Centers: Difference between revisions
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The centers have 3400 HP. This can be increased with Core Building Fortification up to 300,400 HP through 5 upgrades. | The centers have 3400 HP. This can be increased with Core Building Fortification up to 300,400 HP through 5 upgrades. | ||
# cost '''100''' and add ''' | # cost '''100''' and add '''20k''', total 23400 HP | ||
# cost '''150''' and add ''' | # cost '''150''' and add '''36k''', total 59400 HP | ||
# cost '''250''' and add ''' | # cost '''250''' and add '''72k''', total 131400 HP | ||
# cost '''350''' and add ''' | # cost '''350''' and add '''120k''', total 252400 HP | ||
# cost '''500''' and add ''' | # cost '''500''' and add '''207k''', total 459400 HP | ||
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These abilities are always available and can be placed on the own side up to a total of 8 devices per round. These are one-time devices, but if not destroyed (or activated) they will be fully repaired and stay for the next round. | These abilities are always available and can be placed on the own side up to a total of 8 devices per round. These are one-time devices, but if not destroyed (or activated) they will be fully repaired and stay for the next round. | ||
;Shield: A 40,000 HP barrier, blocking damage from attacks and battlefield abilities (ground units only) Cost: 100 | ;Shield: A 40,000 HP barrier, blocking damage from attacks and battlefield abilities (ground units only). Cost: 100 | ||
;Sentry Missile: Target the nearest or first target in range dealing 5,000 damage. Can be intercepted or blocked by shields. Cost: 50 | ;Sentry Missile: Target the nearest or first target in range dealing 5,000 damage. Can be intercepted or blocked by shields. Cost: 50 | ||
;Missile Interceptor: Intercept enemy missiles like the [[Mustang]] tech Cost: 100 | ;Missile Interceptor: Intercept enemy missiles like the [[Mustang]] tech. Cost: 100 | ||
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|- | |- | ||
|{{Icon|type=Skill|file=AttackEnhancement.png|cost=100}} | |{{Icon|type=Skill|file=AttackEnhancement.png|cost=100}} | ||
|Attack Enhancement | |Attack Enhancement I | ||
|100 | |100 | ||
|Increases the ATK of all units by | |Increases the ATK of all units by 12% | ||
|- | |||
| | |||
|Attack Enhancement II | |||
|300 | |||
|Increases the ATK of all units by 24%. (Only available after purchasing Attack Enhancement I) | |||
|- | |- | ||
|{{Icon|type=Skill|file=DefenseEnhancement.png|cost=100}} | |{{Icon|type=Skill|file=DefenseEnhancement.png|cost=100}} | ||
|Defense Enhancement | |Defense Enhancement I | ||
|100 | |100 | ||
|Increases the HP of all units by 15% | |Increases the HP of all units by 15% | ||
|- | |||
| | |||
|Defense Enhancement II | |||
|300 | |||
|Increases the HP of all units by 30%. (Only available after purchasing Defense Enhancement I) | |||
|} | |} | ||
==Update Notes== | ==Update Notes== | ||
{{Collapsed| | {{Collapsed| | ||
;0.7.17: | |||
* Significantly increased the HP added by [Core Building Fortification] | |||
;0.7.16: | ;0.7.16: | ||
* The effect of core building fortification increased by 30%. | * The effect of core building fortification increased by 30%. | ||
;0.7.14: | ;0.7.14: | ||
* Core Building Fortification - Each core building can be fortified individually. Players can increase the HP of each core building to 200,000 through 5 fortification upgrades. | * Core Building Fortification - Each core building can be fortified individually. Players can increase the HP of each core building to 200,000 through 5 fortification upgrades. | ||
* Missile Interceptor - Players can place devices on the battlefield to intercept enemy missiles (battlefield power cannot be intercepted). | * Missile Interceptor - Players can place devices on the battlefield to intercept enemy missiles (battlefield power cannot be intercepted). | ||
;0.7.6: | ;0.7.6: | ||
* The EXP of destroying the core structure has been reduced to 100, which is the same as the experience value of killing a squad of crawlers. | * The EXP of destroying the core structure has been reduced to 100, which is the same as the experience value of killing a squad of crawlers. |
Latest revision as of 19:02, 16 December 2024
Every player controls two centers. The Command Center and the Research Center. Upon destruction of a center, that players units will temporarily be slowed by 80%, do 90% less damage and take additional damage until the effect wears off after 9 seconds but can be stacked if both get destroyed.
The centers have 3400 HP. This can be increased with Core Building Fortification up to 300,400 HP through 5 upgrades.
- cost 100 and add 20k, total 23400 HP
- cost 150 and add 36k, total 59400 HP
- cost 250 and add 72k, total 131400 HP
- cost 350 and add 120k, total 252400 HP
- cost 500 and add 207k, total 459400 HP
Additionally, players can unlock technologies and round bonuses in the centers.
Basic Abilities
These abilities are always available and can be placed on the own side up to a total of 8 devices per round. These are one-time devices, but if not destroyed (or activated) they will be fully repaired and stay for the next round.
- Shield
- A 40,000 HP barrier, blocking damage from attacks and battlefield abilities (ground units only). Cost: 100
- Sentry Missile
- Target the nearest or first target in range dealing 5,000 damage. Can be intercepted or blocked by shields. Cost: 50
- Missile Interceptor
- Intercept enemy missiles like the Mustang tech. Cost: 100
Command Center
Command center upgrades only last one round
Icon | Name | Cost | Effect |
---|---|---|---|
0
|
Rapid Resupply | 0 | Immediately obtain 200 supplies and get 300 fewer supplies in the next round |
50
|
Mass Recruitment | 50 | Increses the number of units that can be purchased in this round by 1 |
100
|
Elite Recruitment | 100 | Lv. 2 units can be purchased in this round |
100
|
Enhanced Range | 100 | Increases the range of all units by 15m for this round |
50
|
High Mobility | 50 | Increases the movement speed of all units by 3m/s for this round |
Research Center
Research Center upgrades are permanent
Icon | Name | Cost | Effect |
---|---|---|---|
150
|
Sticky Oil Bombs | 150 | Sprays sticky oil in a straight line, reducing the movement speed of units within it by 55%. The sticky oil lasts for 2 rounds
Cooldown: 3 rounds, Area: 80m circles overlapping into a 220m line
|
100
|
Field Recovery | 100 | Allows the use of Field Recovery (Destroy a designated squad and receive a full refund of supplies invested in that squad) |
100
|
Mobile Beacon | 100 | Allows the use of Mobile Beacon (Designates the selected unit's movement path) |
100
|
Attack Enhancement I | 100 | Increases the ATK of all units by 12% |
Attack Enhancement II | 300 | Increases the ATK of all units by 24%. (Only available after purchasing Attack Enhancement I) | |
100
|
Defense Enhancement I | 100 | Increases the HP of all units by 15% |
Defense Enhancement II | 300 | Increases the HP of all units by 30%. (Only available after purchasing Defense Enhancement I) |
Update Notes
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