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cw4:cmod:docs:6cae7a75-f751-40d9-9d48-403eeadf6080 [2022/09/22 08:20] – [History] Cross ref addition Vertucw4:cmod:docs:6cae7a75-f751-40d9-9d48-403eeadf6080 [2023/01/23 12:11] (current) – [Overview] Color Doctrine Vertu
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 <=[[cw4:info:start#custom_units| Index]]\\ <=[[cw4:info:start#custom_units| Index]]\\
 +<=[[cw4:custom| Custom CPACKs & Units]]\\
 <=[[cw4:cpack:docs:f9d9792a-8743-4c24-be1d-d650a78734ad| CPACK - Vertu's Creeper Buildings]]\\ <=[[cw4:cpack:docs:f9d9792a-8743-4c24-be1d-d650a78734ad| CPACK - Vertu's Creeper Buildings]]\\
 <=[[cw4:cpack:vpac_wiki_page| VPAC Wiki Page]]\\ <=[[cw4:cpack:vpac_wiki_page| VPAC Wiki Page]]\\
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-{{:cw4:cmod:docs:tcml.jpg?nolink&400 |}}+\\ 
 +{{:cw4:cmod:docs:tcml_recolored.jpg?nolink&400 |}}
 {{ :cw4:cmod:docs:tcms.jpg?nolink&400|}}\\ {{ :cw4:cmod:docs:tcms.jpg?nolink&400|}}\\
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 \\ \\
 \\ \\
 +\\
 +\\
 +===== Overview =====
 +  * Uses 3 power.
 +  * Launches sturdy and effective TCMs (Tactical Creeper Missiles).
 +  * TCMs deal bonus damage to air units.
 +  * TCMs can 1 shot most ground targets, having a base damage of 4.
 +  * Damage is Area of Effect based with a very noticeable radius.
 +  * Releases 800 Creeper on successfully landing.
 +  * 2 minute initial delay.
 +  * 30 second launch interval.
 +  * TCMs have limited turning abilities and can miss evasive units easily.
 +  * TCMs are destroyed on shield contact.
 +  * Can target specific location provided by the user or the nearest unit (including fliers and is the only way for the TCML to target fliers).
 +  * Has no deconstruction time. You press DESTROY or use the DESTROY hotkey (while unpaused) and it is done.
 +  * Can be placed on uneven terrain and void.
 +  * Very effective in groups.
 +  * <color #FFFF00>CAN BE NULLIFIED</color>
 +  * <color #FFFF00>IMPERVIOUS TO TRADITIONAL DAMAGE</color>
 +  * <color #FFFF00>TCM'S TARGETED BY [[cw4:info:sniper|SNIPERS]] AND [[cw4:info:missile|MISSILE LAUNCHERS]].</color>
 +
 +<fs large>**[From this point on, detailed information is provided]**</fs>\\
 The TCML launches highly effective and moderately armored Tactical Missiles packed with 800 units of Creeper and some standard explosives along with some Inertial Pulse Explosives. The only things that can withstand a TCM are large and armored units.\\ The TCML launches highly effective and moderately armored Tactical Missiles packed with 800 units of Creeper and some standard explosives along with some Inertial Pulse Explosives. The only things that can withstand a TCM are large and armored units.\\
 See the lore section to find out what an IPE is. See the lore section to find out what an IPE is.
  
-=====NOTE: TCMs are sturdy.=====+=====TCMs are sturdy.=====
 Always remember that the TCM is moderately armored, it can take plenty of hits before being destroyed but it is by no means able to withstand heavy fire. Where small volleys of Spores, Blobs, and or Skimmers can't go, the TCM probably can as it is not only much more sturdy but also very fast, minimizing how long it takes fire before landing at the intended target. Always remember that the TCM is moderately armored, it can take plenty of hits before being destroyed but it is by no means able to withstand heavy fire. Where small volleys of Spores, Blobs, and or Skimmers can't go, the TCM probably can as it is not only much more sturdy but also very fast, minimizing how long it takes fire before landing at the intended target.
  
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 By far the biggest challenge TCMLs face is shields as the TCMs will face plant into the shield and instantly detonate and due to the premature detonation, all the Creeper is vaporized by the contained payload and that same premature detonation wasn't executed effectively, making the explosion completely harmless to the surrounding area. This also applies to when the TCM is intercepted in general. By far the biggest challenge TCMLs face is shields as the TCMs will face plant into the shield and instantly detonate and due to the premature detonation, all the Creeper is vaporized by the contained payload and that same premature detonation wasn't executed effectively, making the explosion completely harmless to the surrounding area. This also applies to when the TCM is intercepted in general.
  
-[[Lancers]] have been developed in hopes to fight this weakness and recent developments have allowed the stun shot of the [[Lancer]] to instantly destroy basic shields. Be sure to use this ability to your advantage when using many TCMLs.\\+[[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancers]] have been developed in hopes to fight this weakness and recent developments have allowed the stun shot of the [[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancer]] to instantly destroy basic shields. Be sure to use this ability to your advantage when using many TCMLs.\\
 Spores can also body slam themselves into shields to overload their shield generation system, causing the shield to collapse and the generator to require system maintenance which for the basic shield unit, is a system restart that is predictable in duration and consistent (although quite short).\\ Spores can also body slam themselves into shields to overload their shield generation system, causing the shield to collapse and the generator to require system maintenance which for the basic shield unit, is a system restart that is predictable in duration and consistent (although quite short).\\
 Totems, although curiously well crafted, so well in fact they sometimes get buried but are still perfectly functional, hold the same weakness as traditional shields when their shield is up. A single spore can hit the shield and overload the generator, although in the case of Totems, their generator does not overload but overworks and eats the supply it uses to maintain the shield, requiring additional supply to be sent to the Totem for reactivation as after the spore hits, the generator would have consumed too much supply (which under normal operation is so small it basically does not consume any while normally active) to maintain the shield. It is of great priority to take out the connection(s) to the now deactivated Totem in this state as to ensure it stays deactivated for there is no other means of keeping it inactive. Also be aware that Totems overwork and drain ammo, not overload, so their shields can remain active for a short time after a single spore hit before collapsing, this can be very annoying so it may be better to take out the connection to the Totem(s) such as with Blobs, then the shield itself. Totems, although curiously well crafted, so well in fact they sometimes get buried but are still perfectly functional, hold the same weakness as traditional shields when their shield is up. A single spore can hit the shield and overload the generator, although in the case of Totems, their generator does not overload but overworks and eats the supply it uses to maintain the shield, requiring additional supply to be sent to the Totem for reactivation as after the spore hits, the generator would have consumed too much supply (which under normal operation is so small it basically does not consume any while normally active) to maintain the shield. It is of great priority to take out the connection(s) to the now deactivated Totem in this state as to ensure it stays deactivated for there is no other means of keeping it inactive. Also be aware that Totems overwork and drain ammo, not overload, so their shields can remain active for a short time after a single spore hit before collapsing, this can be very annoying so it may be better to take out the connection to the Totem(s) such as with Blobs, then the shield itself.
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   * <color #FF0000><fs medium>Red Star:</fs></color> Quality is well above what would be if just an ERN was docked, these units also tend to be more sturdy. Missile Launchers with a Red Star are extremally effective at intercepting TCMs due to their superior range and fire rate. 2 TCMs are needed to even b-line into the Red Star Missile Launcher successfully but if it does not have additional support, you will only need 2 and when it is down, won't come back and you got 2 TCMLs to terrorize the enemy defenses!\\   * <color #FF0000><fs medium>Red Star:</fs></color> Quality is well above what would be if just an ERN was docked, these units also tend to be more sturdy. Missile Launchers with a Red Star are extremally effective at intercepting TCMs due to their superior range and fire rate. 2 TCMs are needed to even b-line into the Red Star Missile Launcher successfully but if it does not have additional support, you will only need 2 and when it is down, won't come back and you got 2 TCMLs to terrorize the enemy defenses!\\
   * <color #ACAAFFFF><fs medium>Platinum Large Star:</fs></color> Missile Launchers of Platinum Star grade quality are no-zones for launching TCMs into. Their massive range and ERN-Level fire rate means they can quickly send missiles to intercept the TCMs the moment they enter range and every second the targeted TCM is in the air reduces the chance of successfully landing MASSIVLY. Also keep in mind that units above ERN-Class also have extended Ammo Capacity, so Missile Launchers will have a lot more missiles to quickly launch. Multiple TCMs will be needed to get close and even more to take it out.\\   * <color #ACAAFFFF><fs medium>Platinum Large Star:</fs></color> Missile Launchers of Platinum Star grade quality are no-zones for launching TCMs into. Their massive range and ERN-Level fire rate means they can quickly send missiles to intercept the TCMs the moment they enter range and every second the targeted TCM is in the air reduces the chance of successfully landing MASSIVLY. Also keep in mind that units above ERN-Class also have extended Ammo Capacity, so Missile Launchers will have a lot more missiles to quickly launch. Multiple TCMs will be needed to get close and even more to take it out.\\
-  * <color #FF0000>**<fs medium>/A\ Class:</fs>**</color> Platinum Large Star but rather than every second in the air reduces chances of success, just entering range reduces changes massively and every 0.5 seconds in the air after being targeted makes chances ever worse as it is only a matter of time before the hoard of Missiles intercept the TCM and quickly dispatch of it. <color #FF0000>**If there is an /A\ class missile launcher, only OVERWHELMING AMOUNTS of air based pressure will take it down, I am talking about well over 6 TCMLs and 50 Spores JUST TO HIT IT. Blobs, Skimmers, and or Lancers set to stun are your only real options.**</color>+  * <color #FF0000>**<fs medium>/A\ Class:</fs>**</color> Platinum Large Star but rather than every second in the air reduces chances of success, just entering range reduces changes massively and every 0.5 seconds in the air after being targeted makes chances ever worse as it is only a matter of time before the hoard of Missiles intercept the TCM and quickly dispatch of it. <color #FF0000>**If there is an /A\ class missile launcher, only OVERWHELMING AMOUNTS of air based pressure will take it down, I am talking about well over 6 TCMLs and 50 Spores JUST TO HIT IT. Blobs, Skimmers, and or [[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancers]] set to stun are your only real options.**</color>
  
  
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 =====-LORE-===== =====-LORE-=====
 <tabbox IPE - Inertial Pulse Explosive> <tabbox IPE - Inertial Pulse Explosive>
- 
 Now, you most certainly have -10% knowledge of what is an Inertial Pulse Explosive, so allow me to enlighten you. Inertial Pulse Explosives, IPEs, release a massive impulse force upon detonation which is highly efficient in transferring kinetical motion energy to nearby matter, so rather than energy being lost in processes such as thermal dynamics, electro magnetic forces, so on so on, almost all the energy released by an IPE causes surrounding matter to be forced into motion. An explosive can do this but is more of a byproduct of other processes like thermal dynamics as surrounding matter is super heated by the energy released by a traditional explosive, causing the matter to enter motion in phase change such as a gas, much like in the Mushroom Clouds of Fission Bombs (Traditional Nukes), this makes this highly inefficient and requires a massive megaton warhead like a Fission Bomb to knock over imbedded structures, such as trees, with ease. An IPE can tare a sky scrapper from its foundation and launch it 20 Meters, problem is the range of an IPE is EXTREMLY SMALL so a small portion of that sky scrapper will actually by launched, and additionally, be launched at high enough velocities to be armor piercing shrapnel. Now, you most certainly have -10% knowledge of what is an Inertial Pulse Explosive, so allow me to enlighten you. Inertial Pulse Explosives, IPEs, release a massive impulse force upon detonation which is highly efficient in transferring kinetical motion energy to nearby matter, so rather than energy being lost in processes such as thermal dynamics, electro magnetic forces, so on so on, almost all the energy released by an IPE causes surrounding matter to be forced into motion. An explosive can do this but is more of a byproduct of other processes like thermal dynamics as surrounding matter is super heated by the energy released by a traditional explosive, causing the matter to enter motion in phase change such as a gas, much like in the Mushroom Clouds of Fission Bombs (Traditional Nukes), this makes this highly inefficient and requires a massive megaton warhead like a Fission Bomb to knock over imbedded structures, such as trees, with ease. An IPE can tare a sky scrapper from its foundation and launch it 20 Meters, problem is the range of an IPE is EXTREMLY SMALL so a small portion of that sky scrapper will actually by launched, and additionally, be launched at high enough velocities to be armor piercing shrapnel.
  
 This makes IPEs very effective against flying things, just because they don't have a surface(s) to prevent motion. Fliers hit by an IPE typically get torn to shreds as the shear impulse force turns the structural integrity into saw dust and launches that dust at hundreds of meters per second give or take. This makes the TCM 300% more deadly against fliers just because they are off the ground and not in contact with a surface, and most importantly, this is post-proportional to the actual lethality of the proper explosive power, so the entire payload of the TCM is amplified by 300% and the shockwave increases the damage zone by 150%. The pressure wave released by an IPE in the TCM in atmosphere can cause the same damage as the traditional explosives it already has, of course, including the pressure wave created by the actual explosives, ensuring almost no damage potential is lost from range, although the falloff quickly comes into effect and nullifies all potential damage exponentially the further from the center of the explosion. This makes IPEs very effective against flying things, just because they don't have a surface(s) to prevent motion. Fliers hit by an IPE typically get torn to shreds as the shear impulse force turns the structural integrity into saw dust and launches that dust at hundreds of meters per second give or take. This makes the TCM 300% more deadly against fliers just because they are off the ground and not in contact with a surface, and most importantly, this is post-proportional to the actual lethality of the proper explosive power, so the entire payload of the TCM is amplified by 300% and the shockwave increases the damage zone by 150%. The pressure wave released by an IPE in the TCM in atmosphere can cause the same damage as the traditional explosives it already has, of course, including the pressure wave created by the actual explosives, ensuring almost no damage potential is lost from range, although the falloff quickly comes into effect and nullifies all potential damage exponentially the further from the center of the explosion.
  
-<fs large>IMPORTANT NOTE:</fs> ALTHOUGH THE TCM CONTAINS IPE'S IT IS AN ATMOSPHERIC MISSILE AND DOES NOT POSSESS MANUVERING THRUSTERS TO CONDUCT STRAFING MOTION OR OTHER COMPLEX MANUVERS! THIS MAKES THE TCM HAVE GREAT DIFFICULTY IN HITTING EVASIVE FLIERS! ALTHOUGH A REPOSITIONING AI IS PRESSENT TO TRY AND LINE UP THE MISSILE FOR GOOD APPROCHES, EVASIVE FLIERS WILL HAVE NO PROBLEM DODGING THE LIMITED TURNING SPEED OF THE TCM!+IMPORTANT NOTE: ALTHOUGH THE TCM CONTAINS IPE'S IT IS AN ATMOSPHERIC MISSILE AND DOES NOT POSSESS MANUVERING THRUSTERS TO CONDUCT STRAFING MOTION OR OTHER COMPLEX MANUVERS! THIS MAKES THE TCM HAVE GREAT DIFFICULTY IN HITTING EVASIVE FLIERS! ALTHOUGH A REPOSITIONING AI IS PRESSENT TO TRY AND LINE UP THE MISSILE FOR GOOD APPROCHES, EVASIVE FLIERS WILL HAVE NO PROBLEM DODGING THE LIMITED TURNING SPEED OF THE TCM!
 <tabbox History> <tabbox History>
-Creation: Was meant to be an Anti Air missile.\\ +Creation: Was meant to be an Anti Air missile. 
-...\\ + 
-...\\ + 
-...\\+
 That version didn't last long. Even after a retargeting AI was added. That version didn't last long. Even after a retargeting AI was added.
  
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 The TCM payload was changed over 10 times! Each better than the last with more lethal range, damage, and fail safes to make the TCM more sturdy. The TCM payload was changed over 10 times! Each better than the last with more lethal range, damage, and fail safes to make the TCM more sturdy.
  
-The TCM was originally a Strategic Missile Silo but was refitted for the VWC project to be used by the C-V.S within the CW4 universe.+The TCM was originally a Strategic Missile Silo but was refitted for the VWC project to be used by the C.V-S within the CW4 universe.
  
-The TCM was the first ever proper missile created by Vertu, it taught Vertu scientists a lot about how things are going to work within the CW4 universe, now we have the [[Light SAM]] and [[Lancer]] because of this! +The TCM was the first ever proper missile created by Vertu, it taught Vertu scientists a lot about how things are going to work within the CW4 universe, now we have the [[cw4:cmod:docs:f82d5850-d76e-4151-9939-245c5dd0970d|Light SAM]] and [[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancer]] because of this! 
-</tabbox>+</tabbox>\\
  
 ---- ----
  
 [[http://knucklecracker.com/forums/index.php?topic=41251.0|VPAC CPACKs download location.]]\\ [[http://knucklecracker.com/forums/index.php?topic=41251.0|VPAC CPACKs download location.]]\\
-<=[[cw4:cpack:docs:f9d9792a-8743-4c24-be1d-d650a78734ad| CPACK - Vertu's Creeper Buildings]]\\ 
 <=[[cw4:cpack:vpac_wiki_page| VPAC Wiki Page]]\\ <=[[cw4:cpack:vpac_wiki_page| VPAC Wiki Page]]\\
-<=[[cw4:info:start#custom_units| Index]]+<=[[cw4:cpack:docs:f9d9792a-8743-4c24-be1d-d650a78734ad| Vertu's Creeper Buildings]]\\ 
 +<=[[cw4:custom| Custom CPACKs & Units]]\\ 
 +<=[[cw4:cpack:Start| Index]]
cw4/cmod/docs/6cae7a75-f751-40d9-9d48-403eeadf6080.1663849246.txt.gz · Last modified: 2022/09/22 08:20 by Vertu