![]() Detectable by probe scouts.Ĭomment: You can run, but you can't hide. Įxtra: Reveals your Commander to everything in range. Note: A number of extra downsides can be added, such as metal consumption(or no resource generation), loss of shielding, loss of movement speed, loss of self repair, and loss of vision.Įffect: Subspace ping identifies(and vaguely locates) all commanders operating in the current. Late game detection includes weapons of mass destruction. Most actions break cloak, including the of apocalyptic weapons.Ĭomment: The best defense is to not be seen. Disables all systems except basic movement. All damage is ultimately deducted from energy, being inefficient, expensive, and a complete life saver.Įnergy cost: Moderate(stationary), Very high (mobile)Įffect: Commander is invisible, stealthed, and can only be detected by nearby (ground) units. Note: Certain special units (like nuke defense) may have an inferior variant with personal storage and finite (fast) recharge. Strong against expensive, low DPS weapons like artillery, bombs, and OHKO type blasts. Weak against high DPS, focused fire, which easily overwhelms energy production. ![]() Fails at a critical threshold(0 energy, custom setting?).Įxtra: Passively protects against instant death weapons (D-gun, special).Ĭomment: A defensive option used as a last ditch defense early on, and as a powerful HP buffer late game. Damage is deducted directly from energy stores. Becomes pointless as enemy numbers swell.Įffect: Blocks most, if not all incoming damage. Mostly used to fend off starting units and raids. It blows things up good, but suffers from very limited range. Note: It's basically a "summoning sickness" for Commanders, to give bonus resources for staying still and building up.Ĭomment: We love this gun. After a few minutes you turn this on and basically forget it. All that good stuff.Ĭost: very low upkeep (no more than starting income)Įffect: Dramatically increases movement speed.Įxtra: May inclde other non essential systems like radar, stealth, and self repair.Ĭomment: Limits the Comm rush by draining resources for rushing speed. Builds the first tech level, allows for capture, reclaim, etc. Helps get the early game going.Ĭomment: If you are reading this forum, you know what a lathe does. No Comm upgrades are required- the idea is that a Comm starts with everything he needs, and activates more options with infrastructure.Ĭomment: That central cluster of technomagic which provides control over your forces and causes "game over" when you die.Ĭomment: Provides starting income (a mex and a few solars worth), and initial game resources. The secondary purpose is to limit Comm rushes, since most tools will not be viable or even available until the game advances. #PLANETARY ANNIHILATION TITAN COMMANDER UNITS UPGRADE#The primary reason is to put a generic "tech level" on these devices, in a fuzzy way that is easy to upgrade or use on demand. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.Most of the abilities listed here take energy to function.
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