Auto Gun – Point Defense

Tier 1 point defense turrets all serve the same purpose: they chew up enemy T1 land units, and don’t really do anything past that. They’re a big strain on your early economy, but if you can guess where the enemy will attack, you have a good chance of getting more than your money’s worth from the turret.

Auto Gun Stats

Armor: 850hp
Cost: M250, E2000, T250
Intel

    sight: 24 (469m)
Physics
    size for adjacency: 4
Veterancy:
15, 30, 75, 150, 300 kills
*veteran level 2: +213 hp
*veteran level 4: +213 hp
*veteran level 5: repair 2 hp/s

Auto Gun Weapons

Light Pulse Laser (Direct Fire)
    150.00 dps
range: 30 (586m)
projectile weapon: 50 damage
rate of fire: 3 (every 0.33s)
*veteran level 1: +13 damage
*veteran level 3: +13 damage

 

Tracer – Anti-Air Turret

Unlike T1 mobile anti-air, T1 turrets can actually shoot down enemy aircraft if you build enough of them. If you suspect the opponent of either going for an early bomber / transport strike or teching up and sending in gunships, build a bunch of these. Just a few turrets can convince the opponent that it’s not a good idea to take to the skies.

Tracer Stats

Armor: 1200hp
Abilities: Amphibious
Cost: M200, E2000, T250
Intel
    sight: 24 (469m)
Physics
     size for adjacency: 4
Veterancy: 15, 30, 75, 150, 300 kills
*veteran level 2: +300 hp
*veteran level 4: +300 hp
*veteran level 5: repair 2 hp/s

Tracer Weapons

Electron Autocannon (Anti Air)
    15.00 dps
range: 44 (859m)
projectile weapon: 5 damage x 2 projectiles
    10 damage per salvo
rate of fire: 1.5 (every 0.67s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage

 

Wall Section

Walls don’t count against your unit limit, but you can select and Ctrl-K them if you want to make an entryway. Walls really aren’t very effective except as a way to slow units down, as most units will simply shoot over the top of them anyway. If you’re on a hill, they might give you some protection, but you might just want to build them a little back from the cliff edge in that case.

Wall Section Stats

Armor: 4000hp
Cost: M2, E10, T10

 

 

Magno – Radar System

Tech 1 radar isn’t very useful on land, because you have Land Scouts anyway. Instead, build one where you want to upgrade it later, and then when you get an excess of energy at tech level 2, build yourself a T2 radar, which actually has uses in intelligence gathering.

Magno Stats

Armor: 10hp
Abilities: Upgradeable
Cost: M80, E720 (-20), T80
Build Rate: 10
Intel
    sight: 20 (391m)
    radar: 115 (2.25km)
Physics
    size for adjacency: 4

 

 

Noah – Sonar System

Tech 1 sonar is like tech 1 radar: so small as to be almost useless, especially since frigates have a decent sonar range. Once you upgrade it, though, it can actually give your torpedo launchers the edge.

Noah Stats

Armor: 400hp
Abilities: Upgradeable
Cost: M64, E544 (-10), T80
Build Rate: 10
Intel
    sight: 20 (391m)
    sonar: 115 (2.25km)
Physics
    size for adjacency: 4

 

 

Scuttle – Torpedo Launcher

A Torpedo Launcher is basically an immobile, well-armored, floating sub. Don’t expect it to defend against decent ships any more than T1 point defense will stop T2 land units, but it’ll at least take down a few subs, thus making it much more manageable for your generally inferior Cybran navy.

Scuttle Stats

Armor: 4700hp
Cost: M600, E4000, T500
Intel
    sight: 24 (469m)
    sonar: 32 (625m)
Physics
    size for adjacency: 4
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +1175 hp
*veteran level 4: +1175 hp
*veteran level 5: repair 2 hp/s

Scuttle Weapons

Nanite Torpedo (Anti Navy)
     300.00 dps
Range: 32 (625m)
Projectile Weapon: 600 damage
    (5 x 120 damage over 1 second)
rate of fire: 0.5 (every 2s)
*veteran level 1: +30 damage
*veteran level 3: +30 damage