tamayhem 10.9.2

tamayhem-10.9.2
Axle1975 2 years ago
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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)

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<H1>TOTAL MAYHEM UNIT GUIDE</H1>
<div class="cat">Generally in TOTAL MAYHEM <b>almost all units in the game have had their sight range and weapon range improved.</b> 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.<br><br>
This is also to give certain units more strategic value as spotter units.<br><br>
<H2>The Commander</H2>
<b>Commanders have been given a bit of a boost in Total Mayhem.
<ul><li>50% increase in laser power, sight range and radar range</li>
<li>40% increase in armour</li>
<li>about 15% increase in weapon range</li>
<li>bigger area of effect for disintegrator gun</li>
<li>30% increase in build distance</li>
<li>20% increase in build speed</li></ul></b>
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.<br><br>
<h2>Kbots</h2>
Most kbots have been given better climbing ability, instead of having the same maximum slope as tanks.<br><br>
<H2>Aircraft</H2>
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.<br><br>
<H2>Hovercraft</H2>
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.<br><br>
<H2>Predictable metal economy</H2>
<b>All units (including buildings) have a consistent ratio between their metal cost and the time it takes to build.</b> 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 <b>have the time it takes for them to be built by their factory next to their metal cost.</b><br><br>
Level 1 Factories build at 9 metal per second<br>
Level 2 Factories build at 15 metal per second<br>
Level 3 Factories build at 24 metal per second<br><br>
Exceptions:
<ul><li><b>Ship factories</b> build 50% faster than their level counterparts. </li>
<li><b>Aircraft plants</b> use metal at half the rate - and so do all assisting construction mobiles. Arcraft construction is of a more delicate nature (this is also to prevent their high energy cost from chewing through all your reserves, and to avoid changing aircaft stats too far from OTA)</li></ul>
<H3>Mobile construction units</H3>:
<b>3 metal/s</b> Construction Aircraft<br>
<b>4.5 metal/s</b> Construction Kbots and Hovercraft<br>
<b>6 metal/s</b> Construction Vehicles, minelayers and Advanced Construction Aircraft<br>
<b>7.5 metal/s</b> Construction Ships <br>
<b>9 metal/s</b> Advanced Construction Kbots and Hovercraft, Construction Spider<br>
<b>10.5 metal/s</b> Construction Tortoise, FARK, Necro<br>
<b>12 metal/s</b> Advanced Construction Vehicles, Decoy Commanders, Experimental Construction Aircraft<br>
<b>13.5 metal/s</b> Advanced Construction Subs<br>
<b>18 metal/s</b> Commander, Experimental Construction Kbots and Hovercraft<br>
<b>24 metal/s</b> Experimental Construction Vehicles<br>
<b>27 metal/s</b> Experimental Construction Sub/Walking Construction Ship<br>
Exceptions:<ul><li>construction units <b>assisting Aircraft plants</b> to build aircraft use metal at half the rate (therefore taking twice as long).</li>
<li>building any <b>factory</b> uses metal at double the rate (this is so that factory building takes roughly the same time as OTA to avoid undesirable balance consequences - you'll notice some level 1 factories are also cheaper now)</li></ul></div><br><br>
<H1>Level 1 units</H1>
<H3>Storage</H3> - <b>unchanged</b>. Energy storage still stores 3000 energy, metal 1000.<br><br>
<H3>Metal Maker</H3> - <b>unchanged</b>. 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.<br><br>
<H3>Geothermal Powerplant</H3> - <b>unchanged</b><br><br>
<div class="cat"><div class="arm">
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSOLAR.jpg"></td><td>
<H3>Arm Solar Panel</H3> - Produces Energy<br>
<b>Cost</b>: 109 metal 608 energy <b>Health</b>: 358 (895 when closed) <b>Energy production</b>: 25 <b>Footprint</b>: 5x5<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWIN.jpg"></td><td>
<H3>Arm Wind Turbine</H3> - Produces Energy<br>
<b>Cost</b>: 55 metal 458 energy <b>Health</b>: 179 <b>Energy production</b>: variable, 0-30 <b>Footprint</b>: 4x4<br>
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.
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMEX.jpg"></td><td>
<H3>Arm Metal Extractor</H3> - Extracts Metal<br>
<b>Cost</b>: 73 metal 531 energy <b>Health</b>: 221 <b>Metal extraction</b>: variable, up to 3.3 metal/s <b>Footprint</b>: 3x3<br>
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.
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/pics/armpopsol.png"></td><td>
<H3>Arm Popup Solar Collector</H3> - Produces Energy<br>
<b>Cost</b>: 305 metal 2900 energy <b>Health</b>: 624 (2496 when closed) <b>Energy production</b>: 75 <b>Footprint</b>: 6x6<br>
Produces triple the energy of a regular solar panel, takes up a bit more space, folds right up and becomes very tough when closed.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35298&stc=1&d=1522187981"></td><td><H3>Arm Advanced Tidal Generator</H3> - Produces Energy, self-defending<br>
<b>Cost</b>: 298 metal 2705 energy <b>Health</b>: 1352 <b>Tidal generator </b>x3 Footprint: 4x4<br>
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE </td></tr></table></div>
<div class="core"><table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSOLAR.jpg"></td><td>
<H3>Core Solar Collector</H3> - Produces Energy<br>
<b>Cost</b>: 106 metal 632 energy <b>Health</b>: 365 (913 when closed) <b>Energy production</b>: 25 <b>Footprint</b>: 5x5<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORWIN.jpg"></td><td>
<H3>Core Wind Generator</H3> - Produces Energy<br>
<b>Cost</b>: 55 metal 470 energy <b>Health</b>: 189 <b>Energy production</b>: variable, 0-30 <b>Footprint</b>: 4x4<br>
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.
</td></tr><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMEX.jpg"></td><td>
<H3>Core Metal Extractor</H3> - Extracts Metal<br>
<b>Cost</b>: 79 metal 514 energy <b>Health</b>: 258 <b>Metal extraction</b>: variable, up to 3.3 metal/s <b>Footprint</b>: 3x3<br>
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.
</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35297&stc=1&d=1522187592"> </td><td>
<H3>Core M-Gen</H3> - Produces Energy<br>
<b>Cost</b>: 427 metal 3806 energy <b>Health</b>: 980 <b>Energy production</b>: 105 <b>Footprint</b>: 4x4<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35299&stc=1&d=1522188045"></td><td>
<H3>Core Advanced Tidal Generator</H3> - Produces Energy, self-defending<br>
<b>Cost</b>: 308 metal 2862 energy <b>Health</b>: 1484 <b>Tidal generator </b>x3 Footprint: 4x4<br>
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE
</td></tr></table></div></div>
<div class=cat><div class=arm><H2>ARM LVL1 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCK.jpg"></td><td>
<H3>CONSTRUCTION KBOT</H3> - Builds at 4.5 metal/s<br>
<b>Cost</b>: 146 metal (16.6 seconds) 1649 energy <b>Health</b>: 600 <b>Speed</b>: 15 m/s <b>Vision range</b>: 235</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPW.jpg"></td><td>
<H3>PEEWEE</H3> - Light Infantry Kbot<br>
<b>Cost</b>: 64 metal (7.1 seconds) 697 energy <b>Health</b>: 275 <b>Speed</b>: 26.4 m/s <b>Vision range</b>: 280<br>
<b>Weapon</b>: EMG 190 range 60 dps (15 x2 per burst, 0.5 reload), 12 AOE<br>
Peeweeeeee! ;) In order to have something fast for scouting in the kbot lab, Peewees are quicker - <b>now a bit faster than Flashes</b>. 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, <b>armour has been boosted by 20%, still very low</b>, a little bit poorer value than the Flash.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMROCK.jpg"></td><td>
<H3>ROCKO</H3> - Rocket Kbot<br>
<b>Cost</b>: 117 metal (13 seconds) 964 energy <b>Health</b>: 610 <b>Speed</b>: 16.2 m/s <b>Vision range</b>: 260<br>
<b>Weapon</b>: Rockets 440 range 32.5 dps (130 per shot, 4 reload), 32 AOE<br>
<b>Rocko gets a 10% boost in range and a small boost in rocket damage and velocity</b>. It will pick off moving targets a bit better now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHAM.jpg"></td><td>
<H3>HAMMER</H3> - Artillery Kbot<br>
<b>Cost</b>: 162 metal (18 seconds) 1287 energy <b>Health</b>: 750 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: Artillery 485 range 43.3 dps (72 per shot, 1.66 reload), 40 AOE<br>
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. <b>Range increased by 30%</b>. This is now a proper small artillery unit that can shoot at a decent range. </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMJETH.jpg"></td><td>
<H3>JETHRO</H3> - Anti-air kbot<br>
<b>Cost</b>: 108 metal (12 seconds) 1019 energy <b>Health</b>: 520 <b>Speed</b>: 16.8 m/s <b>Vision range</b>: 290<br>
<b>Weapon</b>: 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE<br>
This anti-air unit sports much <b>better missile reload</b>, meaning its firepower is about equal to a Samson, although still has poorer armour and is a bit more expensive. One other change: see <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a> for details.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWAR.jpg"></td><td>
<H3>WARRIOR</H3> - Medium Infantry Kbot
<b>Cost</b>: 196 metal (21.8 seconds) 2012 energy <b>Health</b>: 1262 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 260<br>
<b>Weapon 1</b>: 230 range 75 dps (15 x8 per burst, 1.6 reload), 12 AOE<br>
<b>Weapon 2</b>: 300 range 40 dps (50 per shot, 1.25 reload), 32 AOE, ballistic<br>
Now has a unique <b>head-mounted shotgun weapon, and ballistic cannon on both arms</b> - it can now aim and fire each weapon simultaneously and independently. <b>Armour increased by 20%, and speed increased.</b> The Warrior is now much more worth the nearly 200 metal investment. </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE3.jpg"></td><td>
<H3>FLEA</H3> - Fast Scout Kbot<br>
<b>Cost</b>: 49 metal (6 seconds) 812 energy <b>Health</b>: 95 <b>Speed</b>: 34.8 m/s <b>Vision range</b>: 263<br>
<b>Weapon</b>: 260 range 24 dps (24 per shot, 1 reload), 24 AOE - light gauss<br>
The Flea is now an <b>all-terrain kbot</b>, able to climb any slope - and bite a bit harder. ;)</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHDPW.jpg"></td><td>
<H3>HELLDIVER</H3> (Sunburner) - Amphibious Infantry Kbot<br>
<b>Cost</b>: 80 metal (8.9 seconds) 846 energy <b>Health</b>: 425 <b>Speed</b>: 21 m/s <b>Vision range</b>: 260 <b>Sonar</b>: 130<br>
<b>Weapon</b>: EMG 240 range 42.9 dps (15 x2 per burst, 0.7 reload), 12 AOE<br>
- A <b>more armoured version of the Peewee</b>, that can go <b>underwater</b>. 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.</td></tr></table>
</div><div class=core><H2>CORE LVL1 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCK.jpg"></td><td>
<H3>CONSTRUCTION KBOT</H3> - Builds at 4.5 metal/s<br>
<b>Cost</b>: 152 metal (16.9 seconds) 1559 energy <b>Health</b>: 640 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 230</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAK.jpg"></td><td>
<H3>AK</H3> - Light Infantry Kbot<br>
<b>Cost</b>: 66 metal (7.3 seconds) 696 energy <b>Health</b>: 290 <b>Speed</b>: 25.2 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 190 range 50 dps (45 per shot, 0.9 reload), 8 AOE<br>
s Cavedog should have done in the first place, AK's own weapon has been ditched. The AK now <b>shares the Instigator weapon</b> just like the Peewee shares the Flash's. The <b>AK's speed has been increased</b> to a bit faster than the Instigator, to provide a decent scouting unit for the Kbot Lab. <b>Armour has been boosted by 20%, still very low</b>, a little bit poorer value than the Instigator as it should be given it now has superior speed.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSTORM.jpg"></td><td>
<H3>STORM</H3> - Rocket Kbot<br>
<b>Cost</b>: 118 metal (13.1 seconds) 985 energy <b>Health</b>: 690 <b>Speed</b>: 15 m/s <b>Vision range</b>: 265<br>
<b>Weapon</b>: Rockets 440 range 33.3 dps (100 per shot, 3 reload), 32 AOE<br>
As with the Rocko, <b>Storm gets a boost in range, firepower and velocity</b>. It is still a somewhat superior unit to the Rocko, with a better reload and no wait to ready the launchers.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTHUD.jpg"></td><td>
<H3>THUD</H3> - Artillery Kbot<br>
<b>Cost</b>: 157 metal (17.4 seconds) 1181 energy <b>Health</b>: 830 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: Artillery 460 range 44.4 dps (60 per shot, 1.35 reload), 40 AOE<br>
Since the Thud has less of an advantage now with the way its guns are instantly able to fire, the <b>weapon has been increased in range, firepower and reload time</b>. It's much closer to the hammer's power now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCRASH.jpg"></td><td>
<H3>CRASHER</H3> - Anti-air laser kbot<br>
<b>Cost</b>: 102 metal (11.3 seconds) 1004 energy <b>Health</b>: 560 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 295<br>
<b>Weapon</b>: 650/250 range 142.2/35.6 dps (128/32 per shot, 0.9 reload), 12 AOE<br>
The Crasher is now an <b>Anti-Air Laser Kbot</b>. 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMAK.jpg"></td><td>
<H3>MAK</H3> (Core Prime) - Medium Assault Kbot
<b>Cost</b>: 218 metal (24.2 seconds) 2287 energy <b>Health</b>: 1220 <b>Speed</b>: 16.32 m/s <b>Vision range</b>: 270<br>
<b>Weapon 1</b>: laser 230 range 95 dps (95 per shot, 1 reload), 16 AOE<br>
<b>Weapon 2</b>: missile 550 range 62.5/12.5 dps (150/30 per shot, 2.4 reload), 32 AOE<br>
Core gets a unit which is similar to the Warrior. Its <b>laser weapon</b> is more lethal than the Warrior's and it sports <b>AA missiles</b>! It lacks the ballistic cannon the Warrior has, however.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35296&stc=1&d=1522187586"></td><td>
<H3>BEETLE</H3> (Mayhem) - Rocket Launcher kbot<br>
<b>Cost</b>: 174 metal (19.3 seconds) 1620 energy <b>Health</b>: 380 <b>Speed</b>: 15 m/s <b>Vision range</b>: 240<br>
<b>Weapon</b>: rocket 520 range 30 dps (240 per shot, 8 reload), 40 AOE, vertical launch, unguided<br>
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.</td></tr></table>
</div></div>
<div class=cat><div class=arm><H2>ARM LVL1 VEHICLES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCV.jpg"></td><td>
<H3>CONSTRUCTION VEHICLE</H3> - Build speed 6 metal/s<br>
<b>Cost</b>: 202 metal (22.4 seconds) 1930 energy <b>Health</b>: 870 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 235</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFAV.jpg"></td><td>
<H3>JEFFY</H3> - Fast Attack Vehicle<br>
<b>Cost</b>: 44 metal (7.3 seconds) 564 energy <b>Health</b>: 99 <b>Speed</b>: 34.8 m/s <b>Vision range</b>: 320<br>
<b>Weapon</b>: 190 range 33.3 DPS (15 x2 per burst 0.9 reload), LOS, 12 AOE<br>
Jeffy has had a minor boost in manueverability (<b>turnrate</b>) and its weapon is now a low-damage burst EMG.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFLASH.jpg"></td><td>
<H3>FLASH</H3> - Light Tank<br>
<b>Cost</b>: 106 metal (17.7 seconds) 870 energy <b>Health</b>: 615 <b>Speed</b>: 24 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 190 range 60 DPS (15 x2 per burst 0.5 reload), LOS, 12 AOE<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSTUMP.jpg"></td><td>
<H3>STUMPY</H3> - Medium Tank<br>
<b>Cost</b>: 178 metal (29.7 seconds) 1446 energy <b>Health</b>: 1180 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE<br>
Stumpy has had a cost and armour boost, with a small reduction in speed and manuverability. Also a <b>more powerful weapon</b> now, with <b>better range</b>. 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...</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSAM.jpg"></td><td>
<H3>SAMSON</H3> - AA missile truck<br>
<b>Cost</b>: 119 metal (19.8 seconds) 1027 energy <b>Health</b>: 650 <b>Speed</b>: 18 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 700/450 range 100/16.7 DPS (240/40 per shot 2.4 reload), guided, 32 AOE<br>
See<a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a>. Plus small reduction in turnrate.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMLV.jpg"></td><td>
<H3>PODGER</H3> - Minelayer<br>
<b>Cost</b>: 163 metal (27.2 seconds) 1031 energy <b>Health</b>: 1080 <b>Speed</b>: 21.6 m/s <b>Vision range</b>: 235<br>
Nanolathe: 120 workertime 75 build distance<br>
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 <b>smaller, quicker and more manueverable</b>, builds <b>much more powerful mines</b>, and <b>can repair and assist building</b> 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.<br>
<H3>Podger build menu:</H3><br>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE1.jpg" style="width:48px;height:48px"> <b>Tiny Mine</b> 11 metal (2 seconds) 200 Energy, explosion 1200 damage 450 area, damage reduces with distance to 480 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE4.jpg" style="width:48px;height:48px"> <b>Medium Mine</b> 28 metal (4.7 seconds) 700 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE5.jpg" style="width:48px;height:48px"> <b>EMP Mine</b> 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</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE6.jpg" style="width:48px;height:48px"> <b>Nuclear Mine</b> 447 metal (2 minutes 4.5 seconds) 12272 energy, explosion 12500 damage 800 area, damage decreases with distance down to 2500 at edge</p>
<p><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35524&stc=1&d=1532994054" style="width:48px;height:48px"> <b>Dragon's Eye</b> - 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</p>
Podger also builds <b>Dragon's Teeth</b>, and basic defences: <b>Sunspot, LLT, Radical, Fury</b>
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRECCY.jpg"></td><td>
<H3>TERRIER</H3> - Fast Skirmish Tank(MAD-TA)<br>
<b>Cost</b>: 82 metal (13.7 seconds) 760 energy <b>Health</b>: 295 <b>Speed</b>: 28.8 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 260 range 37.9 DPS (24 x3 per salvo 1.9 reload), LOS, 12 AOE<br>
Think of Terriers as somewhere between Jeffies and Flashes in terms of armour, speed and weapon damage - but with better weapon range than either.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMJANUS.jpg"></td><td>
<H3>JANUS</H3> - Rocket Tank (Unlimited Units/Mayhem)<br>
<b>Cost</b>: 232 metal (37 seconds) 1902 energy <b>Health</b>: 850 <b>Speed</b>: 18.6 m/s <b>Vision range</b>: 260<br>
<b>Weapon</b>: 510 range 56.5 DPS (130 x2 per salvo 4.6 reload), LOS, 40 AOE<br>
- 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35375&stc=1&d=1525732170"></td><td>
<H3>COLT</H3> - Mobile Cluster Artillery (Mayhem)<br>
<b>Cost</b>: 244 metal (39 seconds) 2060 energy <b>Health</b>: 720 <b>Speed</b>: 16.2 m/s <b>Vision range</b>: 270<br>
<b>Weapon</b>: 540 range 50 DPS (25 x7 per burst, 3.5 reload), 32 AOE, ballistic<br>
Shotgun-style artillery. Blanket an area in low-power explosions. Could work well in groups...</td></tr></table>
</div><div class=core><H2>CORE LVL1 VEHICLES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCV.jpg"></td><td>
<H3>CONSTRUCTION VEHICLE</H3> - Build speed 6 metal/s<br>
<b>Cost</b>: 210 metal (23.3 seconds) 1930 energy <b>Health</b>: 870 <b>Speed</b>: 18 m/s <b>Vision range</b>: 225<br></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFAV.jpg"></td><td>
<H3>WEASEL</H3> - Fast Scout Vehicle<br>
<b>Cost</b>: 46 metal (5.1 seconds) 575 energy <b>Health</b>: 104 <b>Speed</b>: 32.76 m/s <b>Vision range</b>: 310<br>
<b>Weapon</b>: 180 range 33.3 DPS (30 per shot 0.9 reload), LOS, 12 AOE<br>
Weasel is <b>a bit quicker turning</b>, braking and acceleration.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGATOR.jpg"></td><td>
<H3>INSTIGATOR</H3> - Light Tank<br>
<b>Cost</b>: 110 metal (12.2 seconds) 887 energy <b>Health</b>: 673 <b>Speed</b>: 22.2 m/s <b>Vision range</b>: 240<br>
<b>Weapon</b>: 190 range 50 DPS (45 per shot 0.9 reload), LOS, 8 AOE<br>
The Gator gets <b>a minor weapon boost</b>, it's more nearly a match for a Flash now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRAID.jpg"></td><td>
<H3>RAIDER</H3> - Medium Tank<br>
<b>Cost</b>: 163 metal (18 seconds) 1241 energy <b>Health</b>: 1058 <b>Speed</b>: 18 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE<br>
Gets <b>a boost in weapon range and power</b> like the Stumpy, but a reduction in speed.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMIST.jpg"></td><td>
<H3>SLASHER</H3> - Mobile AA<br>
<b>Cost</b>: 116 metal (12.9 seconds) 1027 energy <b>Health</b>: 655 <b>Speed</b>: 17.4 m/s <b>Vision range</b>: 270<br>
<b>Weapon</b>: 700/450 range 96/16 DPS (240/40 per shot 2.4 reload), guided, 32 AOE<br>
See <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a>. Plus a reduction in turnrate so these bulky trucks don't turn on a dime anymore.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMLV.jpg"></td><td>
<H3>SPOILER</H3> - Minelayer<br>
<b>Cost</b>: 167 metal (18.6 seconds) 1117 energy <b>Health</b>: 1200 <b>Speed</b>: 19.8 m/s <b>Vision range</b>: 225<br>
Nanolathe: 120 workertime 75 build distance<br>
<b>Reduced in size to about the same as a Raider, much quicker and more manueverable</b>, builds <b>much more powerful mines</b>, and <b>can also repair and assist building</b> as effectively as a Construction vehicle - more so in fact, since it now takes less space.<br>
<H3>Spoiler build menu:</H3><br>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE2.jpg" style="width:48px;height:48px"> <b>M-102</b> - Light Mine 18 metal (3 seconds) 432 energy, explosion 1900 damage 420 area, damage reduces with distance to 1140 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE4.jpg" style="width:48px;height:48px"> <b>M-204</b> - Medium Mine 30 metal (5 seconds) 656 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE5.jpg" style="width:48px;height:48px"> <b>M-303</b> - Area Mine 73 metal (12.2 seconds) 2700 energy, explosion 3600 damage 800 area, damage reduces with distance to 1440 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE6.jpg" style="width:48px;height:48px"> <b>M-808</b> - Nuclear mine 442 metal (1 minute 13.7 seconds) 13172 energy, explosion 10500 damage 880 area, damage reduces with distance to 2625 at edge</p>
<p><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35525&stc=1&d=1532994054" style="width:48px;height:48px"> <b>Dragon's Eye</b> - 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</p>
Spoiler also builds <b>Dragon's Teeth</b>, and basic defences: <b>Immolator, LLT, Blocker, Scythe</b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLEVLR.jpg"></td><td>
<H3>LEVELER</H3> - Riot Tank
<b>Cost</b>: 255 metal (28.3 seconds) 1887 energy <b>Health</b>: 1350 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 260
<b>Weapon</b>: 260 range 98.4 DPS (180 per shot 1.83 reload), LOS, 84 AOE
Gets a bit more of a <b>boost in weapon range</b> than the skirmish tanks, a <b>boost in speed</b>, and <b>more armour suited to its cost (+260%!)</b> Should be quite a useful unit now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGARP.jpg"></td><td>
<H3>GARPIKE</H3> - Light Amphibious Tank (Core Prime)
<b>Cost</b>: 122 metal (13.6 seconds) 1098 energy <b>Health</b>: 744 <b>Speed</b>: 21.5 m/s <b>Vision range</b>: 240 <b>Sonar</b>: 120
<b>Weapon</b>: 250 range 35.6 DPS (32 per shot 0.9 reload), LOS, 8 AOE
A quick, lightly armoured <b>amphibious tank</b> with a good range low damage laser. Almost as fast as an instigator.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLAS.jpg"></td><td>
<H3>SHODAN</H3> - High-energy Laser Tank (Mayhem)
<b>Cost</b>: 240 metal (26.7 seconds) 2300 energy <b>Health</b>: 960 <b>Speed</b>: 13.2 m/s <b>Vision range</b>: 275
<b>Weapon</b>: 540 range 45 DPS (180 per shot 4 reload), LOS, 16 AOE
<b>HLT class laser</b> on a level 1 tank! It is able to fire only <b>once every 4 seconds</b>, however. A slow fragile tank, but the long range on that weapon could come in very useful.</td></tr></table>
</div></div>
<div class=cat><div class=arm><H2>ARM LVL1 AIRCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCA.jpg"></td><td>
<H3>CONSTRUCTION AIRCRAFT</H3> - Build speed 3 metal/s
<b>Cost</b>: 231 metal (51.3 seconds) 5400 energy <b>Health</b>: 360 <b>Speed</b>: 82.8 m/s <b>Turnrate</b>: 132 <b>Vision range</b>: 280</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPEEP.jpg"></td><td>
<H3>PEEPER</H3> - Air Scout
<b>Cost</b>: 50 metal (11.1 seconds) 1475 energy <b>Health</b>: 160 <b>Speed</b>: 144 m/s <b>Turnrate</b>: 800 <b>Vision range</b>: 640 <b>Radar range</b>: 900
Has been given an <b>increase in sight range</b> to larger than most units in the game. It's particularly useful now as a spotting unit.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFIG.jpg"></td><td>
<H3>FREEDOM FIGHTER</H3> - Fighter
<b>Cost</b>: 149 metal (33.1 seconds) 3234 energy <b>Health</b>: 440 <b>Speed</b>: 120 m/s <b>Turnrate</b>: 512 <b>Vision range</b>: 420
<b>Weapon</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE
s equipped a more effective missile and <b>better manueverability</b> for quickly intercepting bombers.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTHUND.jpg"></td><td>
<H3>THUNDER</H3> - Bomber
<b>Cost</b>: 190 metal (42.2 seconds) 5496 energy <b>Health</b>: 640 <b>Speed</b>: 108 m/s <b>Turnrate</b>: 356 <b>Vision range</b>: 400
<b>Weapon</b>: 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...</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35326&stc=1&d=1523314333"></td><td>
<H3>SPARROW</H3> - Strike Fighter
<b>Cost</b>: 174 metal (38.7 seconds) 4393 energy <b>Health</b>: 720 <b>Speed</b>: 117.6 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 400
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMATLAS.jpg"></td><td>
<H3>ATLAS</H3> - Air Transport
<b>Cost</b>: 118 metal (26.2 seconds) 2479 energy <b>Health</b>: 300 <b>Speed</b>: 84 m/s <b>Turnrate</b>: 128 <b>Vision range</b>: 295
Highly useful unit. Only change planned at this stage is preventing </td></tr></table>
</div><div class=core><H2>CORE LVL1 AIRCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCA.jpg"></td><td>
<H3>CONSTRUCTION AIRCRAFT</H3> - Build speed 3 metal/s
<b>Cost</b>: 242 metal (53.8 seconds) 5125 energy <b>Health</b>: 380 <b>Speed</b>: 80.4 m/s <b>Turnrate</b>: 144 <b>Vision range</b>: 27242/10</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFINK.jpg"></td><td>
<H3>FINK</H3> - Air Scout
<b>Cost</b>: 45 metal (10 seconds) 1369 energy <b>Health</b>: 180 <b>Speed</b>: 132 m/s <b>Turnrate</b>: 700 <b>Vision range</b>: 620 <b>Radar range</b>: 960
Like the Arm Peeper this has been given a <b>substantial increase in sight range</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVENG.jpg"></td><td>
<H3>AVENGER</H3> - Fighter
<b>Cost</b>: 153 metal (34 seconds) 3181 energy <b>Health</b>: 546 <b>Speed</b>: 132 m/s <b>Turnrate</b>: 412 <b>Vision range</b>: 420
<b>Weapon</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE
Core's Level 1 fighter has been given a <b>substantial boost in the turning rate</b> department, it should be a bit closer match to the Freedom Fighter now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSHAD.jpg"></td><td>
<H3>SHADOW</H3> - Bomber
<b>Cost</b>: 186 metal (41.3 seconds) 5691 energy <b>Health</b>: 630 <b>Speed</b>: 96 m/s <b>Turnrate</b>: 335 <b>Vision range</b>: 400
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35327&stc=1&d=1523315576"></td><td>
<H3>MOSQUITO</H3> - Laser Fighter
<b>Cost</b>: 162 metal (36 seconds) 2841 energy <b>Health</b>: 840 <b>Speed</b>: 99.6 m/s <b>Turnrate</b>: 520 <b>Vision range</b>: 400
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVALK.jpg"></td><td>
<H3>VALKYRIE</H3>
<b>Cost</b>: 128 metal (28.4 seconds) 2695 energy <b>Health</b>: 360 <b>Speed</b>: 84 m/s <b>Turnrate</b>: 145 <b>Vision range</b>: 290
- as with the Arm Atlas, unchanged from OTA. If you want a better air transport look for the level 2 unit...</td></tr></table></div></div>
<div class=cat><div class=arm><H2>ARM LVL1 SHIPS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCS.jpg"></td><td>
<H3>CONSTRUCTION SHIP</H3> - Build speed 7.5 metal/s
<b>Cost</b>: 255 metal (18.9 seconds) 2130 energy <b>Health</b>: 1105 <b>Speed</b>: 46.4 m/s <b>Turnrate</b>: 200 <b>Vision range</b>: 224</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPT.jpg"></td><td>
<H3>SKEETER</H3> - Scout Ship
<b>Cost</b>: 125 metal (9.3 seconds) 1085 energy <b>Health</b>: 480 <b>Speed</b>: 40.8 m/s <b>Turnrate</b>: 410 <b>Vision range</b>: 320
<b>Weapon 1</b>: EMG 240 range 42.9 DPS (15 x2 per burst, 0.7 reload), 12 AOE
<b>Weapon 2</b>: 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 <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">AA missiles getting an adjustment</a></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMROY.jpg"></td><td>
<H3>CRUSADER</H3> - Destroyer
<b>Cost</b>: 808 metal (59.9 seconds) 4537 energy <b>Health</b>: 2870 <b>Speed</b>: 34.8 m/s <b>Turnrate</b>: 151 <b>Vision range</b>: 320 <b>Sonar:</b> 320
<b>Weapon 1</b>: Cannon 660 range 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic
<b>Weapon 2</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSUB.jpg"></td><td>
<H3>LURKER</H3> - Submarine
<b>Cost</b>: 691 metal (51.2 seconds) 3724 energy <b>Health</b>: 610 <b>Speed</b>: 25.2 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 150 <b>Sonar:</b> 455
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTSHIP.jpg"></td><td>
<H3>HULK</H3> (UH) - Transport Ship
<b>Cost</b>: 552 metal (40.9 seconds) 4639 energy <b>Health</b>: 2500 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 250 <b>Transport Capacity</b>: 24
<b>Weapon</b>: 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<b> drops ALL units when told to unload</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMVANG.jpg"></td><td>
<H3>VANGUARD</H3> (Wormhole Productions or WP) - Rocket Frigate
<b>Cost</b>: 390 metal (28.9 seconds) 2736 energy <b>Health</b>: 1904 <b>Speed</b>: 37.2 m/s <b>Turnrate</b>: 360 <b>Vision range</b>: 300
<b>Weapon</b>: 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.</td></tr></table>
</div><div class=core><H2>CORE LVL1 SHIPS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCS.jpg"></td><td>
<H3>CONSTRUCTION SHIP</H3> - Build speed 7.5 metal/s
<b>Cost</b>: 260 metal (19.3 seconds) 2075 energy <b>Health</b>: 1150 <b>Speed</b>: 45.2 m/s <b>Turnrate</b>: 215 <b>Vision range</b>: 220</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPT.jpg"></td><td>
<H3>SEARCHER</H3> - Scout Ship
<b>Cost</b>: 120 metal (8.9 seconds) 1007 energy <b>Health</b>: 540 <b>Speed</b>: 38.4 m/s <b>Turnrate</b>: 419 <b>Vision range</b>: 310
<b>Weapon 1</b>: Laser 240 range 40 DPS (36 per shot, 0.9 reload), 8 AOE
<b>Weapon 2</b>: 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 <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">AA missiles getting an adjustment</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORROY.jpg"></td><td>
<H3>ENFORCER</H3> - Destroyer
<b>Cost</b>: 798 metal (59.1 seconds) 4505 energy <b>Health</b>: 3150 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 180 <b>Vision range</b>: 360 <b>Sonar:</b> 330
<b>Weapon 1</b>: Cannon 660 range 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic
<b>Weapon 2</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSUB.jpg"></td><td>
<H3>SNAKE</H3> - Submarine
<b>Cost</b>: 719 metal (53.3 seconds) 3902 energy <b>Health</b>: 640 <b>Speed</b>: 24.6 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 150 <b>Sonar:</b> 440
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTSHIP.jpg"></td><td>
<H3>ENVOY</H3> (UH) - Transport Ship
<b>Cost</b>: 599 metal (44.4 seconds) 4286 energy <b>Health</b>: 2750 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 270 <b>Vision range</b>: 250 <b>Transport Capacity</b>: 25
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVIKNG.jpg"></td><td>
<H3>VIKING</H3> (WP) - Rocket Frigate
<b>Cost</b>: 379 metal (28.1 seconds) 2598 energy <b>Health</b>: 2080 <b>Speed</b>: 36 m/s <b>Turnrate</b>: 375 <b>Vision range</b>: 290
<b>Weapon</b>: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE
- A Storm for the sea, armed with heavy rockets.</td></tr></table>
</div></div><div class=cat><div class=arm><H2>ARM LVL1 Hovercraft</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRCH.jpg"></td><td>
<H3>CONSTRUCTION HOVERCRAFT</H3> - build speed 4.5 metal/s
<b>Cost</b>: 204 metal (22.7 seconds) 1963 energy <b>Health</b>: 605 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 375 <b>Vision range</b>: 260
<b>Nanolathe</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSH.jpg"></td><td>
<H3>SKIMMER</H3> Scout Hovercraft
<b>Cost</b>: 115 metal (12.8 seconds) 1504 energy <b>Health</b>: 300 <b>Speed</b>: 48 m/s <b>Turnrate</b>: 510 <b>Vision range</b>: 295
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAH.jpg"></td><td>
<H3>SWATTER</H3> Anti-Air Hovercraft
<b>Cost</b>: 132 metal (14.7 seconds) 1937 energy <b>Health</b>: 448 <b>Speed</b>: 34.8 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 310
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMANAC.jpg"></td><td>
<H3>ANACONDA</H3> Hovertank
<b>Cost</b>: 238 metal (26.4 seconds) 2785 energy <b>Health</b>: 830 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 335 <b>Vision range</b>: 270
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTHOVR.jpg"></td><td>
<H3>BEAR</H3> Transport Hovercraft
<b>Cost</b>: 399 metal (44.3 seconds) 4969 energy <b>Health</b>: 1690 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 320 <b>Transport Capacity</b>: 15
<b>Weapon</b>: 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.</td></tr></table>
</div><div class=core><H2>CORE LVL1 HOVERCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRCH.jpg"></td><td>
<H3>CONSTRUCTION HOVERCRAFT</H3> - Build speed 4.5 metal/s
<b>Cost</b>: 210 metal (23.3 seconds) 1904 energy <b>Health</b>: 660 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 390 <b>Vision range</b>: 250
<b>Nanolathe</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSH.jpg"></td><td>
<H3>SCRUBBER</H3> Scout Hovercraft
<b>Cost</b>: 104 metal (11.6 seconds) 1371 energy <b>Health</b>: 360 <b>Speed</b>: 44.4 m/s <b>Turnrate</b>: 540 <b>Vision range</b>: 280
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAH.jpg"></td><td>
<H3>SLINGER</H3> Anti-Air Hovercraft
<b>Cost</b>: 127 metal (14.1 seconds) 1885 energy <b>Health</b>: 465 <b>Speed</b>: 32.4 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 300
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSNAP.jpg"></td><td>
<H3>SNAPPER</H3> Hovertank
<b>Cost</b>: 224 metal (24.9 seconds) 2655 energy <b>Health</b>: 900 <b>Speed</b>: 28.8 m/s <b>Turnrate</b>: 320 <b>Vision range</b>: 260
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTHOVR.jpg"></td><td>
<H3>TURTLE</H3> Transport Hovercraft
<b>Cost</b>: 385 metal (42.7 seconds) 4771 energy <b>Health</b>: 1600 <b>Speed</b>: 32.4 m/s <b>Turnrate</b>: 280 <b>Vision range</b>: 300 <b>Transport Capacity</b>: 16
<b>Weapon</b>: 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.</td></tr></table>
</div></div><div class=cat><div class=arm><H2>ARM LVL1 DEFENSES</H2>
<table><tr><td colspan=2><b><H3>Buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMLLT.jpg"></td><td>
<H3>LLT</H3> - Light Laser Tower
<b>Cost</b>: 131 metal 1297 energy <b>Health</b>: 1500 <b>Vision range</b>: 380 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot
LLTs are worth building. <b>Half the cost, 25% more range, double the armor</b>. 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMEMG.jpg"></td><td>
<H3>SUNSPOT</H3> - EMG Tower
<b>Cost</b>: 230 metal 2000 energy <b>Health</b>: 2180 <b>Vision range</b>: 420 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMEDPC.jpg"></td><td>
<H3>RADICAL</H3> - Short-range cannon
<b>Cost</b>: 454 metal 3363 energy <b>Health</b>: 3319 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: 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 <b>25% more range than HLTs</b>. This is the longest-range defense that a Commander can build.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFURY.jpg"></td><td>
<H3>FURY</H3> - AA Laser
<b>Cost</b>: 99 metal 1125 energy <b>Health</b>: 924 <b>Vision range</b>: 450 <b>Footprint</b>: 2x2
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTL.jpg"></td><td>
<H3>TORPEDO LAUNCHER</H3>
<b>Cost</b>: 302 metal 2658 energy <b>Health</b>: 1750 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: 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.</td></tr>
<tr><td colspan=2><b><H3>Not buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRL.jpg"></td><td>
<H3>DEFENDER</H3> - AA Missile Launcher
<b>Cost</b>: 79 metal 843 energy <b>Health</b>: 350 <b>Vision range</b>: 450 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Missile towers are unchanged from OTA... apart from <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHLT.jpg"></td><td>
<H3>SENTINEL</H3> - Heavy Laser Tower
<b>Cost</b>: 534 metal 5098 energy <b>Health</b>: 3129 <b>Vision range</b>: 420 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 560 range, 214.3 DPS, (225 per shot, 1.05 reload), 16 AOE, 50 Energy per shot
<b>HLTs get 130% more armour and 35% more range</b>, along with a <b>small boost in weapon velocity and AOE</b> (as all lasers do). They remain the ultimate point defence.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMGUARD.jpg"></td><td>
<H3>GUARDIAN</H3> - Medium Artillery
<b>Cost</b>: 1460 metal 7987 energy <b>Health</b>: 5944 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35376&stc=1&d=1525732175"></td><td>
<H3>CENTURION</H3> - Rocket Battery
<b>Cost</b>: 790 metal 5148 energy <b>Health</b>: 3532 <b>Vision range</b>: 350 <b>Footprint</b>: 4x4
<b>Weapon</b>: 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.</td></tr>
<tr><td colspan=2><b><H3>Buildable only by Construction Ship, Hovercraft and Aircraft:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFRT.jpg"></td><td>
<H3>PATRIOT</H3> - Floating AA Missile Launcher
<b>Cost</b>: 91 metal 987 energy <b>Health</b>: 373 <b>Vision range</b>: 420 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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 <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFHLT.jpg"></td><td>
<H3>STINGRAY</H3> - Floating Heavy Laser Tower
<b>Cost</b>: 524 metal 5296 energy <b>Health</b>: 2850 <b>Vision range</b>: 480 <b>Footprint</b>: 3x3
<b>Weapon</b>: Laser, 640 range, 245.5 DPS (270 per shot, 1.1 reload), 16 AOE, 60 Energy per shot
<b>The floating version of the heavy laser is more expensive, longer ranged, does a bit more damage, but is a bit more fragile.</td></tr></table>
</div><div class=core><H2>CORE LVL1 DEFENSES</H2>
<table><tr><td colspan=2><b><H3>Buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLLT.jpg"></td><td>
<H3>LIGHT LASER TURRET</H3>
<b>Cost</b>: 124 metal 1204 energy <b>Health</b>: 1500 <b>Vision range</b>: 370 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot
LLTs are worth building. <b>Half the cost, 25% more range, double the armor.</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE1.jpg"></td><td>
<H3>IMMOLATOR</H3>
<b>Cost</b>: 235 metal 2190 energy <b>Health</b>: 2384 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMPGUN.jpg"></td><td>
<H3>BLOCKER</H3>
<b>Cost</b>: 462 metal 2814 energy <b>Health</b>: 3450 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: Cannon, 660 range, 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic
Light plasma battery. <b>Just over half the range of a Punisher for 1/3 the cost</b>. A handy unit for light bombardment, reinforcing defensive positions with about <b>20% more range than HLTs</b>. This is the longest-range defense that a Commander can build.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSCYTHE.jpg"></td><td>
<H3>SCYTHE</H3>
<b>Cost</b>: 102 metal 1195 energy <b>Health</b>: 985 <b>Vision range</b>: 450 <b>Footprint</b>: 2x2
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTL.jpg"></td><td>
<H3>TORPEDO LAUNCHER</H3>
<b>Cost</b>: 316 metal 3058 energy <b>Health</b>: 1900 <b>Vision range</b>: 340 <b>Footprint</b>: 2x2
<b>Weapon</b>: 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.</td></tr>
<tr><td colspan=2><b><H3>Not buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRL.jpg"></td><td>
<H3>PULVERIZER</H3>
<b>Cost</b>: 76 metal 805 energy <b>Health</b>: 360 <b>Vision range</b>: 450 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Missile towers are unchanged from OTA... apart from <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHLT.jpg"></td><td>
<H3>GAAT GUN</H3>
<b>Cost</b>: 530 metal 5143 energy <b>Health</b>: 3336 <b>Vision range</b>: 400 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 540 range, 211.7 DPS (180 per shot, 0.85 reload), 16 AOE, 40 Energy per shot
<b>HLTs get 50% more armour and 25% more range</b>, along with a <b>small boost in weapon velocity and AOE</b> (as all lasers do). They remain the ultimate point defence.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPUN.jpg"></td><td>
<H3>PUNISHER</H3>
<b>Cost</b>: 1415 metal 7585 energy <b>Health</b>: 5796 <b>Vision range</b>: 360 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35377&stc=1&d=1525732183"></td><td>
<H3>BUREAUCRAT</H3>
<b>Cost</b>: 859 metal 4531 energy <b>Health</b>: 4285 <b>Vision range</b>: 360 <b>Footprint</b>: 4x4
<b>Weapon</b>: 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.</td></tr>
<tr><td colspan=2><b><H3>Buildable only by Construction Ship, Hovercraft and Aircraft:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFRT.jpg"></td><td>
<H3>STINGER</H3> - Floating AA Missile Launcher
<b>Cost</b>: 92 metal 1054 energy <b>Health</b>: 432 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: 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 <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFHLT.jpg"></td><td>
<H3>THUNDERBOLT</H3> - Floating Heavy Laser Tower
<b>Cost</b>: 558 metal 5412 energy <b>Health</b>: 3110 <b>Vision range</b>: 470 <b>Footprint</b>: 3x3
<b>Weapon</b>: Laser, 640 range, 266.7 DPS (600 per shot, 2.25 reload), 16 AOE, 120 Energy per shot
<b>Core's floating heavy laser is very heavy - it does a large amount of damage with a slow reload</td></tr></table></div></div>
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<H1>TOTAL MAYHEM - Level 3 Units</H1>
<div class=cat>
<div class=arm>
<H2>ARM LVL3 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRAZ.jpg"></td><td>
<H3>RAZORBACK</H3> - Heavy Assault Kbot
<br><b>Cost</b>: 8810 metal (6 mins 7 secs) 70388 energy <b>Health</b>: 24,486 <b>Speed</b>: 1.6 <b>Vision range</b>: 540 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: Lasers, 420 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, 50 energy per shot (156E per second)<br>
<b>Weapon 2</b>: Disruptor, 650 range, 120+ DPS (600 per shot, 5 reload, noexplode), 48 AOE, LOS, 600 energy per shot<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35432&stc=1&d=1527632930"></td><td>
<H3>ZEPHYR</H3> - Experimental AA kbot
<br><b>Cost</b>: 3970 metal (2 mins 45 secs) 32189 energy <b>Health</b>: 8532 (shield reduces damage by 75% if operational) <b>Speed</b>: 1.2 <b>Vision range</b>: 800 <b>Radar range</b>: 2800 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA Missiles, 844 range, 400/80 DPS (560/112 per shot, 1.4 reload), 64 AOE, LOS, guided<br>
<b>Weapon 2</b>: air-only flakker, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWOLF.jpg"></td><td>
<H3>WOLF</H3> - Amphibious Sniper kbot
<br><b>Cost</b>: 7413 metal (5 mins 9 secs) 61245 energy <b>Health</b>: 7913 (13188 if closed) <b>Speed</b>: 1.15 <b>Vision range</b>: 950 <b>Radar range</b>: 1500 <b>Sonar range</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 192/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, LOS, guided<br>
<b>Weapon 3</b>: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, LOS, underwater only<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSHIVA.jpg"></td><td>
<H3>SHIVA</H3> - Mobile Long range rapid-fire plasma cannon
<br><b>Cost</b>: 21126 metal (14 mins 40 secs) 215510 energy <b>Health</b>: 9750 <b>Speed</b>: 0.95 <b>Vision range</b>: 480 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: Cannon, 2960 range, 1920 DPS (960 per shot, 0.5 reload), 96 AOE, ballistic, 1200 energy per shot (2400E per second)<br>
<b>Weapon 2</b>: AA Missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, 0.75 reload), 32 AOE, LOS, guided<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDRAKE.jpg"></td><td>
<H3>DRAKE</H3> - Experimental Assault Kbot
<br><b>Cost</b>: 25080 metal (17 mins 25 secs) 303300 energy <b>Health</b>: 72000 <b>Speed</b>: 1.5 <b>Vision range</b>: 640 <b>Sonar range</b>: 500 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: burst weapon, 950 range, 800 DPS (300 x8 per burst, 3 reload), 48 AOE, LOS, 900 energy per burst<br>
<b>Weapon 2</b>: disruptor miniguns, 480 range, 270+ DPS (108 per shot, 0.4 reload, noexplode), 40 AOE, LOS<br>
<b>Weapon 3</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
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.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORKETZ.jpg"></td><td>
<H3>KETZER</H3> - Heavy Riot Kbot
<br><b>Cost</b>: 8415 metal (5 mins 51 secs) 65724 energy <b>Health</b>: 27860 <b>Speed</b>: 1.35 <b>Vision range</b>: 500 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: riot cannons, 440 range, 675 DPS (270 per shot, 0.4 reload), 64 AOE, LOS<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35433&stc=1&d=1527632934"></td><td>
<H3>JUPITER</H3> - Experimental AA Kbot
<br><b>Cost</b>: 4434 metal (3 mins 5 secs) 30731 energy <b>Health</b>: 16562 <b>Speed</b>: 0.88 <b>Vision range</b>: 780 <b>Radar range</b>: 3000 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: air-only laser, 750 range, 1400 DPS (560 per shot, 0.4 reload), 24 AOE, LOS, 60 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 600/120 DPS (420/84 per shot, 0.7 reload), 48 AOE, v-launch, guided<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGORG.jpg"></td><td>
<H3>SIMIAN</H3> - Heavy Assault kbot
<br><b>Cost</b>: 6769 metal (4 mins 42 secs) 52799 energy <b>Health</b>: 33952 <b>Speed</b>: 0.64 <b>Vision range</b>: 500 <b>Radar range</b>: 3000 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120 energy per shot<br>
<b>Weapon 2</b>: laser, 920 range, 200 DPS (800 per shot, 4 reload), 16 AOE, LOS, 240 energy per shot<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORDEFIL.jpg"></td><td>
<H3>DEFILER</H3> - Mobile Long-range rapid-fire plasma cannon
<br><b>Cost</b>: 22900 metal (15 mins 54 secs) 230000 energy <b>Health</b>: 10600 <b>Speed</b>: 0.87 <b>Vision range</b>: 500 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: Cannon, 3200 range, 1828.6 DPS (1280 per shot, 0.7 reload), 120 AOE, ballistic, 1600 energy per shot (2285E per second)<br>
<b>Weapon 2</b>: AA Missiles, 750 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, LOS, guided<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORKROG.jpg"></td><td>
<H3>KROGOTH</H3> - Experimental Kbot
<br><b>Cost</b>: 29489 metal (20 mins 29 secs) 366666 energy <b>Health</b>: 99336 <b>Speed</b>: 1.18 <b>Vision range</b>: 700 <b>Sonar range</b>: 600 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: BLOD, 1120 range, 1000 DPS (3200 per shot, 3.2 reload), 24 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 2</b>: disruptors, 540 range, 350+ DPS (420 per shot, 1.2 reload, noexplode), 32 AOE, LOS<br>
<b>Weapon 3</b>: AA Missiles, 920 range, 665.4/133.1 DPS (865/173 per shot, 1.3 reload), 80 AOE, v-launch, guided<br>
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.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat>
<div class=arm>
<h2>ARM LVL3 TANKS</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35485&stc=1&d=1529355447"></td><td>
<H3>FABRICATOR</H3> - Tech level 3, builds at 24 metal/s
<br><b>Cost</b>: 2489 metal (1 min 44 secs) 23534 energy <b>Health</b>: 4769 <b>Speed</b>: 1.8 <b>Turnrate</b>: 249 <b>Vision range</b>: 330 <b>Radar range</b>: 540 <b>Sonar range</b>: 540 <b>Cloak cost</b>: 240/720 when moving, 160 minimum distance <b>Footprint size</b>: 3x3<br>
Arm's fastest land builder can also move quite quickly, and can cloak for covert movement between build sites.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMORCA.jpg"></td><td>
<H3>ORCA</H3> - Heavy Amphibious Tank
<br><b>Cost</b>: 3780 metal (2 mins 38 secs) 27000 energy <b>Health</b>: 10752 <b>Speed</b>: 1.9 <b>Turnrate</b>: 240 <b>Vision range</b>: 450 <b>Sonar range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 1</b>: cannon, 1148 range, 200 DPS (560 per shot, 2.8 reload), 108 AOE, ballistic<br>
<b>Weapon 2</b>: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided<br>
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. </td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35434&stc=1&d=1527720967"></td><td>
<H3>IMPALA</H3> - Stealth Disruptor Tank
<br><b>Cost</b>: 6000 metal (4 mins 10 secs) 64000 energy <b>Health</b>: 15600 <b>Speed</b>: 1.75 <b>Turnrate</b>: 294 <b>Vision range</b>: 640 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: disruptor, 1025 range, 200+ DPS (360+ per shot, 1.8 reload, noexplode), 16 AOE, LOS<br>
A fast tank meant to get in and deal damage unseen and undetected.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTIGER.jpg"></td><td>
<H3>TIGER</H3> - Very heavy assault tank
<br><b>Cost</b>: 9444 metal (6 mins 34 secs) 82840 energy <b>Health</b>: 29634 <b>Speed</b>: 1.6 <b>Turnrate</b>: 240 <b>Vision range</b>: 600 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 2</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 3</b>: air-only flak, 700 range, 500 DPS (200 per shot, 0.4 reload), 88 AOE, LOS<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMG2.jpg"></td><td>
<H3>G2</H3> - Rapid-fire artillery tank
<br><b>Cost</b>: 12264 metal (8 mins 31 secs) 113530 energy <b>Health</b>: 25950 <b>Speed</b>: 1.3 <b>Turnrate</b>: 192 <b>Vision range</b>: 500 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: cannon, 1300 range, 606 DPS (194 per shot, 0.32 reload), 80 AOE, ballistic<br>
<b>Weapon 2</b>: gauss, 640 range, 525 DPS (420 per shot, 0.8 reload), 20 AOE, LOS<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSCUDD.jpg"></td><td>
<H3>SCUDD</H3> - Mobile tactical nuke launcher
<br><b>Cost</b>: 6287 metal (4 mins 22 secs) 75764 energy <b>Health</b>: 4800 (7680 when closed and not firing) <b>Speed</b>: 1.1 <b>Turnrate</b>: 232 <b>Vision range</b>: 400 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: rocket, 3100 range, 160 DPS (2400 per shot, 15 reload), 512 AOE, v-launch, 6000 energy per shot<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMF.jpg"></td><td>
<H3>MOFO</H3> - Mobile Fortress
<br><b>Cost</b>: 15600 metal (10 minutes 50 seconds) 205000 energy <b>Health</b>: 54500 <b>Speed</b>: 1.25 <b>Turnrate</b>: 175 <b>Vision range</b>: 750 <b>Radar range</b>: 2100 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: cannon, 2240 range, 301.9 DPS (800 per shot, 2.65 reload), 80 AOE, ballistic, 800 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
<b>Weapon 3</b>: rockets, 900 range, 908 DPS (420 per shot, salvo of 8 every 3.7 seconds), 48 AOE, v-launch, guided<br>
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.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 TANKS</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35486&stc=1&d=1529355455"></td><td>
<H3>CUSTODIAN</H3> - Tech level 3, builds at 24 metal/s
<br><b>Cost</b>: 2406 metal (1 min 40 secs) 23510 energy <b>Health</b>: 4951 <b>Speed</b>: 1.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 320 <b>Radar range</b>: 540 <b>Sonar range</b>: 540 <b>Radar jamming range</b>: 450<b>Footprint size</b>: 3x3</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPROTEUS.jpg"></td><td>
<H3>PROTEUS</H3> - Heavy Amphibious Tank
<br><b>Cost</b>: 3650 metal (2 mins 32 secs) 25100 energy <b>Health</b>: 11700 <b>Speed</b>: 1.7 <b>Turnrate</b>: 250 <b>Vision range</b>: 450 <b>Sonar range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 1</b>: cannon, 950 range, 255 DPS (360 per shot, 2.825 reload per 2-shot salvo), 120 AOE, LOS<br>
<b>Weapon 2</b>: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided<br>
A quick and heavy riot tank that can go underwater and launch torpedos as well.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35435&stc=1&d=1527720972"></td><td>
<H3>WAR MACHINE</H3> - Mobile Energy Weapon
<br><b>Cost</b>: 7750 metal (5 mins 23 secs) 63500 energy <b>Health</b>: 11500 (23000 if closed) <b>Speed</b>: 0.95 <b>Turnrate</b>: 192 <b>Vision range</b>: 800 <b>Radar range</b>: 1300 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: beam weapon, 1250 range, 1000 DPS (3600 per shot, 3.6 reload), 24 AOE, LOS, 1250 energy per shot<br>
<b>Weapon 2</b>: lasers, 880 range, 307.7 DPS (320 per shot, 1.04 reload), 16 AOE, LOS, 100 energy per shot<br>
<b>Weapon 3</b>: laser. 475 range, 138.5 DPS (90 per shot, 0.65 reload) 12 AOE, LOS, 12 energy per shot<br>
Mobile Doomsday Machine. Questions?</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRATTLE.jpg"></td><td>
<H3>RATTLESNAKE</H3> - Very heavy rapid-fire laser tank
<br><b>Cost</b>: 9781 metal (6 mins 48 secs) 76482 energy <b>Health</b>: 31848 <b>Speed</b>: 1.4 <b>Turnrate</b>: 265 <b>Vision range</b>: 600 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: laser, 750 range, 771 DPS (270 per shot, 0.35 reload), 24 AOE, LOS, 75 energy per shot (225E per sec)<br>
<b>Weapon 2</b>: rockets, 920 range, 192 DPS (480 per shot, 2.5 reload), 64 AOE, v-launch, guided<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORREX.jpg"></td><td>
<H3>SMASHER</H3> - Super-heavy siege tank
<br><b>Cost</b>: 12092 metal (8 mins 24 secs) 106236 energy <b>Health</b>: 28341 <b>Speed</b>: 1.15 <b>Turnrate</b>: 180 <b>Vision range</b>: 520 <b>Footprint size</b>: 4x4
<b>Weapon 1</b>: cannon, 1560 range, 492.1 DPS (310 per shot, 0.63 reload), 80 AOE, ballistic<br>
<b>Weapon 2</b>: riot cannon, 666 range, 416.3 DPS (666 per shot, 1.6 reload), 192 AOE, LOS<br>
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... </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPREC.jpg"></td><td>
<H3>PRECLUDER</H3> - Mobile tactical nuke launcher
<br><b>Cost</b>: 6784 metal (4 mins 43 secs) 81763 energy <b>Health</b>: 5525 (8840 when closed and not firing) <b>Speed</b>: 1 <b>Turnrate</b>: 210 <b>Vision range</b>: 420 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: rocket, 3000 range, 177.8 DPS (3200 per shot, 18 reload), 560 AOE, v-launch, 8000 energy per shot<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMF.jpg"></td><td>
<H3>HARBINGER</H3> - Mobile Fortress
<br><b>Cost</b>: 16800 metal (11 minutes 40 seconds) 192000 energy <b>Health</b>: 60000 <b>Speed</b>: 1.08 <b>Turnrate</b>: 160 <b>Vision range</b>: 700 <b>Radar range</b>: 2200 <b>Footprint size</b>: 5x5 <br>
<b>Weapon 1</b>: cannon, 2400 range, 291.7 DPS (700 per shot, 2.4 reload), 96 AOE, ballistic, 700 energy per shot<br>
<b>Weapon 2</b>: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 per second) <br>
<b>Weapon 3</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided<br>
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.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 HOVERCRAFT</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35487&stc=1&d=1529364496"></td><td>
<H3>BEAVER</H3> - Tech level 3, builds at 18 metal/s<br>
<br><b>Cost</b>: 2296 metal (1 min 40 secs) 29370 energy <b>Health</b>: 2823 <b>Speed</b>: 2.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 3</b>: AA Missiles, 850 range, 280/49 DPS (560/98 per shot, 2 reload), 64 AOE, v-launch, guided<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35438&stc=1&d=1527738472"></td><td>
<H3>TEMPEST</H3> - Heavy assault hovertank
<br><b>Cost</b>: 4450 metal (3 mins 5 secs) 48000 energy <b>Health</b>: 11350 <b>Speed</b>: 2.6 <b>Vision range</b>: 500 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 2</b>: gauss, 420 range, 400 DPS (320 per shot, 0.8 reload), 20 AOE, LOS<br>
The Tempest is meant to get in fast and deal large amounts of damage quickly, cause chaos and... mayhem.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35439&stc=1&d=1527738487"></td><td>
<H3>JACKHAMMER</H3> - Heavy rocket hovertank
<br><b>Cost</b>: 4740 metal (3 mins 28 secs) 40834 energy <b>Health</b>: 8650 <b>Speed</b>: 2.3 <b>Vision range</b>: 600 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: rockets, 950 range, 330 DPS (330 per shot, 1 reload), 80 AOE, v-launch, guided<br>
Thumping rockets to pound you into submission.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35440&stc=1&d=1527738506"></td><td>
<H3>LONG TOM</H3> - Energy Weapon hovercraft
<br><b>Cost</b>: 7048 metal (5 mins 2 secs) 72152 energy <b>Health</b>: 7029 <b>Speed</b>: 2.5 <b>Vision range</b>: 480 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot<br>
An annihilator on a hovercraft, whatever next! This is a very mobile Annihilator, but fairly fragile for the price. So look after it.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35444&stc=1&d=1527738898"></td><td>
<H3>BIG JOHN</H3> - Heavy Artillery hovercraft
<br><b>Cost</b>: 6024 metal (4 mins 11 secs) 74475 energy <b>Health</b>: 7620 <b>Speed</b>: 2.1 <b>Vision range</b>: 421 <b>Footprint size</b>: 4x4<br>
<b>Weapon</b>: cannon, 2240 range, 250 DPS (800 per shot, 3.2 reload), 80 AOE, ballistic, 800 energy per shot<br>
A relatively low-cost way to get some good range on an opponent.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35445&stc=1&d=1527738898"></td><td>
<H3>SAMURAI</H3> - Dreadnaught hovertank
<br><b>Cost</b>: 19468 metal (13 mins 31 secs) 208324 energy <b>Health</b>: 36720 <b>Speed</b>: 2.3 <b>Vision range</b>: 640 <b>Radar range</b>: 1080 <b>Sonar Range</b>: 640 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 400 DPS (360 per shot, 0.9 reload), 64 AOE, underwater, guided<br>
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.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 HOVERCRAFT</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35488&stc=1&d=1529364496"></td><td>
<H3>EMISSARY</H3> - Tech level 3, builds at 18 metal/s
<br><b>Cost</b>: 2296 metal (1 min 40 secs) 29370 energy <b>Health</b>: 2823 <b>Speed</b>: 2.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 400 <b>Footprint size</b>: 3x3<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35441&stc=1&d=1527738512"></td><td>
<H3>FIRE DEVIL</H3> - Heavy Laser hovertank
<br><b>Cost</b>: 3942 metal (2 mins 44 secs) 39134 energy <b>Health</b>: 13100 <b>Speed</b>: 2.4 <b>Vision range</b>: 480 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120E per shot<br>
Outlining the contrast between the two factions, this is the slower, more durable, more precise surgical instrument of the Core.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35442&stc=1&d=1527738520"></td><td>
<H3>BERSERKER</H3> - Heavy rocket strike hovercraft
<br><b>Cost</b>: 5135 metal (3 mins 55 secs) 48159 energy <b>Health</b>: 9225 <b>Speed</b>: 2.1 <b>Vision range</b>: 542 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: rockets, 1050 range, 370.4 DPS (250 per shot, salvo of 4 every 2.7 secs), 96 AOE, v-launch, guided<br>
The Berserker blasts 4 rockets almost all at once at a target with disturbing accuracy. Chase down moving targets and hit them every time.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35443&stc=1&d=1527738524"></td><td>
<H3>ADONIS</H3> - Disruptor hovertank
<br><b>Cost</b>: 8700 metal (6 mins 3 secs) 81000 energy <b>Health</b>: 10800 <b>Speed</b>: 2.2 <b>Vision range</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: disruptor, 1300 range, 200+ DPS (720+ per shot, 3.6 reload, noexplode), 64 AOE, LOS, 1200 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 920 range, 360/72 DPS (865/173 per shot, 2.4 reload), 80 AOE, v-launch, guided<br>
The Adonis does not care, it blasts through anything.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35446&stc=1&d=1527738898"></td><td>
<H3>TORMENTOR</H3> - Heavy Artillery hovercraft
<br><b>Cost</b>: 6432 metal (4 mins 28 secs) 77046 energy <b>Health</b>: 7230 <b>Speed</b>: 2 <b>Vision range</b>: 401 <b>Footprint size</b>: 4x4<br>
<b>Weapon</b>cannon, 2400 range, 259 DPS (700 per shot, 2.7 reload), 96 AOE, ballistic, 700 energy per shot<br>
A relatively low-cost way to get some good range on an opponent.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35447&stc=1&d=1527738898"></td><td>
<H3>BROADSWORD</H3> - Super-heavy Hovertank
<br><b>Cost</b>: 21070 metal (14 mins 38 secs) 192674 energy <b>Health</b>: 41175 <b>Speed</b>: 2.1 <b>Vision range</b>: 610 <b>Sonar Range</b>: 610 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: BLOD, 1120 range, 1043 DPS (3200 per shot, 3 shots every 9.2 seconds), 24 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 2</b>: rockets, 750 range, 545/164 DPS (800/240 per shot, 3 shots every 4.4 seconds), 64 AOE, LOS, guided<br>
<b>Weapon 3</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
Core's ultimate hovercraft weapon, outranges Arm's counterpart the Samurai and as you'd expect from Core, it's slower and much tougher.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 NAVY</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35496&stc=1&d=1529374257"></td><td>
<H3>AMPHIBIOUS CONSTRUCTION SUB</H3> - Tech level 3, builds at 27 metal/s
<br><b>Cost</b>: 3096 metal (1 min 40 secs) 27068 energy <b>Health</b>: 3720 <b>Speed</b>: 2.15 <b>Turnrate</b>: 256 <b>Vision range</b>: 320 <b>Radar range</b>: 512 <b>Sonar range</b>: 512 <b>Footprint size</b>: 4x4 <br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBC.jpg"></td><td>
<H3>INVINCIBLE</H3> - Battlecruiser
<br><b>Cost</b>: 10301 metal (4 mins 46 secs) 61978 energy <b>Health</b>: 40600 <b>Speed</b>: 2.5 <b>Turnrate</b>: 108 <b>Vision range</b>: 750 <b>Sonar range</b>: 700 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS<br>
<b>Weapon 2</b>: rockets, 1500 range, 200 DPS (1000 per shot, 5 reload), 72 AOE, v-launch, guided<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAEON.jpg"></td><td>
<H3>AEON</H3> - Heavy Battleship
<br><b>Cost</b>: 12527 metal (5 mins 48 secs) 74316 energy <b>Health</b>: 30740 <b>Speed</b>: 2.4 <b>Turnrate</b>: 72 <b>Vision range</b>: 640 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: 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)<br>
<b>Weapon 2</b>: cannon, 1600 range, 500 DPS (260 per shot, 0.52 reload), 64 AOE, ballistic<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACAR.jpg"></td><td>
<H3>LONGREACH</H3> - Heavy Aircraft Carrier
<br><b>Cost</b>: 7020 metal (3 mins 15 secs) 73507 energy <b>Health</b>: 12000 <b>Speed</b>: 2 <b>Turnrate</b>: 64 <b>Vision range</b>: 900 <b>Radar range</b>: 3860 <b>Sonar range</b>: 900 <b>Energy production</b>: 700 <b>Energy storage</b>: 2000 <b>Footprint size</b>: 11x11<br>
<b>Weapon 1</b>: antinuke, stockpile, 2000 coverage range<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35459&stc=1&d=1528763253"></td><td>
<H3>POSEIDON</H3> - Capital Sub
<br><b>Cost</b>: 17850 metal (8 mins 16 secs) 56001 energy <b>Health</b>: 30400 <b>Speed</b>: 2.4 <b>Turnrate</b>: 80 <b>Vision range</b>: 640 <b>Sonar range</b>: 1800 <b>Energy production</b>: 380 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: torpedos, 920 range, 450 DPS (1801 per shot, 4 reload), 80 AOE, underwater, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 3</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
Undersea dominance, a bit of extra energy production, and useful underwater sonar.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCAPS.jpg"></td><td>
<H3>PROPHET</H3> - Capital Ship
<br><b>Cost</b>: 45720 metal (21 mins 10 secs) 576494 energy <b>Health</b>: 63545 <b>Speed</b>: 2.2 <b>Turnrate</b>: 50 <b>Vision range</b>: 860 <b>Radar range</b>: 2400 <b>Sonar range</b>: 500 <b>Energy production</b>: 200 <b>Energy storage</b>: 2000 <b>Footprint size</b>: 11x11 <br>
<b>Weapon 1</b>: 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)<br>
<b>Weapon 2</b>: disruptors, 1025 range, 900+ DPS (360+ per shot, 0.4 reload, noexplode), 16 AOE, LOS<br>
<b>Weapon 3</b>: air-only flakkers, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS<br>
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.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 NAVY</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35497&stc=1&d=1529374263"></td><td>
<H3>WALKING CONSTRUCTION SHIP</H3> - Tech level 3, builds at 27 metal/s
<br><b>Cost</b>: 3190 metal (1 min 40 secs) 25911 energy <b>Health</b>: 4870 <b>Speed</b>: 1.45 <b>Turnrate</b>: 192 <b>Vision range</b>: 320 <b>Radar range</b>: 560 <b>Sonar range</b>: 560 <b>Footprint size</b>: 4x4 <br>
A go-everywhere builder, the highest build rate in the game, floats on water and walks on land.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORBC.jpg"></td><td>
<H3>EXCELSIOR</H3> - Battlecruiser
<br><b>Cost</b>: 10956 metal (5 mins 4 secs) 57684 energy <b>Health</b>: 44490 <b>Speed</b>: 2.3 <b>Turnrate</b>: 120 <b>Vision range</b>: 700 <b>Sonar range</b>: 700 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: riot cannon, 950 range, 1028.6 DPS (360 per shot, 0.35 reload), 108 AOE, LOS<br>
<b>Weapon 2</b>: disruptor, 1300 range, 160+ DPS (720+ per shot, 4.5 reload, noexplode), 64 AOE, LOS, 1200 energy per shot<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
A tough short-to-midrange combat ship with the potential for huge amounts of destruction.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRET.jpg"></td><td>
<H3>RETRIBUTION</H3> - Heavy Battleship
<br><b>Cost</b>: 12126 metal (5 mins 37 secs) 72534 energy <b>Health</b>: 33710 <b>Speed</b>: 2.2 <b>Turnrate</b>: 75 <b>Vision range</b>: 660 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: 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)<br>
<b>Weapon 2</b>: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 energy per second)</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACAR.jpg"></td><td>
<H3>FULCRUM</H3> - Heavy Aircraft carrier
<br><b>Cost</b>: 7400 metal (3 mins 26 secs) 72864 energy <b>Health</b>: 13600 <b>Speed</b>: 1.8 <b>Turnrate</b>: 68 <b>Vision range</b>: 840 <b>Radar range</b>: 3810 <b>Sonar range</b>: 840 <b>Energy production</b>: 850 <b>Energy storage</b>: 2400 <b>Footprint size</b>: 11x11<br>
<b>Weapon 1</b>: antinuke, stockpile, 2000 coverage range<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, v-launch, guided</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35460&stc=1&d=1528763259"></td><td>
<H3>NEPTUNE</H3> - Capital Sub
<br><b>Cost</b>: 18550 metal (8 mins 35 secs) 59221 energy <b>Health</b>: 35000 <b>Speed</b>: 2.3 <b>Turnrate</b>: 72 <b>Vision range</b>: 600 <b>Sonar range</b>: 1920 <b>Energy production</b>: 420 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
Undersea dominance, extra energy production, and useful underwater sonar.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCAPS.jpg"></td><td>
<H3>OMEN</H3> - Capital Ship
<br><b>Cost</b>: 49032 metal (22 mins 42 secs) 659494 energy <b>Health</b>: 69775 <b>Speed</b>: 2.1 <b>Turnrate</b>: 48 <b>Vision range</b>: 820 <b>Radar range</b>: 2500 <b>Sonar range</b>: 540 <b>Energy production</b>: 200 <b>Energy storage</b>: 2500 <b>Footprint size</b>: 11x11 <br>
<b>Weapon 1</b>: 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)<br>
<b>Weapon 2</b>: BLOD, 1120 range, 3200 DPS (3200 per shot, 1 reload), 16 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 3</b>: anti-air rockets, 950 range, 1153/231 DPS (865/173 per shot, 0.75 reload), 80 AOE, v-launch, guided<br>
The terror of the seas, guaranteed to make weak organic lifeforms soil themselves before being exterminated.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 AIR</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35494&stc=1&d=1529374239"></td><td>
<H3>HALO</H3> - Tech level 3, builds at 12 metal/s
<br><b>Cost</b>: 2287 metal (3 min 11 secs) 39453 energy <b>Health</b>: 2215 <b>Speed</b>: 8 <b>Turnrate</b>: 160 <b>Vision range</b>: 480 <b>Radar range</b>: 480 <b>Sonar range</b>: 480 <b>Footprint size</b>: 4x4 <br>
The level 3 construction aircraft.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35461&stc=1&d=1528863444"></td><td>
<H3>GRYPHON</H3> - Air interceptor<br>
<br><b>Cost</b>: 2400 metal (3 mins 20 secs) 36000 energy <b>Health</b>: 6000 <b>Speed</b>: 13.5 <b>Turnrate</b>: 560 <b>Vision range</b>: 780 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA Missiles, 844 range, 311/62 DPS (560/112 per shot, 1.8 reload), 64 AOE, LOS, guided<br>
<b>Weapon 2</b>: Air-only missile, 1150 range, 400 DPS (1200 per shot, 3 reload), 120 AOE, LOS, guided<br>
A very fast air interceptor with formidable missile weaponry</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35463&stc=1&d=1528863444"></td><td>
<H3>BANISHER</H3> - Experimental Gunship
<br><b>Cost</b>: 3937 metal (5 mins 28 secs) 52485 energy <b>Health</b>: 13104 <b>Speed</b>: 8.2 <b>Turnrate</b>: 650 <b>Vision range</b>: 640 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: lasers, 650 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, LOS, 64 energy per shot (200 energy per second)<br>
<b>Weapon 2</b>: 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)<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35465&stc=1&d=1528863444"></td><td>
<H3>ODYSSEY</H3> - Tactical Support Aircraft
<br><b>Cost</b>: 2898 metal (4 mins 2 secs) 39083 energy <b>Health</b>: 8180 <b>Speed</b>: 10.8 <b>Turnrate</b>: 405 <b>Vision range</b>: 1200 <b>Radar range</b>: 3200 <b>Sonar range</b>: 1800 <b>Energy production</b>: 100 (net 75, uses 25 in operation) <b>Energy storage</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: 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<br>
<b>Weapon 2</b>: AA blaster, 800 range, 512/256 DPS (640/320 per shot - vs air/ground - 1.25 reload), 72 AOE, LOS, 80 energy per shot<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35467&stc=1&d=1528921699"></td><td>
<H3>HERCULES</H3> - Mass air transport
<br><b>Cost</b>: 2128 metal (2 mins 57 secs) 30479 energy <b>Health</b>: 7200 <b>Speed</b>: 8 <b>Turnrate</b>: 128 <b>Vision range</b>: 595 <b>Footprint size</b>: 7x7 <b>Transport Capacity</b>: 12</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35469&stc=1&d=1528921699"></td><td>
<H3>ORION</H3> - Nuclear Bomber
<br><b>Cost</b>: 16280 metal (22 mins 37 secs) 538793 energy <b>Health</b>: 22064 <b>Speed</b>: 9.5 <b>Turnrate</b>: 294 <b>Vision range</b>: 750 <b>Footprint size</b>: 6x6<br>
<b>Weapon 1</b>: 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<br>
<b>Weapon 2</b>: air-only flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE<br>
<br><b>Cost</b>: 1625 metal, 24575 energy <b>Health</b>: 2000 (5000 when closed/off) <b>Vision range</b>: 1600 <b>Radar Range</b>: 10240 <b>Cloak cost</b>: 240 energy per sec <b>Footprint</b>: 3x3<br>
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.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 AIR</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35495&stc=1&d=1529374247"></td><td>
<H3>CONDOR</H3> - Tech level 3, builds at 12 metal/s
<br><b>Cost</b>: 2192 metal (3 min 3 secs) 38650 energy <b>Health</b>: 2470 <b>Speed</b>: 7.82192 <b>Turnrate</b>: 160 <b>Vision range</b>: 480 <b>Radar range</b>: 480 <b>Sonar range</b>: 480 <b>Footprint size</b>: 4x4 <br>
The level 3 construction aircraft.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35462&stc=1&d=1528863444"></td><td>
<H3>ASTRA</H3> - Air superiority fighter
<br><b>Cost</b>: 2320 metal (3 mins 13 secs) 39432 energy <b>Health</b>: 7490 <b>Speed</b>: 12.8 <b>Turnrate</b>: 600 <b>Vision range</b>: 750 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
<b>Weapon 2</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
<b>Weapon 3</b>: Air-only laser, 750 range, 747 DPS (560 per shot, 0.75 reload), 24 AOE, LOS, 60 energy per shot<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35464&stc=1&d=1528863444"></td><td>
<H3>TEMMAN</H3> - Experimental Gunship
<br><b>Cost</b>: 4494 metal (6 mins 15 secs) 48978 energy <b>Health</b>: 15152 <b>Speed</b>: 7.8 <b>Turnrate</b>: 500 <b>Vision range</b>: 700 <b>Footprint size</b>: 4x4
<b>Weapon 1</b>: rockets, 700 range, 500 DPS (600 per shot, 1.2 reload), 80 AOE, LOS
<b>Weapon 2</b>: 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35466&stc=1&d=1528863444"></td><td>
<H3>ORACLE</H3> - Tactical Support Aircraft
<br><b>Cost</b>: 3210 metal (4 mins 28 secs) 42023 energy <b>Health</b>: 9775 <b>Speed</b>: 10.2 <b>Turnrate</b>: 370 <b>Vision range</b>: 1120 <b>Radar range</b>: 3300 <b>Sonar range</b>: 1900 <b>Energy production</b>: 120 (net 90, uses 30 in operation) <b>Energy storage</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: 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<br>
<b>Weapon 2</b>: AA laser, 800 range, 600/200 DPS (360/120 per shot - vs air/ground - 0.6 reload), 24 AOE, LOS, 15 energy per shot<br>
Intel aircraft with some energy production and storage capacity that can also be used to damage or destroy energy generators in a wide radius.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35468&stc=1&d=1528921699"></td><td>
<H3>RAVEN</H3> - Mass air transport
<br><b>Cost</b>: 2464 metal (3 mins 25 secs) 34695 energy <b>Health</b>: 8400 <b>Speed</b>: 7.8 <b>Turnrate</b>: 145 <b>Vision range</b>: 630 <b>Footprint size</b>: 8x8 <b>Transport Capacity</b>: 15</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35470&stc=1&d=1528921699"></td><td>
<H3>DAMASCUS</H3> - Nuclear Bomber
<br><b>Cost</b>: 15600 metal (21 mins 40 secs) 488800 energy <b>Health</b>: 23592 <b>Speed</b>: 8.9 <b>Turnrate</b>: 270 <b>Vision range</b>: 750 <b>Footprint size</b>: 6x6<br>
<b>Weapon 1</b>: 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<br>
<b>Weapon 2</b>: air-only flak, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE<br>
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.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 STRUCTURES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTARG.jpg"></td><td>
<H3>TARGETING FACILITY</H1> - Automatic radar targeting
<br><b>Cost</b>: 3782 metal, 45352 energy <b>Health</b>: 3600 (7200 when closed/off) <b>Vision range</b>: 280 <b>Energy cost when activated</b>: 1000 <b>Footprint</b>: 4x4<br>
moved to level 3, but considerably cheaper now.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35317&stc=1&d=1522273029"></td><td>
<H3>PRESCIENT</H3> - Extra-Long-Range Cloaking Radar Tower
<br><b>Cost</b>: 1625 metal, 24575 energy <b>Health</b>: 3200 (8000 when closed/off) <b>Vision range</b>: 1600 <b>Radar Range</b>: 10240 <b>Cloak cost</b>: 240 energy per sec <b>Footprint</b>: 3x3<br>
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</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMUBERFUS.jpg"></td><td>
<H3>EXPERIMENTAL FUSION</H3> - Experimental Energy Centre
<br><b>Cost</b>: 40975 metal, 474747 energy <b>Health</b>: 11650 <b>Vision range</b>: 420 <b>Energy production</b>: 12000 <b>Energy storage</b>: 4000 <b>Metal conversion</b>: 120 metal for 6000 energy <b>Cloak cost</b>: 1000 <b>Footprint</b>: 14x7<br>
Produces 12k Energy, trades nearly half of that for 120 metal production.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35471&stc=1&d=1529032957"></td><td>
<H3>MANTLE MINE</H1> - Extracts metal
<br><b>Cost</b>: 7970 metal, 65000 energy <b>Health</b>: 7519 <b>Vision range</b>: 320 <b>Energy use</b>: 150 <b>Metal extraction rate</b>: 3.5x moho rate, 14x regular extractor rate <b>Footprint</b>: 7x7<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35475&stc=1&d=1529033041"></td><td>
<H3>EXTINGUISHER</H3> - Prismatic Energy weapon
<br><b>Cost</b>: 7860 metal, 73089 energy <b>Health</b>: 14000 <b>Vision range</b>: 720 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: Burst-fire BLOD, 1800 range, 6250 DPS (2500 x8 per burst, 3.2 reload), 32 AOE, LOS, 4000 energy per shot<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRAAMS.jpg"></td><td>
<H3>RAAMS</H3> - Rapid Anti-Air Missile System
<br><b>Cost</b>: 2734 metal, 32693 energy <b>Health</b>: 12050 <b>Vision range</b>: 1280 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: AA-only missiles, 1500 range, 1029 DPS (720 per missile, 0.7 sec reload), 128 AOE, guided<br>
Aircraft shredding tower with excellent range and accuracy.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35473&stc=1&d=1529032968"></td><td>
<H3>ADVANCED STORAGE</H1> - Tier 3 storage
<br><b>Cost</b>: 4540 metal, 37430 energy <b>Health</b>: 9000 <b>Vision range</b>: 330 <b>Energy storage</b>: 60000 <b>Metal storage</b>: 20000 <b>Cloak cost</b>: 400 <b>Footprint</b>: 5x5<br>
All the storage you could possibly need. One of these gives you enough storage to fire the Dora.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSILO.jpg"></td><td>
<H3>RETALIATOR</H1> - Nuclear Silo
<br><b>Cost</b>: 10100 metal, 156402 energy <b>Health</b>: 4600 (9200 when closed/off) <b>Vision range</b>: 350 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: 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<br>
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).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDORA.jpg"></td><td>
<H3>DORA</H3> - Nuclear Cannon
<br><b>Cost</b>: 80582 metal, 823400 energy <b>Health</b>: 11100 <b>Vision range</b>: 450 <b>Footprint</b>: 6x6<br>
<b>Weapon</b>: 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)<br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35477&stc=1&d=1529033035"></td><td>
<H3>SHIELD</H3> - Protects units in a large radius
<br><b>Cost</b>: 5508 metal, 73108 energy <b>Health</b>: 12000 (600,000 when switched on), uses 1000 energy/s when on <b>Self-repair</b>: heals 7.5 health per second (375 per second when activated) <b>Vision range</b>: 800 <b>Footprint</b>: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)<br>
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...</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 STRUCTURES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTARG.jpg"></td><td>
<H3>TARGETING FACILITY</H1> - Automatic radar targeting
<br><b>Cost</b>: 3991 metal, 47049 energy <b>Health</b>: 3950 (7900 when closed/off) <b>Vision range</b>: 280 <b>Energy cost when activated</b>: 1000 <b>Footprint</b>: 4x4
moved to level 3, but considerably cheaper now.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35318&stc=1&d=1522273083"></td><td>
<H3>XLR</H3> - Extra-Long Range Cloaking Radar
<br><b>Cost</b>: 1780 metal, 23800 energy <b>Health</b>: 3900 (7800 when closed/off) <b>Vision range</b>: 1500 <b>Radar Range</b>: 10420 <b>Cloak cost</b>: 200 energy per sec <b>Footprint</b>: 3x3 <br>
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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35476&stc=1&d=1529033041"></td><td>
<H3>NIGHTMARE</H3> - Dark Energy weapon
<br><b>Cost</b>: 8360 metal, 81258 energy <b>Health</b>: 16600 <b>Vision range</b>: 750 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: Dark energy, 1750 range, 4800 DPS (80 x6 per shot, 0.1 reload), 24 AOE, LOS, 150 energy per burst (1500 energy per second)<br>
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).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSCRM.jpg"></td><td>
<H3>SCREAMER</H3> - Anti-air missile system
<br><b>Cost</b>: 3062 metal, 37830 energy <b>Health</b>: 13650 <b>Vision range</b>: 1350 <b>Radar Range</b>: 2400 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: AA-only missiles, 1600 range, 1067 DPS (2240 per missile, 2.1 sec reload), 160 AOE, guided<br>
Aircraft shredding tower with excellent range and accuracy. Is also equipped with its own radar.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35472&stc=1&d=1529032963"></td><td>
<H3>MANTLE MINE</H1> - Deep metal extractor
<br><b>Cost</b>: 7550 metal, 61210 energy <b>Health</b>: 7395 (11832 when closed/off) <b>Vision range</b>: 300 <b>Energy use</b>: 150 <b>Metal extraction rate</b>: 3.5x moho rate, 14x regular extractor rate <b>Footprint</b>: 7x7<br>
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.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORUBERFUS.jpg"></td><td>
<H3>UBER FUSION</H3> - Lots of energy
<br><b>Cost</b>: 48146 metal, 549800 energy <b>Health</b>: 14170 <b>Vision range</b>: 450 <b>Energy production</b>: 15000 <b>Energy storage</b>: 5000 <b>Metal conversion</b>: 150 metal for 7500 energy <b>Cloak cost</b>: 1250 <b>Footprint</b>: 12x11<br>
Produces 15k energy, can trade half of that for 150 metal per second.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35474&stc=1&d=1529032972"></td><td>
<H3>ADVANCED STORAGE</H1>
<br><b>Cost</b>: 4630 metal, 38490 energy <b>Health</b>: 10370 <b>Vision range</b>: 320 <b>Energy storage</b>: 60000 <b>Metal storage</b>: 20000 <b>Cloak cost</b>: 450 <b>Footprint</b>: 5x5<br>
For all your storage needs.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSILO.jpg"></td><td>
<H3>SILENCER</H1> - Nuclear Silo
<br><b>Cost</b>: 9750 metal, 146304 energy <b>Health</b>: 5120 (8192 when closed/off) <b>Vision range</b>: 350 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: 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).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORNATOR.jpg"></td><td>
<H3>TERMINATOR</H3> - Nuclear cannon
<br><b>Cost</b>: 82145 metal, 862680 energy <b>Health</b>: 13000 <b>Vision range</b>: 420 <b>Footprint</b>: 6x6<br>
<b>Weapon</b>: 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.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35478&stc=1&d=1529033040"></td><td>
<H3>SHIELD</H3> - Protects units in a large radius
<br><b>Cost</b>: 5920 metal, 78150 energy <b>Health</b>: 13200 (660,000 when switched on), uses 1000 energy/s when on <b>Self-repair</b>: heals 7.5 health per second (375 per second when activated) <b>Vision range</b>: 800 <b>Footprint</b>: 3x3 central building, 31x31 shield area (approx 450 range centre to edge) <br>
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...</td></tr></table>
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