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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: | 30500 (+12/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 |
Omni radius: | 26 |
Cloak radius: | 0 |
Flags: | Cloak Radar stealth Sonar stealth |
Motion type: | RULEUMT_Amphibious |
Movement speed: | 1.4 |
Transport class: | Large |
Weapons: | 14 (Details) |
This unamed 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. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.
Contents
- Amphibious
- Customizable
- Not Capturable
- Omni Sensor
- Volatile
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
Improved Combat Systems (T2)
Description: | Improved Combat Armor
This general enhancement adds armor and increases the range of the command units overcharged cannon shots.
+10000 Health Overcharge Range 45 Installs Basic Lambda Field Emitter |
Energy cost: | 67500 |
Mass cost: | 1080 |
Build time: | 235 seconds |
Prerequisite: | None |
Ultimate Combat Systems
Description: | Ultimate Combat Systems
This upgrade grants additional armor and extends the range of the overcharge cannon significantly.
+20000 Health Overcharge Range 60 |
Energy cost: | 275000 |
Mass cost: | 5400 |
Build time: | 1260 seconds |
Prerequisite: | Improved Combat Systems (T2) |
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 Lambda Field Emitters |
Energy cost: | 36000 |
Mass cost: | 6600 |
Build time: | 180 seconds |
Prerequisite: | None |
Teleporter Subsystems (T3)
Description: | Personal Teleporter Subsystem
Installing a compact personal teleport subsystem allows the commander to move rapidly about the battlefield providing assistance as needed. This pack also installed light anti-air defencive systems to help protect the commander from airborne threats.
Installs Teleporter Installs Two Anti-Air Cannons Installs Enhanced Lambda Emitters |
Energy cost: | 270000 |
Mass cost: | 16500 |
Build time: | 1800 seconds |
Prerequisite: | Electronic Enhancment (T2) |
Phasic Cloaking (T4)
Description: | Phasic Cloaking Subsystem
This is an advanced version of the phasic cloaking systems used by light scouts to monitor enemies. As long as the commander is motionless and not making use of high energy systems such as the personal teleporter or weapon overcharge the commander should be concealed from both enemy eyes and sensors.
Installs Phasic Cloaking Subsystems |
Energy cost: | 400000 |
Mass cost: | 40000 |
Build time: | 2000 seconds |
Prerequisite: | Teleporter Subsystems (T3) |
Lambda Field Emitters (T2)
Description: | Basic Lambda Field Emitter Born from a mastery of quantum mechanics the lambda system distorts the very fabric of space around the command unit. This field depending on the strength of the distortions has the capability to deflect incoming projectiles off their flight path. |
Energy cost: | 60000 |
Mass cost: | 720 |
Build time: | 180 seconds |
Prerequisite: | None |
Enhanced Lambda Emitters (T3)
Description: | Enhanced Lambda Emitters By Enhancing the energy to mass output of the lambda systems the field becomes much stronger at deflecting projectiles. It has also been noted that occasionally a micro rift will open just long enough to swallow incoming projectiles. |
Energy cost: | 360000 |
Mass cost: | 1530 |
Build time: | 810 seconds |
Prerequisite: | Lambda Field Emitters (T2) |
Controlled Quantum Ruptures (T4)
Description: | Advanced Lambda Emitters After further analysis of rifts formed by previous lambda designs, a control program has been designed to more efficiently create these rifts. These additional rifts swallow incoming projectiles very effectively but still have no effect on beam weapons. |
Energy cost: | 600000 |
Mass cost: | 2400 |
Build time: | 1440 seconds |
Prerequisite: | Enhanced Lambda Emitters (T3) |
Tech 2 Combat Engineering (T1)
Description: | Combat Engineering
Unlike the standard engineering, combat engineering enhances the armor and regen of the ACU and installs area regeneration systems that heals your nearby units.
Unlock Tech 2 Construction +10000 health 25 Armor Regen 20 Build Speed Installs Regen Aura |
Energy cost: | 30000 |
Mass cost: | 3000 |
Build time: | 220 seconds |
Prerequisite: | None |
Tech 3 Assault Engineering (T2)
Description: | Assault Engineering
Further upgrades to armor and regeneration gives the command chassis an incredible ability to repair itself and engage in combat.
Unlock Tech 3 Construction +20000 health 60 Armor Regen 45 Build Speed |
Energy cost: | 72000 |
Mass cost: | 7200 |
Build time: | 720 seconds |
Prerequisite: | Tech 2 Combat Engineering (T1) |
Tech 4 Apocalyptic Engineering (T3)
Description: | Apocalyptic Engineering
This further increases the area regen capabilities of the ACU and provides a significant increase in armor and regen for the command chassis.
Unlock Experimental Construction +30000 health 100 Armor Regen 90 Build Speed Upgrades the Regen Aura |
Energy cost: | 162000 |
Mass cost: | 16200 |
Build time: | 1620 seconds |
Prerequisite: | Tech 3 Assault Engineering (T2) |
Tech 2 Improved Engineering (T1)
Description: | Improved Engineering
This is a standard engineering enhancement system that 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
This is a standard engineering enhancement system that focuses on improving resource allocation subsystems and build power.
Unlock Tech 3 Construction Build Speed 75 Mass Production 18 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
This is a standard engineering enhancement system that focuses on improving resource allocation subsystems and build power.
Unlock Experimental Construction Build Speed 225 Mass Production 36 Energy Production 1500 |
Energy cost: | 750000 |
Mass cost: | 25000 |
Build time: | 3750 seconds |
Prerequisite: | Tech 3 Advanced Engineering (T2) |
Quantum Storm Cannon (T2)
Description: | Quantum Storm Cannon
By creating a miniature ruptures in the fabric of space and letting uncontrolled quantum energies out the storm cannon can cause a significant amount of damage to any stationary target. However if the target is able to move fast enough they can quickly emerge from within reach of those destructive energies.
Installs Quantum Storm Cannon |
Energy cost: | 90000 |
Mass cost: | 1800 |
Build time: | 360 seconds |
Prerequisite: | None |
Power Conversion Enhancer (T3)
Description: | Power Conversion Enhancer
By dumping a significant amount of energy into the weapon system it is possible to open a slightly larger rift are farther distances. This gives the weapon the ability to hit targets normal high end weaponry cannot.
+1400 Storm Damage +1 Storm Blast Radius +5 Storm Range Installs Chronoton Jury Rigging |
Energy cost: | 480000 |
Mass cost: | 3000 |
Build time: | 1080 seconds |
Prerequisite: | Quantum Storm Cannon (T2) |
Advanced Distortion Algorithms (T4)
Description: | Advanced Distortion Algorithms
With a little creative energy manipulation the storm cannon can be set up so that when it detonates it not only opens a rift but helps draw destructive energies from it. This causes a more rapid degradation in nearby enemy units over the coarse of the detonation.
+5800 Storm Damage +5 Storm Range |
Energy cost: | 900000 |
Mass cost: | 6300 |
Build time: | 2160 seconds |
Prerequisite: | Power Conversion Enhancer (T3) |
Plasma Gatling Cannon (T2)
Description: | Plasma Gatling Cannon
Using a cluster of micro barrels to chamber and discharge plasma bolts the serephim have created a very powerful plasma gatling cannon. However while it is extremely dangerous it also suffers from bloom effects limiting its effective range.
Installs Plasma Gatling Cannon |
Energy cost: | 21000 |
Mass cost: | 840 |
Build time: | 180 seconds |
Prerequisite: | None |
Phased Energy Fields (T3)
Description: | Phased Energy Fields
By phasing the shots slightly into a higher frequency the gatling system gains a slight increase in range as well as causing more damage to the target. This allows the weapon to move between targets much easier.
+225 Gatling Damage +5 Gatling Range Installs Chronoton Jury Rigging |
Energy cost: | 105000 |
Mass cost: | 1200 |
Build time: | 540 seconds |
Prerequisite: | Plasma Gatling Cannon (T2) |
Secondary Power Feeds (T4)
Description: | Secondary Power Feeds
Running additional power feeds to the small plasma chambers allows for a higher charge and faster cycling time. This causes more powerful shots in rapid succession causing extreme damage to the target.
+650 Gatling Damage |
Energy cost: | 300000 |
Mass cost: | 3000 |
Build time: | 1440 seconds |
Prerequisite: | Phased Energy Fields (T3) |
Jury Rigged Chronoton (T1)
Description: | Jury Rigged Chronoton
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.
Chronoton Damage 200DPS +8 Chronoton 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: | 45000 |
Mass cost: | 1440 |
Build time: | 450 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 Chronoton Damage +25 Torpedo Damage +100% Torpedo Rate of Fire Installs Chronoton Jury Rigging |
Energy cost: | 99000 |
Mass cost: | 3300 |
Build time: | 990 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 Chronoton Damage +475 Torpedo Damage |
Energy cost: | 216000 |
Mass cost: | 6300 |
Build time: | 2160 seconds |
Prerequisite: | Improved Reloader (T3) |
Chronotron Cannon
Target type: |
RULEWTT_Unit
|
DPS estimate: | 133 (?) |
Damage: | 40 (?) |
Damage type: | Normal |
Max range: | 25 |
Min range: | 2 |
Firing cycle: | Once every 0.3s (?) |
Chronotron Overcharge Cannon
Target type: |
RULEWTT_Unit
|
DPS estimate: | 10000 (?) |
Damage: | 100000 (?) |
Damage radius: | 2 |
Damage type: | Overcharge |
Max range: | 30 |
Min range: | 2 |
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 |
Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 175 (?) |
Damage: | 350 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 4.0s (?) |
Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 375 (?) |
Damage: | 375 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 2.0s (?) |
Torpedo
Target type: |
RULEWTT_Unit (Anti-Naval) |
DPS estimate: | 850 (?) |
Damage: | 850 (?) |
Damage instances: | 2 projectiles |
Damage type: | Normal |
Max range: | 60 |
Firing cycle: | Once every 2.0s (?) |
Quantum Storm Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 150 (?) |
Damage: | 30 (?) |
Damage radius: | 2 |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 35 |
Min range: | 2 |
Firing cycle: | Once every 4.0s (?) |
Quantum Storm Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 500 (?) |
Damage: | 100 (?) |
Damage radius: | 2 |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 40 |
Min range: | 2 |
Firing cycle: | Once every 4.0s (?) |
Quantum Storm Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 1500 (?) |
Damage: | 300 (?) |
Damage radius: | 3 |
Damage instances: | 20 DoT pulses |
Damage type: | Normal |
Max range: | 45 |
Min range: | 2 |
Firing cycle: | Once every 4.0s (?) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 250 (?) |
Damage: | 75 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 30 |
Min range: | 2 |
Firing cycle: | Once every 0.3s (?) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 1000 (?) |
Damage: | 300 (?) |
Damage radius: | 0 |
Damage type: | Normal |
Max range: | 35 |
Min range: | 2 |
Firing cycle: | Once every 0.3s (?) |
Gatling Plasma Cannon
Target type: |
RULEWTT_Unit (Anti-Surface) |
DPS estimate: | 1800 (?) |
Damage: | 900 (?) |
Damage type: | Normal |
Max range: | 35 |
Min range: | 2 |
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) |
DPS estimate: | 500 (?) |
Damage: | 50 (?) |
Damage radius: | 1.5 |
Damage instances: | 3 projectiles |
Damage type: | Normal |
Max range: | 35 |
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.
- 30 kills gives: +3050 (+12/s)
- 60 kills gives: +6100 (+24/s)
- 90 kills gives: +9150 (+36/s)
- 120 kills gives: +12200 (+48/s)
- 150 kills gives: +15250 (+60/s)
Categories : SERAPHIM · MOBILE · LAND · COMMAND · ENGINEER · SILO |
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