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cw3:units:friendly [2017/12/03 13:54] – [Structures] Chris 8892cw3:units:friendly [2020/12/11 18:11] (current) – [Terp] typo BilboGCL
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 {{:cw3:units:cw3-commandnode.png?80}} {{:cw3:units:cw3-commandnode.png?80}}
  
-The Command Node, aka CN, is the center of your network. It uses energy to create packets and ore to make anti-creeper. It is the only unit that can fulfill these tasks. It is possible to have up to 3 Command Nodes in a single game, depending on the mission's parameters. By default, a CN produces 1.5 energy and can connect to any structure within less than 16 squares from it (which mans that it will connect to a unit with its center 15 squares in a straight line and 3 squares from this axis). Upon destruction, it will return to orbit as if it was recalled by the player. Upon returning to orbit, all of the AC in the Command Node will drop from orbit to random locations around the map, creating an AC rain effect. The CN is 9x9 squares large and can be centered on a power zone to receive a bonus. They can'connect to items on the map, so to pick them up, use a collector or relay.+The Command Node, aka CN, is the center of your network. It uses energy to create packets and ore to make anti-creeper. It is the only unit that can fulfill these tasks. It is possible to have up to 3 Command Nodes in a single game, depending on the mission's parameters. By default, a CN produces 1.5 energy and can connect to any structure within less than 16 squares from it (which mans that it will connect to a unit with its center 15 squares in a straight line and 3 squares from this axis). After sustaining enough to bring its health-points down to 0, it will return to orbit as if it was recalled by the player. Upon returning to orbit, all of the AC in the Command Node will drop from orbit to random locations around the map, creating an AC rain effect. The CN is 9x9 squares large and can be centered on a power zone to receive a bonus. CNs do not connect to collectibles on the map.
  
 More detailed info can be found [[cw3:unit_data_overview#command_node_cn|here.]] More detailed info can be found [[cw3:unit_data_overview#command_node_cn|here.]]
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 ===== Structures ===== ===== Structures =====
  
-Structures are mostly your economy buildingstheir main difference from weapons is that they don't damage the creeper in any way. Some of them can greatly increase your offensive power. All structures except ore mines which have to be placed on ore deposits and the aether forge can be placed on Powers zones to receive bonuses. More exact information about the structures can be found [[cw3:unit_data_overview#Structures|here.]]+Structures are your economy, infrastructure, and defensive buildings and are useful in establishing your economy, increasing your offensive power, gathering resources, or in providing non-offensive defense. All structures (except ore mines and the aether forgecan be placed on Powers zones to receive bonuses. More exact information about the structures can be found [[cw3:unit_data_overview#Structures|here.]]
 ==== Collector == ==== Collector ==
 ^Collector^^ ^Collector^^
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 ^ Cost| 5 | ^ Cost| 5 |
 ^ Connection Range| 10 | ^ Connection Range| 10 |
-^ Energy production| 0.max |+^ Energy production| 0.max |
  
  
-The Collector is the first thing you will want to begin to build, it gathers energy and also makes the network. Every collector has a green collection area shown around it. The total energy collected depends on that area so you want to build your collectors so that there is minimal overlap. The collectors can also connect to any unit nearby so they are needed to expand your network. Collectors are cheap and will form the backbone of your network especially in the beginning of any map. +The Collector is the first thing you will want to build as it is cheap, gathers energyand begins building your network before you build relays. Every collector will have a green collection area shown around it once built, and total energy collected depends on that area so it is more efficient to build with minimal overlap.
  
 **Power Zone Effect:** **Power Zone Effect:**
-Increased collection radius.+Triples connection range to all friendly units and 1.5x energy generation per terrain unit
  
 ---- ----
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 ^ Energy production| 0 | ^ Energy production| 0 |
  
-Relays are very useful in network building as they offer a longer connection range to other relays and they conduct packets at double speed which is really important when maintaining a large network. During an assault they are much better than collectors.+Relays are useful when building a network since they offer a longer connection range to other relays and conduct packets at double speed. During an assault they are much better than collectors.
  
 **Power Zone Effect:** **Power Zone Effect:**
-Can connect to other relays from much farther away.+Doubles connection range to other relays.
  
 ---- ----
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 ^ Energy production| 0.4 | ^ Energy production| 0.4 |
  
-Reactors provide energy and don't require a collection area so they can be build close to each other and produce a lot of energy. They cost quite a lot so it's advised to build some collectors first then start building reactors a few at a time.+Reactors produce double that energy of maxed-out collectors and do not rely on a collection area. However, they are quite expensive and it is recommended to build only a few at a time. Reactors become extremely useful once space becomes scarce and an edge is required to begin pushing out against the creeper
  
 **Power Zone Effect:** **Power Zone Effect:**
-Massive power boost.+Ten times power generation.
  
 ---- ----
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 ^ Ore production| 0.9 | ^ Ore production| 0.9 |
  
-You can build the ore mines on ore deposits, ore is required to produce anti-creeper. Be careful not to schedule too many ore mines at the very beginning of a mission as that can eat up your energy needed elsewhere.  +Ore mines can only be built on ore deposits. Once built, ore mines send ore to the CN where it is turned into anti-creeper. Be careful not to schedule too many ore mines at the very beginning of a mission as that can eat up energy needed elsewhere.  
  
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 ^ Ore production| 0 | ^ Ore production| 0 |
  
-The Siphon allows you to gather energy, ore or aether(requires also forge) from crystals that are laying scattered all around the maps. It'advisable to build them as soon as possible when given access to a resource especially energy.+The Siphon allows you to gather energy, oreor aether(requires forge) from crystals that are scattered around the maps. It is advisable to build them as soon as possible when given access to a resource to gain an early boost.
 ---- ----
  
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-The Shield shields you from Creeper and Spore attacks, it also is good friend when you are trying to take out emitter with your little friend the NullifierIt generates a field that pushes back the Creeper but too much of it will overwhelm and destroy the shield.+The Shield protects units by repelling Creeper and Spores using from circular area seen in-game as white circleToo much Creeper will still overwhelm and destroy the shield. Shields also are expensive to maintain. Use in conjunction with nullifiers to deal with particularly nasty emitters.
  
 **Power Zone Effect:** **Power Zone Effect:**
-Increased range and stronger repulsion effect.+Doubles range and repulsion effect.
  
 ---- ----
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 ^ Firing Speed | 30 frames/square*level | ^ Firing Speed | 30 frames/square*level |
  
-The Terp (Oirgin TerraPod) lets you rise or lower the terrain for tactical attacks or defenses.+The Terp (Origin TerraPod) terraforms the terrain for tactical attacks or defenses. It cannot terraform cells occupied by creeper.
  
 **Power Zone Effect:** **Power Zone Effect:**
-Increased range, terraforming is faster and cheaper.+Lowers energy cost per cell to 1/3. Increases terraforming range and speed.
  
 ---- ----
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 {{:cw3:units:cw3-landingpad-strafer.png?nolink|}} {{:cw3:units:cw3-landingpad-bomber.png?nolink|}} {{:cw3:units:cw3-landingpad_packets.png?nolink|}} {{:cw3:units:cw3-landingpad_ore.png?nolink|}} {{:cw3:units:cw3-landingpad-strafer.png?nolink|}} {{:cw3:units:cw3-landingpad-bomber.png?nolink|}} {{:cw3:units:cw3-landingpad_packets.png?nolink|}} {{:cw3:units:cw3-landingpad_ore.png?nolink|}}
  
-The Landing Pads are for the flying units, they have different letters/symbols and colors to show what function the flying unit it belongs to behold.+Each Landing Pad will base one flying unit. Each pad and corresponding unit has a distinct style and colorThe four current variations are:
  
 Strafer - Bomber - Packet Guppy - Ore Guppy Strafer - Bomber - Packet Guppy - Ore Guppy
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 ^ Health | ? | ^ Health | ? |
  
-The Guppy lets you gather or transport energy or ore to placed that are not necessary connected to the network. +The Guppy lets you gather or transport energy or ore to locations on the map not connected to the network. 
-It changes color when you switch between packet or ore transport. Be careful with sending too many packet guppies at once as once they take off the landing pad starts charging another 120 packets. Ore guppies have to be build connected to the mine and then they should transport the ore to the CN. AC carrying guppies have been added to the game. AC guppies work in a similar fashion to the packet guppies.+Players can switch the Guppy to transport either packets or ore. Be careful with sending too many Packet Guppies at once since Landing Pads will begin collecting another 120 packets once the Guppy takes off. Ore Guppy Landing Pads have to be built connected to an ore mine. AC carrying guppies have been added to the game since its release, and work in a similar fashion to Packet Guppies.
  
  
 **Power Zone Effect:** **Power Zone Effect:**
-Doubled cargo capacity, faster flight speed.+Doubles cargo capacity, doubles request rate, triples speed.
  
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 ^ Damage | 8 | ^ Damage | 8 |
  
-The Cannon aka PC (Origin Pulse Cannon) is your standard defense/attack weaponfast fire ratebut pretty weak. It has targeting priority options: Creeper(Default), Digitalis and Runners. It'highly advisable to change the default targeting priority on maps with digitalis as by default the PC will ignore digitalis as long as it has Creeper in range, often causing many problems during assaults.+The Cannon (Origin Pulse Cannon) is your standard defense/attack weapon with a fast fire rate but weak strength. It has three targeting priority options: Creeper(Default), Digitalisand Runners. It is highly advisable to change the default targeting priority on maps with digitalis asby defaultthe Cannon will ignore digitalis as long as it has Creeper in range, often causing many problems during assaults.
  
 More detailed information along with upgrade effects can be found on the [[cw3:unit_data_overview&#Weapons| unit data overview]] page. More detailed information along with upgrade effects can be found on the [[cw3:unit_data_overview&#Weapons| unit data overview]] page.
  
 **Power Zone Effect:** **Power Zone Effect:**
-Increased range and extremely fast firing speed.+Increased range and firing speed, 0.4x ammo per shot.
  
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 {{:cw3:units:cw3-mortar.png?nolink|}} {{:cw3:units:cw3-mortar.png?nolink|}}
  
-The Mortar is your second standard defense/attack weaponslow fire ratebut deals great damage to dense Creeper. The Mortar can also shoot over walls making it a great weapon to use in conjunction with the TERP.+The Mortar is your second standard defense/attack weapon with a slow fire rate but is very effective against dense creeper. The Mortar can also shoot over walls while the Cannon cannot.
  
  
 **Power Zone Effect:** **Power Zone Effect:**
-Increased range and rapid firing.+Increased range and firing speed, .33x ammo per shot.
  
 ---- ----
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 {{:cw3:units:cw3-landingpad-strafer.png?nolink|}} {{:cw3:units:cw3-strafer.png?nolink|}} {{:cw3:units:cw3-landingpad-strafer.png?nolink|}} {{:cw3:units:cw3-strafer.png?nolink|}}
  
-The Strafer is your fast attack fighter with a machine gun.+The Strafer is an airborne fast attack fighter with a machine gun.
  
  
cw3/units/friendly.1512327248.txt.gz · Last modified: 2017/12/03 13:54 by Chris 8892