EAL0001 - MostLostNoob/Git-LOUD GitHub Wiki
![]() Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | eal0001 |
Faction: | Aeon |
Health: |
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Armour: | Commander |
Energy cost: |
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Mass cost: |
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Build time: | 60000 |
Maintenance cost: |
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Build rate: |
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Energy production: |
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Mass production: |
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Energy storage: |
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Mass storage: |
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Vision radius: | 26 |
Water vision radius: | 26 |
Omni radius: | 26 |
Cloak radius: | 0 |
Flags: | Radar stealth Sonar stealth |
Motion type: | RULEUMT_Amphibious |
Movement speed: | 1.4 |
Transport class: |
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Weapons: | 17 (Details) |
This unnamed unit is an Aeon seabed amphibious unit included in BlackOps Adv Command Units for LOUD. It is classified as a armored command unit unit with no defined tech level. This unit has no categories to define common builders, however the build description for it is:
Houses Commander. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.
Contents
- Amphibious
- Customizable
- Omni Sensor
- Volatile
The following orders can be issued to the unit:
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The engineering capabilties of this unit consist of the ability to capture, reclaim, and repair. It has the build categories:
BUILTBYCOMMANDER AEON
BUILTBYTIER2COMMANDER AEON
BUILTBYTIER3COMMANDER AEON
BUILTBYTIER4COMMANDER AEON
Electronic Enhancment (T2)
Description: | Electronic Enhancment
The need for battlefield intel has always been one of the higher priorities of most commanders. After all if you are unaware of your enemy then how do you fight them. This system is a simple extension of standard visual and high powered sensor systems.
+24 Vision Radius +24 Omni Radius Installs Tactical Missile Defense |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Farsight Optics (T3)
Description: | Farsight Optics Subsystem
A prototype based off the designs for the full sized optics facility this subsystem can create a quantum mirror that allows you to temporarily view a location withing a designated radius around the commander. This can be used to spot for artillary or to look before you leap when teleporting.
Installs Farsight Optics System |
Energy cost: |
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Build time: |
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Prerequisite: | Electronic Enhancment (T2) |
Farjump Teleporter (T4)
Description: | Farjump Teleporter Subsystem
Working with the same modified recall device as the other factions and applying their higher quantum knowledge the Aeon have created a personal teleporter with a much higher range threashold than the other factions. This allows them to cover more ground in a single jump however it does take longer to charge the device.
Installs Teleporter |
Energy cost: |
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Prerequisite: | Farsight Optics (T3) |
Maelstrom Generator
Description: | Maelstrom Generator
While delving through research databanks, the plans for a quantum defense field system were discovered. While harmless to units designed to resist quantum disturbances it is corrosive to everything else.
Installs Maelstrom Generator 30 DPS at range of 21 |
Energy cost: |
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Prerequisite: | None |
Maelstrom Amplifier
Description: | Distortion Amplifier
Further development of the Maelstrom Generator. By adding amplified energy output systems both the range and effect are increased.
Maelstrom DPS increased to 50 Maelstrom range increased to 28 Installs Tactical Missile Defense |
Energy cost: |
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Prerequisite: | Maelstrom Generator |
Maelstrom Focusing
Description: | Instability Enhancer
The addition of extra focusers and reflectors has allowed increased control over the instabilities that make up the field. Increases both field coverage and destructive potential.
Maelstrom DPS increased to 75 Maelstrom Range increased to 36 |
Energy cost: |
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Prerequisite: | Maelstrom Amplifier |
Shield Battery (T2)
Description: | Shield Battery
This is a stander personal shield battery with a first generation direct feed active regeneration system that enhances simple defenses.
+8000 Shield Health +50 Active Shield Regen |
Energy cost: |
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Prerequisite: | None |
Improved Shield Battery (T3)
Description: | Improved Shield Battery
An improvement over the original shield system that allows for both higher sustained regeneration and overall health.
+15000 Shield Health +100 Active Shield Regen |
Energy cost: |
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Build time: |
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Prerequisite: | Shield Battery (T2) |
Advanced Shield Battery (T4)
Description: | Advanced Shield Battery
By further upgrading both power and emitter systems shields with enormous regenerative properties are possible combined with an equally large strength. Because of the nature of the regeneration systems these shields are extremely efficient at diffusing beam weaponry.
+23000 Shield Health +150 Active Shield Regen Installs Tactical Missile Defense |
Energy cost: |
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Prerequisite: | Improved Shield Battery (T3) |
Tech 2 Combat Engineering (T1)
Description: | Combat Engineering
Unlike the standard engineering enhancement, combat engineering focuses on armor and regeneration. A chrono dampener area stun is also attached.
Unlock Tech 2 Construction +10000 health 25 Armor Regen 20 Build Speed Installs Chrono Dampener |
Energy cost: |
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Prerequisite: | None |
Tech 3 Assault Engineering (T2)
Description: | Assault Engineering
Further armor and regenerative capabilities, this upgrade makes the ACU capable of sustaining heavy damage. The chrono dampener gains increased range.
Unlock Tech 3 Construction +20000 health 60 Armor Regen 45 Build Speed +8 Chrono Dampener Range |
Energy cost: |
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Prerequisite: | Tech 2 Combat Engineering (T1) |
Tech 4 Apocalyptic Engineering (T3)
Description: | Apocalyptic Engineering
Maximum armor and regenerative capability.
Unlock Experimental Construction +30000 health 100 Armor Regen 90 Build Speed |
Energy cost: |
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Prerequisite: | Tech 3 Assault Engineering (T2) |
Tech 2 Improved Engineering (T1)
Description: | Improved Engineering
The standard engineering enhancement system focuses on improving resource allocation subsystems and build power.
Unlock Tech 2 Construction Build Speed 25 Mass Production 6 Energy Production 100 |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Tech 3 Advanced Engineering (T2)
Description: | Advanced Engineering
The advanced engineering enhancement further improves resource yields and build power.
Unlock Tech 3 Construction Build Speed 75 Mass Production 16 Energy Production 500 |
Energy cost: |
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Prerequisite: | Tech 2 Improved Engineering (T1) |
Tech 4 Experimental Engineering (T3)
Description: | Experimental Engineering
The experimental engineering enhancement system maximizes resource yields and building capability.
Unlock Experimental Construction Build Speed 210 Mass Production 28 Energy Production 1500 10% faster movement |
Energy cost: |
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Prerequisite: | Tech 3 Advanced Engineering (T2) |
Dual Miasma Artillery (T2)
Description: | Dual Miasma Artillery
The miasma artillery system fires long range shells of corrosive materials at targets. These shells will airburst for maximum distribution of the corrosives and cause large amounts of damage to targets within the area.
Installs Dual Miasma Artillery |
Energy cost: |
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Prerequisite: | None |
Advanced Warhead Compression (T3)
Description: | Advanced Warhead Compression
Through advanced compression techniques it has become possible to condense the corrosive materials into a extremely dense state. This allows for a much higher damage yield per shot than previous systems.
+1500 Miasma Damage Installs Disruptor Jury Rigging |
Energy cost: |
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Prerequisite: | Dual Miasma Artillery (T2) |
Improved Auto Loader (T4)
Description: | Improved Auto Loader
While artillery tends to be very slow firing due to the need to constantly load extremely heavy shells into the system it is possible to increase both weight handling as well as reload speed. This allows for larger warheads to be delivered to the firing systems at an increased rate of speed.
+3252 Miasma Damage +40% Miasma Rate of Fire |
Energy cost: |
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Mass cost: |
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Prerequisite: | Advanced Warhead Compression (T3) |
Phason Beam Cannon (T2)
Description: | Phason Beam Cannon
Rather than the standard highly destructive beam cannons that are usually used in combat the aeon have created a light phason beam. This beam randomly rearranges the targets molecular structure causing severe breakdowns in structural integrity.
Installs Phason Beam Cannon 200 DPS |
Energy cost: |
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Prerequisite: | None |
Dual Channel Booster (T3)
Description: | Dual Channel Booster
This installed a backup emitter system within the primary that can be alternated preventing system shutdown due to continuous use. This effectively increases the damage output and range of the beam.
Phason Damage 400DPS +13 Phason Range Installs Disruptor Jury Rigging |
Energy cost: |
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Prerequisite: | Phason Beam Cannon (T2) |
Molecular Inducer (T4)
Description: | Molecular Inducer
Running a pulsed current down the beam it is possible to drastically alter the magnetic fields of the molecules being rearranged. This causes hull plating to literally tear itself apart.
Phason Damage 600DPS +1 Phason Blast Radius |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Dual Channel Booster (T3) |
Jury Rigged Disruptor (T1)
Description: | Jury Rigged Disruptor
By running additional power feeds and rapidly upgrading capacitors upgrading the command chassis with a slightly enhanced main weapon can be useful when in a pinch. However this system is automatically installed later if it is not needed earlier.
+100 Disruptor Damage |
Energy cost: |
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Mass cost: |
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Prerequisite: | None |
Torpedo Launcher (T2)
Description: | Torpedo Launcher
When forced to fight underwater a run of the mill torpedo system is a commanders best friend. Unfortunately installing such systems hampers the total combat effectiveness on land but there are times when that is not a bad thing.
Installs Torpedo Launcher Installs Anti-Torpedo System |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Improved Reloader (T3)
Description: | Improved Reloader
Increasing the torpedoes rate of fire helps to slightly overcome anti torpedo counter measures as well as overall increases in destructive power output.
+100 Disruptor Damage +120 Torpedo Damage +25% Torpedo Rate of Fire Installs Disruptor Jury Rigging |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Torpedo Launcher (T2) |
Advanced Warheads (T4)
Description: | Advanced Warheads
By replacing the torpedoes warheads with stronger shaped charges the over all damage output of the system is increased exponentially allowing the commander to become a menace to all seagoing vessels.
+200 Disruptor Damage +1000 Torpedo Damage |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Reloader (T3) |
Target Designator
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 0 (?) |
Damage: | 0.1 (?) |
Damage radius: | 0 |
Damage instances: | 1 beam collisions |
Damage type: | Normal |
Max range: | 100 |
Firing cycle: | Once every 0.5s (?) |
Quantum Disruptor
Target type: |
RULEWTT_Unit
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DPS estimate: | 133 (?) |
Damage: | 40 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 25 |
Min range: | 1 |
Firing arc: | 160° |
Firing cycle: | Once every 0.3s (?) |
Overcharge Cannon
Target type: |
RULEWTT_Unit
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DPS estimate: | 10000 (?) |
Damage: | 100000 (?) |
Damage radius: | 2 |
Damage type: | Overcharge |
Max range: | 30 |
Firing arc: | 160° |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Damage friendly |
Death Nuke
Damage: | 14500 (?) |
Damage radius: | 15 |
Outer damage: | 4500 |
Outer radius: | 25 |
Damage type: | Normal |
Flags: | Damage friendly |
Chrono Dampener
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 0 (?) |
Damage: | 1 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 22 |
Firing cycle: | Once every 5.0s (?) |
Firing cost: |
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Buffs: | STUN |
Chrono Dampener
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 0 (?) |
Damage: | 1 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 30 |
Firing cycle: | Once every 4.0s (?) |
Firing cost: |
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Buffs: | STUN |
Chrono Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 152 (?) |
Damage: | 380 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 5.0s (?) |
Chrono Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 250 (?) |
Damage: | 500 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 4.0s (?) |
Chrono Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 1500 (?) |
Damage: | 1500 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 2.0s (?) |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 125 (?) |
Damage: | 100 (?) |
Damage radius: | 2 |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 100 |
Min range: | 20 |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 500 (?) |
Damage: | 400 (?) |
Damage radius: | 2.5 |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 100 |
Min range: | 20 |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Miasma Artillery
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 857 (?) |
Damage: | 600 (?) |
Damage radius: | 2.5 |
Damage instances: | 2 projectiles 5 DoT pulses |
Damage type: | Normal |
Max range: | 100 |
Min range: | 20 |
Firing cycle: | Once every 1.0s (?) |
Firing cost: |
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Flags: | Artillery shield blocks Damage friendly |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 200 (?) |
Damage: | 20 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 35 |
Firing arc: | 240° |
Firing cycle: | Continuous beam Once every 0.1s (?) |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 200 (?) |
Damage: | 40 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 48 |
Firing arc: | 240° |
Firing cycle: | Continuous beam Once every 0.2s (?) |
Phason Laser
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 300 (?) |
Damage: | 60 (?) |
Damage radius: | 1 |
Damage type: | Normal |
Max range: | 48 |
Min range: | 1 |
Firing arc: | 240° |
Firing cycle: | Continuous beam Once every 0.2s (?) |
Anti Torpedo
Target type: |
RULEWTT_Projectile (Anti-torpedo) |
Damage: | 2 (?) |
Damage type: | Normal |
Max range: | 45 |
Min range: | 15 |
Firing cycle: | Once every 2.0s (?) |
Will O Wisp Anti Missile
Target type: |
RULEWTT_Projectile (Anti-tactical) |
Damage: | 30 (?) |
Damage type: | Normal |
Max range: | 22 |
Firing cycle: | Once every 1.7s (?) |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 35 kills gives:
+2950 (+10/s)
- 70 kills gives:
+5900 (+20/s)
- 105 kills gives:
+8850 (+30/s)
- 140 kills gives:
+11800 (+40/s)
- 175 kills gives:
+14750 (+50/s)
Categories : AEON · MOBILE · LAND · COMMAND · ENGINEER |