TOTAL MAYHEM UNIT GUIDE

Generally in TOTAL MAYHEM almost all units in the game have had their sight range and weapon range improved. This is because people play at higher monitor resolutions now than they did when the game first came out. 640x480 used to be fairly standard, now it's 1024x768 or higher.

This is also to give certain units more strategic value as spotter units.

The Commander

Commanders have been given a bit of a boost in Total Mayhem. While this may offer a bit of an advantage to those using theirs aggressively, it's still worth noting that it's a very valuable unit that is very vulnerable especially after the early game... and there is a whole tier of Level 3 units to contend with.

Kbots

Most kbots have been given better climbing ability, instead of having the same maximum slope as tanks.

Aircraft

You'll notice that the health stats of aircraft are roughly twice what they are in OTA. AA weapon damage vs aircraft is also twice as high, at least. This is to ensure more delineation between anti-ground and anti-air weapons, and helps counter the longer ranges of a lot of ground units that enables them to shoot more at aircraft.

Hovercraft

Hovercraft are significantly more manueverable, and now move more like you'd expect hovercraft to: moving in a given direction without waiting to turn first.

Predictable metal economy

All units (including buildings) have a consistent ratio between their metal cost and the time it takes to build. The result is a more easily managed metal economy, and easier to predict how long a unit will take to be built: The kbot factory builds at 6 metal per second for everything it builds, so a 120 metal cost unit will take 20 seconds to be built. You'll notice all mobile units with stats in the guide therefore have the time it takes for them to be built by their factory next to their metal cost.

Level 1 Factories build at 9 metal per second
Level 2 Factories build at 15 metal per second
Level 3 Factories build at 24 metal per second

Exceptions:

Mobile construction units

: 3 metal/s Construction Aircraft
4.5 metal/s Construction Kbots and Hovercraft
6 metal/s Construction Vehicles, minelayers and Advanced Construction Aircraft
7.5 metal/s Construction Ships
9 metal/s Advanced Construction Kbots and Hovercraft, Construction Spider
10.5 metal/s Construction Tortoise, FARK, Necro
12 metal/s Advanced Construction Vehicles, Decoy Commanders, Experimental Construction Aircraft
13.5 metal/s Advanced Construction Subs
18 metal/s Commander, Experimental Construction Kbots and Hovercraft
24 metal/s Experimental Construction Vehicles
27 metal/s Experimental Construction Sub/Walking Construction Ship
Exceptions:


Level 1 units

Storage

- unchanged. Energy storage still stores 3000 energy, metal 1000.

Metal Maker

- unchanged. There are plenty of mods out there that reduce metal maker efficiency to 80, 100 or even 120 energy for 1 metal. This slows down gameplay. Instead, Total Mayhem encourages expansion and increases game pace by making extractors better and more efficient.

Geothermal Powerplant

- unchanged

Arm Solar Panel

- Produces Energy
Cost: 109 metal 608 energy Health: 358 (895 when closed) Energy production: 25 Footprint: 5x5
The regular solar panel is cheaper, and produces more energy. This may seem like quite a fundamental game change, but in fact Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit. This means they don't reopen in the middle of being attacked like they do in OTA. And if they are hit just once, they reopen faster.

Arm Wind Turbine

- Produces Energy
Cost: 55 metal 458 energy Health: 179 Energy production: variable, 0-30 Footprint: 4x4
With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken.

Arm Metal Extractor

- Extracts Metal
Cost: 73 metal 531 energy Health: 221 Metal extraction: variable, up to 3.3 metal/s Footprint: 3x3
To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build.

Arm Popup Solar Collector

- Produces Energy
Cost: 305 metal 2900 energy Health: 624 (2496 when closed) Energy production: 75 Footprint: 6x6
Produces triple the energy of a regular solar panel, takes up a bit more space, folds right up and becomes very tough when closed.

Arm Advanced Tidal Generator

- Produces Energy, self-defending
Cost: 298 metal 2705 energy Health: 1352 Tidal generator x3 Footprint: 4x4
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE

Core Solar Collector

- Produces Energy
Cost: 106 metal 632 energy Health: 365 (913 when closed) Energy production: 25 Footprint: 5x5
The regular solar panel is cheaper, and produces more energy. Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit.

Core Wind Generator

- Produces Energy
Cost: 55 metal 470 energy Health: 189 Energy production: variable, 0-30 Footprint: 4x4
With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken.

Core Metal Extractor

- Extracts Metal
Cost: 79 metal 514 energy Health: 258 Metal extraction: variable, up to 3.3 metal/s Footprint: 3x3
To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build.

Core M-Gen

- Produces Energy
Cost: 427 metal 3806 energy Health: 980 Energy production: 105 Footprint: 4x4
Core's T1.5 option produces more energy and is more compact allowing you to build more in the same space, but is a bigger investment, and beware the bigger explosion when it is destroyed.

Core Advanced Tidal Generator

- Produces Energy, self-defending
Cost: 308 metal 2862 energy Health: 1484 Tidal generator x3 Footprint: 4x4
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE

ARM LVL1 KBOTS

CONSTRUCTION KBOT

- Builds at 4.5 metal/s
Cost: 146 metal (16.6 seconds) 1649 energy Health: 600 Speed: 15 m/s Vision range: 235

PEEWEE

- Light Infantry Kbot
Cost: 64 metal (7.1 seconds) 697 energy Health: 275 Speed: 26.4 m/s Vision range: 280
Weapon: EMG 190 range 60 dps (15 x2 per burst, 0.5 reload), 12 AOE
Peeweeeeee! ;) In order to have something fast for scouting in the kbot lab, Peewees are quicker - now a bit faster than Flashes. There's also been a change to the EMG weapon - it now fires half the number of shells at double damage - this is an effort to reduce lag while not changing the look and sound of the unit ingame too radically. Fast, best value firepower in the game and a useful raiding unit to build first on small maps. Also, armour has been boosted by 20%, still very low, a little bit poorer value than the Flash.

ROCKO

- Rocket Kbot
Cost: 117 metal (13 seconds) 964 energy Health: 610 Speed: 16.2 m/s Vision range: 260
Weapon: Rockets 440 range 32.5 dps (130 per shot, 4 reload), 32 AOE
Rocko gets a 10% boost in range and a small boost in rocket damage and velocity. It will pick off moving targets a bit better now.

HAMMER

- Artillery Kbot
Cost: 162 metal (18 seconds) 1287 energy Health: 750 Speed: 15.6 m/s Vision range: 250
Weapon: Artillery 485 range 43.3 dps (72 per shot, 1.66 reload), 40 AOE
Gun-ready script is now much faster. However, unlike many other units the turret/torso traverse is still quite slow - in testing it was found this was too good as a brawler unit if this was increased too much. Range increased by 30%. This is now a proper small artillery unit that can shoot at a decent range.

JETHRO

- Anti-air kbot
Cost: 108 metal (12 seconds) 1019 energy Health: 520 Speed: 16.8 m/s Vision range: 290
Weapon: 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE
This anti-air unit sports much better missile reload, meaning its firepower is about equal to a Samson, although still has poorer armour and is a bit more expensive. One other change: see the definitive answer to AA missile unit domination for details.

WARRIOR

- Medium Infantry Kbot Cost: 196 metal (21.8 seconds) 2012 energy Health: 1262 Speed: 15.6 m/s Vision range: 260
Weapon 1: 230 range 75 dps (15 x8 per burst, 1.6 reload), 12 AOE
Weapon 2: 300 range 40 dps (50 per shot, 1.25 reload), 32 AOE, ballistic
Now has a unique head-mounted shotgun weapon, and ballistic cannon on both arms - it can now aim and fire each weapon simultaneously and independently. Armour increased by 20%, and speed increased. The Warrior is now much more worth the nearly 200 metal investment.

FLEA

- Fast Scout Kbot
Cost: 49 metal (6 seconds) 812 energy Health: 95 Speed: 34.8 m/s Vision range: 263
Weapon: 260 range 24 dps (24 per shot, 1 reload), 24 AOE - light gauss
The Flea is now an all-terrain kbot, able to climb any slope - and bite a bit harder. ;)

HELLDIVER

(Sunburner) - Amphibious Infantry Kbot
Cost: 80 metal (8.9 seconds) 846 energy Health: 425 Speed: 21 m/s Vision range: 260 Sonar: 130
Weapon: EMG 240 range 42.9 dps (15 x2 per burst, 0.7 reload), 12 AOE
- A more armoured version of the Peewee, that can go underwater. Excellent early raiding unit on maps like GOW - however of course, this unit will be pulverized by torps and depth charges - or just about anything - easily.

CORE LVL1 KBOTS

CONSTRUCTION KBOT

- Builds at 4.5 metal/s
Cost: 152 metal (16.9 seconds) 1559 energy Health: 640 Speed: 14.4 m/s Vision range: 230

AK

- Light Infantry Kbot
Cost: 66 metal (7.3 seconds) 696 energy Health: 290 Speed: 25.2 m/s Vision range: 275
Weapon: 190 range 50 dps (45 per shot, 0.9 reload), 8 AOE
s Cavedog should have done in the first place, AK's own weapon has been ditched. The AK now shares the Instigator weapon just like the Peewee shares the Flash's. The AK's speed has been increased to a bit faster than the Instigator, to provide a decent scouting unit for the Kbot Lab. Armour has been boosted by 20%, still very low, a little bit poorer value than the Instigator as it should be given it now has superior speed.

STORM

- Rocket Kbot
Cost: 118 metal (13.1 seconds) 985 energy Health: 690 Speed: 15 m/s Vision range: 265
Weapon: Rockets 440 range 33.3 dps (100 per shot, 3 reload), 32 AOE
As with the Rocko, Storm gets a boost in range, firepower and velocity. It is still a somewhat superior unit to the Rocko, with a better reload and no wait to ready the launchers.

THUD

- Artillery Kbot
Cost: 157 metal (17.4 seconds) 1181 energy Health: 830 Speed: 14.4 m/s Vision range: 275
Weapon: Artillery 460 range 44.4 dps (60 per shot, 1.35 reload), 40 AOE
Since the Thud has less of an advantage now with the way its guns are instantly able to fire, the weapon has been increased in range, firepower and reload time. It's much closer to the hammer's power now.

CRASHER

- Anti-air laser kbot
Cost: 102 metal (11.3 seconds) 1004 energy Health: 560 Speed: 15.6 m/s Vision range: 295
Weapon: 650/250 range 142.2/35.6 dps (128/32 per shot, 0.9 reload), 12 AOE
The Crasher is now an Anti-Air Laser Kbot. Side diversity ftw. It has much shorter range vs ground, and the laser cannot hit fast aircraft quite as well as missiles do, but it does much better damage than AA missile units.

MAK

(Core Prime) - Medium Assault Kbot Cost: 218 metal (24.2 seconds) 2287 energy Health: 1220 Speed: 16.32 m/s Vision range: 270
Weapon 1: laser 230 range 95 dps (95 per shot, 1 reload), 16 AOE
Weapon 2: missile 550 range 62.5/12.5 dps (150/30 per shot, 2.4 reload), 32 AOE
Core gets a unit which is similar to the Warrior. Its laser weapon is more lethal than the Warrior's and it sports AA missiles! It lacks the ballistic cannon the Warrior has, however.

BEETLE

(Mayhem) - Rocket Launcher kbot
Cost: 174 metal (19.3 seconds) 1620 energy Health: 380 Speed: 15 m/s Vision range: 240
Weapon: rocket 520 range 30 dps (240 per shot, 8 reload), 40 AOE, vertical launch, unguided
a very small kbot with a little v-launch rocket weapon. It has a special ability: it flips over when under fire and becomes much tougher. As soon as it moves it flips back on its feet.

ARM LVL1 VEHICLES

CONSTRUCTION VEHICLE

- Build speed 6 metal/s
Cost: 202 metal (22.4 seconds) 1930 energy Health: 870 Speed: 19.2 m/s Vision range: 235

JEFFY

- Fast Attack Vehicle
Cost: 44 metal (7.3 seconds) 564 energy Health: 99 Speed: 34.8 m/s Vision range: 320
Weapon: 190 range 33.3 DPS (15 x2 per burst 0.9 reload), LOS, 12 AOE
Jeffy has had a minor boost in manueverability (turnrate) and its weapon is now a low-damage burst EMG.

FLASH

- Light Tank
Cost: 106 metal (17.7 seconds) 870 energy Health: 615 Speed: 24 m/s Vision range: 250
Weapon: 190 range 60 DPS (15 x2 per burst 0.5 reload), LOS, 12 AOE
EMGs have been doubled in reload time and damage - they do the same amount of damage per sec but are considerably less noisy and laggy now. Apart from this the Flash is unchanged.

STUMPY

- Medium Tank
Cost: 178 metal (29.7 seconds) 1446 energy Health: 1180 Speed: 19.2 m/s Vision range: 250
Weapon: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE
Stumpy has had a cost and armour boost, with a small reduction in speed and manuverability. Also a more powerful weapon now, with better range. It's now faster, more armoured and more expensive than the Raider - but the Raider has the same power weapon, and Core also has the Leveler, to which Arm doesn't have a direct counter...

SAMSON

- AA missile truck
Cost: 119 metal (19.8 seconds) 1027 energy Health: 650 Speed: 18 m/s Vision range: 275
Weapon: 700/450 range 100/16.7 DPS (240/40 per shot 2.4 reload), guided, 32 AOE
Seethe definitive answer to AA missile unit domination. Plus small reduction in turnrate.

PODGER

- Minelayer
Cost: 163 metal (27.2 seconds) 1031 energy Health: 1080 Speed: 21.6 m/s Vision range: 235
Nanolathe: 120 workertime 75 build distance
Since this unit was hardly seen at all in OTA, there have been some major changes to this unit. It is now the size of a stumpy, much smaller, quicker and more manueverable, builds much more powerful mines, and can repair and assist building as well as a Construction Vehicle - so if you like it can be used as a sort of level 1 FARK. Of course if you start using them as such, your opponent might start worrying you have laid mines somewhere... which is not a bad thing.

Podger build menu:


Tiny Mine 11 metal (2 seconds) 200 Energy, explosion 1200 damage 450 area, damage reduces with distance to 480 at edge

Medium Mine 28 metal (4.7 seconds) 700 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge

EMP Mine 60 metal (10 seconds) 2550 energy, explosion 60 seconds paralysis (less for heavy units) 865 area, stun duration decreases with distance down to 50% at edge

Nuclear Mine 447 metal (2 minutes 4.5 seconds) 12272 energy, explosion 12500 damage 800 area, damage decreases with distance down to 2500 at edge

Dragon's Eye - Sight tower 47 metal (7.8 seconds) 450 energy, 700 health (1750 when closed), Sight range 1000, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm

Podger also builds Dragon's Teeth, and basic defences: Sunspot, LLT, Radical, Fury

TERRIER

- Fast Skirmish Tank(MAD-TA)
Cost: 82 metal (13.7 seconds) 760 energy Health: 295 Speed: 28.8 m/s Vision range: 275
Weapon: 260 range 37.9 DPS (24 x3 per salvo 1.9 reload), LOS, 12 AOE
Think of Terriers as somewhere between Jeffies and Flashes in terms of armour, speed and weapon damage - but with better weapon range than either.

JANUS

- Rocket Tank (Unlimited Units/Mayhem)
Cost: 232 metal (37 seconds) 1902 energy Health: 850 Speed: 18.6 m/s Vision range: 260
Weapon: 510 range 56.5 DPS (130 x2 per salvo 4.6 reload), LOS, 40 AOE
- rocket tank. Fires 2-rocket salvoes with great range, fairly reasonable top speed but very slow to turn or accelerate, and very light armour for the cost.

COLT

- Mobile Cluster Artillery (Mayhem)
Cost: 244 metal (39 seconds) 2060 energy Health: 720 Speed: 16.2 m/s Vision range: 270
Weapon: 540 range 50 DPS (25 x7 per burst, 3.5 reload), 32 AOE, ballistic
Shotgun-style artillery. Blanket an area in low-power explosions. Could work well in groups...

CORE LVL1 VEHICLES

CONSTRUCTION VEHICLE

- Build speed 6 metal/s
Cost: 210 metal (23.3 seconds) 1930 energy Health: 870 Speed: 18 m/s Vision range: 225

WEASEL

- Fast Scout Vehicle
Cost: 46 metal (5.1 seconds) 575 energy Health: 104 Speed: 32.76 m/s Vision range: 310
Weapon: 180 range 33.3 DPS (30 per shot 0.9 reload), LOS, 12 AOE
Weasel is a bit quicker turning, braking and acceleration.

INSTIGATOR

- Light Tank
Cost: 110 metal (12.2 seconds) 887 energy Health: 673 Speed: 22.2 m/s Vision range: 240
Weapon: 190 range 50 DPS (45 per shot 0.9 reload), LOS, 8 AOE
The Gator gets a minor weapon boost, it's more nearly a match for a Flash now.

RAIDER

- Medium Tank
Cost: 163 metal (18 seconds) 1241 energy Health: 1058 Speed: 18 m/s Vision range: 250
Weapon: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE
Gets a boost in weapon range and power like the Stumpy, but a reduction in speed.

SLASHER

- Mobile AA
Cost: 116 metal (12.9 seconds) 1027 energy Health: 655 Speed: 17.4 m/s Vision range: 270
Weapon: 700/450 range 96/16 DPS (240/40 per shot 2.4 reload), guided, 32 AOE
See the definitive answer to AA missile unit domination. Plus a reduction in turnrate so these bulky trucks don't turn on a dime anymore.

SPOILER

- Minelayer
Cost: 167 metal (18.6 seconds) 1117 energy Health: 1200 Speed: 19.8 m/s Vision range: 225
Nanolathe: 120 workertime 75 build distance
Reduced in size to about the same as a Raider, much quicker and more manueverable, builds much more powerful mines, and can also repair and assist building as effectively as a Construction vehicle - more so in fact, since it now takes less space.

Spoiler build menu:


M-102 - Light Mine 18 metal (3 seconds) 432 energy, explosion 1900 damage 420 area, damage reduces with distance to 1140 at edge

M-204 - Medium Mine 30 metal (5 seconds) 656 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge

M-303 - Area Mine 73 metal (12.2 seconds) 2700 energy, explosion 3600 damage 800 area, damage reduces with distance to 1440 at edge

M-808 - Nuclear mine 442 metal (1 minute 13.7 seconds) 13172 energy, explosion 10500 damage 880 area, damage reduces with distance to 2625 at edge

Dragon's Eye - Sight tower 49 metal (8.2 seconds) 432 energy, 730 health (1825 when closed), Sight range 1024, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm

Spoiler also builds Dragon's Teeth, and basic defences: Immolator, LLT, Blocker, Scythe

LEVELER

- Riot Tank Cost: 255 metal (28.3 seconds) 1887 energy Health: 1350 Speed: 15.6 m/s Vision range: 260 Weapon: 260 range 98.4 DPS (180 per shot 1.83 reload), LOS, 84 AOE Gets a bit more of a boost in weapon range than the skirmish tanks, a boost in speed, and more armour suited to its cost (+260%!) Should be quite a useful unit now.

GARPIKE

- Light Amphibious Tank (Core Prime) Cost: 122 metal (13.6 seconds) 1098 energy Health: 744 Speed: 21.5 m/s Vision range: 240 Sonar: 120 Weapon: 250 range 35.6 DPS (32 per shot 0.9 reload), LOS, 8 AOE A quick, lightly armoured amphibious tank with a good range low damage laser. Almost as fast as an instigator.

SHODAN

- High-energy Laser Tank (Mayhem) Cost: 240 metal (26.7 seconds) 2300 energy Health: 960 Speed: 13.2 m/s Vision range: 275 Weapon: 540 range 45 DPS (180 per shot 4 reload), LOS, 16 AOE HLT class laser on a level 1 tank! It is able to fire only once every 4 seconds, however. A slow fragile tank, but the long range on that weapon could come in very useful.

ARM LVL1 AIRCRAFT

CONSTRUCTION AIRCRAFT

- Build speed 3 metal/s Cost: 231 metal (51.3 seconds) 5400 energy Health: 360 Speed: 82.8 m/s Turnrate: 132 Vision range: 280

PEEPER

- Air Scout Cost: 50 metal (11.1 seconds) 1475 energy Health: 160 Speed: 144 m/s Turnrate: 800 Vision range: 640 Radar range: 900 Has been given an increase in sight range to larger than most units in the game. It's particularly useful now as a spotting unit.

FREEDOM FIGHTER

- Fighter Cost: 149 metal (33.1 seconds) 3234 energy Health: 440 Speed: 120 m/s Turnrate: 512 Vision range: 420 Weapon: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE s equipped a more effective missile and better manueverability for quickly intercepting bombers.

THUNDER

- Bomber Cost: 190 metal (42.2 seconds) 5496 energy Health: 640 Speed: 108 m/s Turnrate: 356 Vision range: 400 Weapon: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 6 per run), 48 AOE one of the few units in the game that is unchanged. Bombing raids will be more difficult now - Arm or Core - with improved Level 1 fighters and improved AA. A line bombing fix is in effect, but you'll find it doesn't change things much...

SPARROW

- Strike Fighter Cost: 174 metal (38.7 seconds) 4393 energy Health: 720 Speed: 117.6 m/s Turnrate: 400 Vision range: 400 Weapon: Missile, 440 range 45 DPS (180 per shot 4 reload), 48 AOE A multirole fighter that can be used for quick airstrikes on light targets and also has some usefulness against other aircraft.

ATLAS

- Air Transport Cost: 118 metal (26.2 seconds) 2479 energy Health: 300 Speed: 84 m/s Turnrate: 128 Vision range: 295 Highly useful unit. Only change planned at this stage is preventing

CORE LVL1 AIRCRAFT

CONSTRUCTION AIRCRAFT

- Build speed 3 metal/s Cost: 242 metal (53.8 seconds) 5125 energy Health: 380 Speed: 80.4 m/s Turnrate: 144 Vision range: 27242/10

FINK

- Air Scout Cost: 45 metal (10 seconds) 1369 energy Health: 180 Speed: 132 m/s Turnrate: 700 Vision range: 620 Radar range: 960 Like the Arm Peeper this has been given a substantial increase in sight range.

AVENGER

- Fighter Cost: 153 metal (34 seconds) 3181 energy Health: 546 Speed: 132 m/s Turnrate: 412 Vision range: 420 Weapon: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE Core's Level 1 fighter has been given a substantial boost in the turning rate department, it should be a bit closer match to the Freedom Fighter now.

SHADOW

- Bomber Cost: 186 metal (41.3 seconds) 5691 energy Health: 630 Speed: 96 m/s Turnrate: 335 Vision range: 400 Weapon: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 8 per run), 48 AOE unchanged from OTA. AA and improved fighters will give the bomber a more of a challenge. A line bombing fix is in effect, but you'll find it doesn't change things much.

MOSQUITO

- Laser Fighter Cost: 162 metal (36 seconds) 2841 energy Health: 840 Speed: 99.6 m/s Turnrate: 520 Vision range: 400 Weapon: 650/250 range 106.7/26.7 dps (128/32 per shot, 1.2 reload), 12 AOE This is a tough little fighter, designed to shut down air raids very quickly, but not a great chaser with a fairly low top speed.

VALKYRIE

Cost: 128 metal (28.4 seconds) 2695 energy Health: 360 Speed: 84 m/s Turnrate: 145 Vision range: 290 - as with the Arm Atlas, unchanged from OTA. If you want a better air transport look for the level 2 unit...

ARM LVL1 SHIPS

CONSTRUCTION SHIP

- Build speed 7.5 metal/s Cost: 255 metal (18.9 seconds) 2130 energy Health: 1105 Speed: 46.4 m/s Turnrate: 200 Vision range: 224

SKEETER

- Scout Ship Cost: 125 metal (9.3 seconds) 1085 energy Health: 480 Speed: 40.8 m/s Turnrate: 410 Vision range: 320 Weapon 1: EMG 240 range 42.9 DPS (15 x2 per burst, 0.7 reload), 12 AOE Weapon 2: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE The ever-useful scout ship is now fitted with an EMG. This is somewhat of a compensation for the AA missiles getting an adjustment

CRUSADER

- Destroyer Cost: 808 metal (59.9 seconds) 4537 energy Health: 2870 Speed: 34.8 m/s Turnrate: 151 Vision range: 320 Sonar: 320 Weapon 1: Cannon 660 range 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic Weapon 2: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided The main ship of the tier 1 navy, it gets a 25% increase in turnrate (it really did turn slow before), a slight reduction in metal cost and reload time, and takes a bit longer to build. It's otherwise unchanged.

LURKER

- Submarine Cost: 691 metal (51.2 seconds) 3724 energy Health: 610 Speed: 25.2 m/s Turnrate: 256 Vision range: 150 Sonar: 455 Weapon: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater the level 1 Sub gets a little bit more speed and manueverability.

HULK

(UH) - Transport Ship Cost: 552 metal (40.9 seconds) 4639 energy Health: 2500 Speed: 27.6 m/s Turnrate: 256 Vision range: 250 Transport Capacity: 24 Weapon: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE the Hulk got a lot less hulkish, with a big reduction in size. Its awkward and slow transport crane arm is gone, replaced with the ability to teleport units instantly to a distance better than the original. Also now equipped with a laser. Also drops ALL units when told to unload.

VANGUARD

(Wormhole Productions or WP) - Rocket Frigate Cost: 390 metal (28.9 seconds) 2736 energy Health: 1904 Speed: 37.2 m/s Turnrate: 360 Vision range: 300 Weapon: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE - ship armed with heavy rockets, a kind-of rocko for the sea.

CORE LVL1 SHIPS

CONSTRUCTION SHIP

- Build speed 7.5 metal/s Cost: 260 metal (19.3 seconds) 2075 energy Health: 1150 Speed: 45.2 m/s Turnrate: 215 Vision range: 220

SEARCHER

- Scout Ship Cost: 120 metal (8.9 seconds) 1007 energy Health: 540 Speed: 38.4 m/s Turnrate: 419 Vision range: 310 Weapon 1: Laser 240 range 40 DPS (36 per shot, 0.9 reload), 8 AOE Weapon 2: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE - the light scout boat gets laser weapons that are actually useful, on a turret that actually turns at a regular rate. This is somewhat of a compensation for the AA missiles getting an adjustment.

ENFORCER

- Destroyer Cost: 798 metal (59.1 seconds) 4505 energy Health: 3150 Speed: 33.6 m/s Turnrate: 180 Vision range: 360 Sonar: 330 Weapon 1: Cannon 660 range 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic Weapon 2: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided nothing is needed to adjust a cannon-and-depthcharge unit that is already highly useful.

SNAKE

- Submarine Cost: 719 metal (53.3 seconds) 3902 energy Health: 640 Speed: 24.6 m/s Turnrate: 256 Vision range: 150 Sonar: 440 Weapon: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater the level 1 Sub gets a little bit more speed and manueverability.

ENVOY

(UH) - Transport Ship Cost: 599 metal (44.4 seconds) 4286 energy Health: 2750 Speed: 26.4 m/s Turnrate: 270 Vision range: 250 Transport Capacity: 25 Weapon: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE - like the Hulk, this transport ship has been shrunk, its crane removed and replaced with short-range teleportation (a bit better range than the crane arm, and instant) with auto-unload of all units. Plus a light laser for defense.

VIKING

(WP) - Rocket Frigate Cost: 379 metal (28.1 seconds) 2598 energy Health: 2080 Speed: 36 m/s Turnrate: 375 Vision range: 290 Weapon: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE - A Storm for the sea, armed with heavy rockets.

ARM LVL1 Hovercraft

CONSTRUCTION HOVERCRAFT

- build speed 4.5 metal/s Cost: 204 metal (22.7 seconds) 1963 energy Health: 605 Speed: 27.6 m/s Turnrate: 375 Vision range: 260 Nanolathe: 90 workertime (4.5 Metal/sec), 60 build range This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.

SKIMMER

Scout Hovercraft Cost: 115 metal (12.8 seconds) 1504 energy Health: 300 Speed: 48 m/s Turnrate: 510 Vision range: 295 Weapon: EMG 230 range, 51.2 DPS (15 x8 per burst, 2.35 reload), 12 AOE Scout Hovercraft have been reduced to 2x2 footprint, increased in top speed, and increased in armour - although they are still very fragile and easily shredded by most other units. Skimmer now uses a shotgun-style weapon.

SWATTER

Anti-Air Hovercraft Cost: 132 metal (14.7 seconds) 1937 energy Health: 448 Speed: 34.8 m/s Turnrate: 400 Vision range: 310 Weapon: 700/450 range 80/16 DPS (200/40 per shot, 3-shot salvo, average 2.5 reload), guided, 32 AOE Small AA missile hovercraft with similar firepower to the Samson. Launches 3 missiles with 2 seconds delay between them, then 3.5 second delay before the next salvo.

ANACONDA

Hovertank Cost: 238 metal (26.4 seconds) 2785 energy Health: 830 Speed: 31.2 m/s Turnrate: 335 Vision range: 270 Weapon: 395 range 43.9 DPS (158 per shot, 3.6 reload), ballistic, 40 AOE Small light disposable hovertank that packs a good punch with a slow rate of fire.

BEAR

Transport Hovercraft Cost: 399 metal (44.3 seconds) 4969 energy Health: 1690 Speed: 31.2 m/s Turnrate: 256 Vision range: 320 Transport Capacity: 15 Weapon: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.

CORE LVL1 HOVERCRAFT

CONSTRUCTION HOVERCRAFT

- Build speed 4.5 metal/s Cost: 210 metal (23.3 seconds) 1904 energy Health: 660 Speed: 26.4 m/s Turnrate: 390 Vision range: 250 Nanolathe: 90 workertime (4.5 Metal/sec), 60 build range This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.

SCRUBBER

Scout Hovercraft Cost: 104 metal (11.6 seconds) 1371 energy Health: 360 Speed: 44.4 m/s Turnrate: 540 Vision range: 280 Weapon: Laser 230 range, 48.5 DPS (80 per shot, 1.65 reload), 8 AOE Scout Hovercraft have been reduced to 2x2 footprint (same as gators, Raiders and Levelers), increased in top speed, and increased in armour - although they are still very fragile.

SLINGER

Anti-Air Hovercraft Cost: 127 metal (14.1 seconds) 1885 energy Health: 465 Speed: 32.4 m/s Turnrate: 420 Vision range: 300 Weapon: 700/450 range 81.6/16.3 DPS (200/40 per shot, 2.45 reload), guided, 32 AOE AA missile launcher with similar power to the Slasher.

SNAPPER

Hovertank Cost: 224 metal (24.9 seconds) 2655 energy Health: 900 Speed: 28.8 m/s Turnrate: 320 Vision range: 260 Weapon: 380 range 45.4 DPS (127 per shot, 2.8 reload), ballistic, 48 AOE In keeping with Core's approach the Snapper is tougher, cheaper and outguns Arm's Anaconda counterpart, but is a bit slower.

TURTLE

Transport Hovercraft Cost: 385 metal (42.7 seconds) 4771 energy Health: 1600 Speed: 32.4 m/s Turnrate: 280 Vision range: 300 Transport Capacity: 16 Weapon: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.

ARM LVL1 DEFENSES

Buildable by Commander:

LLT

- Light Laser Tower Cost: 131 metal 1297 energy Health: 1500 Vision range: 380 Footprint: 2x2 Weapon: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot LLTs are worth building. Half the cost, 25% more range, double the armor. Also 50% increase in damage and reload time - largely for aesthetics. 0.6 second reload time seemed strange for a single laser when the HLTs sport 2 (or 3 for the Core version) with a slower reload. Plus side: if it gets in one shot, that shot counts for more. Minus side: "overkill" greater, potentially less metal left in wrecks for very light units. This isn't going to make much difference for most units though, only with units with a very low metal value in the first place.

SUNSPOT

- EMG Tower Cost: 230 metal 2000 energy Health: 2180 Vision range: 420 Footprint: 3x3 Weapon: EMG, 500 range, 160 DPS (24 x4 per burst, 0.6 reload), 16 AOE EMG tower is a point defence with good range and great damage output, but does not have the shot velocity to catch moving units that laser towers do. Buildable by Commander.

RADICAL

- Short-range cannon Cost: 454 metal 3363 energy Health: 3319 Vision range: 350 Footprint: 2x2 Weapon: Cannon, 660 range, 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic Light plasma battery. Has a Destroyer cannon mounted on sturdy fortification, just over half the range of a Guardian for 1/3 the cost. A handy unit for light bombardment, reinforcing defensive positions with about 25% more range than HLTs. This is the longest-range defense that a Commander can build.

FURY

- AA Laser Cost: 99 metal 1125 energy Health: 924 Vision range: 450 Footprint: 2x2 Weapon: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.

TORPEDO LAUNCHER

Cost: 302 metal 2658 energy Health: 1750 Vision range: 350 Footprint: 2x2 Weapon: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.

Not buildable by Commander:

DEFENDER

- AA Missile Launcher Cost: 79 metal 843 energy Health: 350 Vision range: 450 Footprint: 3x3 Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE Missile towers are unchanged from OTA... apart from the ultimate AA missile fix.

SENTINEL

- Heavy Laser Tower Cost: 534 metal 5098 energy Health: 3129 Vision range: 420 Footprint: 2x2 Weapon: Laser, 560 range, 214.3 DPS, (225 per shot, 1.05 reload), 16 AOE, 50 Energy per shot HLTs get 130% more armour and 35% more range, along with a small boost in weapon velocity and AOE (as all lasers do). They remain the ultimate point defence.

GUARDIAN

- Medium Artillery Cost: 1460 metal 7987 energy Health: 5944 Vision range: 400 Footprint: 3x3 Weapon: Cannon, 1250 range, 144 DPS (360 per shot, 2.5 reload), 64 AOE, ballistic Guardians have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.

CENTURION

- Rocket Battery Cost: 790 metal 5148 energy Health: 3532 Vision range: 350 Footprint: 4x4 Weapon: Rockets, 900 range, 100 DPS (300 per shot, 3 reload), 48 AOE, guided Useful all-purpose defence, launches tracking rockets equally effective vs air and ground.

Buildable only by Construction Ship, Hovercraft and Aircraft:

PATRIOT

- Floating AA Missile Launcher Cost: 91 metal 987 energy Health: 373 Vision range: 420 Footprint: 3x3 Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same ultimate AA missile fix.

STINGRAY

- Floating Heavy Laser Tower Cost: 524 metal 5296 energy Health: 2850 Vision range: 480 Footprint: 3x3 Weapon: Laser, 640 range, 245.5 DPS (270 per shot, 1.1 reload), 16 AOE, 60 Energy per shot The floating version of the heavy laser is more expensive, longer ranged, does a bit more damage, but is a bit more fragile.

CORE LVL1 DEFENSES

Buildable by Commander:

LIGHT LASER TURRET

Cost: 124 metal 1204 energy Health: 1500 Vision range: 370 Footprint: 2x2 Weapon: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot LLTs are worth building. Half the cost, 25% more range, double the armor..

IMMOLATOR

Cost: 235 metal 2190 energy Health: 2384 Vision range: 400 Footprint: 3x3 Weapon: Riot cannon, 480 range, 133.3 DPS (180 per shot, 0.6 reload), 84 AOE - special damage vs light units: 200DPS to Jeffy, Weasel, Flea, Peewee, AK, Flash, Instigator, Helldiver, Garpike, Skimmer, Scrubber, Zipper, Freaker Riot tower. Still most effective vs EMG units (Peewees, Flashes, Warriors, Blights, Helldivers), but much more effective vs other units now as well. Roughly half the OTA cost, and better range.

BLOCKER

Cost: 462 metal 2814 energy Health: 3450 Vision range: 350 Footprint: 2x2 Weapon: Cannon, 660 range, 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic Light plasma battery. Just over half the range of a Punisher for 1/3 the cost. A handy unit for light bombardment, reinforcing defensive positions with about 20% more range than HLTs. This is the longest-range defense that a Commander can build.

SCYTHE

Cost: 102 metal 1195 energy Health: 985 Vision range: 450 Footprint: 2x2 Weapon: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.

TORPEDO LAUNCHER

Cost: 316 metal 3058 energy Health: 1900 Vision range: 340 Footprint: 2x2 Weapon: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.

Not buildable by Commander:

PULVERIZER

Cost: 76 metal 805 energy Health: 360 Vision range: 450 Footprint: 3x3 Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE Missile towers are unchanged from OTA... apart from the ultimate AA missile fix.

GAAT GUN

Cost: 530 metal 5143 energy Health: 3336 Vision range: 400 Footprint: 2x2 Weapon: Laser, 540 range, 211.7 DPS (180 per shot, 0.85 reload), 16 AOE, 40 Energy per shot HLTs get 50% more armour and 25% more range, along with a small boost in weapon velocity and AOE (as all lasers do). They remain the ultimate point defence.

PUNISHER

Cost: 1415 metal 7585 energy Health: 5796 Vision range: 360 Footprint: 3x3 Weapon: Cannon, 1200 range, 139 DPS (320 per shot, 2.3 reload), 85 AOE, ballistic Punishers have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.

BUREAUCRAT

Cost: 859 metal 4531 energy Health: 4285 Vision range: 360 Footprint: 4x4 Weapon: Rockets, 900 range, 100 DPS (480 per shot, 4.8 reload), 64 AOE, guided A useful all-purpose defence, launches tracking rockets equally effective vs air and ground.

Buildable only by Construction Ship, Hovercraft and Aircraft:

STINGER

- Floating AA Missile Launcher Cost: 92 metal 1054 energy Health: 432 Vision range: 400 Footprint: 3x3 Weapon: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same ultimate AA missile fix.

THUNDERBOLT

- Floating Heavy Laser Tower Cost: 558 metal 5412 energy Health: 3110 Vision range: 470 Footprint: 3x3 Weapon: Laser, 640 range, 266.7 DPS (600 per shot, 2.25 reload), 16 AOE, 120 Energy per shot Core's floating heavy laser is very heavy - it does a large amount of damage with a slow reload