The Seraphim learned from this example and quickly designed ACUs of their own, which were surprisingly similar in concept to their human counterparts. However, they had not encountered or thought of the concept of an ACU, thus they either piloted manually or had disorganized automated units. When the UEF first battled the Seraphim on Seraphim II, the Seraphim were vastly superior in technology and numbers, meaning they could build better units for better costs and have better economy structures. There some minor non-game breaking glitches involved with this upgrade: Any unit which leaves the ACU's area of effect will keep the 10% HP boost, but will lose it on its first hit, in addition to losing HP equivalent to the power of the shot the unit got hit with. It also grants nearby units an HP boost of 10%. Grants nearby units (radius of 25, about the ACU's vision/Omni radius) a HP regeneration of 1.1%MaxHP/s, up to a maximum of 200. Increases maximum health of nearby units.Īn upgrade to the Restoration Field. Teleportation requires a tremendous amount of energy to perform (10000/s, for 30 seconds) and, as such, should only be done in the late game.įurther speeds up the repair speed of nearby units. This upgrade costs massive amounts of energy, but very little time, as such, activating this upgrade will almost guarantee you will have an Energy crash. This upgrade allows the ACU to teleport across a map, no matter the distance. Requires considerable Energy to activate. The ACU can be more easily assisted though, and an ACU with a Tech 2 Engineering Suite can build a missile in 5 seconds.Īdds teleporter. The missiles have a lower time cost, but the ACU has a lower initial build rate, effectively canceling each other out. It does cost less to build the weapon, but not the missiles. This weapon is similar to the T2 Tactical Missile Launcher: Ythis, however the missiles have a slightly larger damage radius (larger than any other tactical missiles in the game). Gives the ACU a Laanse Tactical Missile Launcher. Mounts a tactical cruise missile launcher onto the back of the ACU. Can be further upgraded to the Advanced Resource Allocation System. Increases the resources the ACU produces to 3000 Energy and 16 Mass. Upgrades Back upgrades Resource Allocation System This combined with a Ythotha is potentially a game ender: while the Ythotha is the main damage dealer for destroying buildings, waves of enemies, or otherwise crushing units, the ACU/SACU combo can deal with any other experimental unit threatening the Ythotha. A group of 4 can destroy experimental units in just one to two volleys, fast enough to prevent major damage. The UEF fully battle ready ACU is more defense and mobile shield oriented, while the Cybran version is threatening with its laser.Ī Seraphim battle ACU escorted by battle SACUs is especially dangerous: not only do the SACU's 75000 Max HP make them near unstoppable, but they also have a Light Chronotron Overcharge Cannon. It is the only ACU to have an Enhanced Nano-Repair System and the unique Restoration Field, which can be upgraded to a Rapid Restoration Field, but lacks shield upgrades. The Seraphim ACU has more upgrades than that of the other factions, as well as more cumulative upgrades. For the alternative choice of back upgrades, the TML is not typically used over the TML structure and the Teleporter is situationally useful for assassinating enemy ACUs. In the very late game the Refracting Chronotron can be taken to unlock the maximum damage potential. A standard combat layout is the Gun Accelerator, followed by the engineering suites for health and forward PD construction, followed by the nano repair system. (35000 HP, 150 HP/s regeneration plus veterancy, up to 800 DPS with the Chronotron Cannon and overcharges). Unlike the other faction's ACUs, when fully battle upgraded the Seraphim ACU can hold its own on the battlefield, even against experimental units to a lesser extent.
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