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1149 lines
105 KiB
1149 lines
105 KiB
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<title>Total Mayhem Unit Guide - Level 3 units</title>
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<h1>Level 2 units</h1>
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In OTA (Original TA - unmodded) most tech level 2 units are poor value. The power increase from level 1 is overall much smaller than the cost increase. So the obvious solution to that is to give level 2 units more power... You'll find speed, armor, range and/or damage increased across the board, and new features added to some units.<br><br>
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<div class="cat"><div class="arm"><h2>ARM LVL2 KBOTS</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACK.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION KBOT</h3> - builds at 9 metal/s
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<br><b>Cost</b>: 345 metal (23 seconds) 4338 energy <b>Health</b>: 1140 <b>Speed</b>: 11.4 m/s <b>Vision range</b>: 280<br>
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Signifcantly faster than OTA, but still the slowest moving builder Arm has. Also the cheapest, at lvl 2, so good for getting projects started early close to your base</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFAST.jpg"></td><td>
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<h3>ZIPPER</h3> - Fast Attack Kbot
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<br><b>Cost</b>: 208 metal (13.9 seconds) 2322 energy <b>Health</b>: 750 <b>Speed</b>: 39.6 m/s <b>Vision range</b>: 400<br>
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<b>Weapon</b>: 220 range 100 DPS (20 x5 per burst 1 reload), LOS, 16 AOE<br>
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This is meant to be a fast attack kbot not just a scout, so it has been equipped as such. Along with an increase in speed, armour has also been increased, and the laser replaced with a burst EMG.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMZEUS.jpg"></td><td>
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<h3>ZEUS</h3> - Heavy Infantry Kbot
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<br><b>Cost</b>: 344 metal (22.9 seconds) 3342 energy <b>Health</b>: 2250 <b>Speed</b>: 15 m/s <b>Vision range</b>: 300<br>
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<b>Weapon</b>: 250 range 172.4 DPS (250 per shot 1.45 reload), LOS, 16 AOE, 20 Energy per shot<br>
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The Zeus has gotten a speed increase, a faster gun-draw, much faster aiming rate, an armour increase and an increase in weapon range and damage.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFIDO.jpg"></td><td>
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<h3>FIDO</h3> - Skirmish Kbot
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<br><b>Cost</b>: 398 metal (26.6 seconds) 4056 energy <b>Health</b>: 1500 <b>Speed</b>: 22.8 m/s <b>Vision range</b>: 360<br>
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<b>Weapon</b>: 540 range 78.3 DPS (180 per shot, 2.3 reload), LOS, 16 AOE<br>
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The Fido has had a 20% increase in weapon range, substantial increase in damage, and an increase in armour and visual range.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMVADER.jpg"></td><td>
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<h3>INVADER</h3> - Crawling Bomb
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<br><b>Cost</b>: 183 metal (12.2 seconds) 1378 energy <b>Health</b>: 280 <b>Speed</b>: 9.6 m/s <b>Vision range</b>: 202<br>
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<b>Weapon</b>: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown)<br>
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The crawling bomb hasn't had much done with it apart from a slightly bigger bang, and a shorter self-destruct countdown, and a bit more speed... not too much...</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAMPH.jpg"></td><td>
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<h3>PELICAN</h3> - Amphibious Kbot
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<br><b>Cost</b>: 275 metal (18.3 seconds) 2868 energy <b>Health</b>: 1200 <b>Speed</b>: 22.2 m/s <b>Vision range</b>: 310<br>
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<b>Weapon 1</b>: EMG 220 range 75 DPS (20 x5 per burst 1.33 reload), LOS, 16 AOE<br>
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<b>Weapon 2</b>: AA missiles 655/444 range vs air/ground, 106.7/18 DPS (160/27 per shot, 1.5 reload), LOS, 32 AOE<br>
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AA fix on the AA missiles and a fix on the water targeting bug should make these a bit more balanced now - still highly effective units, however. Very spammable, more armour, 20% faster, and also armed with a powerful burst EMG weapon.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMAV.jpg"></td><td>
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<h3>MAVERICK</h3> - Gunslinger Kbot
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<br><b>Cost</b>: 678 metal (45.2 seconds) 10914 energy <b>Health</b>: 2444 <b>Speed</b>: 16.8 m/s <b>Vision range</b>: 360<br>
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<b>Weapon</b>: 420 range 400 DPS (320 per shot 0.8 reload), LOS, 16 AOE<br> The Maverick is a bit of a monster now. A big armour increase and a 25% weapon and visual range increase. This is one of the units that have seen a big increase in metal cost due to the change to a consistant metal/buildtime ratio for all units, but it actually takes less time to build now.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSNIPE.jpg"></td><td>
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<h3>SHOOTER</h3> - Sniper Kbot
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<br><b>Cost</b>: 1029 metal (68.6 seconds) 14727 energy <b>Health</b>: 900 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 600<br>
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<b>Weapon</b>: 1000 range 250 DPS (2000 per shot 8 reload), LOS, 24 AOE, 800 energy per shot <b>Stealth</b><br>
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The Sniper has double the armour, increased weapon range and a reload of 8 seconds (from 20). It's still very expensive and fragile, but with good weapon and vision range it can be useful.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMARK.jpg"></td><td>
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<h3>MARKY</h3> - Radar Kbot
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<br><b>Cost</b>: 119 metal (7.9 seconds) 1152 energy <b>Health</b>: 240 <b>Speed</b>: 12.6 m/s <b>Vision Range</b>: 720 <b>Radar range</b>: 2000<br>
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The radar kbot has a much bigger radar range now, and a very large vision range too.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMASER.jpg"></td><td>
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<h3>ERASER</h3> - Radar Jammer Kbot
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<br><b>Cost</b>: 146 metal (9.7 seconds) 1326 energy <b>Health</b>: 408 <b>Speed</b>: 14.4 m/s <b>Vision Range</b>: 500 <b>Radar jamming</b>: 880<br>
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The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPY.jpg"></td><td>
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<h3>INFILTRATOR</h3> - Spy Kbot
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<br><b>Cost</b>: 256 metal (17.1 seconds) 4175 energy <b>Health</b>: 500 <b>Speed</b>: 23.4 m/s <b>Vision Range</b>: 960 <b>Radar</b>: 960 <b>Radar jamming</b>: 150 <b>Cloak cost</b>: 200/600 when moving<br>
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<b>Weapon</b>: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot<br>
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The spy now has a small jamming field instead of stealth and reduced cloak costs. Plans for the spy: a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDECOM.jpg"></td><td>
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<h3>DECOY COMMANDER</h3>
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<br><b>Cost</b>: 721 metal (48.1 seconds) 8671 energy <b>Health</b>: 3200 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 300 <b>Sonar range</b>: 180<br>
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<b>Weapon</b>: 230 range 94.1 DPS (80 per shot 0.85 reload) 16 AOE - Commander's J7 laser<br>
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<b>Nanolathe</b>: 240 workertime 120 build distance<br>
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Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFARK.jpg"></td><td>
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<h3>FARK</h3> Fast Assist/Repair Kbot
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<br><b>Cost</b>: 432 metal (28.8 seconds) 3219 energy <b>Health</b>: 830 <b>Speed</b>: 22.8 m/s <b>Vision range</b>: 290<br>
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<b>Nanolathe</b>: 210 workertime 90 build distance<br>
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Not quite so fast any more, I slowed down the speed to more closely match the walking animation. Still very useful as a little build-assist kbot, and the longer range on the nanolathe helps too.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMROVER.jpg"></td><td>
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<h3>ROVER</h3> (Mayhem) - Rapid-fire Artillery Kbot
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<br><b>Cost</b>: 482 metal (32.1 seconds) 4423 energy <b>Health</b>: 1440 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 360<br>
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Weapon: 720 range 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic<br>
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Fido's big brother, this is a faster more powerful counter to Core's Morty. However, there are tradeoffs: it is more expensive, has slightly less range than the Morty, takes up more space, and has less armour.</td></tr>
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<tr><td> what?</td><td><h3>ODIN</h3> (Xubor/Mayhem update) - Heavy Assault Kbot
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<br><b>Cost</b>: 820 metal (54.7 seconds) 9087 Energy <b>Health</b>: 3100 <b>Speed</b>: 20.4 m/s <b>Vision range</b>: 320<br>
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<b>Weapon</b>: 260 range 288 DPS (24 per shot 0.066 reload, 0.25 pause every 12 rounds), LOS, 24 AOE<br>
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Fast, well armoured, gattling-style assault weapon. An excellent raider unit, but not cheap.</td></tr>
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</table></div><div class="core"><h2>CORE LVL2 KBOTS</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACK.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION KBOT</h3> - builds at 9 metal/s
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<br><b>Cost</b>: 357 metal (23.8 seconds) 4272 energy <b>Health</b>: 1280 <b>Speed</b>: 11.1 m/s <b>Vision range</b>: 280<br>
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Signifcantly faster than OTA, but still a slow-moving builder, good for projects close to your base.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFAST.jpg"></td><td>
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<h3>FREAKER</h3> - Fast Attack Kbot
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<br><b>Cost</b>: 227 metal (15.1 seconds) 2458 energy <b>Health</b>: 890 <b>Speed</b>: 38.4 m/s <b>Vision range</b>: 390<br>
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<b>Weapon</b>: 215 range 94.1 DPS (80 per shot, 0.85 reload), Laser, 12 AOE<br>
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Faster, stronger, tougher, the Freaker should prove really useful and deadly now, able to penetrate enemy lines more effectively and deal some damage.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPYRO.jpg"></td><td>
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<h3>PYRO</h3> - Heavy Infantry Kbot
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<br><b>Cost</b>: 316 metal (19.1 seconds) 3040 energy <b>Health</b>: 1930 <b>Speed</b>: 19.8 m/s <b>Vision range</b>: 300<br>
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<b>Weapon</b>: 230 range 200 DPS (20 x8 per burst, 0.8 reload), LOS, firestarter, 60% less damage to other Pyros and to Cremators<br>
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The increased range and velocity on the flamethrower, plus the improved aimrate, should make the Pyro much more effective as an assault unit.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCAN.jpg"></td><td>
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<h3>THE CAN</h3> - Armoured Assault Kbot
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<br><b>Cost</b>: 440 metal (29.3 seconds) 4200 energy <b>Health</b>: 3850 <b>Speed</b>: 9.6 m/s <b>Vision range</b>: 330<br>
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<b>Weapon</b>: 320 range 219.2 DPS (285 per shot, 1.3 reload), Laser, 12 AOE, 25 Energy per shot
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The Can has been given a considerable speed boost, although it's still the slowest unit in the game apart from the Sumo. Its laser range and visual range has also been increased by quite a bit.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORROACH.jpg"></td><td>
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<h3>ROACH</h3> - Crawling Bomb
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<br><b>Cost</b>: 195 metal (13 seconds) 1327 energy <b>Health</b>: 330 <b>Speed</b>: 9 m/s <b>Vision range</b>: 240<br>
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<b>Weapon</b>: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown)<br>
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The crawling bomb hasn't had much done with it apart from a slightly bigger bang, a shorter self-destruct countdown, and a bit more speed...</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMORT.jpg"></td><td>
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<h3>MORTY</h3> - Artillery Kbot
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<br><b>Cost</b>: 353 metal (23.5 seconds) 2865 energy <b>Health</b>: 1510 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 330<br>
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Weapon: 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic<br>
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The Morty's overexcited fire rate has been slowed and damage per shot increased accordingly, as well a modest armour increase.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSUMO.jpg"></td><td>
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<h3>SUMO</h3> - Heavy Armoured Assault Kbot
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<br><b>Cost</b>: 844 metal (56.3 seconds) 8082 energy <b>Health</b>: 6490 <b>Speed</b>: 8.1 m/s <b>Vision range</b>: 420<br>
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<b>Weapon</b>: 480 range 278.3 DPS (320 per shot, 1.15 reload), Laser, 12 AOE, 50 Energy per shot
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The Sumo has been given quite the speed boost, they have about double the original movement rate. They also have much increased weapon and visual range, making them truly formidable.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAMPH.jpg"></td><td>
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<h3>GIMP</h3> - Amphibious Kbot
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<br><b>Cost</b>: 324 metal (21.6 seconds) 2935 energy <b>Health</b>: 2410 <b>Speed</b>: 13.2 m/s <b>Vision range</b>: 330<br>
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<b>Weapon 1</b>: 380 range 63.5 DPS (127 per shot, 2 reload), ballistic, 48 AOE<br>
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<b>Weapon 2</b>: 320 range 144.4 DPS (260 per shot, 1.8 reload), Laser, 12 AOE<br>
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The Gimp is now considerably faster, and sports a much more powerful laser.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHRK.jpg"></td><td>
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<h3>DOMINATOR</h3> - Heavy Rocket Kbot
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<br><b>Cost</b>: 408 metal (27.2 seconds) 4107 energy <b>Health</b>: 930 <b>Speed</b>: 15 m/s <b>Vision range</b>: 320<br>
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<b>Weapon</b>: V-launch rocket 1100 range 80 DPS (640 per shot, 8 reload), 64 AOE<br>
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As the Diplomat has been removed and the Nixer is now a ballistic rocket launcher, the Dominator is the only v-launch unit for Core at level 2. As such, it has been boosted in power to be equivalent to Arm's MERL - and considerably longer range than OTA.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVOYR.jpg"></td><td>
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<h3>VOYEUR</h3> - Radar Kbot
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<br><b>Cost</b>: 116 metal (7.7 seconds) 1283 energy <b>Health</b>: 250 <b>Speed</b>: 12 m/s <b>Vision Range</b>: 750 <b>Radar range</b>: 2100<br>
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The radar kbot has a much bigger radar range now, and a very large vision range too.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSPEC.jpg"></td><td>
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<h3>SPECTRE</h3> - Radar Jammer Kbot
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<br><b>Cost</b>: 140 metal (9.3 seconds) 1453 energy <b>Health</b>: 450 <b>Speed</b>: 13.2 m/s <b>Vision Range</b>: 540 <b>Radar jamming</b>: 800<br>
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The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSPY.jpg"></td><td>
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<h3>PARASITE</h3> - Spy
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<br><b>Cost</b>: 280 metal (18.7 seconds) 3839 energy <b>Health</b>: 680 <b>Speed</b>: 22.6 m/s <b>Vision Range</b>: 900 <b>Radar</b>: 900 <b>Radar jamming</b>: 180 <b>Cloak cost</b>: 180/500 when moving<br>
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<b>Weapon</b>: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot<br>
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The spy now has a small jamming field instead of stealth and reduced cloak costs. PArmed with a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires..</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORDECOM.jpg"></td><td>
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<h3>DECOY COMMANDER</h3>
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<br><b>Cost</b>: 705 metal (47.2 seconds) 9064 energy <b>Health</b>: 3500 <b>Speed</b>: 13.44 m/s <b>Vision range</b>: 300 <b>Sonar range</b>: 180<br>
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<b>Weapon</b>: 230 range 95 DPS (95 per shot 1 reload) 16 AOE - Commander's XC laser <br>
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<b>Nanolathe</b>: 240 workertime 120 build distance<br>
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Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist.
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</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORNECRO.jpg"></td><td>
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<h3>NECRO</h3> - Resurrection Kbot
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<br><b>Cost</b>: 570 metal (38 seconds) 8164 energy <b>Health</b>: 1040 <b>Speed</b>: 17.4 m/s <b>Vision range</b>: 400 <b>Radar jam range</b>: 100
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<b>Nanolathe</b>: 180 workertime (9 metal/s) 90 build distance<br>
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Bugfixed, of course ;) now also has a small jammer so itself and the unit it is resurrecting cannot be seen on radar. Is also a reasonable build assist unit now also.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORREAVER.jpg"></td><td>
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<h3>REAVER</h3> (Mayhem) - Riot Kbot
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<br><b>Cost</b>: 609 metal (40.6 seconds) 7815 energy <b>Health</b>: 2858 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 350<br>
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<b>Weapon 1</b>: 360 range 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE<br>
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<b>Weapon 2</b>: 650/450 range 71.4/14.3 DPS (200/40 per shot, 1.8 reload), Laser, 12 AOE<br>
|
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The Reaver comes armed with a pair of deadly riot cannon, and AA missiles too.</td></tr></table></div></div>
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<div class="cat"><div class="arm"><h2>ARM LVL2 VEHICLES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACV.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION VEHICLE</h3> - builds at 12 metal/s
|
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<br><b>Cost</b>: 481 metal (32.1 seconds) 4263 energy <b>Health</b>: 1405 <b>Speed</b>: 20.4 m/s <b>Vision range</b>: 270<br>
|
|
Covers ground much more quickly than the Advanced Construction kbot.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCROC.jpg"></td><td>
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<h3>TRITON</h3> - Amphibious Tank
|
|
<br><b>Cost</b> 298 metal (19.9 seconds) 2800 energy <b>Health</b>: 1722 <b>Speed</b>: 22.8 m/s <b>Turnrate</b>: 350 <b>Vision range</b>: 300 <b>Sonar</b>: 125<br>
|
|
<b>Weapon</b>: cannon 395 range, 79 DPS (158 damage, 2 reload), ballistic, 40 AOE <br>
|
|
Reduced in size to 2x2, as fast as a flash tank, with better range and weapon power, and very short-range sonar so it's not entirely blind underwater. Also, visual effects added while moving underwater.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBULL.jpg"></td><td>
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<h3>BULLDOG</h3> - Assault Tank
|
|
<br><b>Cost</b> 597 metal (39.8 seconds) 6994 energy <b>Health</b>: 4104 <b>Speed</b>: 14.4 m/s <b>Turnrate</b>: 260 <b>Vision range</b>: 360<br>
|
|
<b>Weapon</b>: cannon 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE <br>
|
|
The Bulldog has been improved in a big way too. Much more armour, faster turret aiming, faster reload, more damage per shot, better range, and the hitbyweapon function has been eliminated. The bulldog now ignores damage and doesn't let up with its sharp teeth, like its namesake.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMLATNK.jpg"></td><td>
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<h3>PANTHER</h3> - Lightning Tank
|
|
<br><b>Cost</b> 354 metal (23.6 seconds) 3830 energy <b>Health</b>: 2000 <b>Speed</b>: 19.2 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 300<br>
|
|
<b>Weapon 1</b>: lightning 250 range, 104.2 DPS (250 damage, 2.4 reload), 16 AOE, 20 energy per shot
|
|
<b>Weapon 2</b>: AA missile 655/444 range, 62.5/13.5 dps (135/27 per shot, 2 reload), 32 AOE<br>
|
|
The Panther was one of the more useful Arm vehicles, now it's more useful with more armour and a bit more speed. The missile has had the AA fix applied to it however, meaning it has limited range vs ground units.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMERL.jpg"></td><td>
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<h3>MERL</h3> - Mobile Rocket Launcher
|
|
<br><b>Cost</b> 462 metal (30.8 seconds) 4746 energy <b>Health</b>: 1080 <b>Speed</b>: 15 m/s <b>Turnrate</b>: 575 <b>Vision range</b>: 300
|
|
<b>Weapon</b>: v-launch 1160 range, 91.3 DPS (840 damage, 9.2 reload), 64 AOE<br>
|
|
The vertical launch rocket vehicle can launch its rockets on targest much further away now, nearly at the range of a Punisher or Guardian.</td></tr>
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|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSEER.jpg"></td><td>
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<h3>SEER</h3> - Mobile Radar
|
|
<br><b>Cost</b> 128 metal (8.5 seconds) 1341 energy <b>Health</b>: 380 <b>Speed</b>: 15 m/s <b>Turnrate</b>: 500 <b>Vision range</b>: 720 <b>Radar range</b>: 2048<br>
|
|
The Seer as with all radar units has a large sight range as well as good radar range. Radar range is now larger than the tier 1 tower. The tier 2 radar tower has twice as much radar range again, though.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMJAM.jpg"></td><td>
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<h3>JAMMER</h3> - Mobile Radar Jammer
|
|
<br><b>Cost</b> 152 metal (10.1 seconds) 1621 energy <b>Health</b>: 460 <b>Speed</b>: 16.8 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 480 <b>Radar jammer range</b>: 900<br>
|
|
The Jammer has much improved jamming range and good sight range too.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMANNI.jpg"></td><td>
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<h3>PENETRATOR</h3> - Mobile Energy Weapon
|
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<br><b>Cost</b> 1422 metal (1 min 35 seconds) 17477 energy <b>Health</b>: 3200 <b>Speed</b>: 12 m/s <b>Turnrate</b>: 220 <b>Vision range</b>: 450<br>
|
|
<b>Weapon</b>: BLOD 850 range, 416.7 DPS (2500 damage, 6 reload), 16 AOE<br>, 900 energy per shot
|
|
The Penetrator in OTA is really very not good at all, pretty much a slow overpriced bomb. It has had almost everything improved: speed, turnrate, turret turnrate most of all, weapon range and lots more armour.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMYORK.jpg"></td><td>
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<h3>PHALANX</h3> - Mobile Flakker
|
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<br><b>Cost</b> 723 metal (48.2 seconds) 10500 energy <b>Health</b>: 2463 <b>Speed</b>: 15 m/s <b>Turnrate</b>: 511 <b>Vision range</b>: 560<br>
|
|
<b>Weapon</b>: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE<br>
|
|
With the unit unable to guard, it can no longer be abused to fire on ground units. Armour and visual range increased by a fair bit to improve its specialist AA role.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35370&stc=1&d=1525381493"></td><td>
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<h3>CIPHER</h3> (IGTA) Stealth Tank
|
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<br><b>Cost</b> 464 metal (30.9 seconds) 6523 energy <b>Health</b>: 2072 <b>Speed</b>: 21.6 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 360<br>
|
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<b>Weapon</b>: Gauss 420 range, 177.8 DPS (320 damage, 1.8 reload), LOS, 16 AOE<br>
|
|
Fast attack tank invisible to radar. </td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35369&stc=1&d=1525380415"></td><td>
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<h3>BOA</h3> (Core Prime) - Amphibious Artillery Tank
|
|
<br><b>Cost</b> 782 metal (52.1 seconds) 7023 energy <b>Health</b>: 2657 <b>Speed</b>: 18 m/s <b>Turnrate</b>: 240 <b>Vision range</b>: 330 <b>Sonar</b>: 180<br>
|
|
<b>Weapon 1</b>: cannon, 860 range, 90.1 DPS (200 damage, 2.2 reload), 64 AOE, ballistic<br>
|
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<b>Weapon 2</b>: torpedo 320 range, 44.6 DPS (116 damage, 2.6 reload), underwater-only, 16 AOE<br>
|
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The Boa is an amphibious siege tank that has some ability to defend itself underwater (albeit limited), and project firepower inland from enemy beaches.</td></tr>
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<tr><td></td><td></td></tr></table>
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</div><div class="core"><h2>CORE LVL2 VEHICLES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACV.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION VEHICLE</h3> - builds at 12 metal/s
|
|
<br><b>Cost</b>: 455 metal (30.3 seconds) 4504 energy <b>Health</b>: 1520 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 250<br>
|
|
Covers ground much more quickly than the Advanced Construction kbot.</td></tr>
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|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSEAL.jpg"></td><td>
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<h3>CROCK</h3> - Amphibious Tank
|
|
<br><b>Cost</b> 295 metal (19.7 seconds) 2710 energy <b>Health</b>: 3219 <b>Speed</b>: 21.6 m/s <b>Turnrate</b>: 320 <b>Vision range</b>: 300<br>
|
|
<b>Weapon</b>: cannon, 380 range, 82 DPS (127 damage, 1.54 reload), ballistic, 48 AOE <br>
|
|
Reduced in size to a 2x2 footprint instead of 3x3, as fast as an Instigator, the visual improvement of wakes/bubbles while in the water, and a much more effective cannon.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORREAP.jpg"></td><td>
|
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<h3>REAPER</h3> - Assault Tank
|
|
<br><b>Cost</b> 473 metal (31.5 seconds) 5848 energy <b>Health</b>: 3219 <b>Speed</b>: 16.8 m/s <b>Turnrate</b>: 299 <b>Vision range</b>: 320<br>
|
|
<b>Weapon</b>: cannon 404 range, 200 DPS (170 damage, 0.85 reload), ballistic, 48 AOE <br>
|
|
Core's standard heavy tank is tougher and much more agile, with cannons that you could almost call rapid-fire and deal loads of damage. Better than the Bulldog for the metal, except for range.</td></tr>
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|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGOL.jpg"></td><td>
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<h3>GOLIATH</h3> - Siege Tank
|
|
<br><b>Cost</b> 747 metal (49.8 seconds) 8406 energy <b>Health</b>: 5290 <b>Speed</b>: 10.8 m/s <b>Turnrate</b>: 226 <b>Vision range</b>: 350<br>
|
|
<b>Weapon</b>: cannon, 540 range, 193.9 DPS (320 damage, 1.65 reload), ballistic, 72 AOE <br>
|
|
The Extra heavy tank is much heavier... Big cannon lobs shells much further, and an impressive amount of armour. Also like the Bulldog the Goliath is no longer rocked by damage.</td></tr>
|
|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMART.jpg"></td><td>
|
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<h3>PILLAGER</h3> - Mobile Artillery
|
|
<br><b>Cost</b> 424 metal (28.3 seconds) 3902 energy <b>Health</b>: 1450 <b>Speed</b>: 13.2 m/s <b>Turnrate</b>: 350 <b>Vision range</b>: 350<br>
|
|
<b>Weapon</b>: Artillery 1160 range, 83.3 DPS (600 damage, 7.2 reload), high-trajectory ballistic, 80 AOE<br>
|
|
The Pillager is a very different beast now, lobbing high-damage shells high over obstacles at long range with better accuracy. It can fire behind walls as effectively as Arm's MERL.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVRAD.jpg"></td><td>
|
|
<h3>INFORMER</h3> - Mobile Radar
|
|
<br><b>Cost</b> 130 metal (8.7 seconds) 1409 energy <b>Health</b>: 410 <b>Speed</b>: 13.2 m/s <b>Turnrate</b>: 410 <b>Vision range</b>: 680 <b>Radar range</b>: 2320<br>
|
|
Mobile radar has much longer range than the tier 1 radar. The tier 2 radar has twice as much range again, though. The Informer also has a long sight range.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORETER.jpg"></td><td>
|
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<h3>DELETER</h3> - Mobile Jammer
|
|
<br><b>Cost</b> 150 metal (10 seconds) 1757 energy <b>Health</b>: 520 <b>Speed</b>: 14.4 m/s <b>Turnrate</b>: 512 <b>Vision range</b>: 520 <b>Radar Jammer range</b>: 880<br>
|
|
Now has a larger radar jamming area, and good sight range.</td></tr>
|
|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSENT.jpg"></td><td>
|
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<h3>COPPERHEAD</h3> - Mobile Flakker
|
|
<br><b>Cost</b> 765 metal (51 seconds) 11487 energy <b>Health</b>: 2655 <b>Speed</b>: 13.2 m/s <b>Turnrate</b>: 489 <b>Sight range</b>: 520<br>
|
|
<b>Weapon</b>: air-only, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE<br>
|
|
Like the Phalanx, the Copperhead can no longer be abused vs ground units, but is tougher with better visual range and better weapon accuracy.</td></tr>
|
|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPEN.jpg"></td><td>
|
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<h3>PENGUIN</h3> (Mayhem) - Floating Amphibious tank
|
|
<br><b>Cost</b> 455 metal (30.3 seconds) 4000 energy <b>Health</b>: 2140 <b>Speed</b>: 19.8 m/s <b>Turnrate</b>: 270 <b>Sight range</b>: 320<br>
|
|
<b>Weapon 1</b>: Artillery, 750 range, 78.1 DPS (125 damage, 1.6 reload), ballistic, 40 AOE<br>
|
|
<b>Weapon 2</b>: AA missiles 700/450 range 62.5/12.4 DPS (200/40 damage, 2-shot salvo, 3.2 average reload)<br>
|
|
A fast tank (for Core) armed with light artillery and AA missiles. Sort of a counter to both the Panther and the Pelican, but also with good ranged attack.</td></tr>
|
|
|
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35328&stc=1&d=1523489491"></td><td>
|
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<h3>SATURN</h3> (Mayhem) - Heavy Laser Tank
|
|
<br><b>Cost</b> 592 metal (39.5 seconds) 6430 energy <b>Health</b>: 2425 <b>Speed</b>: 15 m/s <b>Turnrate</b>: 320 <b>Sight range</b>: 340<br>
|
|
<b>Weapon</b>: laser, 540 range, 138.5 DPS (180 damage, 1.3 reload), LOS, 16 AOE<br>
|
|
Core loves green lasers, so they put them on a tank.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCREM.jpg"></td><td>
|
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<h3>CREMATOR</h3> (CUKen) - Heavy Flame Tank
|
|
<br><b>Cost</b> 660 metal (44 seconds) 5287 energy <b>Health</b>: 3834 <b>Speed</b>: 13.8 m/s <b>Turnrate</b>: 225 <b>Sight range</b>: 340<br>
|
|
<b>Weapon</b>: flamethrower, 300 range, 320 DPS (24 x12 burst, 0.9 reload), 32 AOE<br>
|
|
A massively destructive flame tank. It burns!!</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMMTH.jpg"></td><td>
|
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<h3>MAMMOTH</h3> (Mayhem) - Heavy Siege Tank
|
|
<br><b>Cost</b> 1150 metal (1 min 17 seconds) 13200 energy <b>Health</b>: 4350 <b>Speed</b>: 10.5 m/s <b>Turnrate</b>: 205 <b>Sight range</b>: 380<br>
|
|
<b>Weapon 1</b>: Cannon, 1100 range, 112.5 DPS (630 damage, 5.6 reload), ballistic, 144 AOE<br>
|
|
<b>Weapon 2</b>: Riot guns, 360 range, 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE<br>
|
|
Core likes heavy tanks. Powerful long-range cannon, and rapid-fire riot cannons keep close-range units at bay. This will break your Arm.</td></tr>
|
|
|
|
|
|
</table></div></div><div class="cat"><div class="arm"><h2>ARM SPIDERS</h2>
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|
|
<br>Originally by 3rd-Party unitmaker TA-Power, the Spider Pack Mayhem edition is a collection of all-terrain climbers - they can scale steep hillsides and cliffs to flank an opponent from the rear. They vary a lot in speed and ability, but are mostly lightly armoured and fairly quick.<br>
|
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDC.jpg"></td><td>
|
|
<h3>CONSTRUCTION SPIDER</h3> - builds at 7.5 metal/sec
|
|
<br><b>Cost</b> 241 metal (16.1 seconds) 1865 energy <b>Health</b>: 779 <b>Speed</b>: 16.2 m/s <b>Turnrate</b>: 820 <b>Vision range</b>: 245 <b>Footprint</b>: 3x3<br>
|
|
The Construction Spider gives Arm the unique ability to build in hard-to-reach places (well, a construction aircraft can do even better but anyway)... It is a quick builder for T1, equal to the build speed of the Construction Ship.</td></tr>
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|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPID.jpg"></td><td>
|
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<h3>SPIDER</h3> - All-Terriain Paralyzer
|
|
<br><b>Cost</b> 265 metal (17.7 seconds) 2200 energy <b>Health</b>: 1100 <b>Speed</b>: 18.6 m/s <b>Turnrate</b>: 1050 <b>Vision range</b>: 320 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: paralyzer beam 290 range, 15 seconds paralysis (less for heavy units, down to 2 seconds for heavy T3), reload 1.2, 16 AOE, LOS<br>
|
|
The original OTA spider in all its glory. Much better range, and a paralysis duration inversely proportional to the size of the unit that got hit.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDLA.jpg"></td><td>
|
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<h3>HOBO</h3> - Lightning Assault Spider
|
|
<br><b>Cost</b> 282 metal (18.8 seconds) 2968 energy <b>Health</b>: 1702 <b>Speed</b>: 16.2 m/s <b>Turnrate</b>: 1020 <b>Vision range</b>: 250 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: lightning 250 range, 128.2 DPS (250 damage, 1.95 reload), 16 AOE, 20 energy per shot<br>
|
|
Essentially a discount version all-terrain Panther without the AA missile launcher, the Hobo is somewhat slow moving but fairly well armoured.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDRK.jpg"></td><td>
|
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<h3>RECLUSE</h3> - Rocket Spider
|
|
<br><b>Cost</b> 385 metal (25.7 seconds) 4200 energy <b>Health</b>: 1430 <b>Speed</b>: 19.8 m/s <b>Turnrate</b>: 920 <b>Vision range</b>: 280 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: rockets 600 range, 62.5 DPS (200 damage, 3.2 reload), 48 AOE<br>
|
|
The Recluse is faster moving and packs a long-range punchy rocket launcher. It's more pricey and less armoured than the Hobo.</td></tr>
|
|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDAA.jpg"></td><td>
|
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<h3>HUNTSMAN</h3> - AA Missile Spider
|
|
<br><b>Cost</b> 267 metal (17.8 seconds) 2389 energy <b>Health</b>: 932 <b>Speed</b>: 17.4 m/s <b>Turnrate</b>: 820 <b>Vision range</b>: 300 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: missiles 750 range, 166.7/33.3 DPS (235/47 damage, 1.41 reload), 48 AOE, guided<br>
|
|
The Huntsman sports dual AA Missile launchers and can be helpful even in ground combat.</td></tr>
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDAM.jpg"></td><td>
|
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<h3>FUNNELWEB</h3> - Amphibious Spider
|
|
<br><b>Cost</b> 336 metal (22.4 seconds) 3045 energy <b>Health</b>: 1636 <b>Speed</b>: 17.4 m/s <b>Turnrate</b>: 715 <b>Vision range</b>: 250 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: cannon 395 range, 79 DPS (158 damage, 2 reload), 48 AOE, ballistic<br>
|
|
This is an unusual unit: it can climb pretty much anywhere, including underwater. This has the potential to really surprise an opponent by attacking where they don't expect it.</td></tr>
|
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|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDR.jpg"></td><td>
|
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<h3>NETCASTER</h3> - Stealth Radar Spider
|
|
<br><b>Cost</b> 152 metal (10.1 seconds) 1312 energy <b>Health</b>: 318 <b>Speed</b>: 13.8 m/s <b>Turnrate</b>: 650 <b>Vision range</b>: 635 <b>Radar range</b>: 1845 <b>Footprint</b>: 2x2<br>
|
|
A little bit less radar and vision range than other mobile radars, but has the advantage of being invisible to enemy radar</td></tr>
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDJ.jpg"></td><td>
|
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<h3>ORBWEAVER</h3> - Jammer Spider
|
|
<br><b>Cost</b> 171 metal (11.4 seconds) 2047 energy <b>Health</b>: 385 <b>Speed</b>: 16.8 m/s<br> <b>Turnrate</b>: 700 <b>Vision range</b>: 450 <b>Radar jamming range</b>: 800 <b>Footprint</b>: 2x2<br>
|
|
Orbweaver is a valuable addition to your Spider platoon, going over hills with them and keeping them hidden from enemy radar</td></tr>
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDLR.jpg"></td><td>
|
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<h3>WIDOW</h3> - Paralysis Sniper Spider
|
|
<br><b>Cost</b> 796 metal (66.3 seconds) 8075 energy <b>Health</b>: 1013 <b>Speed</b>: 18 m/s <b>Turnrate</b>: 1011 <b>Vision range</b>: 640 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: paralyzer 810 range, 16 seconds of paralysis (less vs larger units), reload 8 seconds, 32 AOE, LOS<br>
|
|
The Widow is often described by Core Commanders as a "pain in the ***". It can stop units at long range very effectively. Heavier units recover faster: eg large T3 units are stunned for only 3-5 seconds.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSPDF.jpg"></td><td>
|
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<h3>BIRDCATCHER</h3> - AA Flak Spider
|
|
<br><b>Cost</b> 717 metal (47.8 seconds) 11950 energy <b>Health</b>: 1870 <b>Speed</b>: 16.8 m/s <b>Turnrate</b>: 680 <b>Vision range</b>: 500 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE<br>
|
|
The Birdcatcher spider is equally deadly and quicker moving than its vehicle counterpart the Phalanx. However, it's significantly less tough.</td></tr>
|
|
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTARAN.jpg"></td><td>
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<h3>TARANTULA</h3> - Heavy Assault Spider
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<br><b>Cost</b> 697 metal (46.4 seconds) 8250 energy <b>Health</b>: 2974 <b>Speed</b>: 14.4 m/s <b>Turnrate</b>: 380 <b>Vision range</b>: 325 <b>Footprint</b>: 3x3<br>
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<b>Weapon 1</b>: cannon, 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE <br>
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<b>Weapon 2</b>: EMG 240 range 200 DPS (20 x5 per burst, 0.5 reload), 12 AOE, LOS<br>
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The Tarantula is a frightening creature, with tremendous damage output from heavy cannons and an EMG. It's also tremendously tough - for a spider. Handle with care.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMARSPD.jpg"></td><td>
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<h3>MARS</h3> - Mobile Air Repair Spider
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<br><b>Cost</b> 500 metal (33.3 seconds) 5000 energy <b>Health</b>: 850 <b>Speed</b>: 12.6 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 250 <b>Footprint</b>: 4x4<br>
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The Air Repair Spider can repair aircraft anywhere, even on mountainous terrain.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSHOCK.jpg"></td><td>
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<h3>SHOCKER</h3> (Mayhem) - All-terrain Artillery
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<br><b>Cost</b> 850 metal (56.7 seconds) 9200 energy <b>Health</b>: 2150 <b>Speed</b>: 10.8 m/s <b>Turnrate</b>: 240 <b>Site range</b>: 360 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: cannon 1020 range, 92.8 DPS (260 damage, 2.8 reload), ballistic, 64 AOE <br>
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The Shocker can go anywhere a Spider can go, which is just about anywhere on land, and totes a long range artillery piece. Its armour is not heavy and it speed is limited, however.</td></tr>
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</table></div><div class="core"><h2>CORE TORTOISES</h2>
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<br>By TA-SECT as a counter to the Spider Pack. Included in Total Mayhem in modified form to more closely match the single-tier model of the Spiders. Tortoises are, in the traditional Core way, heavily armoured and slow. They offer Core a distinct advantage in one aspect: they are amphibious.<br>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCT.jpg"></td><td>
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<h3>CONSTRUCTION TORTOISE</h3> - builds at 9 metal/sec
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b]Cost</b> 259 metal (17.3 seconds) 1721 energy <b>Health</b>: 1870 <b>Speed</b>: 10.2 m/s <b>Turnrate</b>: 377 <b>Vision range</b>: 240 <b>Footprint</b>: 3x3<br>
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Like all the tortoises, fairly slow moving and very tough. The Construction Tortoise's main advantage is a very quick build speed, the fastest of any level 1 construction unit, and its amphibious ability.
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHATCH.jpg"></td><td>
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<h3>HATCHLING</h3> - Light Skirmish Tortoise
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<br><b>Cost</b> 156 metal (10.4 seconds) 1242 energy <b>Health</b>: 1240 (1984 when closed) <b>Speed</b>: 15.12 m/s <b>Turnrate</b>: 450 <b>Vision range</b>: 310 <b>Footprint</b>: 2x2<br>
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<b>Weapon</b>: laser 230 range, 94.1 DPS (80 damage, 0.85 reload), 8 AOE, LOS<br>
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The Hatchling is the only Tortoise that isn't slow... in fact, you could say its speed is almost "medium". For the cost, it's tough and packs a good punch too.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAVAL.jpg"></td><td>
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<h3>AVALANCHE</h3> - Rocket Tortoise
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<br><b>Cost</b> 360 metal (24 seconds) 2854 energy <b>Health</b>: 3050 <b>Speed</b>: 10.08 m/s <b>Turnrate</b>: 356 <b>Vision range</b>: 280 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: Rockets 560 range, 80 DPS (160 damage, 2 reload), 48 AOE, LOS<br>
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A typical tortoise: Slow, well armoured, and deals a decent amount of damage at good range. For less cost, this will hopelessly outgun its counterpart, the Recluse, in a toe-to-toe battle. The Recluse would only win with considerable use of its mobility and slight range advantage.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSLING.jpg"></td><td>
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<h3>SLINGSHOT</h3> - AA Missile Tortoise
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<br><b>Cost</b> 314 metal (20.9 seconds) 2101 energy <b>Health</b>: 2395 <b>Speed</b>: 9.84 m/s <b>Turnrate</b>: 376 <b>Vision range</b>: 320 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: Missiles 780 range, 155.6/34.7 DPS (350/78 damage, 2.25 reload), 48 AOE, LOS<br>
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The Slingshot has massive range and is very effective anti-air. </td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCHEL.jpg"></td><td>
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<h3>CHELONIAN</h3> - Riot Tortoise
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<br><b>Cost</b> 466 metal (31.1 seconds) 4163 energy <b>Health</b>: 3600 <b>Speed</b>: 11.52 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 290 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: Riot cannon 360 range, 150 DPS (180 damage, 1.2 reload), 64 AOE, LOS<br>
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The Riot tortoise is a little bit quicker and has a great crowd-control gun.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORWRECK.jpg"></td><td>
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<h3>WRECKER</h3> - Artillery Tortoise
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<br><b>Cost</b> 624 metal (41.6 seconds) 5288 energy <b>Health</b>: 2850 <b>Speed</b>: 9.18 m/s <b>Turnrate</b>: 356 <b>Vision range</b>: 260 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: cannon, 860 range, 100 DPS (200 damage, 2 reload), 64 AOE, ballistic<br>
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The slow-moving Wrecker is able to project artillery power inland, and at the same time take some considerable punishment.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSNIPE.jpg"></td><td>
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<h3>OUTBACK</h3> - Sniper Tortoise
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<br><b>Cost</b> 842 metal (56.1 seconds) 11984 energy <b>Health</b>: 2500 <b>Speed</b>: 8.64 m/s <b>Turnrate</b>: 357 <b>Vision range</b>: 628 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: laser 920 range, 200 DPS (800 damage, 4 reload), 12 AOE, LOS<br>
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The Outback is Core's counter to the Shooter, so of course slower, much more heavily armoured. Does not have the raw damage output nor quite the range, but half the reload time (4 seconds instead of 8) makes it far more useful vs light units. It will still eliminate almost all lvl 1 units with a single shot.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35385&stc=1&d=1525908250"></td><td>
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<h3>DETONATOR</h3> - Walking Nuclear Bomb
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<br><b>Cost</b> 479 metal (31.9 seconds) 16917 energy <b>Health</b>: 1200 <b>Speed</b>: 9 m/s <b>Turnrate</b>: 392 <b>Vision range</b>: 240 <b>Footprint</b>: 3x3 <b>Cloak</b>: 300/800 energy, 240 minimum distance<br>
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<b>Weapon</b>: kamikaze, 9600 damage, 640 AOE (3200 and 512 AOE if killed before self-destruct), instant self-destruct (0-second coundown)<br>
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A highly dangerous version of a crawling bomb. It's probably not a good idea to let this blow up in your own base.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35388&stc=1&d=1525910550"></td><td>
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<h3>CALIBER</h3> - Flak Tortoise
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<br><b>Cost</b> 775 metal (51.7 seconds) 10234 energy <b>Health</b>: 2500 <b>Speed</b>: 8.64 m/s <b>Turnrate</b>: 357 <b>Vision range</b>: 420 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: flak guns 750 range, 376.5 DPS (320 damage, 0.85 reload), 96 AOE, LOS<br>
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For the same cost as a flak turret you can have an amphibious mobile version - tougher and better damage output than the vehicle version too, albeit slower. Not as tough or as powerful as the Cobra turret, but it's mobile.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35387&stc=1&d=1525908266"></td><td>
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<h3>SCANNER</h3> - Radar/Sonar Tortoise
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<br><b>Cost</b> 233 metal (15.5 seconds) 2633 energy <b>Health</b>: 1320 <b>Speed</b>: 8.7 m/s <b>Turnrate</b>: 298 <b>Vision range</b>: 560 <b>Radar Range</b>: 2400 <b>Sonar Range</b>: 1250 <b>Footprint</b>: 3x3<br>
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Useful reconnaissance unit on both land and sea.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35386&stc=1&d=1525908257"></td><td>
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<h3>REDFOOT</h3> - Radar/Sonar Jammer Tortoise
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<br><b>Cost</b> 312 metal (20.8 seconds) 4133 energy <b>Health</b>: 1390 <b>Speed</b>: 9.36 m/s <b>Turnrate</b>: 320 <b>Vision range</b>: 400 <b>Sonar Range</b>: 240; <b>Radar Jammer Range</b>: 800 <b>Sonar Jammer Range</b>: 640 <b>Footprint</b>: 3x3<br>
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This is Core's answer to the Fibber: able to jam both radar and sonar. As with the Fibber, it will deactivate when enemy units are near while underwater, or when damaged.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAIRRT.jpg"></td><td>
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<h3>REPLENISHER</h3> - Air Repair Tortoise
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<br><b>Cost</b> 475 metal (31.7 seconds) 4540 energy <b>Health</b>: 2050 <b>Speed</b>: 9.36 m/s <b>Turnrate</b>: 310 <b>Vision range</b>: 240 <b>Radar Range</b>: 720 <b>Footprint</b>: 4x4<br>
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Core's mobile repair pad. It is also able to repair seaplanes while underwater.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35405&stc=1&d=1526429622"></td><td>
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<h3>THE BOSS</h3> - Heavy Siege Tortoise
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<br><b>Cost</b> 1072 metal (71.5 seconds) 9500 energy <b>Health</b>: 4500 (7200 when closed) <b>Speed</b>: 8.4 m/s <b>Turnrate</b>: 183 <b>Vision range</b>: 420 <b>Footprint</b>: 4x4<br>
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<b>Weapon 1</b>: cannon 1100 range, 135.5 DPS (630 damage, 4.65 reload), 144 AOE, ballistic<br>
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<b>Weapon 2</b>: torpedo 400 range, 100 DPS (300 damage, 3 reload), 32 AOE, guided<br>
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For when you want to take charge of the situation... THE BOSS is here. Long-range massive damage main cannon plus torpedos for underwater defence, and massive armour.</td></tr></table></div></div>
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<div class="cat"><div class="arm"><h2>ARM LVL2 NAVY</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACSUB.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION SUB</h3> - builds at 13.5 metal/s
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<br><b>Cost</b>: 695 metal (30.9 seconds), 6068 energy <b>Health</b>: 820 <b>Speed</b>: 25.8 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 220 <b>Sonar range</b>: 400 <b>Footprint</b>: 3x3<br>
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The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCARRY.jpg"></td><td>
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<h3>COLOSSUS</h3> - Aircraft Carrier
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<br><b>Cost</b>: 1372 metal (61 seconds), 11257 energy <b>Health</b>: 4290 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 64 <b>Vision range</b>: 520 <b>Sonar range</b>: 240 <b>Radar range</b>: 2800 <b>Energy production</b>: 370 <b>Footprint</b>: 7x7<br>
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The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSUBK.jpg"></td><td>
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<h3>PIRANHA</h3> - Subkiller
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<br><b>Cost</b>: 986 metal (43.8 seconds), 5481 energy <b>Health</b>: 970 <b>Speed</b>: 34.8 m/s <b>Turnrate</b>: 622 <b>Vision range</b>: 280 <b>Sonar range</b>: 540 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs<br>
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The Piranha's <b>armor has been more than tripled</b>, LOS, Sonar and weapon range has been increased, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMSHIP.jpg"></td><td>
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<h3>RANGER</h3> Missile Ship
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<br><b>Cost</b>: 1795 metal (79.8 seconds), 9365 energy <b>Health</b>: 3120 <b>Speed</b>: 24 m/s <b>Turnrate</b>: 144 <b>Vision range</b>: 600 <b>Radar range</b>: 1800 <b>Footprint</b>: 5x5<br>
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<b>Weapon 1</b>: Rockets, 1750 range, 133.3 DPS (1200 per shot, salvo of 2 every 18 seconds), 80 AOE, vertical-launch<br>
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<b>Weapon 2</b>: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided<br>
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<b>Added Radar dish</b>, radar range roughly the same as the main rocket range (quite large), greatly increased armour, <b>big increase to power and range of AA missiles</b>.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCRUS.jpg"></td><td>
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<h3>CONQUEROR</h3> Cruiser
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<br><b>Cost</b>: 1547 metal (68.7 seconds), 8608 energy <b>Health</b>: 4050 <b>Speed</b>: 32.4 m/s <b>Turnrate</b>: 180 <b>Vision range</b>: 360 <b>Sonar range</b>: 425 <b>Footprint</b>: 5x5<br>
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<b>Weapon 1</b>: Cannon, 1300 range, 109.5 DPS (208 per shot, 1.9 reload), 64 AOE, ballistic<br>
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<b>Weapon 2</b>: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided<br>
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Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBATS.jpg"></td><td>
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<h3>MILLENIUM</h3> Battleship
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<br><b>Cost</b>: 4004 metal (2 mins 58 seconds), 31096 energy <b>Health</b>: 9816 <b>Speed</b>: 30.6 m/s <b>Turnrate</b>: 80 <b>Vision range</b>: 560 <b>Footprint</b>: 7x7<br>
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<b>Weapon 1</b>: Cannon, 1600 range, 250.8 DPS (260 per shot, salvo of 3 every 3.11 seconds), 64 AOE, ballistic<br>
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<b>Weapon 2</b>: Cannon, 1600 range, 217.3 DPS (260 per shot, salvo of 3 every 3.59 seconds), 64 AOE, ballistic<br>
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<b>Increased armour by about 60%</b>. Guns are now salvo-fire (doing about <b>60% more damage</b>), and <b>increased in range by 28%</b>. Matched in range by RFMRPCs (Archguns and Chainsaws). Footprint increased slightly, turnrate improved slightly. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. Epic bombardment ship.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAAS.jpg"></td><td>
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<h3>ARCHER</h3> Anti-Air Ship
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<br><b>Cost</b>: 1358 metal (60.4 seconds), 17058 energy <b>Health</b>: 3776 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 200 <b>Vision range</b>: 630 <b>Footprint</b>: 4x4<br>
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<b>Weapon 1</b>: missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, reload 0.75), 32 AOE, guided<br>
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<b>Weapon 2</b>: flak, 750 range, 426.7 DPS (320 per shot, reload 0.75), 96 AOE, ballistic<br>
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<b>Nearly doubled armour</b>. Improved model. Same cost, but unlike other T2 ships actually a shorter buildtime. Reduced speed a little, it needn't race around the sea so fast like a Skeeter.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSCRAM.jpg"></td><td>
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<h3>FIBBER</h3> Radar and Sonar Jammer Sub
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<br><b>Cost</b>: 443 metal (19.7 seconds), 4346 energy <b>Health</b>: 450 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 622 <b>Vision range</b>: 210 <b>Sonar range</b>: 210 <b>Sonar jammer range</b>: 750 <b>Radar jammer range</b>: 750 <b>Footprint</b>: 3x3<br>
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Increased cost. <b>Jammer deactivates when another unit is within line-of-sight</b> of the Fibber, making these much less abuseable and sonar jamming no longer like another form of cloaking.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPIKE.jpg"></td><td>
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<h3>PIKE</h3> (Biohazard) Battle Sub
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<br><b>Cost</b>: 2850 metal (2 mins 7 seconds), 22500 energy <b>Health</b>: 3290 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 180 <b>Vision range</b>: 400 <b>Sonar range</b>: 750 <b>Footprint</b>: 5x5<br>
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<b>Weapon</b>: torpedos, 600 range, 257.1 DPS (360 per shot, 1.4 reload), 64 AOE, guided<br>
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A counter to the Leviathan but <b>faster and more lightly armoured, and launches rapid-fire torpedos</b> instead of big heavy ones.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMANNIS.jpg"></td><td>
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<h3>MESSENGER</h3> (Unlimited Units/Mayhem) Energy Weapon Ship
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<br><b>Cost</b>: 3487 metal (2 mins 35 seconds), 29685 energy <b>Health</b>: 3057 <b>Speed</b>: 28.8 m/s <b>Turnrate</b>: 150 <b>Vision range</b>: 450 <b>Sonar range</b>: 750 <b>Footprint</b>: 5x5<br>
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<b>Weapon 1</b>: BLOD, 1500 range, 641 DPS (5000 per shot, 7.8 reload), 16 AOE, LOS<br>
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<b>Weapon 2</b>: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided<br>
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Armed with the full-blown Annihilator weapon and AA missiles. This is somewhat of a counter to the Warlord's green laser - however it's far from a direct counter: it has much better range, does heaps more damage, but takes nearly 8 seconds to reload and is mounted on a relatively poorly armoured ship.</td></tr></table></div>
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<div class="core"><h2>CORE LVL2 NAVY</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACSUB.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION SUB</h3> - builds at 13.5 metal/s
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<br><b>Cost</b>: 690 metal (30.7 seconds), 6211 energy <b>Health</b>: 890 <b>Speed</b>: 25.8 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 210 <b>Sonar range</b>: 380 <b>Footprint</b>: 3x3<br>
|
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The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub rather than a Leviathan.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCARRY.jpg"></td><td>
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<h3>HIVE</h3> Aircraft Carrier
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<br><b>Cost</b>: 1309 metal (58.2 seconds), 11715 energy <b>Health</b>: 4550 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 64 <b>Vision range</b>: 500 <b>Sonar range</b>: 250 <b>Radar range</b>: 2850 <b>Energy production</b>: 360 <b>Footprint</b>: 7x7<br>
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The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSHARK.jpg"></td><td>
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<h3>SHARK</h3> Subkiller
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<br><b>Cost</b>: 917 metal (43.8 seconds), 5245 energy <b>Health</b>: 1028 <b>Speed</b>: 33 m/s <b>Turnrate</b>: 403 <b>Vision range</b>: 240 <b>Sonar range</b>: 500 <b>Footprint</b>: 3x3
|
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<b>Weapon</b>: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs<br>
|
|
The Shark's <b>armor has been tripled</b>, LOS, <b>Sonar and weapon range has been increased</b>, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMSHIP.jpg"></td><td>
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<h3>HYDRA</h3> Missile Ship
|
|
<br><b>Cost</b>: 1941 metal (86.3 seconds), 9154 energy <b>Health</b>: 3350 <b>Speed</b>: 22.8 m/s <b>Turnrate</b>: 150 <b>Vision range</b>: 580 <b>Radar range</b>: 1750 <b>Footprint</b>: 5x5<br>
|
|
<b>Weapon 1</b>: Rockets, 1710 range, 137.8 DPS (1350 per shot, salvo of 2 every 19.6 seconds), 96 AOE, vertical-launch<br>
|
|
<b>Weapon 2</b>: AA Missiles, 780 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, guided<br>
|
|
<b>Big increase to armour</b>, and to <b>power and range of both the rockets and the AA missiles</b>. Radar range closely matches the new range of the main rockets.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCRUS.jpg"></td><td>
|
|
<h3>EXECUTIONER</h3> Cruiser
|
|
<br><b>Cost</b>: 1512 metal (67.2 seconds), 8251 energy <b>Health</b>: 4170 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 196 <b>Vision range</b>: 350 <b>Sonar range</b>: 420 <b>Footprint</b>: 5x5
|
|
<b>Weapon 1</b>: Cannon, 1300 range, 110 DPS (220 per shot, 2 reload), 72 AOE, ballistic<br>
|
|
<b>Weapon 2</b>: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided<br>
|
|
Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORBATS.jpg"></td><td>
|
|
<h3>WARLORD</h3> Battleship
|
|
<br><b>Cost</b>: 3972 metal (2 mins 56 seconds), 29612 energy <b>Health</b>: 10916 <b>Speed</b>: 30.6 m/s <b>Turnrate</b>: 80 <b>Vision range</b>: 560 <b>Footprint</b>: 7x7<br>
|
|
<b>Weapon 1</b>: Cannon, 1540 range, 259.7 DPS (290 per shot, salvo of 3 every 3.35 seconds), 80 AOE, ballistic<br>
|
|
<b>Weapon 2</b>: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot<br>
|
|
Big increase to armour. Aft gun now salvo-fire, and increased in range by 28%. Matched in range by RFMRPCs. Power of laser increased also. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. "Oh shiiiii-" factor increased by at least 50%.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORARCH.jpg"></td><td>
|
|
<h3>SHREDDER</h3> Anti-Air Ship
|
|
<br><b>Cost</b>: 1314 metal (58.4 seconds), 17921 energy <b>Health</b>: 3920 <b>Speed</b>: 31.8 m/s <b>Turnrate</b>: 205 <b>Vision range</b>: 650 <b>Footprint</b>: 4x4<br>
|
|
<b>Weapon 1</b>: missiles, 750 range, 301.3/60.3 DPS (235/47 per shot, reload 0.78), 32 AOE, guided<br>
|
|
<b>Weapon 2</b>: flak, 750 range, 444.4 DPS (320 per shot, reload 0.72), 96 AOE, ballistic<br>
|
|
Armour nearly doubled. Improved model.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSJAM.jpg"></td><td>
|
|
<h3>PHANTOM</h3> Radar Jammer Ship
|
|
<br><b>Cost</b>: 270 metal (12 seconds), 2254 energy <b>Health</b>: 680 <b>Speed</b>: 30 m/s <b>Turnrate</b>: 375 <b>Vision range</b>: 510 <b>Radar jamming range</b>: 1024 <b>Footprint</b>: 3x3<br>
|
|
Core's Jamming ship is twice the metal cost (still fairly negligible) and much shorter build time. It has a large jamming radius, 50% greater than originally, and greater than the land-based counterparts.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSSUB.jpg"></td><td>
|
|
<h3>LEVIATHAN</h3> Battle Sub
|
|
<br><b>Cost</b>: 3080 metal (2 mins 17 seconds), 19940 energy <b>Health</b>: 4273 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 180 <b>Vision range</b>: 410 <b>Sonar range</b>: 658 <b>Footprint</b>: 5x5<br>
|
|
<b>Weapon</b>: torpedos, 520 range 261.9 DPS (812 per shot, 3.1 reload), 64 AOE, guided<br>
|
|
<b>Increased armour and turnrate</b>, reduced footprint size to 5 by 5 (was 6 by 6).</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/COROMNI.jpg"></td><td>
|
|
<h3>OMNI</h3> (Savant) Guided Missile Ship
|
|
<br><b>Cost</b>: 1835 metal (63.8 seconds), 13596 energy <b>Health</b>: 4800 (6000 when closed) <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 170 <b>Vision range</b>: 460 <b>Radar range</b>: 1200 <b>Footprint</b>: 5x5<br>
|
|
<b>Weapon 1</b>: Rockets, 920 range, 160 DPS (480 per shot, 3 reload), 64 AOE, vertical-launch, guided<br>
|
|
<b>Weapon 2</b>: AA Missiles, 920 range, 270.3/47.5 DPS (865/152 per shot, 3.2 reload), 80 AOE, vertical-launch guided<br>
|
|
A vertical-launch ship. Launches heavy tracking rockets, and is heavily armoured.</td></tr>
|
|
|
|
</table></div></div><div class="cat"><div class="arm"><h2>ARM LVL2 HOVERCRAFT</h2>
|
|
|
|
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCH.jpg"></td><td>
|
|
<h3>ADVANCED CONSTRUCTION HOVERCRAFT</h3> Builds at 9 metal/s
|
|
<br><b>Cost</b>: 436 metal (29.1 seconds), 6370 energy <b>Health</b>: 1023 <b>Speed</b>: 30 m/s <b>Turnrate</b>: 360 <b>Vision range</b>: 300 <b>Footprint</b>: 3x3<br>
|
|
Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35319&stc=1&d=1522276946"></td><td>
|
|
<h3>GRIZZLY</h3> Skirmish Anti-sub hovercraft
|
|
<br><b>Cost</b>: 590 metal (39.3 seconds), 7504 energy <b>Health</b>: 1700 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 390 <b>Vision range</b>: 320 <b>Sonar range</b>: 320 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon 1</b>: Gauss, 640 range, 100 DPS (400 per shot, 4 reload), 20 AOE, LOS<br>
|
|
<b>Weapon 2</b>: Depth charge, 400 range, 38.1 DPS (80 per shot, 2.1 reload), 48 AOE, guided<br>
|
|
Armed with a long-ranged powerful slow-reload gauss weapon and depth charges. This is a useful support hovercraft but it is not cheap.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35320&stc=1&d=1522276951"></td><td>
|
|
<h3>APOLLO</h3> Anti-Air Hovercraft
|
|
<br><b>Cost</b>: 909 metal (60.6 seconds), 13388 energy <b>Health</b>: 1825 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 280 <b>Vision range</b>: 450 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon 1</b>: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided<br>
|
|
<b>Weapon 2</b>: flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE<br>
|
|
With flak cannon and missile launchers this offers heavy anti-air support.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35321&stc=1&d=1522276956"></td><td>
|
|
<h3>HIPPO</h3> - Heavy Hovertank
|
|
<br><b>Cost</b>: 750 metal (50 seconds), 9280 energy <b>Health</b>: 3196 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 250 <b>Vision range</b>: 340 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: Cannon, 540 range, 159.1 DPS (25 x7 per burst, 1.1 reload), 32 AOE, ballistic<br>
|
|
Equipped with a pair of shotgun-style artillery cannons. Heavy firepower on both land and sea.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMH.jpg"></td><td>
|
|
<h3>WOMBAT</h3> - Rocket Hovercraft
|
|
<br><b>Cost</b>: 455 metal (30.3 seconds), 6131 energy <b>Health</b>: 750 <b>Speed</b>: 25.2 m/s <b>Turnrate</b>: 240 <b>Vision range</b>: 320 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: Rockets, 1030 range, 83.3 DPS (750 per shot, 9 reload), 64 AOE, vertical-launch<br>
|
|
Apart from an increase in range, damage and armour, Wombats have not changed much. Amphibious version of a Merl.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMOOSE.jpg"></td><td>
|
|
<h3>MOOSE</h3> (TA-Power) - Artillery Hovercraft
|
|
<br><b>Cost</b>: 478 metal (31.9 seconds), 5189 energy <b>Health</b>: 1325 <b>Speed</b>: 30 m/s <b>Turnrate</b>: 290 <b>Vision range</b>: 360 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: artillery, 720 range, 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic<br>
|
|
A relatively light cheap hovercraft artillery piece. Useful for quick ranged bombardment.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPHOVR.jpg"></td><td>
|
|
<h3>OASIS</h3> (Mayhem) - Air-repair hovercraft
|
|
<br><b>Cost</b>: 500 metal (33.3 seconds), 7050 energy <b>Health</b>: 1450 <b>Speed</b>: 28.8 m/s <b>Turnrate</b>: 240 <b>Vision range</b>: 450 <b>Radar range</b>: 1500 <b>Footprint</b>: 4x4 <b>Energy Production:</b>: 80<br>
|
|
<b>Weapon</b>: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE<br>
|
|
A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles.</td></tr>
|
|
|
|
</table></div><div class="core"><h2>CORE LVL2 HOVERCRAFT</h2>
|
|
|
|
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCH.jpg"></td><td>
|
|
<h3>ADVANCED CONSTRUCTION HOVERCRAFT</h3> - Builds at 9 metal/s
|
|
<br><b>Cost</b>: 429 metal (28.6 seconds), 6455 energy <b>Health</b>: 1090 <b>Speed</b>: 28.8 m/s <b>Turnrate</b>: 330 <b>Vision range</b>: 300 <b>Footprint</b>: 3x3<br>
|
|
Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35322&stc=1&d=1522276966"></td><td>
|
|
<h3>MIZUNO</h3> - Assault Hovercraft
|
|
<br><b>Cost</b>: 520 metal (34.7 seconds), 6428 energy <b>Health</b>: 1960 <b>Speed</b>: 30 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 330 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: Laser, 480 range, 168.4 DPS (320 per shot, 1.9 reload), 12 AOE, LOS<br>
|
|
Mizuno sports a powerful laser and not much else.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35410&stc=1&d=1526586517"></td><td>
|
|
<h3>SLUGGER</h3> - Anti-Air Anti-sub Hovercraft
|
|
<br><b>Cost</b>: 947 metal (63.1 seconds), 13825 energy <b>Health</b>: 2095 <b>Speed</b>: 25.2 m/s <b>Turnrate</b>: 300 <b>Vision range</b>: 450 <b>Sonar range</b>: 330 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon 1</b>: depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided<br>
|
|
<b>Weapon 2</b>: flak gun, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE<br>
|
|
The Slugger carries two different support roles.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35323&stc=1&d=1522277119"></td><td>
|
|
<h3>CRUSHER</h3> - Heavy Hovertank
|
|
<br><b>Cost</b>: 832 metal (55.5 seconds), 8804 energy <b>Health</b>: 3645 <b>Speed</b>: 24 m/s <b>Turnrate</b>: 240 <b>Vision range</b>: 330 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon</b>: Cannon, 540 range, 193.9 DPS (320 per shot, 1.65 reload), 72 AOE, ballistic<br>
|
|
Big solid lump of armour with one big gun.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMH.jpg"></td><td>
|
|
<h3>NIXER</h3> - Rocket Hovercraft
|
|
<br><b>Cost</b>: 445 metal (29.5 seconds), 6028 energy <b>Health</b>: 870 <b>Speed</b>: 25.2 m/s <b>Turnrate</b>: 230 <b>Vision range</b>: 330<br>
|
|
<b>Weapon</b>: Rockets, 1000 range, 83.6 DPS (560 per shot, 6.7 reload), 64 AOE, ballistic<br>
|
|
Nixers fire ballistic rockets in a high arc.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVICE.jpg"></td><td>
|
|
<h3>VICEROY</h3> (MAGMA) - Artillery Hovertank
|
|
<br><b>Cost</b>: 601 metal (40 seconds), 7262 energy <b>Health</b>: 2456 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 220 <b>Vision range</b>: 360 <b>Footprint</b>: 3x3<br>
|
|
<b>Weapon 1</b>: Artillery, 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic<br>
|
|
<b>Weapon 2</b>: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot<br>
|
|
The slicer is Core's approach to hovercraft artillery: big, heavy, slow, and armed with secondary laser weapons.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPHOVR.jpg"></td><td>
|
|
<h3>HAVEN</h3> (Mayhem) - Air repair hovercraft
|
|
<br><b>Cost</b>: 539 metal (42.6 seconds), 6750 energy <b>Health</b>: 1600 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 240 <b>Vision range</b>: 440 <b>Radar range</b>: 1600 <b>Energy Production:</b>: 90 <b>Footprint</b>: 4x4<br>
|
|
<b>Weapon</b>: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE<br>
|
|
A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles.</td></tr>
|
|
|
|
</table></div></div><div class="cat"><div class="arm"><h2>ARM LVL2 AIRCRAFT</h2>
|
|
|
|
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACA.jpg"></td><td>
|
|
<h3>ADVANCED CONSTRUCTION AIRCRAFT</h3> - Builds at 6 metal/s
|
|
<br><b>Cost</b>: 440 metal (58.7 seconds), 13608 energy <b>Health</b>: 620 <b>Speed</b>: 93.6 m/s <b>Turnrate</b>: 248 <b>Vision range</b>: 360<br>
|
|
The Advanced construction aircraft builds fast but is more expensive.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAWAC.jpg"></td><td>
|
|
<h3>EAGLE</h3> Radar Plane
|
|
<br><b>Cost</b>: 248 metal (33.1 seconds), 7062 energy <b>Health</b>: 700 <b>Speed</b>: 120 m/s <b>Turnrate</b>: 500 <b>Vision range</b>: 1200 <b>Radar Range</b>: 2700<br>
|
|
The Eagle should seem a bit more useful now. While it costs more metal, it costs less energy and takes considerably less time to build than OTA, is much tougher, more agile, nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft now.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBRAWL.jpg"></td><td>
|
|
<h3>BRAWLER</h3> - Gunship
|
|
<br><b>Cost</b>: 466 metal (62.2 seconds), 9374 energy <b>Health</b>: 2400 <b>Speed</b>: 79.2 m/s <b>Turnrate</b>: 800 <b>Vision range</b>: 450<br>
|
|
<b>Weapon</b>: EMG, 450 range, 160 DPS (24 x4 per burst, 0.6 reload), 12 AOE, LOS<br>
|
|
The Brawler is rougher and tougher, will survive quite a bit of AA missile fire, but is still quickly shredded by Flak guns.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHAWK.jpg"></td><td>
|
|
<h3>HAWK</h3> - Stealth Fighter
|
|
<br><b>Cost</b>: 356 metal (47.5 seconds), 7893 energy <b>Health</b>: 1020 <b>Speed</b>: 150 m/s <b>Turnrate</b>: 820 <b>Vision range</b>: 540<br>
|
|
<b>Weapon</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
|
|
The ultimate fast fighter, invisible on radar and a formidable force in the sky</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPNIX.jpg"></td><td>
|
|
<h3>PHOENIX</h3> - Advanced Bomber
|
|
<br><b>Cost</b>: 435 metal (58 seconds), 9149 energy <b>Health</b>: 1405 <b>Speed</b>: 114 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 460<br>
|
|
<b>Weapon 1</b>: Bombs, 1615 DPS (210 per bomb, 0.13 reload), 64 AOE, dropped, 12 per attack run<br>
|
|
<b>Weapon 2</b>: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload)<br>
|
|
The Phoenix drops lots of bombs and can severely damage a single target.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMLANCE.jpg"></td><td>
|
|
<h3>LANCET</h3> - Torpedo Bomber
|
|
<br><b>Cost</b>: 378 metal (50.4 seconds), 6438 energy <b>Health</b>: 1110 <b>Speed</b>: 116.4 m/s <b>Turnrate</b>: 540 <b>Vision range</b>: 420<br>
|
|
<b>Weapon</b>: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided
|
|
Arm's basic land antisub aircraft is mostly unchanged, getting a slight improvement in agility.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDRAGF.jpg"></td><td>
|
|
<h3>DRAGONFLY</h3> (AMD) - Heavy Air Transport
|
|
<br><b>Cost</b>: 795 metal (106 seconds), 14418 energy <b>Health</b>: 3020 <b>Speed</b>: 108 m/s <b>Turnrate</b>: 328 <b>Vision range</b>: 375 <b>Max transport footprint</b>: 6x6<br>
|
|
Able to pick up large units... which can fire while being transported.</td></tr>
|
|
|
|
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35412&stc=1&d=1526874690"></td><td>
|
|
<h3>BLADE</h3> (TA-Power) - Stealth Gunship
|
|
<br><b>Cost</b>: 768 metal (102.4 seconds), 15315 energy <b>Health</b>: 3100 <b>Speed</b>: 90 m/s <b>Turnrate</b>: 560 <b>Vision range</b>: 480<br>
|
|
<b>Weapon</b>: Rocket, 560 range, 200 DPS (400 per shot, 400 reload), 64 AOE, LOS<br>
|
|
A tough stealth aircraft with longer-ranged rockets for dealing impressive damage from afar.</td></tr></table></div>
|
|
|
|
<div class="core"><h2>CORE LVL2 AIRCRAFT</h2>
|
|
|
|
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACA.jpg"></td><td>
|
|
<h3>ADVANCED CONSTRUCTION AIRCRAFT</h3> Builds at 6 metal/s
|
|
<br><b>Cost</b>: 462 metal (61.6 seconds), 12808 energy <b>Health</b>: 690 <b>Speed</b>: 90 m/s <b>Turnrate</b>: 260 <b>Vision range</b>: 350<br>
|
|
The Advanced construction aircraft builds fast but is more expensive.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAWAC.jpg"></td><td>
|
|
<h3>VULTURE</h3> Radar Plane
|
|
<br><b>Cost</b>: 254 metal (33.9 seconds), 6824 energy <b>Health</b>: 820 <b>Speed</b>: 116.4 m/s <b>Turnrate</b>: 560 <b>Vision range</b>: 1150 <b>Radar Range</b>: 2620<br>
|
|
Costs more metal, less energy and takes considerably less time to build than OTA, is much tougher, has nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAPE.jpg"></td><td>
|
|
<h3>RAPIER</h3> Gunship
|
|
<br><b>Cost</b>: 480 metal (64 seconds), 8778 energy <b>Health</b>: 2650 <b>Speed</b>: 86.4 m/s <b>Turnrate</b>: 600 <b>Vision range</b>: 420<br>
|
|
<b>Weapon</b>: rockets, 480 range, 144 DPS (60 x3 per burst, 1.25 reload), 32 AOE, LOS<br>
|
|
Rapier now fires burst rockets that spread out a little, but have a faster velocity so more accurate vs moving targets.</td></tr>
|
|
|
|
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVAMP.jpg"></td><td>
|
|
<h3>VAMP</h3> Stealth Fighter
|
|
<br><b>Cost</b>: 360 metal (48 seconds), 8073 energy <b>Health</b>: 1180 <b>Speed</b>: 144 m/s <b>Turnrate</b>: 690 <b>Vision range</b>: 540<br>
|
|
<b>Weapon</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
|
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The Vamp is very nearly a match for the Hawk, trading some of its speed and agility for tougher armour.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHURC.jpg"></td><td>
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<h3>HURRICANE</h3> Heavy Bomber
|
|
<br><b>Cost</b>: 462 metal (61.6 seconds), 8950 energy <b>Health</b>: 1600 <b>Speed</b>: 108 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 450<br>
|
|
<b>Weapon 1</b>: Bombs, 1500 DPS (360 per bomb, 0.24 reload), 80 AOE, dropped, 8 per attack run<br>
|
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<b>Weapon 2</b>: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload)<br>
|
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Contrasting with Arm's approach, the Core T2 bomber goes for bigger fewer bombs with a bigger boom.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTITAN.jpg"></td><td>
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<h3>TITAN</h3> Torpedo Bomber
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<br><b>Cost</b>: 364 metal (48.6 seconds), 6588 energy <b>Health</b>: 1230 <b>Speed</b>: 114 m/s <b>Turnrate</b>: 509 <b>Vision range</b>: 405<br>
|
|
<b>Weapon</b>: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFALC.jpg"></td><td>
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<h3>FALCON</h3> (AMD) - Heavy Air Transport
|
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<br><b>Cost</b>: 814 metal (106 seconds), 13910 energy <b>Health</b>: 3396 <b>Speed</b>: 105.6 m/s <b>Turnrate</b>: 300 <b>Vision range</b>: 360 <b>Max transport footprint</b>: 6x6<br>
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Able to pick up large units, which can fire while being transported.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35413&stc=1&d=1526874697"></td><td>
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<h3>METEOR</h3> (TA Forever) - Cloakable Stealth Bomber<br>
|
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<br><b>Cost</b>: 720 metal (96 seconds), 17250 energy <b>Health</b>: 2256 <b>Speed</b>: 132 m/s <b>Turnrate</b>: 466 <b>Vision range</b>: 475 <b>Cloak cost/moving</b>: 300/1500, min distance 120<br>
|
|
<b>Weapon 1</b>: Bombs, 2000 DPS (640 per bomb, 0.32 reload), 160 AOE, dropped, 6 per attack run<br>
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<b>Weapon 2</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided</td></tr></table>
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</div></div><div class="cat"><div class="arm"><h2>ARM SEAPLANES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCSA.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION SEAPLANE</h3> Builds at 6 metal/s<br>
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<br><b>Cost</b>: 420 metal (56 seconds), 11736 energy <b>Health</b>: 710 <b>Speed</b>: 86.4 m/s <b>Turnrate</b>: 228 <b>Vision range</b>: 330<br>
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The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors. It has the same build speed as the land counterpart, the Advanced Construction Aircraft.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSEHAK.jpg"></td><td>
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<h3>SEAHAWK</h3> - Stealth Airborne Sonar<br>
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<br><b>Cost</b>: 208 metal (27.8 seconds), 5924 energy <b>Health</b>: 660 <b>Speed</b>: 114 m/s <b>Turnrate</b>: 465 <b>Vision range</b>: 900 <b>Sonar range</b>: 2200<br>
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The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSFIG.jpg"></td><td>
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<h3>TORNADO</h3> Fighter Seaplane<br>
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<br><b>Cost</b>: 294 metal (39.2 seconds), 6707 energy <b>Health</b>: 900 <b>Speed</b>: 138 m/s <b>Turnrate</b>: 672 <b>Vision range</b>: 510<br>
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<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>
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<b>Weapon 2</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided<br>
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Outperformed by the Hawk, but with two advantages: better firepower, and cheaper. Will have little trouble tackling level 1 aircraft.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSEAP.jpg"></td><td>
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<h3>ALBATROSS</h3> Torpedo Seaplane
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<br><b>Cost</b>: 557 metal (74.3 seconds), 9619 energy <b>Health</b>: 1296 <b>Speed</b>: 126 m/s <b>Turnrate</b>: 522 <b>Vision range</b>: 440<br>
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<b>Weapon 1</b>: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided<br>
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<b>Weapon 2</b>: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided<br>
|
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<b>Weapon 3</b>: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided<br>
|
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The Torpedo seaplane is relatively unchanged from OTA, it's already very useful.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTHORN.jpg"></td><td>
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<h3>CYCLONE</h3> (Xubor) Water Bomber
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<br><b>Cost</b>: 650 metal (86.7 seconds), 9619 energy <b>Health</b>: 1840 <b>Speed</b>: 114 m/s <b>Turnrate</b>: 440 <b>Vision range</b>: 440<br>
|
|
<b>Weapon 1</b>: waterbomb, dropped, 190 DPS (190 x5 per burst, 5 reload), 96 AOE<br>
|
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<b>Weapon 2</b>: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided<br>
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The Cyclone is unusual in that it drops depthcharge-type bombs that will sink below the surface and detonate on underwater targets.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDRAGF.jpg"></td><td>
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<h3>DRAGONFLY</h3> (AMD) - Heavy Air Transport
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<br><b>Cost</b>: 795 metal (106 seconds), 14418 energy <b>Health</b>: 3020 <b>Speed</b>: 108 m/s <b>Turnrate</b>: 328 <b>Vision range</b>: 375 <b>Max transport footprint</b>: 6x6<br>
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The heavy air lifter is also available from the Seaplane platform. Able to pick up large units... which can fire while being transported.</td></tr>
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</table></div><div class="core"><h2>CORE SEAPLANES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCSA.jpg"></td><td>
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<h3>ADVANCED CONSTRUCTION SEAPLANE</h3> Builds at 6 metal/s
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<br><b>Cost</b>: 435 metal (58 seconds), 10318 energy <b>Health</b>: 780 <b>Speed</b>: 84 m/s <b>Turnrate</b>: 236 <b>Vision range</b>: 320<br>
|
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The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors, and the same build speed as the Advanced Construction Aircraft.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHUNT.jpg"></td><td>
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<h3>HUNTER</h3> - Stealth Airborne Sonar<br>
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<br><b>Cost</b>: 213 metal (28.4 seconds), 5421 energy <b>Health</b>: 720 <b>Speed</b>: 110.4 m/s <b>Turnrate</b>: 509 <b>Vision range</b>: 900 <b>Sonar range</b>: 2280<br>
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The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSFIG.jpg"></td><td>
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<h3>VOODOO</h3> - Fighter Seaplane
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<br><b>Cost</b>: 278 metal (37.1 seconds), 6524 energy <b>Health</b>: 994 <b>Speed</b>: 133.2 m/s <b>Turnrate</b>: 563 <b>Vision range</b>: 500<br>
|
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<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>
|
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<b>Weapon 2</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided<br>
|
|
Cheap heavy anti-air firepower for the seas.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSEAP.jpg"></td><td>
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<h3>TYPHOON</h3> Torpedo Seaplane
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<br><b>Cost</b>: 545 metal (72.6 seconds), 9785 energy <b>Health</b>: 1296 <b>Speed</b>: 122.4 m/s <b>Turnrate</b>: 612 <b>Vision range</b>: 430<br>
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<b>Weapon 1</b>: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided<br>
|
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<b>Weapon 2</b>: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided<br>
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<b>Weapon 3</b>: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSONT.jpg"></td><td>
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<h3>SONTOR</h3> (TA Fans) - Torpedo Gunship
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<br><b>Cost</b>: 692 metal (92.3 seconds), 10364 energy <b>Health</b>: 2748 <b>Speed</b>: 81.6 m/s <b>Turnrate</b>: 600 <b>Vision range</b>: 400 <b>Sonar Range</b>: 720<br>
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<b>Weapon</b>: torpedos, 400 range, 150 DPS (240 per shot, 1.6 reload), 48 AOE<br>
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The Sontor is a tough gunship that will hover and launch torpedos on a target until it is dead.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFALC.jpg"></td><td>
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<h3>FALCON</h3> (AMD) - Heavy Air Transport
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<br><b>Cost</b>: 814 metal (106 seconds), 13910 energy <b>Health</b>: 3396 <b>Speed</b>: 105.6 m/s <b>Turnrate</b>: 300 <b>Vision range</b>: 360 <b>Max transport footprint</b>: 6x6<br>
|
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The heavy air lifter is also available from the Seaplane platform. Able to pick up large units, which can fire while being transported.</td></tr></table>
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</div></div>
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<h2>LVL2 STRUCTURES</h2>
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<br><br>Build durations listed are for the Advanced Construction Vehicle. They will be twice as long for the Advanced Construction Aircraft, 33% longer for the Advanced Construction Kbot/Hovercraft/Spider/Tortoise. As you can see, the moho metal makers are an exception to the "Predictable metal economy" rule: they cost only 5% of the metal drain while being built, so only 0.6 metal per second for the Advanced construction vehicle.<br><br>
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<div class="cat"><div class="arm"><h2>ARM LVL2 STRUCTURES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMARAD.jpg"></td><td>
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<h3>ADVANCED RADAR</h3>
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<br><b>Cost</b>: 188 metal (15.7 seconds), 2330 energy <b>Health</b>: 250 (500 when closed/off) <b>Vision range</b>: 960 <b>Radar Range</b>: 4320 <b>Footprint</b>: 2x2</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35436&stc=1&d=1527738041"></td><td>
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<h3>LELANTUS</h3> - Pop-up Radar Jammer (Mayhem)
|
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<br><b>Cost</b>: 326 metal (27.2 secs), 3830 energy <b>Health</b>: 600 (2400 when off/underground) <b>Vision range</b>: 720 <b>Radar jamming Range</b>: 1320 <b>Footprint</b>: 2x2 /td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFUS.jpg"></td><td>
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<h3>FUSION GENERATOR</h3><br> <b>Cost</b>: 4525 metal (6 mins 17 secs), 36058 energy <b>Health</b>: 3100 <b>Vision range</b>: 250 <b>Energy Production</b>: 1000 <b>Footprint</b>: 5x4<br>
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Here I have done something to increase side diversity: Core fusions now produce <b>25% more energy than Arm fusions</b>. They are about <b>15% more expensive</b>, and more build time. What this means is Arm players can get their fusion online quicker, but Core gets more production per fusion: 4 Core fusions will produce the same as 5 Arm fusions.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMOHO.jpg"></td><td>
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<h3>MOHO EXTRACTOR</h3><br>
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<b>Cost</b>: 1357 metal (1 min 53 secs), 8700 energy <b>Health</b>: 2517 <b>Vision range</b>: 250 <b>Footprint</b>: 5x5<br>
|
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<b>Extraction rate increased by 60%</b>! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMMKR.jpg"></td><td>
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<h3>MOHO METAL MAKER</h3>
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<br><b>Cost</b>: 120 metal (3 mins 20 secs), 18155 energy <b>Health</b>: 600 (1200 when closed/off) <b>Vision range</b>: 210 <b>Metal conversion</b>: +16 metal for -900 energy <b>Footprint</b>: 4x4<br>
|
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While the efficiency of L1 makers is unchanged, the moho makers have had theirs reduced somewhat - so that they are only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it!</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCKFUS.jpg"></td><td> <h3>CLOAKABLE FUSION</h3><br>
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<b>Cost</b>: 7195 metal (10 mins), 84116 energy <b>Health</b>: 4900 <b>Vision range</b>: 280 <b>Energy Production</b>: 2000 <b>Cloak cost</b>: 400 energy <b>Footprint</b>: 5x4<br>
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Cloakable fusions assume a new role in Total Mayhem: they now <b>produce double the energy</b> of their regular counterparts, for less than double the cost and toughness and more than double the buildtime. The energy tradeoff for cloaking them is much less also, and they <b>automatically cloak once they are built</b>. One tradeoff, however: the explosion when one of these goes is bigger than than with a regular Fusion.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFORT.jpg"></td><td>
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<h3>FORT WALL</h3>
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<br><b>Cost</b>: 42 metal (6.5 secs), 675 energy <b>Health</b>: 9000 <b>Footprint</b>: 2x2<br>
|
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Fort walls are <b>more than double the toughness</b> - previously they were less tough than Dragon's Teeth, I'm not sure what the point was!</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDEFUS.jpg"></td><td>
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<h3>DECOY FUSION</h3>
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<br><b>Cost</b>: 453 metal (38 secs), 4911 energy <b>Health</b>: 3100 <b>Vision range</b>: 250 <b>Energy Production</b>: 100 <b>Footprint</b>: 5x4<br>
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Potentially a useful stepping-stone unit on maps lacking geothermal activity: <b>produces 1/10 the energy of a standard fusion for 1/10 the cost</b> - and apart from the cost, it is undistinguishable from the real thing! Waow!</td></tr>
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<tr><td><img src="http://units.tauniverse.com/unitPics/2/2644.JPG"></td><td>
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<h3>ARTIC</h3> (TAAN) - Pop-up gauss tower
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<br><b>Cost</b>: 655 metal (54.6 secs), 7880 energy <b>Health</b>: 3450 (11500 when closed/off) <b>Vision range</b>: 420 <b>Footprint</b>: 2x2<br>
|
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<b>Weapon</b>: gauss, 640 range, 350 DPS (420 damage, 1.2 reload), 20 AOE, LOS<br>
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A pop-up defense similar to the Viper. Better range, better damage, and no energy cost per shot. But it's also a bit more expensive, more fragile, and unable to hit moving targets as well as Vipers can.</td></tr>
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<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35420&stc=1&d=1527465884"></td><td>
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<h3>WARDEN</h3> - Pop-up Anti-air Missile Tower
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<br><b>Cost</b>: 450 metal (37.5 secs), 5730 energy <b>Health</b>: 2150 (8600 when closed/off) <b>Vision range</b>: 575 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided<br>
|
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An additional option for heavy anti-aircraft defence.</td></tr>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAMB.jpg"></td><td>
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<h3>AMBUSHER</h3> - Pop-up medium-range plasma cannon
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<br><b>Cost</b>: 1320 metal (1 min 50 secs), 13821 energy <b>Health</b>: 6872 (21144 when closed/off) <b>Vision range</b>: 440 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: cannon 1148 range 200 DPS (560 damage, 2.8 reload), 108 AOE, ballistic<br>
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Ambushers now cost about <b>25% less metal and have 10% less range than a Guardian</b>, they deal out massive damage, are very very tough, and are not detected on enemy radar. They are now very much worth building.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFLAK.jpg"></td><td>
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<h3>FLAKKER</h3> - Anti-air Flak gun
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<br><b>Cost</b>: 694 metal (57.8 secs), 8940 energy <b>Health</b>: 3136 <b>Vision range</b>: 640 <b>Footprint</b>: 2x2<br>
|
|
<b>Weapon</b>: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS<br>
|
|
Flakkers were actually quite poor value in OTA. Here you will find they are cheaper, tougher, and <b>will hit faster planes more easily</b>.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMARCH.jpg"></td><td>
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<h3>ARCHGUN</h3> (PWD/Mayhem) - Rapid-fire medium-range plasma cannon
|
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<br><b>Cost</b>: 2586 metal (3 min 36 secs), 24542 energy <b>Health</b>: 3873 <b>Vision range</b>: 380 <b>Footprint</b>: 4x4<br>
|
|
<b>Weapon</b>: cannon 1600 range 500 DPS (260 damage, 0.52 reload), 64 AOE, ballistic<br>
|
|
Massive area domination comes in the form of the Archgun. At the longer end of "medium range", able to marginally outrange an Annihilator, but lacking in armour.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35507&stc=1&d=1530848462"></td><td>
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<h3>CALDERA</h3> (Mayhem) - Geothermal Missile Launcher
|
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<br><b>Cost</b>: 3524 metal (4 min 53 secs), 43408 energy <b>Health</b>: 4280 <b>Vision range</b>: 640 <b>Radar range</b>: 2200 <b>Footprint</b>: 4x4 <b>Energy Production</b>: 600<br>
|
|
<b>Weapon</b>: missiles 2210 range 234 DPS (1500 damage, 6.4 reload), 80 AOE, v-launch, 1500 energy per shot<br>
|
|
Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this, and also uses advanced nanotechnology to make better use of the geothermal energy below the surface.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMANNI.jpg"></td><td>
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<h3>ANNIHILATOR</h3> - Energy Weapon
|
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<br><b>Cost</b>: 3687 metal (5 mins 7 secs), 33025 energy <b>Health</b>: 5440 (10880 when closed/off) <b>Vision range</b>: 640 <b>Radar Range</b>: 1500 <b>Footprint</b>: 4x4<br>
|
|
<b>Weapon</b>: BLOD 1500 range 1000 DPS (5000 damage, 5 reload), 24 AOE, LOS, 2500 Energy per shot<br>
|
|
Annihilators benefit from a <b>big increase in armour</b>, a <b>50% increase in range</b> (along with a matching increase in radar range), and <b>60% increase in damage per shot</b> (the damage increase is really to counter the higher armour of heavier L2 units, but is a benefit vs L3 units also).</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBRTHA.jpg"></td><td>
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<h3>BIG BERTHA</h3> - Long-range plasma cannon
|
|
<br><b>Cost</b>: 5520 metal (7 mins 40 secs), 64680 energy <b>Health</b>: 3200 <b>Vision range</b>: 240 <b>Footprint</b>: 4x4<br>
|
|
<b>Weapon</b>: cannon 4096 range 257.1 DPS (1800 damage, 7 reload), 96 AOE, ballistic, 3000 Energy per shot, accuracy 600 (smaller is better)<br>
|
|
Widely considered overpowered in OTA as certain sized maps end up with a race to build one of these. Mainly it's long-range reach comes too cheaply. So, the solution here is to <b>double the energy needed to fire it to 3000</b> - in a game with standard starting resources (1k Energy, 1k Metal) you will usually need to <b>build extra energy storage to fire</b> a Big Bertha. It has also increased in cost and buildtime a little - but is also tougher. Still not that tough and easily bombed, its larger footprint makes it an easier target also.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAMD.jpg"></td><td>
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<h3>PROTECTOR</h3> - Anti-nuke
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<br><b>Cost</b>: 2011 metal (2 mins 48 secs), 44000 energy <b>Health</b>: 2320 (4640 when off/closed) <b>Vision range</b>: 480 <b>Footprint</b>: 4x4<br>
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<b>Antimissile coverage range</b>: 2000, missile build time 90 seconds for 10,000 energy, 200 metal<br>
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Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMEMP.jpg"></td><td>
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<h3>STUNNER</h3> - EMP Missile launcher
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<br><b>Cost</b>: 2704 metal (3 mins 45 secs), 52134 energy <b>Health</b>: 2300 <b>Vision range</b>: 350 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: Rocket 10,000 range, 60 seconds paralysis (less for larger units, down to 6 seconds for heavy T3), 896 AOE, 2 minute build time for 18000 energy, 800 metal<br>
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Special damages have been removed on these, so they will paralyse any units - even yours, so watch out! The paralysis duration has been increased, and area of effect, but the further from the impact a unit is, the less time it will be paralysed for.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMVULC.jpg"></td><td>
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<h3>VULCAN</h3> - Rapid-fire Long-range plasma cannon
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<br><b>Cost</b>: 38418 metal (53 mins 40 secs), 459111 energy <b>Health</b>: 8000 <b>Vision range</b>: 310 <b>Footprint</b>: 5x5<br>
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<b>Weapon</b>: cannon 5400 range 3200 DPS (1280 damage, 0.4 reload), 108 AOE, ballistic, 3200 Energy per shot (8000 energy per second), accuracy 850 (smaller is better)<br>
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The pinnacle of tier 2 technology, 31% longer ranged than the Bertha, astronomical damage output, but a hefty price tag. Damage has actually come down from the OTA version but the explosion area is larger and more importantly the range is much longer. Energy per shot has gone up, you will need 8 regular fusion generators plus a bit more to feed this at full fire rate.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35964&stc=1&d=1550543622"></td><td>
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<h3>PANTHEON</h3> - Submersible Missile Tower
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<br><b>Cost</b>: 486 metal (40.5 secs), 5730 energy <b>Health</b>: 1973 <b>Vision range</b>: 590 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided<br>
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Floating, submersible version of the Warden.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTRID.jpg"></td><td>
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<h3>TRIDENT</h3> (TAEC) - Submersible medium-range plasma cannon
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<br><b>Cost</b>: 1869 metal (1 min 50 secs), 18430 energy <b>Health</b>: 4220 <b>Vision range</b>: 420 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: cannon 1600 range 325 DPS (260 damage, 0.8 reload), 64 AOE, ballistic<br>
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A submersible cannon with the same range as the Archgun, for lower cost, with a somewhat slower fire rate.</td></tr>
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</table></div><div class="core"><h2>CORE LVL2 STRUCTURES</h2>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORARAD.jpg"></td><td>
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<b>Cost</b>: 183 metal (15.3 seconds), 2420 energy <b>Health</b>: 390 <b>Vision range</b>: 1024 <b>Radar Range</b>: 4240 <b>Footprint</b>: 2x2<br>
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Increased in range by 50%, massive LOS increase also. </td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35437&stc=1&d=1527738051"></td><td>
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<h3>BLANKER</h3> - Radar Jamming Tower<br>
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<br><b>Cost</b>: 382 metal (31.8 secs), 4320 energy <b>Health</b>: 890 (1780 when off/closed) <b>Vision range</b>: 700 <b>Radar jamming Range</b>: 1440 <b>Footprint</b>: 2x2<br>
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Radar jammer structures have been added for each side, with a large jamming radius.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFUS.jpg"></td><td>
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<h3>FUSION REACTOR</h3><br> <b>Cost</b>: 5004 metal (6 mins 57 secs), 42598 energy <b>Health</b>: 3000 <b>Vision range</b>: 250 <b>Energy Production</b>: 1250 <b>Footprint</b>: 5x5<br>
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Here I have done something for side diversity: Core fusions produce <b>25% more energy than Arm fusions</b>. They are about <b>15% more expensive</b>, and more build time. Arm players can get a fusion online quicker, but Core gets more production per fusion.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMOHO.jpg"></td><td>
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<h3>MOHO EXTRACTOR</h3><br>
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<b>Cost</b>: 1305 metal (1 min 49 secds), 9121 energy <b>Health</b>: 2197 (3515 when closed/off) <b>Vision range</b>: 250 <b>Footprint</b>: 5x5<br>
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<b>Extraction rate increased by 60%</b>! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMMKR.jpg"></td><td>
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<h3>MOHO METAL MAKER</h3><br>
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<b>Cost</b>: 100 metal (2 mins 47 secs), 12928 energy <b>Health</b>: 725 (1160 when closed/off) <b>Vision range</b>: 210 <b>Metal conversion</b>: +12 metal for -660 energy <b>Footprint</b>: 4x4<br>
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While the efficiency of L1 makers is unchanged, the moho makers are now only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it!</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCKFUS.jpg"></td><td>
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<h3>CLOAKABLE FUSION</h3>
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<br><b>Cost</b>: 7982 metal (11 mins 5 secs), 92450 energy <b>Health</b>: 5200 <b>Vision range</b>: 280 <b>Energy Production</b>: 2500 <b>Cloak cost</b>: 500 energy <b>Footprint</b>: 5x5<br>
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Cloakable fusions assume a new role in Total Mayhem: they now <b>produce double the energy</b> of their regular counterparts, for less than double the cost. The energy tradeoff for cloaking them is much less also, and they <b>automatically cloak once they are built</b>. Death explosion is bigger than than a regular Fusion.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFORT.jpg"></td><td>
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<h3>FORT WALL</h3><br>
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<b>Cost</b>: 37 metal (6.2 secs), 612 energy <b>Health</b>: 9200 <b>Footprint</b>: 2x2<br>
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Fort walls are <b>more than double the toughness</b> - previously they were less tough than Dragon's Teeth, I'm not sure what the point was!</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORDEFUS.jpg"></td><td>
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<h3>DECOY FUSION</h3>
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<h3>CORE:</h3> <b>Cost</b>: 504 metal (42 secs), 5573 energy <b>Health</b>: 3000 <b>Vision range</b>: 250 <b>Energy Production</b>: 125 <b>Footprint</b>: 5x5<br>
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Potentially a useful stepping-stone unit on maps lacking geothermal activity: <b>produces 1/10 the energy of a standard fusion for 1/10 the cost</b> - and apart from the cost, it is undistinguishable from the real thing! Waow!</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVIPE.jpg"></td><td>
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<h3>VIPER</h3> - Pop-up laser tower
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<br><b>Cost</b>: 672 metal (56 secs), 7687 energy <b>Health</b>: 3896 (12987 when closed/off) <b>Vision range</b>: 410 <b>Footprint</b>: 2x2<br>
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<b>Weapon</b>: laser 640 range 375 DPS (600 damage, 1.6 reload), 16 AOE, LOS, 120 energy per shot<br>
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The Viper now outranges the HLT by 20%, is tougher, and stealth - invisible to radar. The weapon is now blue-green to indicate a higher energy level (and damage). Lighter L1 units will be vaporised in a single shot. Has a slightly <b>slower reload</b>.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35421&stc=1&d=1527465892"></td><td>
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<h3>SMITER</h3> - Pop-up Anti-air Missile Tower
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<br><b>Cost</b>: 430 metal (35.8 secs), 5905 energy <b>Health</b>: 2260 (9040 when closed/off) <b>Vision range</b>: 560 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided
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An additional option for heavy anti-aircraft defence.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTOAST.jpg"></td><td>
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<h3>TOASTER</h3> - Pop-up medium-range plasma cannon
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<br><b>Cost</b>: 1448 metal (1 min 53 secs), 12687 energy <b>Health</b>: 7392 (22744 when closed/off) <b>Vision range</b>: 470 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: cannon 1100 range 193.8 DPS (630 damage, 3.25 reload), 144 AOE, ballistic<br>
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The Toaster, like the Ambusher, gets a <b>22% range boost</b>, but is still about <b>10% shorter range than a Punisher</b>. It costs <b>10% less metal</b> though, and deals more than <b>twice the damage and a much larger explosion</b>! Add to that a pop-down state that is very tough, and <b>invisibility on radar</b>.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFLAK.jpg"></td><td>
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<h3>COBRA</h3> - Anti-air Flak gun
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<br><b>Cost</b>: 708 metal (59 secs), 8696 energy <b>Health</b>: 3345 <b>Vision range</b>: 630 <b>Footprint</b>: 2x2<br>
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<b>Weapon</b>: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS<br>
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You'll find the Cobra is now decent value - cheaper, tougher, and <b>more accurate vs moving aircraft</b>.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCIRC.jpg"></td><td>
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<h3>CHAINSAW</h3> (DCS) - Rapid-fire medium-range plasma cannon
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<br><b>Cost</b>: 2612 metal (3 min 38 secs), 22645 energy <b>Health</b>: 4282 <b>Vision range</b>: 400 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: cannon 1560 range 492 DPS (310 damage, 0.63 reload), 80 AOE, ballistic<br>
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Somewhat like a Buzzsaw's smaller brother. Useful for area domination - <b>greater range than the Punisher by about 30%</b>. It's not cheap though, and not tough either - it's worth grouping this with point defenses to keep counterattacks at bay.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35508&stc=1&d=1530848462"></td><td>
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<h3>BEHEMOTH</h3> (UH/Mayhem) - Geothermal Plasma Battery
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<br><b>Cost</b>: 3745 metal (5 min 12 secs), 41481 energy <b>Health</b>: 4280 <b>Vision range</b>: 640 <b>Radar range</b>: 2400 <b>Footprint</b>: 5x5 <b>Energy Production</b>: 600<br>
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<b>Weapon</b>: cannon 2400 range 227 DPS (700 damage, salvo of 3 every 9.25 seconds), 80 AOE, v-launch, 700 energy per shot (2100 per salvo)<br>
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Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this...</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORDOOM.jpg"></td><td>
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<h3>DOOMSDAY MACHINE</h3> - Energy Weapon
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<br><b>Cost</b>: 3274 metal (4 mins 33 secs), 28712 energy <b>Health</b>: 6424 (12848 when off/closed) <b>Vision range</b>: 600 <b>Footprint</b>: 4x4
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<b>Weapon 1</b>: BLOD 1300 range 1000 DPS (3600 damage, 3.6 reload), 24 AOE, LOS, 1800 Energy per shot
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<b>Weapon 2</b>: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot
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<b>Weapon 3</b>: Laser, 475 range, 138.5 DPS (90 per shot, 0.65 reload), 12 AOE, LOS, 12 Energy per shot
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Doomsday Machines now fit their name a bit better. The <b>blue laser has nearly double the range</b> - and <b>faster reload</b>. The <b>green laser has more than double the range</b>! Even the red laser has much better range than previous. It now more closely matches the power of the Annihilator, in its own way.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORINT.jpg"></td><td>
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<h3>INTIMIDATOR</h3> - Long-range plasma cannon
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<br><b>Cost</b>: 5995 metal (8 mins 20 secs), 72520 energy <b>Health</b>: 3600 <b>Vision range</b>: 230 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: cannon 4710 range 300 DPS (2400 damage, 8 reload), 128 AOE, ballistic, 4500 Energy per shot, accuracy 750 (smaller is better)<br>
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<b>Cost per shot doubled</b>, as with the Bertha, in a game with standard starting resources you will likely need to <b>build extra energy storage to fire</b>. Accuracy has been improved somewhat also, and velocity reduced slightly - Intimidators do not need as much "training time" as required in OTA. Also as with the Bertha, build cost, toughness and footprint size increased.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFMD.jpg"></td><td>
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<h3>FORTITUDE</h3> - Anti-missile defence
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<br><b>Cost</b>: 2111 metal (2 mins 56 secs), 46160 energy <b>Health</b>: 2860 (4576 when off/closed) <b>Vision range</b>: 470 <b>Footprint</b>: 4x4<br>
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<b>Antimissile coverage range</b>: 2000, missile build time 90 seconds for 10,000 energy, 200 metal
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Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTRON.jpg"></td><td>
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<h3>NEUTRON</h3> - Anti-mobile missile launcher
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<br><b>Cost</b>: 2824 metal (3 mins 55 secs), 54134 energy <b>Health</b>: 2100 <b>Vision range</b>: 350 <b>Footprint</b>: 4x4
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<b>Weapon</b>: Rocket 10,000 range, 2500 damage to mobile units only, 724 AOE, 2 minute 30 second build time for 40000 energy, 900 metal<br>
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The Neutron now has a reversed special damage table - it deals <b>default damage to all features and mobile units, and minimal damage to structures</b>. Area effect is increased, however edgeffectiveness is reduced - the further a unit is from the blast, the less it gets hurt. To avoid too much abuse of antinukes, the range has been reduced, but so has the weapon cost.</td></tr>
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<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORBUZZ.jpg"></td><td>
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<h3>BUZZSAW</h3> - Rapid-fire Long-range plasma cannon
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<br><b>Cost</b>: 40264 metal (55 mins 55 secs), 502648 energy <b>Health</b>: 9000 <b>Vision range</b>: 300 <b>Footprint</b>: 5x5<br>
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<b>Weapon</b>: cannon 6250 range 2867 DPS (1720 damage, 0.6 reload), 144 AOE, ballistic, 5000 Energy per shot (7692 energy per second), accuracy 800 (smaller is better)<br>
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This towering monster outranges every other cannon at tier 2, including the Vulcan by nearly 16% (thats over a screen length). It has close to the damage output of the Vulcan, with a greater damage area. Core is at a bit of an advantage here in that to feed this beast at full fire it takes just over 6 fusions to provide power. Keep in mind you need at least 5000 energy in storage for it to fire at all.</td></tr>
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<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35965&stc=1&d=1550544623"></td><td>
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<h3>DUSTER</h3> - Submersible Anti-air Missile Tower
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<br><b>Cost</b>: 460 metal (38.3 secs), 6455 energy <b>Health</b>: 2135 <b>Vision range</b>: 575 <b>Footprint</b>: 3x3<br>
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<b>Weapon</b>: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided
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A floating, submersible version of the Smiter.</td></tr>
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</table></div></div>
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<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORKRAK.jpg"></td><td>
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<h3>KRAKEN</h3> (TAEC) - Rapid-fire medium-range plasma cannon
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<br><b>Cost</b>: 1725 metal (2 min 24 secs), 18268 energy <b>Health</b>: 4460 <b>Vision range</b>: 400 <b>Footprint</b>: 4x4<br>
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<b>Weapon</b>: cannon 1560 range 322 DPS (310 damage, salvo of 2 every 1.92 secs), 80 AOE, ballistic<br>
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A marine, slower-reload version of the Chainsaw that is also submersible.</td></tr>
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</body> |