EEL0001 - MostLostNoob/Git-LOUD GitHub Wiki

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: eel0001
Faction: UEF
Health: 32000 (+10/s)
Armour: Commander
Energy cost: 1000000
Mass cost: 18000
Build time: 60000
Maintenance cost: 1/s
Build rate: 10
Energy production: 20/s
Mass production: 2/s
Energy storage: 5000
Mass storage: 650
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: Large
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
  1. Abilities
  2. Order capabilities
  3. Engineering
  4. Enhancements
  5. Weapons
  6. Veteran levels

Abilities

  • Amphibious
  • Customizable
  • Omni Sensor
  • Volatile

Order capabilities

The following orders can be issued to the unit:

Engineering

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
These build categories allow it to build the following units:

Enhancements

Back

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: 45000
Mass cost: 1350
Build time: 270 seconds
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: 180000
Mass cost: 3000
Build time: 1080 seconds
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: 450000
Mass cost: 7200
Build time: 2160 seconds
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: 22500
Mass cost: 510
Build time: 90 seconds
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: 270000
Mass cost: 2250
Build time: 810 seconds
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: 720000
Mass cost: 4500
Build time: 2160 seconds
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: 45000
Mass cost: 840
Build time: 180 seconds
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: 225000
Mass cost: 1800
Build time: 810 seconds
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: 420000
Mass cost: 3600
Build time: 1440 seconds
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: 60000
Mass cost: 1200
Build time: 1440 seconds
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: 2400
Mass cost: 120
Build time: 40 seconds
Prerequisite: None
C-D2 Shoulder Drone (T1)

Description: Adds a second Engineering Drone. Requires an initial Engineering Drone.
Energy cost: 2400
Mass cost: 120
Build time: 40 seconds
Prerequisite: C-D1 Shoulder Drone (T1)

Left Arm

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: 30000
Mass cost: 3000
Build time: 220 seconds
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: 72000
Mass cost: 7200
Build time: 720 seconds
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: 162000
Mass cost: 16200
Build time: 1620 seconds
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: 38000
Mass cost: 3500
Build time: 195 seconds
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: 145000
Mass cost: 12500
Build time: 1250 seconds
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: 790000
Mass cost: 25000
Build time: 3750 seconds
Prerequisite: Tech 3 Advanced Engineering (T2)

Right Arm

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: 45000
Mass cost: 1080
Build time: 270 seconds
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: 225000
Mass cost: 1800
Build time: 810 seconds
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: 525000
Mass cost: 4500
Build time: 1800 seconds
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: 45000
Mass cost: 900
Build time: 270 seconds
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: 225000
Mass cost: 1800
Build time: 810 seconds
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: 525000
Mass cost: 4500
Build time: 1800 seconds
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: 45000
Mass cost: 990
Build time: 270 seconds
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: 225000
Mass cost: 1800
Build time: 810 seconds
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: 525000
Mass cost: 4500
Build time: 1800 seconds
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: 6000
Mass cost: 600
Build time: 60 seconds
Prerequisite: None

Weapons

Zephyr Anti Matter Cannon

Target type: RULEWTT_Unit
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
DPS estimate: 10000 (?)
Damage: 100000 (?)
Damage radius: 2
Damage type: Overcharge
Max range: 30
Firing cycle: Once every 10.0s (?)
Firing cost: 30000 (25000/s for 1.2s)
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

Veteran levels

Note: Each veteran level buff replaces the previous by default; values are shown here as written.

  1. 35 kills gives: +3200 (+10/s)
  2. 70 kills gives: +6400 (+20/s)
  3. 105 kills gives: +9600 (+30/s)
  4. 140 kills gives: +12800 (+40/s)
  5. 175 kills gives: +16000 (+50/s)
Categories : UEF · MOBILE · LAND · COMMAND · ENGINEER · SILO
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