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ESL0001
Unnamed Armored Command Unit |
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Source: | BlackOps Adv Command Units for LOUD |
Unit ID: | esl0001 |
Faction: | Seraphim |
Health: | 27500 (+16/s) |
Armour: | Commander |
Energy cost: | 100000 |
Mass cost: | 10000 |
Build time: | 60000 |
Build rate: | 10 |
Energy production: | 20/s |
Mass production: | 2/s |
Energy storage: | 5000 |
Mass storage: | 650 |
Vision radius: | 28 (0.56 km) |
Water vision radius: | 22 (440 m) |
Radar radius: | 50 (1 km) |
Sonar radius: | 46 (0.92 km) |
Omni radius: | 26 (0.52 km) |
Cloak radius: | 0 |
Radar stealth radius: | 1 (20 m) |
Sonar stealth radius: | 1 (20 m) |
Flags: | Cloak Radar stealth Sonar stealth |
Motion type: | RULEUMT_Amphibious |
Movement speed: | 1.45 (29 m/s) |
Transport class: | Large |
Weapons: | 15 (Details) |
This unnamed unit is a Seraphim 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 in an superior upgradeable suit with radar/sonar stealth and anti-teleport field. Contains blueprints necessary to build a basic army.
Contents
- Amphibious
- Customizable
- Volatile
- Not Capturable
- Omni Sensor
- Personal Stealth
- Radar
- Sonar
- Tactical Missile Defense
- Torpedo Defense
The following orders can be issued to the unit:
The engineering capabilties of this unit consist of the ability to capture, reclaim, and repair. It has the build categories:
BUILTBYCOMMANDER SERAPHIM
BUILTBYTIER2COMMANDER SERAPHIM
BUILTBYTIER3COMMANDER SERAPHIM
BUILTBYTIER4COMMANDER SERAPHIM
Armor Plating (T2+)
Description: | Armor Package
Simply adds framework for up to 7k of additional armor which must be regenerated to obtain the full value. Mobility is impaired.
+7000 HP -4% Movement |
Energy cost: | 32000 |
Mass cost: | 4200 |
Build time: | 320 seconds |
Prerequisite: | None |
Stealth Field Generator (T3)
Description: | Stealth Field
Good intel can win the battle; however, so can depriving the enemy of intel. Augments the basic stealth capability of the ACU by mounting a typical radar/sonar stealth field generator.
Installs T3 Radar/Sonar Stealth Field 32 Radar Stealth Field Radius 32 Sonar Stealth Field Radius |
Energy cost: | 12000 |
Mass cost: | 675 |
Build time: | 120 seconds |
Prerequisite: | Armor Plating (T2+) |
Cloaking Subsystems (T3+)
Description: | Phasic Cloaking
This is an upscaled version of the phasic cloak system used by Seraphim land scouts. As long as the ACU is motionless and not making use of high energy systems, they will remain concealed from enemy sensors.
Installs Phasic Cloaking Subsystems |
Energy cost: | 32100 |
Mass cost: | 4000 |
Build time: | 321 seconds |
Prerequisite: | Stealth Field Generator (T3) |
Lambda Destruction Field Emitters (T2+)
Description: | Lambda Destruction Fields
Born from a mastery of quantum mechanics, the Lambda system creates 'micro-tears' in the fabric of space around enemy projectiles of any size and funnels them into another plane.
Installs 2 Lambda Destruction Emitters 13 Range .7 Second Cycle Time |
Energy cost: | 22000 |
Mass cost: | 680 |
Build time: | 220 seconds |
Prerequisite: | None |
Lambda Deflection Field Emitters (T3)
Description: | Lambda Deflection Fields
Fine control of the Lambda Field allows enemy projectiles to be redirected, often back towards the source.
Installs 2 Lambda Deflection Emitters |
Energy cost: | 36000 |
Mass cost: | 1325 |
Build time: | 350 seconds |
Prerequisite: | Lambda Destruction Field Emitters (T2+) |
Personal Teleporter (T4)
Description: | Personal Teleporter
Installs a back-mounted personal teleporter which allows jumps of several kilometres.
Installs Teleporter |
Energy cost: | 95000 |
Mass cost: | 4800 |
Build time: | 950 seconds |
Prerequisite: | None |
Intel Package (T2)
Description: | Intel Enhancement T2
Intel is always a priority for effective command. An ACU with a need to know requires increased vision as well as increased radar & sonar.
Installs T2 intel package |
Energy cost: | 3600 |
Mass cost: | 180 |
Build time: | 36 seconds |
Prerequisite: | None |
Intel Enhancement (T3)
Description: | Intel Enhancement T3
The road to victory starts with good intel, which means a need for even more vision, radar, OMNI & sonar.
Installs T3 OMNI package |
Energy cost: | 27000 |
Mass cost: | 2200 |
Build time: | 270 seconds |
Prerequisite: | Intel Package (T2) |
Combat Engineering (T2)
Description: | Combat Engineering unlocks T2 construction, with a focus on armor & regenerative capability. Mobility is slightly impaired.
x2.5 Base Build Power
x1.30 Base HP
x1.6 Base Regeneration Installs AA blister |
Energy cost: | 38000 |
Mass cost: | 3750 |
Build time: | 380 seconds |
Prerequisite: | None |
Assault Engineering (T3)
Description: | Assault Engineering unlocks T3 construction, with more armor & regeneration & a small resource boost. Mobility is impaired.
x5.0 Base Build Power
x1.75 Base HP
x3.0 Base Regeneration
x2 Base Mass Production
x5 Base Energy Production Installs 2nd AA blister |
Energy cost: | 116500 |
Mass cost: | 15000 |
Build time: | 1165 seconds |
Prerequisite: | Combat Engineering (T2) |
Apocalyptic Engineering (T4)
Description: | Frontline Engineering unlocks T4 construction, maximum armor, regen, mild build power & resource gain, but Mobilty impaired.
x9.0 Base Build Power x2.20 Base HP x4.5 Base Regeneration x5 Base Mass Production x25 Base Energy Production -12.75% Movement Installs OC Boost +10 Range |
Energy cost: | 375000 |
Mass cost: | 49000 |
Build time: | 3750 seconds |
Prerequisite: | Assault Engineering (T3) |
Tech 2 Improved Engineering (T1)
Description: | Improved Engineering unlocks T2 construction, improves build power, resources & mobility.
x3 Base Build Power |
Energy cost: | 38000 |
Mass cost: | 3500 |
Build time: | 195 seconds |
Prerequisite: | None |
Tech 3 Advanced Engineering (T2)
Description: | Advanced engineering unlocks T3 construction, more build power, resource, mobility & regen.
x9 Base Build Power |
Energy cost: | 152000 |
Mass cost: | 10500 |
Build time: | 1520 seconds |
Prerequisite: | Tech 2 Improved Engineering (T1) |
Tech 4 Experimental Engineering (T3)
Description: | Superior engineering unlocks T4 construction, maximum build power, resource, mobility & regen.
x16 Base Build Power x12 Base Mass Production x75 Base Energy Production x3.0 Base Regeneration +20% movement Installs OC Boost +10 Range |
Energy cost: | 720000 |
Mass cost: | 29500 |
Build time: | 7200 seconds |
Prerequisite: | Tech 3 Advanced Engineering (T2) |
Jury Rigged Chronotron (T1)
Description: | Jury Rigged Chronotron
By running additional power feeds & rapid capacitors, upgrading to an enhanced main weapon is quick, cheap and heavy.
x1.5 Base Damage +5 Range +5 Overcharge Range -4% Movement |
Energy cost: | 7500 |
Mass cost: | 750 |
Build time: | 75 seconds |
Prerequisite: | None |
Plasma Gatling Cannon (T2)
Description: | Plasma Gatling Cannon
Using a cluster of micro barrels to chamber and discharge plasma bolts, the Seraphim have created a powerful gatling-style weapon; however, while dangerous, range is modest.
Installs Plasma Gatling Cannon 225 Damage 36 Range |
Energy cost: | 21000 |
Mass cost: | 840 |
Build time: | 180 seconds |
Prerequisite: | None |
Phased Energy Fields (T3)
Description: | By phasing the shots slightly into a higher spectrum, the Plasma Gatling system gains an increase in range and damage.
420 Damage 48 Range |
Energy cost: | 42000 |
Mass cost: | 1400 |
Build time: | 420 seconds |
Prerequisite: | Plasma Gatling Cannon (T2) |
Secondary Power Feeds (T4)
Description: | Feeding power directly to the plasma chambers allows for a higher charge and faster cycling time. This releases more powerful bolts, with minor AOE effect, in rapid succession. Impairs mobility.
550 Damage
57 Range
1 AOE Radius |
Energy cost: | 130000 |
Mass cost: | 4200 |
Build time: | 1300 seconds |
Prerequisite: | Phased Energy Fields (T3) |
Storm Cannon (T2+)
Description: | Storm Cannon
By creating miniature ruptures in the fabric of space and letting uncontrolled quantum energies out, the storm cannon can cause significant area damage. However, if the target moves quickly, it can avoid the reach of those rifts.
Installs Quantum Storm Cannon 1000 Damage 2.0 AOE Radius 33 Range |
Energy cost: | 21000 |
Mass cost: | 900 |
Build time: | 210 seconds |
Prerequisite: | None |
Enhanced Storm Cannon (T3)
Description: | By dumping a significant amount of energy directly into the weapon system, it is possible to open a larger rift at greater distance and over a larger area.
2000 Damage 2.6 AOE Radius 37 Range |
Energy cost: | 56000 |
Mass cost: | 1900 |
Build time: | 560 seconds |
Prerequisite: | Storm Cannon (T2+) |
Advanced Storm Cannon (T4)
Description: | With a little creative energy manipulation, the storm can not only open a rift, but draw more destructive energies from it. This comes at the cost of impaired mobility.
3600 Damage
3.4 AOE Radius
45 Range |
Energy cost: | 165000 |
Mass cost: | 5400 |
Build time: | 1650 seconds |
Prerequisite: | Enhanced Storm Cannon (T3) |
Torpedo Launcher (T2)
Description: | When forced to fight underwater, a basic heavy torpedo system is an absolute necessity.
Installs Torpedo Launcher |
Energy cost: | 35000 |
Mass cost: | 1050 |
Build time: | 350 seconds |
Prerequisite: | None |
Improved Reloader (T3)
Description: | An improved reloader increases the torpedo salvo size using lighter, but longer ranged, torpedoes.
250 Damage 4 torpedoes per salvo 66 range |
Energy cost: | 70000 |
Mass cost: | 3150 |
Build time: | 700 seconds |
Prerequisite: | Torpedo Launcher (T2) |
Advanced Warheads (T4)
Description: | An added tube, plasma impellors & shaped charges, increases the salvo size, range & damage of the system. Mobility reduced.
500 Damage 4 torpedoes per salvo 72 range -4% Movement |
Energy cost: | 140000 |
Mass cost: | 9450 |
Build time: | 1400 seconds |
Prerequisite: | Improved Reloader (T3) |
Target Designator
Target type: |
RULEWTT_Unit
|
Damage: | 0.1 (?) |
Damage radius: | 0 |
Damage instances: | 1 beam collisions |
Damage type: | Normal |
Max range: | 25 (0.5 km) |
Firing cycle: | Once every 0.5s (?) |
Chronotron Cannon
Target type: |
RULEWTT_Unit
|
Projectile: | SDFChronatronCannon01 |
Damage: | 70 (?) |
Damage type: | Normal |
Max range: | 28 (0.56 km) |
Firing arc: | 60° |
Firing cycle: | Once every 0.5s (?) |
Chronotron Overcharge Cannon
Target type: |
RULEWTT_Unit
|
Projectile: | SDFChronatronCannon02 |
Damage: | 100000 (?) |
Damage radius: | 2 (40 m) |
Damage type: | Overcharge |
Max range: | 30 (0.6 km) |
Firing cycle: | Once every 1.0s (?) |
Firing cost: | 30000 (3000/s for 10s) |
Death Nuke
Projectile: | InainoEffectController01 |
Damage: | 14500 (?) |
Damage radius: | 15 (300 m) |
Outer damage: | 4500 |
Outer radius: | 25 (0.5 km) |
Damage type: | Normal |
Flags: | Damage friendly |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | SANAnaitTorpedo01 |
Damage: | 380 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 (1.2 km) |
Firing cycle: | Once every 1.0s (?) |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | SANAnaitTorpedo01 |
Damage: | 250 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 66 (1.32 km) |
Firing cycle: | Once every 1.0s (?) |
Torpedo Launcher
Target type: |
RULEWTT_Unit (Anti-Naval) |
Projectile: | SANAnaitTorpedo01 |
Damage: | 500 (?) |
Damage instances: | 4 projectiles |
Damage type: | Normal |
Max range: | 72 (1.44 km) |
Firing cycle: | Once every 1.0s (?) |
Storm Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | SeraACUBigBall01 |
Damage: | 50 (?) |
Damage radius: | 2 (40 m) |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 33 (0.66 km) |
Min range: | 2 (40 m) |
Firing arc: | 60° |
Firing cycle: | Once every 1.0s (?) |
Firing cost: | 600 (400/s for 1.5s) |
Storm Cannon II
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | SeraACUBigBall02 |
Damage: | 100 (?) |
Damage radius: | 2.6 (52 m) |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 37 (0.74 km) |
Min range: | 2 (40 m) |
Firing arc: | 60° |
Firing cycle: | Once every 1.0s (?) |
Firing cost: | 975 (650/s for 1.5s) |
Storm Cannon III
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | SeraACUBigBall03 |
Damage: | 180 (?) |
Damage radius: | 3.4 (68 m) |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 45 (0.9 km) |
Min range: | 3 (60 m) |
Firing arc: | 60° |
Firing cycle: | Once every 1.0s (?) |
Firing cost: | 1400 (700/s for 2s) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit
|
Projectile: | SeraRapidCannon01 |
Damage: | 75 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 36 (0.72 km) |
Min range: | 2 (40 m) |
Firing arc: | 8° |
Firing cycle: | Once every 0.3s (?) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit
|
Projectile: | SeraRapidCannon02 |
Damage: | 140 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 48 (0.96 km) |
Min range: | 2 (40 m) |
Firing arc: | 8° |
Firing cycle: | Once every 0.3s (?) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
Projectile: | SeraRapidCannon03 |
Damage: | 275 (?) |
Damage radius: | 1 (20 m) |
Damage type: | Normal |
Max range: | 57 (1.14 km) |
Min range: | 2 (40 m) |
Firing arc: | 8° |
Firing cycle: | Once every 0.5s (?) |
Olaris AA Artillery Cannon (×2)
Note: Stats are per instance of the weapon. | |
Target type: |
RULEWTT_Unit (Anti-Air) |
Projectile: | SAAOlarisAAArtillery03 |
Damage: | 50 (?) |
Damage radius: | 1.5 (30 m) |
Damage instances: | 3 projectiles |
Damage type: | Normal |
Max range: | 36 (0.72 km) |
Firing arc: | 180° |
Firing cycle: | Once every 0.3s (?) |
Note: Each veteran level buff replaces the previous by default; values are shown here as written.
- 33 kills gives: +1100 (+4/s)
- Vision radius: 2
- Water vision radius: 2
- 66 kills gives: +2200 (+8/s)
- Vision radius: 2
- Water vision radius: 2
- 99 kills gives: +3300 (+11/s)
- Vision radius: 3
- Water vision radius: 3
- 132 kills gives: +4400 (+14/s)
- Vision radius: 3
- Water vision radius: 3
- 165 kills gives: +5500 (+17/s)
- Vision radius: 3
- Water vision radius: 3
Categories : SERAPHIM · MOBILE · LAND · COMMAND · ENGINEER · SILO |
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