ERL0001 - MostLostNoob/Git-LOUD GitHub Wiki

Armored Command Unit

Unnamed
Armored Command Unit
Source: BlackOps Adv Command
Units for LOUD
Unit ID: erl0001
Faction: Cybran
Health: 29000 (+18/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
Sonar radius: 60
Omni radius: 26
Cloak radius: 0
Flags: Cloak
Radar stealth
Sonar stealth
Motion type: RULEUMT_Amphibious
Movement speed: 1.4
Transport class: Large
Weapons: 22 (Details)

This unnamed unit is a Cybran 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 CYBRAN
  • BUILTBYTIER2COMMANDER CYBRAN
  • BUILTBYTIER3COMMANDER CYBRAN
  • BUILTBYTIER4COMMANDER CYBRAN
  • URL0001UPGRADE
These build categories allow it to build the following units:

Enhancements

Dummy Enhancment

Description: Nano Regeneration Subsystem By installing a large cache of nano machines and enough computer systems to help control them at extreme efficiency it is possible to rapidly repair damage systems and get back into the battle before your opponents have the chance to do the same.

+100 Armor Regen

Energy cost: 1
Mass cost: 1
Build time: 1 seconds
Prerequisite: None

Back

Armor Plating (T2)

Description: Armor Plating Additional armor is the easiest way to get additional defensive systems in battle.

+7000 Health Installs Two Anti-Air Lasers

Energy cost: 45000
Mass cost: 1350
Build time: 270 seconds
Prerequisite: None
Structural Integrity Fields (T3)

Description: Structural Integrity Integrating several tiny force field generators, damage is localized.

+11000 Health Installs Two Additional Anti-Air Lasers

Energy cost: 180000
Mass cost: 3000
Build time: 1080 seconds
Prerequisite: Armor Plating (T2)
Composite Materials (T4)

Description: Nanite Materials The use of nanite-laced materials makes it possible to increase the amount of armor the chassis can support.

+18000 Health

Energy cost: 450000
Mass cost: 6300
Build time: 2160 seconds
Prerequisite: Structural Integrity Fields (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

Energy cost: 19500
Mass cost: 420
Build time: 90 seconds
Prerequisite: None
Electronic Countermeasures (T3)

Description: Electronic Countermeasures Knowing where your enemy is can win you the battle however keeping your enemy unaware of your location helps prevent you from loosing. Electronic countermeasures use matching radar signals to cancel out your enemy radars ability to see you. While this system is not perfect it is effective against standard radar systems.

Installs Personal Stealth

Energy cost: 300000
Mass cost: 3000
Build time: 1080 seconds
Prerequisite: Electronic Enhancment (T2)
Cloaking Subsystems (T4)

Description: Cloaking Subsystem Using a combination of advanced computers and holographic systems it is possible to create an advanced illusion of invisibility. While possible to still be picked up by radar systems if it wasn't for preinstalled electronic countermeasures this system provides visual cloaking from all enemy units that do not have advanced sensor systems.

Installs Personal Cloaking

Energy cost: 900000
Mass cost: 6300
Build time: 2160 seconds
Prerequisite: Electronic Countermeasures (T3)
Actuator Replacment (T2)

Description: Actuator Replacment Installing fine tuned and highly responsive servos and actuators it is possible for the command chassis to be accelerated without loosing balance or stability. This increases its overall mobility on the battlefield.

Increases Movement Speed

Energy cost: 45000
Mass cost: 840
Build time: 180 seconds
Prerequisite: None
Anti-Air Subsystem (T3)

Description: Anti-Air Subsystem Aircraft pose a significant threat to any commander on the battlefield however with the installation of highly precise anti air laser systems it is possible to negate some of the threat. If needed the commander can also temporarily shift through a quantum rift to quickly teleport around the battlefield as well.

Installs Two Anti-Air Lasers Installs Teleporter

Energy cost: 450000
Mass cost: 3600
Build time: 1620 seconds
Prerequisite: Actuator Replacment (T2)
Nano Regeneration Subsystem (T4)

Description: Nano Regeneration Subsystem By installing a large cache of nano machines and enough computer systems to help control them at extreme efficiency it is possible to rapidly repair damage systems and get back into the battle before your opponents have the chance to do the same.

+100 Armor Regen

Energy cost: 400000
Mass cost: 10800
Build time: 1450 seconds
Prerequisite: Anti-Air Subsystem (T3)

Left Arm

Tech 2 Combat Engineering (T1)

Description: Combat Engineering Unlike the standard engineering system the combat engineering sacrifices the space that would normally enhance the resource allocation in order to install a cluster rocket system and improved regen systems.

Unlock Tech 2 Construction +10000 health 30 Armor Regen 20 Build Speed Installs Rocket Pack

Energy cost: 30000
Mass cost: 3000
Build time: 220 seconds
Prerequisite: None
Tech 3 Assault Engineering (T2)

Description: Assault Engineering Further expanding on the rocket launcher and regen systems makes the commander even more dangerous in close combat.

Unlock Tech 3 Construction +20000 health 65 Armor Regen 45 Build Speed +160 Rocket Pack Damage +8 Rocket Pack 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 While this system does not increase the destructive capabilities of the combat engineering weapon system it does provide a significant increase in general regen for the command chassis.

Unlock Experimental Construction +30000 health 105 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: 125000
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: 750000
Mass cost: 25000
Build time: 3750 seconds
Prerequisite: Tech 3 Advanced Engineering (T2)

Right Arm

EMP Array (T2)

Description: EMP Array This system uses triangulated lasers to superheat molecules within the target location causing them to rapidly break down. The resulting explosion causes moderate damage to those near the blast but emits a strong electromagnetic pulse that temporarily overwhelms electronic controls systems in most automated war machines.

Installs EMP Array

Energy cost: 27000
Mass cost: 720
Build time: 180 seconds
Prerequisite: None
Adjusted Crystal Matrix (T3)

Description: Adjusted Crystal Matrix By using crystals with far fewer flaws the beams are allowed to focus on a much finer point. This allows the area to heat to increase faster and effect a larger portion of the local material thus causing a larger detonation.

+900 EMP Damage +1 EMP Stun Radius +5 EMP Range Installs Ripper Jury Rigging

Energy cost: 105000
Mass cost: 1200
Build time: 540 seconds
Prerequisite: EMP Array (T2)
Enhanced Laser Emitters (T4)

Description: Enhanced Laser Emitters To increase efficiency of the system the laser assembly needs to be upgraded and replaced allowing for a higher throughput in power distribution. This allows a significantly larger amount of energy to be pushed through to the point of impact.

+3300 EMP Damage +1 EMP Blast Radius +1 EMP Stun Radius +5 EMP Range

Energy cost: 300000
Mass cost: 3000
Build time: 1440 seconds
Prerequisite: Adjusted Crystal Matrix (T3)
Heavy Microwave Laser (T2)

Description: Heavy Microwave Laser The Microwave Laser or "Maser" for short is a highly focused stream of microwaves directed at a target. This causes a massive breakdown in the targets electronic systems as well as superheating various materials causing distortions and detonations within the target.

Installs Heavy Microwave Laser

Energy cost: 90000
Mass cost: 1800
Build time: 360 seconds
Prerequisite: None
Alternating Laser Assembly (T3)

Description: Alternating Laser Assembly This system pairs the original maser system with a twin that functions in alternating bursts of energy. While not noticeable to those viewing the system in action it helps ensure higher power settings can be run while reducing maintenance demands caused by a single coil overheating.

+150 Microwave Damage Installs Ripper Jury Rigging

Energy cost: 480000
Mass cost: 3000
Build time: 1080 seconds
Prerequisite: Heavy Microwave Laser (T2)
Superconductive Power Conduits (T4)

Description: Superconductive Power Conduits By running additional feeds directly to the main power systems it is possible to overcharge the laser assembly and bring out the weapons extremely destructive aspects. At these higher power levels the system simply melts the armor off the target and flash fries their electronics.

+600 Microwave Damage

Energy cost: 900000
Mass cost: 6300
Build time: 2160 seconds
Prerequisite: Alternating Laser Assembly (T3)
Jury Rigged Ripper (T1)

Description: Jury Rigged Ripper 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% Ripper Rate of Fire +8 Ripper Range +8 Overcharge Range

Energy cost: 6000
Mass cost: 600
Build time: 60 seconds
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

Energy cost: 27000
Mass cost: 720
Build time: 180 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.

+50 Ripper Damage +75 Torpedo Damage +50% Torpedo Rate of Fire Installs Ripper Jury Rigging

Energy cost: 105000
Mass cost: 1200
Build time: 540 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.

+100 Ripper Damage +400 Torpedo Damage

Energy cost: 300000
Mass cost: 3000
Build time: 1440 seconds
Prerequisite: Improved Reloader (T3)

Weapons

Molecular Ripper Cannon

Target type: RULEWTT_Unit
DPS estimate: 133 (?)
Damage: 40 (?)
Damage type: Normal
Max range: 25
Min range: 1
Firing cycle: Once every 0.3s (?)
Overcharge Cannon

Target type: RULEWTT_Unit
DPS estimate: 20000 (?)
Damage: 100000 (?)
Damage radius: 2
Damage instances: 2 beam collisions
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
Iridium Rocket Pack

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 120 (?)
Damage: 8 (?)
Damage radius: 2
Damage instances: 6 projectiles
10 DoT pulses
Damage type: Normal
Max range: 22
Min range: 1
Firing cycle: Once every 4.0s (?)
Iridium Rocket Pack

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 240 (?)
Damage: 16 (?)
Damage radius: 3
Damage instances: 6 projectiles
10 DoT pulses
Damage type: Normal
Max range: 30
Min range: 1
Firing cycle: Once every 4.0s (?)
Nanite Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 225 (?)
Damage: 225 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 2.0s (?)
Nanite Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 462 (?)
Damage: 300 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 1.3s (?)
Nanite Torpedo

Target type: RULEWTT_Unit
(Anti-Naval)
DPS estimate: 1077 (?)
Damage: 700 (?)
Damage instances: 2 projectiles
Damage type: Normal
Max range: 60
Firing cycle: Once every 1.3s (?)
EMP Array Emitter

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 0 (?)
Damage: 0.1 (?)
Damage radius: 0.5
Damage instances: 1 beam collisions
Damage type: Normal
Max range: 45
Firing cycle: Once every 4.0s (?)
EMP Array Emitter (×3)

Note: Stats are per instance of the weapon.
Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: Less than 5.0 (?)
Damage: 1 (?)
Damage instances: 5 beam collisions
Damage type: Normal
Max range: 45
Firing cycle: Once every 0.3s (?)
EMP Array Emitter

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 300 (?)
Damage: 300 (?)
Damage radius: 2
Damage type: Normal
Max range: 35
Firing cycle: Once every 1.0s (?)
Buffs: STUN
EMP Array Emitter

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 1200 (?)
Damage: 1200 (?)
Damage radius: 2
Damage type: Normal
Max range: 40
Firing cycle: Once every 1.0s (?)
Buffs: STUN
EMP Array Emitter

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 4500 (?)
Damage: 4500 (?)
Damage radius: 3
Damage type: Normal
Max range: 45
Firing cycle: Once every 1.0s (?)
Buffs: STUN
Heavy Microwave Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 250 (?)
Damage: 50 (?)
Damage radius: 0
Damage instances: 5 beam collisions
Damage type: Normal
Max range: 30
Firing cycle: Once every 1.0s (?)
Heavy Microwave Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 600 (?)
Damage: 100 (?)
Damage radius: 0
Damage instances: 3 beam collisions
Damage type: Normal
Max range: 30
Firing cycle: Once every 0.5s (?)
Heavy Microwave Laser

Target type: RULEWTT_Unit
(Anti-Surface)
DPS estimate: 1600 (?)
Damage: 200 (?)
Damage radius: 0
Damage instances: 4 beam collisions
Damage type: Normal
Max range: 30
Firing cycle: Once every 0.5s (?)
AA Microwave Laser (×2)

Note: Stats are per instance of the weapon.
Target type: RULEWTT_Unit
(Anti-Air)
DPS estimate: 150 (?)
Damage: 30 (?)
Damage instances: 5 beam collisions
Damage type: Normal
Max range: 35
Firing cycle: Once every 1.0s (?)
AA Microwave Laser (×2)

Note: Stats are per instance of the weapon.
Target type: RULEWTT_Unit
(Anti-Air)
DPS estimate: 90 (?)
Damage: 30 (?)
Damage instances: 3 beam collisions
Damage type: Normal
Max range: 35
Firing cycle: Once every 1.0s (?)

Veteran levels

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

  1. 35 kills gives: +2900 (+18/s)
  2. 70 kills gives: +5800 (+36/s)
  3. 105 kills gives: +8700 (+54/s)
  4. 140 kills gives: +11600 (+72/s)
  5. 175 kills gives: +14500 (+80/s)
Categories : CYBRAN · MOBILE · LAND · COMMAND · ENGINEER
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