ERL0001 - MostLostNoob/Git-LOUD GitHub Wiki
![]() Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | erl0001 |
Faction: | Cybran |
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 |
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: |
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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
- 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 CYBRAN
BUILTBYTIER2COMMANDER CYBRAN
BUILTBYTIER3COMMANDER CYBRAN
BUILTBYTIER4COMMANDER CYBRAN
URL0001UPGRADE
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: |
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Mass cost: |
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Build time: |
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Prerequisite: | None |
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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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Prerequisite: | Anti-Air Subsystem (T3) |
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: |
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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 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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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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Mass cost: |
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Build time: |
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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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Mass cost: |
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Build time: |
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Prerequisite: | Tech 3 Advanced Engineering (T2) |
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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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: |
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Mass cost: |
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Build time: |
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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 |
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.
+50 Ripper Damage +75 Torpedo Damage +50% Torpedo Rate of Fire Installs Ripper 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.
+100 Ripper Damage +400 Torpedo Damage |
Energy cost: |
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Mass cost: |
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Build time: |
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Prerequisite: | Improved Reloader (T3) |
Molecular Ripper Cannon
Target type: |
RULEWTT_Unit
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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
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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: |
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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 (?) |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 35 kills gives:
+2900 (+18/s)
- 70 kills gives:
+5800 (+36/s)
- 105 kills gives:
+8700 (+54/s)
- 140 kills gives:
+11600 (+72/s)
- 175 kills gives:
+14500 (+80/s)
Categories : CYBRAN · MOBILE · LAND · COMMAND · ENGINEER |