuracy 600 (smaller is better)
-Widely considered overpowered in OTA as certain sized maps end up with a race to build one of these. Mainly it's long-range reach comes too cheaply. So, the solution here is to double the energy needed to fire it to 3000 - in a game with standard starting resources (1k Energy, 1k Metal) you will usually need to build extra energy storage to fire a Big Bertha. It has also increased in cost and buildtime a little - but is also tougher. Still not that tough and easily bombed, its larger footprint makes it an easier target also.
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PROTECTOR

- Anti-nuke -
Cost: 2011 metal (2 mins 48 secs), 44000 energy Health: 2320 (4640 when off/closed) Vision range: 480 Footprint: 4x4
-Antimissile coverage range: 2000, missile build time 90 seconds for 10,000 energy, 200 metal
-Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam.
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STUNNER

- EMP Missile launcher -
Cost: 2704 metal (3 mins 45 secs), 52134 energy Health: 2300 Vision range: 350 Footprint: 4x4
-Weapon: Rocket 10,000 range, 60 seconds paralysis (less for larger units, down to 6 seconds for heavy T3), 896 AOE, 2 minute build time for 18000 energy, 800 metal
-Special damages have been removed on these, so they will paralyse any units - even yours, so watch out! The paralysis duration has been increased, and area of effect, but the further from the impact a unit is, the less time it will be paralysed for.
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VULCAN

- Rapid-fire Long-range plasma cannon -
Cost: 38418 metal (53 mins 40 secs), 459111 energy Health: 8000 Vision range: 310 Footprint: 5x5
-Weapon: cannon 5400 range 3200 DPS (1280 damage, 0.4 reload), 108 AOE, ballistic, 3200 Energy per shot (8000 energy per second), accuracy 850 (smaller is better)
-The pinnacle of tier 2 technology, 31% longer ranged than the Bertha, astronomical damage output, but a hefty price tag. Damage has actually come down from the OTA version but the explosion area is larger and more importantly the range is much longer. Energy per shot has gone up, you will need 8 regular fusion generators plus a bit more to feed this at full fire rate.
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PANTHEON

- Submersible Missile Tower -
Cost: 486 metal (40.5 secs), 5730 energy Health: 1973 Vision range: 590 Footprint: 3x3
-Weapon: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided
-Floating, submersible version of the Warden.
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TRIDENT

(TAEC) - Submersible medium-range plasma cannon -
Cost: 1869 metal (1 min 50 secs), 18430 energy Health: 4220 Vision range: 420 Footprint: 4x4
-Weapon: cannon 1600 range 325 DPS (260 damage, 0.8 reload), 64 AOE, ballistic
-A submersible cannon with the same range as the Archgun, for lower cost, with a somewhat slower fire rate.

CORE LVL2 STRUCTURES

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-Cost: 183 metal (15.3 seconds), 2420 energy Health: 390 Vision range: 1024 Radar Range: 4240 Footprint: 2x2
-Increased in range by 50%, massive LOS increase also.
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BLANKER

- Radar Jamming Tower
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Cost: 382 metal (31.8 secs), 4320 energy Health: 890 (1780 when off/closed) Vision range: 700 Radar jamming Range: 1440 Footprint: 2x2
-Radar jammer structures have been added for each side, with a large jamming radius.
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FUSION REACTOR


Cost: 5004 metal (6 mins 57 secs), 42598 energy Health: 3000 Vision range: 250 Energy Production: 1250 Footprint: 5x5
-Here I have done something for side diversity: Core fusions produce 25% more energy than Arm fusions. They are about 15% more expensive, and more build time. Arm players can get a fusion online quicker, but Core gets more production per fusion.
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MOHO EXTRACTOR


-Cost: 1305 metal (1 min 49 secds), 9121 energy Health: 2197 (3515 when closed/off) Vision range: 250 Footprint: 5x5
-Extraction rate increased by 60%! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also.
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MOHO METAL MAKER


-Cost: 100 metal (2 mins 47 secs), 12928 energy Health: 725 (1160 when closed/off) Vision range: 210 Metal conversion: +12 metal for -660 energy Footprint: 4x4
-While the efficiency of L1 makers is unchanged, the moho makers are now only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it!
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CLOAKABLE FUSION

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Cost: 7982 metal (11 mins 5 secs), 92450 energy Health: 5200 Vision range: 280 Energy Production: 2500 Cloak cost: 500 energy Footprint: 5x5
-Cloakable fusions assume a new role in Total Mayhem: they now produce double the energy of their regular counterparts, for less than double the cost. The energy tradeoff for cloaking them is much less also, and they automatically cloak once they are built. Death explosion is bigger than than a regular Fusion.
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FORT WALL


-Cost: 37 metal (6.2 secs), 612 energy Health: 9200 Footprint: 2x2
-Fort walls are more than double the toughness - previously they were less tough than Dragon's Teeth, I'm not sure what the point was!
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DECOY FUSION

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CORE:

Cost: 504 metal (42 secs), 5573 energy Health: 3000 Vision range: 250 Energy Production: 125 Footprint: 5x5
-Potentially a useful stepping-stone unit on maps lacking geothermal activity: produces 1/10 the energy of a standard fusion for 1/10 the cost - and apart from the cost, it is undistinguishable from the real thing! Waow!
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VIPER

- Pop-up laser tower -
Cost: 672 metal (56 secs), 7687 energy Health: 3896 (12987 when closed/off) Vision range: 410 Footprint: 2x2
-Weapon: laser 640 range 375 DPS (600 damage, 1.6 reload), 16 AOE, LOS, 120 energy per shot
-The Viper now outranges the HLT by 20%, is tougher, and stealth - invisible to radar. The weapon is now blue-green to indicate a higher energy level (and damage). Lighter L1 units will be vaporised in a single shot. Has a slightly slower reload.
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SMITER

- Pop-up Anti-air Missile Tower -
Cost: 430 metal (35.8 secs), 5905 energy Health: 2260 (9040 when closed/off) Vision range: 560 Footprint: 3x3
-Weapon: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided -An additional option for heavy anti-aircraft defence.
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TOASTER

- Pop-up medium-range plasma cannon -
Cost: 1448 metal (1 min 53 secs), 12687 energy Health: 7392 (22744 when closed/off) Vision range: 470 Footprint: 3x3
-Weapon: cannon 1100 range 193.8 DPS (630 damage, 3.25 reload), 144 AOE, ballistic
-The Toaster, like the Ambusher, gets a 22% range boost, but is still about 10% shorter range than a Punisher. It costs 10% less metal though, and deals more than twice the damage and a much larger explosion! Add to that a pop-down state that is very tough, and invisibility on radar.
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COBRA

- Anti-air Flak gun -
Cost: 708 metal (59 secs), 8696 energy Health: 3345 Vision range: 630 Footprint: 2x2
-Weapon: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS
-You'll find the Cobra is now decent value - cheaper, tougher, and more accurate vs moving aircraft.
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CHAINSAW

(DCS) - Rapid-fire medium-range plasma cannon -
Cost: 2612 metal (3 min 38 secs), 22645 energy Health: 4282 Vision range: 400 Footprint: 4x4
-Weapon: cannon 1560 range 492 DPS (310 damage, 0.63 reload), 80 AOE, ballistic
-Somewhat like a Buzzsaw's smaller brother. Useful for area domination - greater range than the Punisher by about 30%. It's not cheap though, and not tough either - it's worth grouping this with point defenses to keep counterattacks at bay.
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BEHEMOTH

(UH/Mayhem) - Geothermal Plasma Battery -
Cost: 3745 metal (5 min 12 secs), 41481 energy Health: 4280 Vision range: 640 Radar range: 2400 Footprint: 5x5 Energy Production: 600
-Weapon: cannon 2400 range 227 DPS (700 damage, salvo of 3 every 9.25 seconds), 80 AOE, v-launch, 700 energy per shot (2100 per salvo)
-Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this...
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DOOMSDAY MACHINE

- Energy Weapon -
Cost: 3274 metal (4 mins 33 secs), 28712 energy Health: 6424 (12848 when off/closed) Vision range: 600 Footprint: 4x4 -Weapon 1: BLOD 1300 range 1000 DPS (3600 damage, 3.6 reload), 24 AOE, LOS, 1800 Energy per shot -Weapon 2: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot -Weapon 3: Laser, 475 range, 138.5 DPS (90 per shot, 0.65 reload), 12 AOE, LOS, 12 Energy per shot -Doomsday Machines now fit their name a bit better. The blue laser has nearly double the range - and faster reload. The green laser has more than double the range! Even the red laser has much better range than previous. It now more closely matches the power of the Annihilator, in its own way.
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INTIMIDATOR

- Long-range plasma cannon -
Cost: 5995 metal (8 mins 20 secs), 72520 energy Health: 3600 Vision range: 230 Footprint: 4x4
-Weapon: cannon 4710 range 300 DPS (2400 damage, 8 reload), 128 AOE, ballistic, 4500 Energy per shot, accuracy 750 (smaller is better)
-Cost per shot doubled, as with the Bertha, in a game with standard starting resources you will likely need to build extra energy storage to fire. Accuracy has been improved somewhat also, and velocity reduced slightly - Intimidators do not need as much "training time" as required in OTA. Also as with the Bertha, build cost, toughness and footprint size increased.
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FORTITUDE

- Anti-missile defence -
Cost: 2111 metal (2 mins 56 secs), 46160 energy Health: 2860 (4576 when off/closed) Vision range: 470 Footprint: 4x4
-Antimissile coverage range: 2000, missile build time 90 seconds for 10,000 energy, 200 metal -Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam.
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NEUTRON

- Anti-mobile missile launcher -
Cost: 2824 metal (3 mins 55 secs), 54134 energy Health: 2100 Vision range: 350 Footprint: 4x4 -Weapon: Rocket 10,000 range, 2500 damage to mobile units only, 724 AOE, 2 minute 30 second build time for 40000 energy, 900 metal
-The Neutron now has a reversed special damage table - it deals default damage to all features and mobile units, and minimal damage to structures. Area effect is increased, however edgeffectiveness is reduced - the further a unit is from the blast, the less it gets hurt. To avoid too much abuse of antinukes, the range has been reduced, but so has the weapon cost.
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BUZZSAW

- Rapid-fire Long-range plasma cannon -
Cost: 40264 metal (55 mins 55 secs), 502648 energy Health: 9000 Vision range: 300 Footprint: 5x5
-Weapon: cannon 6250 range 2867 DPS (1720 damage, 0.6 reload), 144 AOE, ballistic, 5000 Energy per shot (7692 energy per second), accuracy 800 (smaller is better)
-This towering monster outranges every other cannon at tier 2, including the Vulcan by nearly 16% (thats over a screen length). It has close to the damage output of the Vulcan, with a greater damage area. Core is at a bit of an advantage here in that to feed this beast at full fire it takes just over 6 fusions to provide power. Keep in mind you need at least 5000 energy in storage for it to fire at all.
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DUSTER

- Submersible Anti-air Missile Tower -
Cost: 460 metal (38.3 secs), 6455 energy Health: 2135 Vision range: 575 Footprint: 3x3
-Weapon: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided -A floating, submersible version of the Smiter.
- - - \ No newline at end of file diff --git a/GUIDE_L3.html b/GUIDE_L3.html deleted file mode 100644 index f24f344..0000000 --- a/GUIDE_L3.html +++ /dev/null @@ -1,594 +0,0 @@ - - - - - - -Total Mayhem Unit Guide - Level 3 units - - - - -

TOTAL MAYHEM - Level 3 Units

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ARM LVL3 KBOTS

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KRAKEN

(TAEC) - Rapid-fire medium-range plasma cannon -
Cost: 1725 metal (2 min 24 secs), 18268 energy Health: 4460 Vision range: 400 Footprint: 4x4
-Weapon: cannon 1560 range 322 DPS (310 damage, salvo of 2 every 1.92 secs), 80 AOE, ballistic
-A marine, slower-reload version of the Chainsaw that is also submersible.
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RAZORBACK

- Heavy Assault Kbot -
Cost: 8810 metal (6 mins 7 secs) 70388 energy Health: 24,486 Speed: 1.6 Vision range: 540 Footprint size: 3x3
-Weapon 1: Lasers, 420 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, 50 energy per shot (156E per second)
-Weapon 2: Disruptor, 650 range, 120+ DPS (600 per shot, 5 reload, noexplode), 48 AOE, LOS, 600 energy per shot
-Reasonably quick for a heavy unit with rapid-fire pulse lasers and a longer ranged disruptor cannon (shoots through everything) with a slow reload. Well armoured, lacking AA. Keep in mind that it takes about 276 energy per second to keep both weapons firing continuously.
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ZEPHYR

- Experimental AA kbot -
Cost: 3970 metal (2 mins 45 secs) 32189 energy Health: 8532 (shield reduces damage by 75% if operational) Speed: 1.2 Vision range: 800 Radar range: 2800 Footprint size: 4x4
-Weapon 1: AA Missiles, 844 range, 400/80 DPS (560/112 per shot, 1.4 reload), 64 AOE, LOS, guided
-Weapon 2: air-only flakker, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS
-AA Spider with very rapid fire flakker and heavy AA missiles, and a shield that protects it very well. Once it's hit 12 times within 20 seconds though the shield is spent until it can recharge again. This means that it can sit out on its own and last a while unless faced with a concerted attack.
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WOLF

- Amphibious Sniper kbot -
Cost: 7413 metal (5 mins 9 secs) 61245 energy Health: 7913 (13188 if closed) Speed: 1.15 Vision range: 950 Radar range: 1500 Sonar range: 500 Footprint size: 4x4
-Weapon 1: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot
-Weapon 2: AA Missiles, 800 range, 192/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, LOS, guided
-Weapon 3: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, LOS, underwater only
-Giant Fido with an annihilator on its back and fairly light AA missiles. The Annihilator folds up when not in use and the unit gets tougher - it's not very tough in general though, meant as a support unit to snipe units. It is amphibious and armed with torpedos when underwater.
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SHIVA

- Mobile Long range rapid-fire plasma cannon -
Cost: 21126 metal (14 mins 40 secs) 215510 energy Health: 9750 Speed: 0.95 Vision range: 480 Footprint size: 5x5
-Weapon 1: Cannon, 2960 range, 1920 DPS (960 per shot, 0.5 reload), 96 AOE, ballistic, 1200 energy per shot (2400E per second)
-Weapon 2: AA Missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, 0.75 reload), 32 AOE, LOS, guided
-Big bad mobile vulcan! Expensive, fragile, has AA missile turret that isn't very powerful. Keep it back from the front lines and let it chew up the enemy from a distance. It is equipped with radar equal in range to the main weapon, which can come in handy.
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DRAKE

- Experimental Assault Kbot -
Cost: 25080 metal (17 mins 25 secs) 303300 energy Health: 72000 Speed: 1.5 Vision range: 640 Sonar range: 500 Footprint size: 4x4
-Weapon 1: burst weapon, 950 range, 800 DPS (300 x8 per burst, 3 reload), 48 AOE, LOS, 900 energy per burst
-Weapon 2: disruptor miniguns, 480 range, 270+ DPS (108 per shot, 0.4 reload, noexplode), 40 AOE, LOS
-Weapon 3: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
-Arm's answer to the Core Krogoth. Main weapon is a burst-fire blue laser that can take out several enemies at once (the first part of the beam destroys one unit, the rest carries on and hits any other unit behind it). Has rapid-fire shorter range disruptor miniguns that fire through everything, and rapid-fire AA rockets that can also target ground units.
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CORE LVL3 KBOTS

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KETZER

- Heavy Riot Kbot -
Cost: 8415 metal (5 mins 51 secs) 65724 energy Health: 27860 Speed: 1.35 Vision range: 500 Footprint size: 3x3
-Weapon 1: riot cannons, 440 range, 675 DPS (270 per shot, 0.4 reload), 64 AOE, LOS
-Weapon 2: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided
-Super heavy riot kbot that gives Arm a headache. Counter of sorts to the Razorback, as expected heavier and slower. Secondary weapon is heavy tracking rockets that work as both AA and anti-ground. A big difference with the Ketzer is unlike the Razorback it does not require extra energy to fire either of its weapon systems.
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JUPITER

- Experimental AA Kbot -
Cost: 4434 metal (3 mins 5 secs) 30731 energy Health: 16562 Speed: 0.88 Vision range: 780 Radar range: 3000 Footprint size: 4x4
-Weapon 1: air-only laser, 750 range, 1400 DPS (560 per shot, 0.4 reload), 24 AOE, LOS, 60 energy per shot
-Weapon 2: AA Missiles, 800 range, 600/120 DPS (420/84 per shot, 0.7 reload), 48 AOE, v-launch, guided
-It looks a lot like the Sumo's big brother, but the Jupiter serves as anti-air. 4 rocket launchers and a heavy anti-air laser will bring down all Arm's birds. Slow but not as slow as a Sumo, and very heavily armoured.
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SIMIAN

- Heavy Assault kbot -
Cost: 6769 metal (4 mins 42 secs) 52799 energy Health: 33952 Speed: 0.64 Vision range: 500 Radar range: 3000 Footprint size: 4x4
-Weapon 1: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120 energy per shot
-Weapon 2: laser, 920 range, 200 DPS (800 per shot, 4 reload), 16 AOE, LOS, 240 energy per shot
-This hulking beast is just moving armour. It has two energy weapons so it's sort of a doomsday-lite... but it's mostly about the heavy armour, which considering its relativey cheap cost is very heavy.
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DEFILER

- Mobile Long-range rapid-fire plasma cannon -
Cost: 22900 metal (15 mins 54 secs) 230000 energy Health: 10600 Speed: 0.87 Vision range: 500 Footprint size: 5x5
-Weapon 1: Cannon, 3200 range, 1828.6 DPS (1280 per shot, 0.7 reload), 120 AOE, ballistic, 1600 energy per shot (2285E per second)
-Weapon 2: AA Missiles, 750 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, LOS, guided
-Buzzsaw on some very big legs. Long-distance rain of destruction. Secondary weapon is a relatively light AA missile launcher. Not well armoured, not fast, just very deadly.
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KROGOTH

- Experimental Kbot -
Cost: 29489 metal (20 mins 29 secs) 366666 energy Health: 99336 Speed: 1.18 Vision range: 700 Sonar range: 600 Footprint size: 4x4
-Weapon 1: BLOD, 1120 range, 1000 DPS (3200 per shot, 3.2 reload), 24 AOE, LOS, 1500 energy per shot
-Weapon 2: disruptors, 540 range, 350+ DPS (420 per shot, 1.2 reload, noexplode), 32 AOE, LOS
-Weapon 3: AA Missiles, 920 range, 665.4/133.1 DPS (865/173 per shot, 1.3 reload), 80 AOE, v-launch, guided
-The star of Core's show, the Krogoth is much bigger than in OTA, and much badder. Its arm guns shoot through everything. Its blue laser range is very long, and its rockets shred aircraft. It's also faster, and amphibious, and nearly triple the armour of OTA. It also heals itself. It can take a long time to take one of these down.
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ARM LVL3 TANKS

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FABRICATOR

- Tech level 3, builds at 24 metal/s -
Cost: 2489 metal (1 min 44 secs) 23534 energy Health: 4769 Speed: 1.8 Turnrate: 249 Vision range: 330 Radar range: 540 Sonar range: 540 Cloak cost: 240/720 when moving, 160 minimum distance Footprint size: 3x3
-Arm's fastest land builder can also move quite quickly, and can cloak for covert movement between build sites.
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ORCA

- Heavy Amphibious Tank -
Cost: 3780 metal (2 mins 38 secs) 27000 energy Health: 10752 Speed: 1.9 Turnrate: 240 Vision range: 450 Sonar range: 400 Footprint size: 3x3
-Weapon 1: cannon, 1148 range, 200 DPS (560 per shot, 2.8 reload), 108 AOE, ballistic
-Weapon 2: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided
-The Orca is Arm's cheapest L3 land unit... but it's not just a land unit. On land it's a mobile Ambusher and a quick one at that, underwater it serves as a basic sub with torpedos.
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IMPALA

- Stealth Disruptor Tank -
Cost: 6000 metal (4 mins 10 secs) 64000 energy Health: 15600 Speed: 1.75 Turnrate: 294 Vision range: 640 Footprint size: 4x4
-Weapon 1: disruptor, 1025 range, 200+ DPS (360+ per shot, 1.8 reload, noexplode), 16 AOE, LOS
-A fast tank meant to get in and deal damage unseen and undetected.
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TIGER

- Very heavy assault tank -
Cost: 9444 metal (6 mins 34 secs) 82840 energy Health: 29634 Speed: 1.6 Turnrate: 240 Vision range: 600 Footprint size: 4x4
-Weapon 1: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
-Weapon 2: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
-Weapon 3: air-only flak, 700 range, 500 DPS (200 per shot, 0.4 reload), 88 AOE, LOS
-Do not bother the Tiger. It has two massive spread-fire lightning turrets, and also serves as effective AA with its rapid-fire flak turret. Very tough, and fairly quick although not very manueverable.
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G2

- Rapid-fire artillery tank -
Cost: 12264 metal (8 mins 31 secs) 113530 energy Health: 25950 Speed: 1.3 Turnrate: 192 Vision range: 500 Footprint size: 4x4
-Weapon 1: cannon, 1300 range, 606 DPS (194 per shot, 0.32 reload), 80 AOE, ballistic
-Weapon 2: gauss, 640 range, 525 DPS (420 per shot, 0.8 reload), 20 AOE, LOS
-The epitome of "moar dakka". The most rapid-fire ballistic weapon in the game. About equal to the range of a Guardian or Punisher, less than its Core counterpart the Smasher, but such massive damage output. To top it off (literally), a pair of high-output gauss cannons for closer-range defence.
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SCUDD

- Mobile tactical nuke launcher -
Cost: 6287 metal (4 mins 22 secs) 75764 energy Health: 4800 (7680 when closed and not firing) Speed: 1.1 Turnrate: 232 Vision range: 400 Footprint size: 4x4
-Weapon 1: rocket, 3100 range, 160 DPS (2400 per shot, 15 reload), 512 AOE, v-launch, 6000 energy per shot
-Mobile tactical nuke launcher. Think of this as a giant Merl with 2/3 the range of a bertha with missiles that explode with the strength of a crawling bomb. Be aware that firing a rocket is a significant energy cost and you'll need sufficient storage.
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MOFO

- Mobile Fortress -
Cost: 15600 metal (10 minutes 50 seconds) 205000 energy Health: 54500 Speed: 1.25 Turnrate: 175 Vision range: 750 Radar range: 2100 Footprint size: 5x5
-Weapon 1: cannon, 2240 range, 301.9 DPS (800 per shot, 2.65 reload), 80 AOE, ballistic, 800 energy per shot
-Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
-Weapon 3: rockets, 900 range, 908 DPS (420 per shot, salvo of 8 every 3.7 seconds), 48 AOE, v-launch, guided
-A mobile mini-bertha with a massive rocket battery that launches both ground-to-ground rockets and ground-to-air. Very tough. Less range and much slower firing rate than the Shiva, but can take a massive beating - and deal one out too.
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CORE LVL3 TANKS

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CUSTODIAN

- Tech level 3, builds at 24 metal/s -
Cost: 2406 metal (1 min 40 secs) 23510 energy Health: 4951 Speed: 1.65 Turnrate: 235 Vision range: 320 Radar range: 540 Sonar range: 540 Radar jamming range: 450Footprint size: 3x3
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PROTEUS

- Heavy Amphibious Tank -
Cost: 3650 metal (2 mins 32 secs) 25100 energy Health: 11700 Speed: 1.7 Turnrate: 250 Vision range: 450 Sonar range: 400 Footprint size: 3x3
-Weapon 1: cannon, 950 range, 255 DPS (360 per shot, 2.825 reload per 2-shot salvo), 120 AOE, LOS
-Weapon 2: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided
-A quick and heavy riot tank that can go underwater and launch torpedos as well.
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WAR MACHINE

- Mobile Energy Weapon -
Cost: 7750 metal (5 mins 23 secs) 63500 energy Health: 11500 (23000 if closed) Speed: 0.95 Turnrate: 192 Vision range: 800 Radar range: 1300 Footprint size: 4x4
-Weapon 1: beam weapon, 1250 range, 1000 DPS (3600 per shot, 3.6 reload), 24 AOE, LOS, 1250 energy per shot
-Weapon 2: lasers, 880 range, 307.7 DPS (320 per shot, 1.04 reload), 16 AOE, LOS, 100 energy per shot
-Weapon 3: laser. 475 range, 138.5 DPS (90 per shot, 0.65 reload) 12 AOE, LOS, 12 energy per shot
-Mobile Doomsday Machine. Questions?
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RATTLESNAKE

- Very heavy rapid-fire laser tank -
Cost: 9781 metal (6 mins 48 secs) 76482 energy Health: 31848 Speed: 1.4 Turnrate: 265 Vision range: 600 Footprint size: 4x4
-Weapon 1: laser, 750 range, 771 DPS (270 per shot, 0.35 reload), 24 AOE, LOS, 75 energy per shot (225E per sec)
-Weapon 2: rockets, 920 range, 192 DPS (480 per shot, 2.5 reload), 64 AOE, v-launch, guided
-15 barrel laser. Need I say more? A tough slab of moving armour with very rapid-fire main weapon and a rocket launcher to boot.
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SMASHER

- Super-heavy siege tank -
Cost: 12092 metal (8 mins 24 secs) 106236 energy Health: 28341 Speed: 1.15 Turnrate: 180 Vision range: 520 Footprint size: 4x4 -Weapon 1: cannon, 1560 range, 492.1 DPS (310 per shot, 0.63 reload), 80 AOE, ballistic
-Weapon 2: riot cannon, 666 range, 416.3 DPS (666 per shot, 1.6 reload), 192 AOE, LOS
-The Smasher is basically a land battleship. Well, it doesn't have the Warlord's lasers but it packs nearly twice the wallop of the artillery cannons into one turret. Doesn't match the firepower of the G2 but has 30% more range. It's a bit more expensive than the G2, but much tougher. The massive riot cannon on top will take out quite a few units at once, with a single shot. Wait till you see the size of the explosion...
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PRECLUDER

- Mobile tactical nuke launcher -
Cost: 6784 metal (4 mins 43 secs) 81763 energy Health: 5525 (8840 when closed and not firing) Speed: 1 Turnrate: 210 Vision range: 420 Footprint size: 4x4
-Weapon 1: rocket, 3000 range, 177.8 DPS (3200 per shot, 18 reload), 560 AOE, v-launch, 8000 energy per shot
-Tactical nuke launcher. Does not need to stockpile, just costs a bit of energy to fire (ensure you have enough storage). Has a range about 2/3 that of the Intimidator.
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HARBINGER

- Mobile Fortress -
Cost: 16800 metal (11 minutes 40 seconds) 192000 energy Health: 60000 Speed: 1.08 Turnrate: 160 Vision range: 700 Radar range: 2200 Footprint size: 5x5
-Weapon 1: cannon, 2400 range, 291.7 DPS (700 per shot, 2.4 reload), 96 AOE, ballistic, 700 energy per shot
-Weapon 2: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 per second)
-Weapon 3: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided
-Core's larger land battleship has impressive range on the main gun, dual battleship lasers (as seen on the Retribution L3 battleship), and rapid-fire AA missiles. Extremely tough.
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ARM LVL3 HOVERCRAFT

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BEAVER

- Tech level 3, builds at 18 metal/s
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Cost: 2296 metal (1 min 40 secs) 29370 energy Health: 2823 Speed: 2.65 Turnrate: 235 Vision range: 400 Footprint size: 3x3
-Weapon 3: AA Missiles, 850 range, 280/49 DPS (560/98 per shot, 2 reload), 64 AOE, v-launch, guided
-Arm's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.
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TEMPEST

- Heavy assault hovertank -
Cost: 4450 metal (3 mins 5 secs) 48000 energy Health: 11350 Speed: 2.6 Vision range: 500 Footprint size: 3x3
-Weapon 1: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
-Weapon 2: gauss, 420 range, 400 DPS (320 per shot, 0.8 reload), 20 AOE, LOS
-The Tempest is meant to get in fast and deal large amounts of damage quickly, cause chaos and... mayhem.
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JACKHAMMER

- Heavy rocket hovertank -
Cost: 4740 metal (3 mins 28 secs) 40834 energy Health: 8650 Speed: 2.3 Vision range: 600 Footprint size: 3x3
-Weapon: rockets, 950 range, 330 DPS (330 per shot, 1 reload), 80 AOE, v-launch, guided
-Thumping rockets to pound you into submission.
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LONG TOM

- Energy Weapon hovercraft -
Cost: 7048 metal (5 mins 2 secs) 72152 energy Health: 7029 Speed: 2.5 Vision range: 480 Footprint size: 3x3
-Weapon: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot
-An annihilator on a hovercraft, whatever next! This is a very mobile Annihilator, but fairly fragile for the price. So look after it.
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BIG JOHN

- Heavy Artillery hovercraft -
Cost: 6024 metal (4 mins 11 secs) 74475 energy Health: 7620 Speed: 2.1 Vision range: 421 Footprint size: 4x4
-Weapon: cannon, 2240 range, 250 DPS (800 per shot, 3.2 reload), 80 AOE, ballistic, 800 energy per shot
-A relatively low-cost way to get some good range on an opponent.
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SAMURAI

- Dreadnaught hovertank -
Cost: 19468 metal (13 mins 31 secs) 208324 energy Health: 36720 Speed: 2.3 Vision range: 640 Radar range: 1080 Sonar Range: 640 Footprint size: 5x5
-Weapon 1: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS
-Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
-Weapon 2: torpedos, 600 range, 400 DPS (360 per shot, 0.9 reload), 64 AOE, underwater, guided
-The top Hovercraft in Arm's arsenal is not a direct match for the heaviest land behemoths, it's definitely not nearly as tough, but it sure can pour out the damage - at great range - and it's one of the few units that can defend itself from both sea and air.
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CORE LVL3 HOVERCRAFT

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EMISSARY

- Tech level 3, builds at 18 metal/s -
Cost: 2296 metal (1 min 40 secs) 29370 energy Health: 2823 Speed: 2.65 Turnrate: 235 Vision range: 400 Footprint size: 3x3
-Core's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.
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FIRE DEVIL

- Heavy Laser hovertank -
Cost: 3942 metal (2 mins 44 secs) 39134 energy Health: 13100 Speed: 2.4 Vision range: 480 Footprint size: 3x3
-Weapon 1: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120E per shot
-Outlining the contrast between the two factions, this is the slower, more durable, more precise surgical instrument of the Core.
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BERSERKER

- Heavy rocket strike hovercraft -
Cost: 5135 metal (3 mins 55 secs) 48159 energy Health: 9225 Speed: 2.1 Vision range: 542 Footprint size: 3x3
-Weapon: rockets, 1050 range, 370.4 DPS (250 per shot, salvo of 4 every 2.7 secs), 96 AOE, v-launch, guided
-The Berserker blasts 4 rockets almost all at once at a target with disturbing accuracy. Chase down moving targets and hit them every time.
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ADONIS

- Disruptor hovertank -
Cost: 8700 metal (6 mins 3 secs) 81000 energy Health: 10800 Speed: 2.2 Vision range: 500 Footprint size: 4x4
-Weapon 1: disruptor, 1300 range, 200+ DPS (720+ per shot, 3.6 reload, noexplode), 64 AOE, LOS, 1200 energy per shot
-Weapon 2: AA Missiles, 920 range, 360/72 DPS (865/173 per shot, 2.4 reload), 80 AOE, v-launch, guided
-The Adonis does not care, it blasts through anything.
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TORMENTOR

- Heavy Artillery hovercraft -
Cost: 6432 metal (4 mins 28 secs) 77046 energy Health: 7230 Speed: 2 Vision range: 401 Footprint size: 4x4
-Weaponcannon, 2400 range, 259 DPS (700 per shot, 2.7 reload), 96 AOE, ballistic, 700 energy per shot
-A relatively low-cost way to get some good range on an opponent.
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BROADSWORD

- Super-heavy Hovertank -
Cost: 21070 metal (14 mins 38 secs) 192674 energy Health: 41175 Speed: 2.1 Vision range: 610 Sonar Range: 610 Footprint size: 5x5
-Weapon 1: BLOD, 1120 range, 1043 DPS (3200 per shot, 3 shots every 9.2 seconds), 24 AOE, LOS, 1500 energy per shot
-Weapon 2: rockets, 750 range, 545/164 DPS (800/240 per shot, 3 shots every 4.4 seconds), 64 AOE, LOS, guided
-Weapon 3: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
-Core's ultimate hovercraft weapon, outranges Arm's counterpart the Samurai and as you'd expect from Core, it's slower and much tougher.
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ARM LVL3 NAVY

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AMPHIBIOUS CONSTRUCTION SUB

- Tech level 3, builds at 27 metal/s -
Cost: 3096 metal (1 min 40 secs) 27068 energy Health: 3720 Speed: 2.15 Turnrate: 256 Vision range: 320 Radar range: 512 Sonar range: 512 Footprint size: 4x4
-A go-everywhere builder, the highest build rate in the game, and disguises itself as a tier 1 Construction Vehicle when out of the water.
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INVINCIBLE

- Battlecruiser -
Cost: 10301 metal (4 mins 46 secs) 61978 energy Health: 40600 Speed: 2.5 Turnrate: 108 Vision range: 750 Sonar range: 700 Footprint size: 8x8
-Weapon 1: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS
-Weapon 2: rockets, 1500 range, 200 DPS (1000 per shot, 5 reload), 72 AOE, v-launch, guided
-Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
-Tier 3 ships are not quite like other tier 3. They start at the top. This is a sort of do-everything ship on steroids. Point defence, massive hit-anything guided rockets equally useful for shore bombardment and anti-air, rapid-fire antisub, and kilotons of armour for a good price.
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AEON

- Heavy Battleship -
Cost: 12527 metal (5 mins 48 secs) 74316 energy Health: 30740 Speed: 2.4 Turnrate: 72 Vision range: 640 Footprint size: 8x8
-Weapon 1: cannon, 2240 range, 500 DPS (800 per shot, salvo of 3 every 4.8 seconds), 80 AOE, ballistic, 800 energy per shot (or 500 energy per second)
-Weapon 2: cannon, 1600 range, 500 DPS (260 per shot, 0.52 reload), 64 AOE, ballistic
-A heavy bombardment ship. Note this is about to get a bit heavier with an upcoming model update that will add secondary point defence as well. For now, it's just a pair of cannon turrets with a mere 1000 DPS... is that all? lol.
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LONGREACH

- Heavy Aircraft Carrier -
Cost: 7020 metal (3 mins 15 secs) 73507 energy Health: 12000 Speed: 2 Turnrate: 64 Vision range: 900 Radar range: 3860 Sonar range: 900 Energy production: 700 Energy storage: 2000 Footprint size: 11x11
-Weapon 1: antinuke, stockpile, 2000 coverage range
-Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
-Mobile support base. 4 air repair pads, long-range radar, sonar, sight range, energy production and storage, antinukes and anti-air all in one big ship.
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POSEIDON

- Capital Sub -
Cost: 17850 metal (8 mins 16 secs) 56001 energy Health: 30400 Speed: 2.4 Turnrate: 80 Vision range: 640 Sonar range: 1800 Energy production: 380 Footprint size: 8x8
-Weapon 1: torpedos, 920 range, 450 DPS (1801 per shot, 4 reload), 80 AOE, underwater, guided
-Weapon 2: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
-Weapon 3: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
-Undersea dominance, a bit of extra energy production, and useful underwater sonar.
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PROPHET

- Capital Ship -
Cost: 45720 metal (21 mins 10 secs) 576494 energy Health: 63545 Speed: 2.2 Turnrate: 50 Vision range: 860 Radar range: 2400 Sonar range: 500 Energy production: 200 Energy storage: 2000 Footprint size: 11x11
-Weapon 1: cannons, 2960 range, 1124.4 DPS (960 per shot, salvo of 8 every 6.8 seconds), 88 AOE, ballistic, 1200 energy per shot (or 1412 energy per second)
-Weapon 2: disruptors, 1025 range, 900+ DPS (360+ per shot, 0.4 reload, noexplode), 16 AOE, LOS
-Weapon 3: air-only flakkers, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS
-The most expensive Arm mobile unit, and worth it. Each of its 3 weapons systems delivers ridiculous amounts of damage, at range. Also provides radar, sonar and energy prodction (albeit not nearly as much as the Longreach), energy storage, and is very tough - not that tough for the cost though, battlecruisers are much better value armour. A minor compromise for the epic range and damage capability this thing has.
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CORE LVL3 NAVY

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WALKING CONSTRUCTION SHIP

- Tech level 3, builds at 27 metal/s -
Cost: 3190 metal (1 min 40 secs) 25911 energy Health: 4870 Speed: 1.45 Turnrate: 192 Vision range: 320 Radar range: 560 Sonar range: 560 Footprint size: 4x4
-A go-everywhere builder, the highest build rate in the game, floats on water and walks on land.
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EXCELSIOR

- Battlecruiser -
Cost: 10956 metal (5 mins 4 secs) 57684 energy Health: 44490 Speed: 2.3 Turnrate: 120 Vision range: 700 Sonar range: 700 Footprint size: 8x8
-Weapon 1: riot cannon, 950 range, 1028.6 DPS (360 per shot, 0.35 reload), 108 AOE, LOS
-Weapon 2: disruptor, 1300 range, 160+ DPS (720+ per shot, 4.5 reload, noexplode), 64 AOE, LOS, 1200 energy per shot
-Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
-A tough short-to-midrange combat ship with the potential for huge amounts of destruction.
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RETRIBUTION

- Heavy Battleship -
Cost: 12126 metal (5 mins 37 secs) 72534 energy Health: 33710 Speed: 2.2 Turnrate: 75 Vision range: 660 Footprint size: 8x8
-Weapon 1: cannon, 2400 range, 459 DPS (700 per shot, salvo of 4 every 6.1 seconds), 96 AOE, ballistic, 700 energy per shot (or 459 energy per second)
-Weapon 2: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 energy per second)
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FULCRUM

- Heavy Aircraft carrier -
Cost: 7400 metal (3 mins 26 secs) 72864 energy Health: 13600 Speed: 1.8 Turnrate: 68 Vision range: 840 Radar range: 3810 Sonar range: 840 Energy production: 850 Energy storage: 2400 Footprint size: 11x11
-Weapon 1: antinuke, stockpile, 2000 coverage range
-Weapon 2: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, v-launch, guided
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NEPTUNE

- Capital Sub -
Cost: 18550 metal (8 mins 35 secs) 59221 energy Health: 35000 Speed: 2.3 Turnrate: 72 Vision range: 600 Sonar range: 1920 Energy production: 420 Footprint size: 8x8
-Weapon 1: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
-Weapon 2: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
-Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
-Undersea dominance, extra energy production, and useful underwater sonar.
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OMEN

- Capital Ship -
Cost: 49032 metal (22 mins 42 secs) 659494 energy Health: 69775 Speed: 2.1 Turnrate: 48 Vision range: 820 Radar range: 2500 Sonar range: 540 Energy production: 200 Energy storage: 2500 Footprint size: 11x11
-Weapon 1: cannons, 3200 range, 1154.9 DPS (1280 per shot, salvo of 6 every 6.65 seconds), 112 AOE, ballistic, 1600 energy per shot (or 1444 energy per second)
-Weapon 2: BLOD, 1120 range, 3200 DPS (3200 per shot, 1 reload), 16 AOE, LOS, 1500 energy per shot
-Weapon 3: anti-air rockets, 950 range, 1153/231 DPS (865/173 per shot, 0.75 reload), 80 AOE, v-launch, guided
-The terror of the seas, guaranteed to make weak organic lifeforms soil themselves before being exterminated.
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ARM LVL3 AIR

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HALO

- Tech level 3, builds at 12 metal/s -
Cost: 2287 metal (3 min 11 secs) 39453 energy Health: 2215 Speed: 8 Turnrate: 160 Vision range: 480 Radar range: 480 Sonar range: 480 Footprint size: 4x4
-The level 3 construction aircraft.
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GRYPHON

- Air interceptor
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Cost: 2400 metal (3 mins 20 secs) 36000 energy Health: 6000 Speed: 13.5 Turnrate: 560 Vision range: 780 Footprint size: 4x4
-Weapon 1: AA Missiles, 844 range, 311/62 DPS (560/112 per shot, 1.8 reload), 64 AOE, LOS, guided
-Weapon 2: Air-only missile, 1150 range, 400 DPS (1200 per shot, 3 reload), 120 AOE, LOS, guided
-A very fast air interceptor with formidable missile weaponry
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BANISHER

- Experimental Gunship -
Cost: 3937 metal (5 mins 28 secs) 52485 energy Health: 13104 Speed: 8.2 Turnrate: 650 Vision range: 640 Footprint size: 4x4
-Weapon 1: lasers, 650 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, LOS, 64 energy per shot (200 energy per second)
-Weapon 2: Air-only laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 120 AOE, LOS, 10 energy per shot (12.5 energy per second)
-The Banisher has a descriptive name. It banishes any target from existence quickly with its main weapon. It's also equipped with secondary anti-air. Note it is a similar unit to the Razorback in that it requires energy to fire its weapon systems.
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ODYSSEY

- Tactical Support Aircraft -
Cost: 2898 metal (4 mins 2 secs) 39083 energy Health: 8180 Speed: 10.8 Turnrate: 405 Vision range: 1200 Radar range: 3200 Sonar range: 1800 Energy production: 100 (net 75, uses 25 in operation) Energy storage: 500 Footprint size: 4x4
-Weapon 1: Anti-radar/sonar/jammer bomb, 2000 damage to all radar/sonar/jammer towers and mobiles, 400 to everything else, reload 4 seconds, 960 AOE, damage reduces with distance to 400/80 at edge. 1000 energy per shot
-Weapon 2: AA blaster, 800 range, 512/256 DPS (640/320 per shot - vs air/ground - 1.25 reload), 72 AOE, LOS, 80 energy per shot
-Useful support aircraft with large radar, sonar and visual range with a small amount of energy production and storage onboard. Can also be used agressively and tactically, to take out enemy intel and jammer units (or at least deactivate them for a short time), and has some limited ability to defend itself.
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HERCULES

- Mass air transport -
Cost: 2128 metal (2 mins 57 secs) 30479 energy Health: 7200 Speed: 8 Turnrate: 128 Vision range: 595 Footprint size: 7x7 Transport Capacity: 12
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ORION

- Nuclear Bomber -
Cost: 16280 metal (22 mins 37 secs) 538793 energy Health: 22064 Speed: 9.5 Turnrate: 294 Vision range: 750 Footprint size: 6x6
-Weapon 1: Air-to-ground missile, 1280 range, 1111 DPS (20000 damage, 18 sec reload), 512 AOE, damage decreases with distance to 400 at edge, 12000 energy per shot
-Weapon 2: air-only flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE
-
Cost: 1625 metal, 24575 energy Health: 2000 (5000 when closed/off) Vision range: 1600 Radar Range: 10240 Cloak cost: 240 energy per sec Footprint: 3x3
-The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 12k energy in storage in order to fire the missile, make sure you have enough capacity.
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CORE LVL3 AIR

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CONDOR

- Tech level 3, builds at 12 metal/s -
Cost: 2192 metal (3 min 3 secs) 38650 energy Health: 2470 Speed: 7.82192 Turnrate: 160 Vision range: 480 Radar range: 480 Sonar range: 480 Footprint size: 4x4
-The level 3 construction aircraft.
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ASTRA

- Air superiority fighter -
Cost: 2320 metal (3 mins 13 secs) 39432 energy Health: 7490 Speed: 12.8 Turnrate: 600 Vision range: 750 Footprint size: 4x4
-Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-Weapon 2: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
-Weapon 3: Air-only laser, 750 range, 747 DPS (560 per shot, 0.75 reload), 24 AOE, LOS, 60 energy per shot
-The Astra lacks the speed and range of the Gryphon, but makes up for it with the massive output of its anti-air laser. It's also considerably tougher.
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TEMMAN

- Experimental Gunship -
Cost: 4494 metal (6 mins 15 secs) 48978 energy Health: 15152 Speed: 7.8 Turnrate: 500 Vision range: 700 Footprint size: 4x4 -Weapon 1: rockets, 700 range, 500 DPS (600 per shot, 1.2 reload), 80 AOE, LOS -Weapon 2: rockets, 1050 range, 250 DPS (250 per shot, salvo of 4 every 4 secs), 96 AOE, v-launch, guided -The Temman is a longer-ranged ground assault craft. A fearsome sight with rockets flying everywhere. The fuselage-mounted vertical-launch secondary weapon system is long ranged and is also somewhat effective anti-air defence.
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ORACLE

- Tactical Support Aircraft -
Cost: 3210 metal (4 mins 28 secs) 42023 energy Health: 9775 Speed: 10.2 Turnrate: 370 Vision range: 1120 Radar range: 3300 Sonar range: 1900 Energy production: 120 (net 90, uses 30 in operation) Energy storage: 500 Footprint size: 4x4
-Weapon 1: Anti-energy bomb, 4000 damage to all energy generators, 640 to everything else, reload 8 seconds, 1080 AOE, damage reduces with distance to 500/80 at edge. 2000 energy per shot
-Weapon 2: AA laser, 800 range, 600/200 DPS (360/120 per shot - vs air/ground - 0.6 reload), 24 AOE, LOS, 15 energy per shot
-Intel aircraft with some energy production and storage capacity that can also be used to damage or destroy energy generators in a wide radius.
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RAVEN

- Mass air transport -
Cost: 2464 metal (3 mins 25 secs) 34695 energy Health: 8400 Speed: 7.8 Turnrate: 145 Vision range: 630 Footprint size: 8x8 Transport Capacity: 15
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DAMASCUS

- Nuclear Bomber -
Cost: 15600 metal (21 mins 40 secs) 488800 energy Health: 23592 Speed: 8.9 Turnrate: 270 Vision range: 750 Footprint size: 6x6
-Weapon 1: Air-to-ground missile, 1280 range, 800 DPS (16000 damage, 20 sec reload), 640 AOE, damage decreases with distance to 400 at edge, 10000 energy per shot
-Weapon 2: air-only flak, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE
-The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 10k energy in storage in order to fire the missile, make sure you have enough capacity.
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ARM LVL3 STRUCTURES

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TARGETING FACILITY

- Automatic radar targeting -
Cost: 3782 metal, 45352 energy Health: 3600 (7200 when closed/off) Vision range: 280 Energy cost when activated: 1000 Footprint: 4x4
-moved to level 3, but considerably cheaper now.
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PRESCIENT

- Extra-Long-Range Cloaking Radar Tower -
Cost: 1625 metal, 24575 energy Health: 3200 (8000 when closed/off) Vision range: 1600 Radar Range: 10240 Cloak cost: 240 energy per sec Footprint: 3x3
-The level 3 radar tower offers radar range just a bit longer than the nuclear cannon's reach. It also cloaks automatically once it has finished being built... very handy
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EXPERIMENTAL FUSION

- Experimental Energy Centre -
Cost: 40975 metal, 474747 energy Health: 11650 Vision range: 420 Energy production: 12000 Energy storage: 4000 Metal conversion: 120 metal for 6000 energy Cloak cost: 1000 Footprint: 14x7
-Produces 12k Energy, trades nearly half of that for 120 metal production.
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MANTLE MINE

- Extracts metal -
Cost: 7970 metal, 65000 energy Health: 7519 Vision range: 320 Energy use: 150 Metal extraction rate: 3.5x moho rate, 14x regular extractor rate Footprint: 7x7
-Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.
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EXTINGUISHER

- Prismatic Energy weapon -
Cost: 7860 metal, 73089 energy Health: 14000 Vision range: 720 Footprint: 5x5
-Weapon: Burst-fire BLOD, 1800 range, 6250 DPS (2500 x8 per burst, 3.2 reload), 32 AOE, LOS, 4000 energy per shot
-Insane amounts of damage. Be aware a fair amount of this damage will be wasted as it sprays out and hits the ground... but it'll still destroy pretty much anything it has line-of-sight on.
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RAAMS

- Rapid Anti-Air Missile System -
Cost: 2734 metal, 32693 energy Health: 12050 Vision range: 1280 Footprint: 4x4
-Weapon: AA-only missiles, 1500 range, 1029 DPS (720 per missile, 0.7 sec reload), 128 AOE, guided
-Aircraft shredding tower with excellent range and accuracy.
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ADVANCED STORAGE

- Tier 3 storage -
Cost: 4540 metal, 37430 energy Health: 9000 Vision range: 330 Energy storage: 60000 Metal storage: 20000 Cloak cost: 400 Footprint: 5x5
-All the storage you could possibly need. One of these gives you enough storage to fire the Dora.
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RETALIATOR

- Nuclear Silo -
Cost: 10100 metal, 156402 energy Health: 4600 (9200 when closed/off) Vision range: 350 Footprint: 5x5
-Weapon: Cruise missile, stockpiled, 32000 range, 24000 damage, 864 area, damage reduces with distance to 3840 at edge, 90000 energy and 1600 metal per missile, 3-minute build time
-Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).
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DORA

- Nuclear Cannon -
Cost: 80582 metal, 823400 energy Health: 11100 Vision range: 450 Footprint: 6x6
-Weapon: Cannon, 8800 range, 800 DPS (12800 per shot, 16 reload), 560 AOE, damage reduces with distance to 2048 at edge, 50000 energy per shot (50000 in storage required to fire)
-Arm's most expensive unit, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.
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SHIELD

- Protects units in a large radius -
Cost: 5508 metal, 73108 energy Health: 12000 (600,000 when switched on), uses 1000 energy/s when on Self-repair: heals 7.5 health per second (375 per second when activated) Vision range: 800 Footprint: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)
-The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...
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CORE LVL3 STRUCTURES

- - - - - - - - - - - - - - - - - - - -
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TARGETING FACILITY

- Automatic radar targeting -
Cost: 3991 metal, 47049 energy Health: 3950 (7900 when closed/off) Vision range: 280 Energy cost when activated: 1000 Footprint: 4x4 -moved to level 3, but considerably cheaper now.
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XLR

- Extra-Long Range Cloaking Radar -
Cost: 1780 metal, 23800 energy Health: 3900 (7800 when closed/off) Vision range: 1500 Radar Range: 10420 Cloak cost: 200 energy per sec Footprint: 3x3
-The XLR offers full radar coverage on most small maps as well as a very large visual range area. It also has some self-repair ability.
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NIGHTMARE

- Dark Energy weapon -
Cost: 8360 metal, 81258 energy Health: 16600 Vision range: 750 Footprint: 5x5
-Weapon: Dark energy, 1750 range, 4800 DPS (80 x6 per shot, 0.1 reload), 24 AOE, LOS, 150 energy per burst (1500 energy per second)
-Creepy experimental weapon. Takes some time to warm up and begin operation, and then... the BLACK VOID reaches out and quickly obliterates everything it touches. It does not miss (unless it hits obstacles in the way).
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SCREAMER

- Anti-air missile system -
Cost: 3062 metal, 37830 energy Health: 13650 Vision range: 1350 Radar Range: 2400 Footprint: 4x4
-Weapon: AA-only missiles, 1600 range, 1067 DPS (2240 per missile, 2.1 sec reload), 160 AOE, guided
-Aircraft shredding tower with excellent range and accuracy. Is also equipped with its own radar.
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MANTLE MINE

- Deep metal extractor -
Cost: 7550 metal, 61210 energy Health: 7395 (11832 when closed/off) Vision range: 300 Energy use: 150 Metal extraction rate: 3.5x moho rate, 14x regular extractor rate Footprint: 7x7
-Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.
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UBER FUSION

- Lots of energy -
Cost: 48146 metal, 549800 energy Health: 14170 Vision range: 450 Energy production: 15000 Energy storage: 5000 Metal conversion: 150 metal for 7500 energy Cloak cost: 1250 Footprint: 12x11
-Produces 15k energy, can trade half of that for 150 metal per second.
-

ADVANCED STORAGE

-
Cost: 4630 metal, 38490 energy Health: 10370 Vision range: 320 Energy storage: 60000 Metal storage: 20000 Cloak cost: 450 Footprint: 5x5
-For all your storage needs.
-

SILENCER

- Nuclear Silo -
Cost: 9750 metal, 146304 energy Health: 5120 (8192 when closed/off) Vision range: 350 Footprint: 4x4
-Weapon: Cruise missile, stockpiled, 32000 range, 20000 damage, 960 area, damage reduces with distance to 4000 at edge, 90000 energy and 1800 metal per missile, 3-minute build time -Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).
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TERMINATOR

- Nuclear cannon -
Cost: 82145 metal, 862680 energy Health: 13000 Vision range: 420 Footprint: 6x6
-Weapon: Cannon, 9600 range, 622 DPS (11200 per shot, 18 reload), 640 AOE, damage reduces with distance to 2688 at edge, 56000 energy per shot (56000 in storage required to fire) -The most expensive unit in the game, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.
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SHIELD

- Protects units in a large radius -
Cost: 5920 metal, 78150 energy Health: 13200 (660,000 when switched on), uses 1000 energy/s when on Self-repair: heals 7.5 health per second (375 per second when activated) Vision range: 800 Footprint: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)
-The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...
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