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LLT : Light Laser Tower | |||||
What's New: Significantly cheaper. Better sight. Much less armor. | |||||
Strategy Notes: The LLT takes over as the basic ground defense with missile towers being AA only. LLTs are now much easier to build, particularly in the early game where they were a huge resource drain in OTA. |
STATS: | |||||
Energy | 652 (-1956) | ||||
Metal | 84 (-184) | Energy Storage | 100 | ||
Build Time | 3724 (-1000) | ||||
Armor | 387 (-323) | Line of Sight | 380 (+30) | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Light Laser | 300 | 60 | .52 | 8 | |
Energy | Guided | Type | |||
10 | Line of Sight | ||||
Gaat Gun: Heavy Laser Tower | |||||
What's New: Improved armor and range. | |||||
Strategy Notes: |
STATS: | |||||
Energy | 5443 | ||||
Metal | 589 | Energy Storage | 200 | ||
Build Time | 9622 | ||||
Armor | 1700 (+500) | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
High Energy Laser | 485 (+85) | 180 | .965 | 8 | |
Energy | Guided | Type | |||
75 | Line of Sight | ||||
Pulverizer: Anti-Air Tower | |||||
What's New: Only attacks aircraft. Improved missile tracking. Buildable by Commander. | |||||
Strategy Notes: Missile tower forests are a thing of the past without ground attack ability. But don't neglect them completely, or you'll find yourself in deep trouble when the aircraft finally show up. |
STATS: | |||||
Energy | 805 | ||||
Metal | 76 | ||||
Build Time | 1749 | ||||
Armor | 300 | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Missiles | 700 | 95 | 2 | 48 | |
Energy | Guided | Type | |||
YES | LOS Air Only | ||||
Dragon's Teeth: Perimeter Defense | |||||
What's New: | |||||
Strategy Notes: |
STATS: | |||||
Energy | 300 | ||||
Metal | 11 | ||||
Build Time | 565 | ||||
Armor | 3600 | ||||
Punisher : Medium Range Plasma Battery | |||||
What's New: Improved armor. | |||||
Strategy Notes: |
STATS: | |||||
Energy | 7585 | ||||
Metal | 1887 | Energy Storage | 200 | ||
Build Time | 13268 | ||||
Armor | 3940 (+1400) | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Plasma Cannon | 1200 | 320 | 2.8 | 85 | |
Energy | Guided | Type | |||
Ballistic | |||||
Viper : Cloakable Pop-Up Rocket Battery | |||||
What's New: Improved armor. Weapon changed to rockets. Cloakable. | |||||
Strategy Notes: The new rockets pack much more firepower. The only minor down side is that with the loss of the long barrel weapon Vipers can no longer fire over fortwalls. Cloaking is now an option on pop-up weapons if you want to set up an ambush... |
STATS: | |||||
Energy | 6687 | Cloak Cost | 30 | ||
Metal | 642 | ||||
Build Time | 11528 | ||||
Armor Open/Closed | 1588/12704 (+600/4800) | Line of Sight | 310 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Heavy Rockets | 535 (+165) | 225 (+85) | 1.25 | 32 (+24) | |
Energy | Guided | Type | |||
0 (-25) | Line of Sight | ||||
Toaster : Pop-Up Heavy Cannon | |||||
What's New: Metal cost decreased. Significantly increased armor. Better reload , range, damage, area of effect on cannon. Cloakable. | |||||
Strategy Notes: The
Toaster now uses the same weapon as the Punisher, but has
slightly better area of effect. All pop-up weapons can
now cloak for those oh-so-sneaky ambushes. Note that Toasters stay open and ready to fire by default. You need to manually shut off the Toaster with the On/Off button if you want to protect it from enemy fire. (This change gives you significantly quicker response time to incoming units than the old auto-open animation allowed.) |
STATS: | |||||
Energy | 12687 | Cloak Cost | 20 | ||
Metal | 1946 (-200) | ||||
Build Time | 18377 | ||||
Armor Open/Closed | 3877/25846 (+2000/13333) | Line of Sight | 370 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Plasma Cannon | 1200 (+315) | 320 (+25) | 2.8 (-.2) | 130 (+25) | |
Energy | Guided | Type | |||
Ballistic | |||||
Immolator : Riot Gun | |||||
What's New: No longer damages Flash/Peewee only. | |||||
Strategy Notes: The Immolator is now a general purpose defense with reasonable damage and a large area of effect. It falls between the laser towers in hitting power but is can be very valuable for its large area of effect when a group of attackers come marching in. |
STATS: | |||||
Energy | 2390 | ||||
Metal | 321 | ||||
Build Time | 5094 | ||||
Armor | 1242 | Line of Sight | 380 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Riot Cannon | 375 | 220 | 1.6 | 168 | |
Energy | Guided | Type | |||
Line of Sight | |||||
Jellyfish : Depthcharge Launcher | |||||
NEW UNIT | |||||
Strategy Notes: Depth charge launchers are buildable by the commander and level 1 construction units in shallow water or on the shore. They are very effective early defenses for protecting nearby shipyards and preventing subs from parking off your coast. |
STATS: | |||||
Energy | 2640 | ||||
Metal | 180 | ||||
Build Time | 2280 | ||||
Armor | 875 | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Depth Charge | 475 | 125 | 3.2 | 64 | |
Energy | Guided | Type | |||
YES | Line of Sight | ||||
Fortification Walls: Perimeter Defense | |||||
What's New: Better armor. 3x Sections. Gates. LLT Post. | |||||
Strategy Notes: The Fort
Wall button is now split into 6 sub-buttons. Click on the
square icon to build the normal post, the rectangles to
build the 3x horizontal or vertical walls, the circle
icon to to create an LLT post, or the multi-rectangle
icons to create horizontal or vertical gates. The 3x walls are for convenience sake, to ease building a true wall, or surrounding an object. The LLT Post mounts a light laser--when this laser is destroyed, the post turns into a normal FW post. Gates can be opened and closed using the On/Off toggle. The gate consumes 10 energy when on. |
STATS: | |||||
Post | LLT Post | ||||
Energy | 612 | Energy | 4102 | ||
Metal | 23 | Metal | 162 | ||
Build Time | 810 | Build Time | 9615 | ||
Armor | 1750 | Armor | 1500 | ||
Horiz/Vert Section | Horiz/Vert Gate | ||||
Energy | 1936 | Energy | 5502 | ||
Metal | 74 | Metal | 46 | ||
Build Time | 1877 | Build Time | 8538 | ||
Armor | 1750 | Armor | 6650 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
LLT Post Laser | 300 | 60 | .52 | 8 | |
Energy | Energy Storage | Type | Line of Sight | ||
10 | 100 | Line of Sight | 435 | ||
Intimidator : Long Range Plasma Cannon | |||||
What's New: Energy per shot increased...a lot. | |||||
Strategy Notes: These guys require energy storage and nearly require fusion level energy output now to fire. If you notice it isn't firing at all but you have energy, you probably don't have enough energy storage to meet the 6000 required to shoot. |
STATS: | |||||
Energy | 62520 | ||||
Metal | 4328 | ||||
Build Time | 93237 | ||||
Armor | 1900 | Line of Sight | 210 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Intimidator Cannon | 5120 | 2400 | 8 | 100 | |
Energy | Guided | Type | Accuracy | ||
6000 (+4000) | Ballistic | 1000 | |||
Doomsday Machine: Energy Weapon | |||||
What's New: Radar. Improved LOS and more armor when closed. Improved range on all lasers. Better AOE on Doomday. Better reload, but lower damage on Doomsday. On/Off selectable. | |||||
Strategy Notes: The Doomday laser still does the same amount of damage per second, but the change means less wasted "overkill" damage on units. The Doomsday now is open by default--use the On/Off toggle if you need to close it for the extra armor. |
STATS: | |||||
Energy | 14245 | ||||
Metal | 2140 | Radar | 650 | ||
Build Time | 39276 | ||||
Armor Open/Closed | 3140/12560 (+0/6280) | Line of Sight | 500 (+120) | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Doomsday Weapon | 650 (+50) | 1250 (-1250) | 4 (-4) | 32 (+24) | |
Energy | Guided | Type | |||
800 | Line of Sight | ||||
Weapon 2 | Range | Damage | Reload Time | Area | |
High Energy Laser | 550 (+150) | 180 | .965 | 8 | |
Energy | Guided | Type | |||
75 | Line of Sight | ||||
Weapon 3 | Range | Damage | Reload Time | Area | |
Light Laser | 450 (+150) | 60 | .4 (-.12) | 8 | |
Energy | Guided | Type | |||
10 | Line of Sight | ||||
Silencer : Nuclear Missile Launcher | |||||
What's New: Better Edge Effectiveness. | |||||
Strategy Notes: Nukes now do 50% damage at the edge of their Area Of Effect rather than 25%. |
STATS: | |||||
Energy | 48768 | ||||
Metal | 975 | ||||
Build Time | 181243 | ||||
Armor | 2560 | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Nuclear Missile | 32000 | 5500 | 180 | 512 | |
Energy/Metal | Guided | Type | |||
18000/2000 | LOS Interceptable | ||||
Neutron : Neutron Missile Launcher | |||||
What's New: Costs halved. Range significantly reduced. Area increased. Damage reduced. | |||||
Strategy Notes: The range cut turns the Neutron into a more defensive weapon, but it's also much cheaper to build now as compensation. The reduced damage allows a few of the heavier Arm units to survive one hit, though most will be quickly dispatched by any nearby defenses. |
STATS: | |||||
Energy | 26067 (-26067) | ||||
Metal | 854 (-854) | ||||
Build Time | 75227 (-75226) | ||||
Armor | 2100 | Line of Sight | 350 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Neutron Missile | 3000 (-29000) | 1000 (-1000) | 180 | 400 (+38) | |
Energy/Metal | Guided | Type | |||
45000/500 (+30000/-1200) | LOS Interceptable | ||||
Fortitude : Anti-Missile Defense System | |||||
What's New: | |||||
Strategy Notes: |
STATS: | |||||
Energy | 92321 | ||||
Metal | 1508 | ||||
Build Time | 96450 | ||||
Armor Open/Closed | 780/1560 | Line of Sight | 150 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Anti-Missile Missile | 2000 | Special | 120 | 96 | |
Energy/Metal | Guided | Type | |||
10000/200 | YES | LOS Anti-Missile Only | |||
Buzzsaw : Rapid-Fire Plasma Cannon | |||||
What's New: Massive range boost. Good armor boost. Slightly less accurate. Larger model (cosmetic change.) | |||||
Strategy Notes: This bad boy can now fire all the way across mid-sized maps. The accuracy change isn't really a disadvantage since it allow a greater spread on the stream of shots rather than killing the same thing ten times over. |
STATS: | |||||
Energy | 462648 | ||||
Metal | 35264 | ||||
Build Time | 634011 | ||||
Armor | 3700 (+2000) | Line of Sight | 210 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Rapid-Fire LRPC | 10200 (+6400) | 1800 | 0.5 | 120 | |
Energy | Guided | Type | Accuracy | ||
2000 | Ballistic | 1200 (+400) | |||
Cobra : Anti-Air Flak Gun | |||||
What's New: Lower metal cost. Significantly shorter build time. | |||||
Strategy Notes: |
STATS: | |||||
Energy | 18995 | ||||
Metal | 792 (-300) | ||||
Build Time | 20112 (-20111) | ||||
Armor | 1655 | Line of Sight | 340 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Flak Cannon | 750 | 146 | 0.7 | 125 | |
Energy | Guided | Type | Accuracy | ||
2000 | Ballistic Air Only | 1000 | |||
Behemoth : Geothermal Plasma Battery | |||||
NEW UNIT | |||||
Strategy Notes: A giant plasma cannon with range significantly longer than the MRPC. The Behemoth fires a quick 3 shot salvo then experiences a long delay before being able to fire again. Unfotunately, you can only build this guy on a geothermal vent. It produces energy when not firing at the same rate as a Geo plant. |
STATS: | |||||
Energy | 32428 | Energy Make | 250 | ||
Metal | 3745 | Energy Storage | 450 | ||
Build Time | 59640 | ||||
Armor | 2750 | Line of Sight | 800 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Plasma Battery | 1800 | 480 | 0.5 3x Salvo | 96 | |
Energy | Guided | Type | Accuracy | ||
Ballistic | 512 | ||||
Widowmaker : Pop-Up Salvo Long Range Plasma Cannon | |||||
NEW UNIT | |||||
Strategy Notes: The Widowmaker fires a quick 3 shot salvo then experiences a long delay before being able to fire again. It will retract into its armored state when not firing Make sure you have the 17000 energy available to fire all three shots or it will sit in its open state waiting to finish its salvo, leaving it vulnerable to attack. It also has radar exactly matching it's weapon range. |
STATS: | |||||
Energy | 101530 | Radar | 4550 | ||
Metal | 7661 | ||||
Build Time | 171467 | ||||
Armor Open/Closed | 2100/10500 | Line of Sight | 210 | ||
Weapon 1 | Range | Damage | Reload Time | Area | |
Burst LRPC | 4550 | 2150 | 0.5 3x Salvo | 90 | |
Energy | Guided | Type | Accuracy | ||
5600 | Line of Sight | 1000 | |||