This is an old revision of the document!
⇐ Index
Player Unit Data
Weapons
Cannon
ERN Status | Fire Range | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second | Damage per Energy |
No ERNs | 9 | 8 | 0.25 | 12 | 45 | 0.9375 | 48 |
ERN Portal Upgrade | 11 | 6 | 0.25 | 12 | 60 | 1.25 | 48 |
ERN | 18 | 4 | 0.2 | 12 | 90 | 1.5 | 60 |
ERN+ERN Portal Upgrade | 22 | 3 | 0.2 | 12 | 120 | 2 | 60 |
Mortar
ERN Status | Fire Range | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second | Damage per Energy |
No ERNs | 13 | 90 | 3 | 180 | 60 | 1 | 60 |
ERN Portal Upgrade | 16 | 67 | 3 | 180 | 80.597 | 1.343 | 60 |
ERN | 26 | 45 | 2 | 180 | 120 | 1.333 | 90 |
ERN+ERN Portal Upgrade | 32 | 33 | 2 | 180 | 163.636 | 1.818 | 90 |
Sprayer
ERN Status | Fire Range | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second | Damage per Ammo |
No ERNs | 9 | 10 | 0.2 | 1.8 | 5.4 | 0.6 | 9 |
ERN Portal Upgrade | 11 | 7 | 0.2 | 1.8 | 7.714 | 0.857 | 9 |
ERN | 18 | 5 | 0.2 | 1.8 | 10.8 | 1.2 | 9 |
ERN+ERN Portal Upgrade | 22 | 3 | 0.2 | 1.8 | 18 | 2 | 9 |
Sniper
ERN Status | Fire Range | Fire Interval | Ammo Per Shot |
No ERNs | 30 | 30 | 6 |
ERN Portal Upgrade | 37 | 22 | 6 |
ERN | 45 | 15 | 3 |
ERN+ERN Portal Upgrade | 56 | 11 | 3 |
Missile
ERN Status | Fire Range | Fire Interval | Ammo Per Shot |
No ERNs | 40 | 16 | 4 |
ERN Portal Upgrade | 50 | 12 | 4 |
ERN | 60 | 8 | 2 |
ERN+ERN Portal Upgrade | 75 | 6 | 2 |
Air Units
Bomber
ERN Status | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second* | Damage per Energy |
No ERNs | 20 | 4 | 157.5 | 236.25 | 6 | 39.375 |
ERN Portal Upgrade | 20 | 4 | 157.5 | 236.25 | 6 | 39.375 |
ERN | 10 | 2 | 157.5 | 472.5 | 6 | 78.75 |
ERN+ERN Portal Upgrade | 10 | 2 | 157.5 | 472.5 | 6 | 78.75 |
Airship Primary Weapon
ERN Status | Fire Range | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second | Damage per Energy |
No ERNs | 30 | 60 | 1 | 1450 | 725 | 0.5 | 1450 |
ERN Portal Upgrade | 30 | 60 | 1 | 1450 | 725 | 0.5 | 1450 |
Special Units
Shield
ERN Status | Range | Ammo Usage Per Second |
No ERN | 10 | 0.5 |
ERN | 14 | 0.5 |
Beacon
ERN Status | Range |
No ERN | 20 |
ERN | 32 |
Terp
ERN Status | Fire Interval | Range |
No ERNs | 30 | 25 |
ERN Portal Upgrade | 23 | 31 |
ERN | 15 | 50 |
ERN+ERN Portal Upgrade | 12 | 62 |
1)
Number of frames the laser has to be active to perform one action.
Bertha
ERN Status | Fire Interval | Ammo Per Shot | Damage per Shot | Damage Per Second | Ammo Usage Per Second | Damage per Energy |
No ERNs | 180 | 40 | 1450 | 241.667 | 6.67 | 36.25 |
ERN Portal Upgrade | 180 | 40 | 1450 | 241.667 | 6.67 | 36.25 |
ERN | 180 | 40 | 4350 | 725 | 6.67 | 108.75 |
ERN+ERN Portal Upgrade | 180 | 40 | 4350 | 725 | 6.67 | 108.75 |
Energy Income
This table lists how many seconds a tower takes to pay for itself once operational depending on the situation, and includes the miners for comparison. The EC is the ERN portal's energy collection upgrade.
Unit | Repayment time | EC Repayment Time | Energy/Sec at max | EC Energy/Sec at max |
Tower - 121 Soylent | 27 | 22 | 0.333 | 0.5 |
Tower - 121 Soylent 50% Eco | 15.5 | 12.7 | 1.0 | 1.5 |
Tower - 40 Soylent | 49.3 | 34.3 | 0.11 | 0.166 |
Miner | 40 | 26.7 | 1.0 | 1.5 |
ERNed Miner | 8 | 5.3 | 5.0 | 7.5 |
So basically if you place a tower that can make 121 soylent and it survives for at least 27 seconds, it has paid for itself (a good guideline might be 30 seconds to take into account distance inefficiency). If it died at any point past that, it would have been worth it to build for energy generation. Note that the ERN portal's energy generation upgrade doesn't reduce the initial payoff time as much as you might think, because most of that time is waiting for the soylent to accumulate.
Every 6 tiles of soylent will generate approximately 1 energy per minute. With the ERN portal energy upgrade, every 4 tiles of soylent will produce 1 energy in a minute.
There's also efficiency loss based on the time it takes a packet to get to the tower, but at the absolute worst that's only a 20% drop in income.
1)
Assumes short travel times where tower inefficiency doesn't come into play
2)
The actual value is within 1% of that, (i.e. 6 tiles of soylent will produce .992 energy/minute)