EEL0001 - MostLostNoob/Git-LOUD GitHub Wiki
![]() Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | eel0001 |
Faction: | UEF |
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 |
Radar radius: | 45 |
Sonar radius: | 50 |
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: | 21 (Details) |
This unnamed unit is a UEF 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 UEF
BUILTBYTIER2COMMANDER UEF
BUILTBYTIER3COMMANDER UEF
BUILTBYTIER4COMMANDER UEF
Cluster Missile System (T2)
Description: | Cluster Missile System
Preferring to have weapon systems for all occasions the installation of the cluster missiles gives the commander a high range early bombardment system for dealing with minor fortifications.
Installs Cluster Missiles |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Tactical Missile System (T3)
Description: | Tactical Missile System
While improving upon the cluster missiles warheads the commander also can install a stander tactical missile launcher on his chassis that allows for precise targeting against larger health structures or units.
+90 Cluster Missile Damage Installs Manual Tactical Missiles |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Cluster Missile System (T2) |
Tactical Nuclear System (T4)
Description: | Tactical Nuclear System
By replacing the old tactical missiles with nuclear tipped warheads its possible to bring small end weapons of mass destruction to the battlefield. These miniature area killers are powerful anti army weapons and are best used at long standoff ranges if possible.
+250 Cluster Missile Damage Installs "Billy" Tactical Nuclear Missiles |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Tactical Missile System (T3) |
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 Energy Lance |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Spysat Control Systems (T3)
Description: | Spysat Control Systems
Staying ahead of the flow of battle during war is reguired for success. This system launches a small remote spysat with omni capabilities to allow a commander to remotly monitor a flowing situation and respond properly. It is advised that you avoid enemy SMD launch platforms as they have a habit of homing in on the sensor suites installed on this spysat.
Installs Spysat Control Systems Installs Second Energy Lance |
Energy cost: |
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Prerequisite: | Electronic Enhancment (T2) |
Modified Recall Device (T4)
Description: | Modified Recall Device
Installing adaptations to a commanders personal recall device allows for short burst teleportation. While the range is short the teleport can power up faster than a longer ranged version.
Installs Teleporter |
Energy cost: |
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Prerequisite: | Spysat Control Systems (T3) |
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.
+7000 Shield Health +75 Active Shield Regen |
Energy cost: |
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Mass cost: |
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Build time: |
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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.
+13000 Shield Health +125 Active Shield Regen Installs Energy Lance |
Energy cost: |
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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.
+20000 Shield Health +200 Active Shield Regen |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Shield Battery (T3) |
Expanded Shield Bubble
Description: | Expanded Shield Bubble
With specialized shield equipment it possible to expand a personal shield outward to cover an area. While this allows you to help protect nearby units it also means its easier to get under the shield.
Expands Personal Shield into Bubble Shield |
Energy cost: |
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Build time: |
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Prerequisite: | Advanced Shield Battery (T4) |
C-D1 Shoulder Drone (T1)
Description: | Engineering Drone acts as a secondary Engineer. Assists the ACU where applicable. |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
C-D2 Shoulder Drone (T1)
Description: | Adds a second Engineering Drone. Requires an initial Engineering Drone. |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | C-D1 Shoulder Drone (T1) |
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 Flame Cannon |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Tech 3 Assault Engineering (T2)
Description: | Assault Engineering
Further expanding on the flame cannon and regen systems makes the commander even more dangerous in close combat.
Unlock Tech 3 Construction +20000 health 60 Armor Regen 45 Build Speed Flame Cannon 250 DPS +8 Flame Cannon Range |
Energy cost: |
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Mass 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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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) |
Anti-Matter Cannon (T2)
Description: | Anti-Matter Cannon
This weapon system is a self contained particle accelerator and mag bottle generator. When activated the accelerator generates a small quantity of anti-matter that is contained within a mag bottle and launched at the target. The resulting explosion cause by matter meeting anti-matter releases enormous amounts of destructive force upon the target and the area surrounding it.
Installs Anti-Matter Cannon |
Energy cost: |
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Prerequisite: | None |
Improved Particle Accelerator (T3)
Description: | Improved Particle Accelerator
By constructing a more efficient particle accelerator for the anti-matter cannon it is possible to generate more of this unstable substance between firing sequences. This allows the cannon to fire denser clouds of anti-matter at the target for a significant increase in destructive power.
+1900 Anti-Matter Damage +1 Anti-Matter Blast Range Installs Zephyr Jury Rigging |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Anti-Matter Cannon (T2) |
Enhanced Mag Bottle (T4)
Description: | Enhanced Mag Bottle
With the improvement of the accelerator it is possible to generate more anti-matter than the current containment systems control. By improving the mag bottle equipment to emit a stronger containment field it is possible to more than double the destructive power of this weapon system.
+5500 Anti-Matter Damage +1 Anti-Matter Blast Range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Particle Accelerator (T3) |
Gattling Energy Cannon (T2)
Description: | Gatling Energy Cannon
Combining a standard micro pellet gatling cannon with a high energy subsystem creates a high powered gatling energy cannon with very little of the bloom effects that normally hinder longer ranged energy weapons. This weapon system is capable of bursts of sustained fire at longer ranges than normal energy weapons.
Installs Energy Gatling Cannon |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Automatic Barrel Stabalizers (T3)
Description: | Automatic Barrel Stabalizers
One of the largest problems with rotary gatling cannons is the potential for jamming caused by instability in the barrels causing them not to align properly with the ammunition feeds. This can be overcome with the addition of stabilizers and a control program to automatically adjust.
+175 Gatling Damage +5 Gatling Range Installs Zephyr Jury Rigging |
Energy cost: |
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Mass cost: |
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Prerequisite: | Gattling Energy Cannon (T2) |
Enhanced Power Subsystems (T4)
Description: | Enhanced Power Subsystems
By increasing the power relays between the reactors and the barrels its possible to charge the pellets to such an extreme that the mere friction of the atmosphere causes them to glow white hot and inflict terrible kinetic impacts on the targets hit.
+550 Gatling Damage +5 Gatling Range |
Energy cost: |
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Mass cost: |
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Prerequisite: | Automatic Barrel Stabalizers (T3) |
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 |
Energy cost: |
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Mass cost: |
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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 Zephyr Damage +55 Torpedo Damage +100% Torpedo Rate of Fire Installs Zephyr 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 Zephyr Damage +425 Torpedo Damage |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Reloader (T3) |
Jury Rigged Zephyr
Description: | Jury Rigged Zephyr
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 Zephyr Damage +8 Zephyr Range +8 Overcharge Range |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
Zephyr Anti Matter Cannon
Target type: |
RULEWTT_Unit
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DPS estimate: | 160 (?) |
Damage: | 80 (?) |
Damage type: | Normal |
Max range: | 25 |
Min range: | 1 |
Firing cycle: | Once every 0.5s (?) |
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 cycle: | Once every 10.0s (?) |
Firing cost: |
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Death Nuke
Damage: | 14500 (?) |
Damage radius: | 15 |
Outer damage: | 4500 |
Outer radius: | 25 |
Damage type: | Normal |
Flags: | Damage friendly |
Flame Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 133 (?) |
Damage: | 4 (?) |
Damage radius: | 2 |
Damage instances: | 10 DoT pulses |
Damage type: | Explosive |
Max range: | 20 |
Min range: | 1 |
Firing arc: | 90° |
Firing cycle: | Once every 0.3s (?) |
Flame Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 267 (?) |
Damage: | 8 (?) |
Damage radius: | 2 |
Damage instances: | 10 DoT pulses |
Damage type: | Explosive |
Max range: | 28 |
Min range: | 1 |
Firing arc: | 90° |
Firing cycle: | Once every 0.3s (?) |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Damage: | 320 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Min range: | 1 |
Firing cycle: | Once every 4.0s (?) |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Damage: | 375 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Min range: | 1 |
Firing cycle: | Once every 2.0s (?) |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Damage: | 850 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Min range: | 1 |
Firing cycle: | Once every 2.0s (?) |
Anti-Matter Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 150 (?) |
Damage: | 600 (?) |
Damage radius: | 3 |
Damage type: | Normal |
Max range: | 30 |
Min range: | 1 |
Firing cycle: | Once every 4.0s (?) |
Anti-Matter Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 625 (?) |
Damage: | 2500 (?) |
Damage radius: | 4 |
Damage type: | Normal |
Max range: | 30 |
Min range: | 1 |
Firing cycle: | Once every 4.0s (?) |
Anti-Matter Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 2000 (?) |
Damage: | 8000 (?) |
Damage radius: | 5 |
Damage type: | Normal |
Max range: | 35 |
Min range: | 1 |
Firing cycle: | Once every 4.0s (?) |
Plasma Gattling Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 1125 (?) |
Damage: | 75 (?) |
Damage radius: | 1 |
Damage instances: | 15 projectiles |
Damage type: | Normal |
Max range: | 35 |
Min range: | 1 |
Firing cycle: | Once every 1.0s (?) |
Plasma Gattling Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 3750 (?) |
Damage: | 250 (?) |
Damage radius: | 1 |
Damage instances: | 15 projectiles |
Damage type: | Normal |
Max range: | 40 |
Min range: | 1 |
Firing cycle: | Once every 1.0s (?) |
Plasma Gattling Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 12000 (?) |
Damage: | 800 (?) |
Damage radius: | 1 |
Damage instances: | 15 projectiles |
Damage type: | Normal |
Max range: | 45 |
Min range: | 1 |
Firing cycle: | Once every 1.0s (?) |
Tactical Warhead
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 30000 (?) |
Damage: | 6000 (?) |
Damage radius: | 2 |
Damage type: | Normal |
Max range: | 256 |
Min range: | 5 |
Firing cycle: | Once every 0.2s (?) |
Flags: | Damage friendly |
Projectile storage: | 0/5 |
Energy Lance (×2)
Note: Stats are per instance of the weapon. | |
Target type: |
RULEWTT_Unit
|
DPS estimate: | Less than 166.66666666667 (?) |
Damage: | 50 (?) |
Damage instances: | 1 beam collisions |
Damage type: | Normal |
Max range: | 22 |
Firing cycle: | Once every 1.0s (?) |
Cluster Missiles
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 85 (?) |
Damage radius: | 2.5 |
Damage instances: | 6 projectiles |
Damage type: | Normal |
Max range: | 75 |
Min range: | 22 |
Firing cycle: | Once every 10.0s (?) |
Cluster Missiles
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 175 (?) |
Damage radius: | 2.5 |
Damage instances: | 6 projectiles |
Damage type: | Normal |
Max range: | 90 |
Min range: | 30 |
Firing cycle: | Once every 10.0s (?) |
Cluster Missiles
Target type: |
RULEWTT_Unit (Anti-Surface) |
Damage: | 350 (?) |
Damage radius: | 3 |
Damage instances: | 6 projectiles |
Damage type: | Normal |
Max range: | 90 |
Min range: | 30 |
Firing cycle: | Once every 10.0s (?) |
Nuclear Warhead
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 60000 (?) |
Damage: | 12000 (?) |
Damage radius: | 15 |
Outer damage: | 250 |
Outer radius: | 25 |
Damage type: | Normal |
Max range: | 256 |
Min range: | 5 |
Firing cycle: | Once every 0.2s (?) |
Flags: | Damage friendly |
Projectile storage: | 0/3 |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 35 kills gives:
+3200 (+10/s)
- 70 kills gives:
+6400 (+20/s)
- 105 kills gives:
+9600 (+30/s)
- 140 kills gives:
+12800 (+40/s)
- 175 kills gives:
+16000 (+50/s)
Categories : UEF · MOBILE · LAND · COMMAND · ENGINEER · SILO |