Triad – T2 POINT DEFENSE

Triad – T2 POINT DEFENSE_thumb[2]The UEF’s T2 Point Defense is designed to provide a middle ground between the Cybrans’ laser which tends to be blocked by hills and the Aeon’s cannon which tends to fire slowly and miss moving units. It does this with the UEF’s small armor boost, meaning you can make them without an array of shields and missile defenses and other nonsense and they’ll still work fine.

Triad Stats

Armor: 2250hp
Cost: M540, E3600, T450
Intel
sight: 28 (547m)
Physics
     size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +450 hp
* veteran level 4: +450 hp
* veteran level 5: repair 2 hp/s

Triad Weapons

Gauss Cannon
(Direct Fire)
225.00 dps
area: 1 (19.5m)
range: 50 (977m)
projectile weapon: 150 damage
x3 Projectiles (450)
rate of fire: .5 (every 2s)
* veteran level 1: +38 damage
* veteran level 3: +38 damage

Air Cleaner – ANTI-AIR Flak Artillery

Air Cleaner - ANTI-AIR Flak Artillery_thumb[2]Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don’t forget that it’s amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there’s a solution.

Air Cleaner Stats

Armor: 3900hp
Cost: M560, E5600, T700
Intel
sight: 24 (469m)
Physics
    size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +975 hp
* veteran level 4: +975 hp
* veteran level 5: repair 2 hp/s

Air Cleaner Weapons

Fragmentation Flak
(Anti Air)
18.00 dps
range: 44 (859m)
area: 2.5 (48.8m)
projectile weapon: 9 damage
x3 Projectiles (450)
rate of fire: 2 (every 0.5s)
* veteran level 1: +2 damage
* veteran level 3: +2 damage

SD-Pulse – Shield Generator

SD-Pulse - Shield Generator_thumb[2]The UEF T2 shield generator is extremely large but very respectable – but that’s because it can upgrade to T3 whenever your economy can support the extra drain. Build T2 shields around your defenses instead of T3, then come back at the T3 level and upgrade the shields as you strengthen your defenses further.

SD-Pulse Stats

Armor: 250hp
Shield: 9000hp
size: 26 (508m)
regen rate: 1800
regen start time: 10
recharge time: 15
Abilities: Upgradeable
Cost: M600, E6000, T600
build rate: 15
Intel
sight: 20 (391m)
Physics
     size for adjacency: 12

Klink Hammer – Artillery Installation

Klink Hammer – Artillery Installation_thumb[2]T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support.

Klink Hammer Stats

Armor: 3600hp
Cost: M2520, E18000, T1800
Intel
sight: 28 (547m)
Physics
     size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +900 hp
* veteran level 4: +900 hp
* veteran level 5: repair 2 hp/s

Klink Hammer Weapons

APDS Artillery
(Artillery)
97.56 dps
area: 3 (58.6m)
range: 5 (97.7m) – 128 (2.50km)
projectile weapon: 2000 damage
-50 Energy per shot
firing randomness: 2
rate of fire: .05 (every 20.5s)
* veteran level 1: +500 damage
* veteran level 3: +500 damage

ALOHA – TACTICAL MISSILE LAUNCHER

ALOHA - TACTICAL MISSILE LAUNCHER_thumb[2]The more quick-fingered among you will love tactical missile launchers. They’re cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they’re stockpiled. Unfortunately, en masse, it’s too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy defensive positions and Commanders.

Aloha Stats

Armor: 1500hp
Cost: M800, E4000, T800
Abilities: Manual Build. Manual Launch.
Intel
sight: 24 (469m)
Physics
     size for adjacency: 4
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +375 hp
* veteran level 4: +375 hp
* veteran level 5: repair 2 hp/s

Aloha Weapons

Long Range Cruise Missile
(Missile)
area: 2 (39.1m)
range: 15 (293m) – 128 (2.50km)
projectile weapon: 6000 damage
rate of fire: 3 (every .33s)
* veteran level 1: +1500 damage
* veteran level 3: +1500 damage

BUZZKILL – TACTICAL MISSILE DEFENSE

BUZZKILL - TACTICAL MISSILE DEFENSE_thumb[2]Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit, but since especially Cybrans rely on mobile missile launchers, you can extend your T2 point defense’s lifespan significantly.

Buzzkill Stats

Armor: 3000hp
Cost: M280, E3200, T400
Intel
sight: 20 (391m)
Physics
     size for adjacency: 4

Buzzkill Weapons

Phalanx Anti Missile
(Defense)
4.50 dps
range: 40 (781m)
effective range: 32 (625m)
beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 damage
rate of fire: 3 (every .33s)

SA2-2000 – T2 RADAR SYSTEM

SA2-2000 - T2 RADAR SYSTEM_thumb[2]T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain – radar is no good when you turn it off.

SA2-2000 Stats

Armor: 50hp
Abilities: Upgradeable
Cost: M180, E3600 (-250), T60
build rate: 15
Intel
sight: 25 (488m)
radar: 200 (3.91km)
Physics
     size for adjacency: 4

SP2-2000 – T2 SONAR SYSTEM

SP2-2000 - T2 SONAR SYSTEM_thumb[2]T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. Plus you can upgrade it further to make it more useful.

SP2-2000 Stats

Armor: 1400hp
Cost: M120, E3600 (-100), T600
build rate: 15
Intel
sight: 25 (488m)
sonar: 230 (4.49km)
Physics
     size for adjacency: 4

STEALTH FIELD GENERATOR

STEALTH FIELD GENERATOR_thumb[2]If you want to make something stealthy, you’d better want it really badly – a Tactical Missile or T3 Artillery outpost comes to mind. These things are too expensive and bulky to toy with. You’re generally better off with spending your resources on something that makes a difference once it’s discovered, because UEF stealth generators have a really low range.

Stealth Field Generator Stats

Armor: 200hp
Cost: M360, E5400 (-175), T900
Intel
sight: 20 (391m)
stealth radius: 16 (313m)
Physics
     size for adjacency: 12

TSUNAMI – HEAVY TORPEDO LAUNCHER

TSUNAMI - HEAVY TORPEDO LAUNCHER_thumb[2]The Heavy Torpedo Launcher is vulnerable to destroyers shelling it from afar, but if anything ventures into its radius, it’s a formidable opponent. Again, UEF will usually be relying on defenses to take back the seas until it can build a substantial sea fleet, and this is a great way to make T1 obsolete.

Tsunami Stats

Armor: 1250hp
Cost: M1500, E9000, T1500
Intel
sight: 32 (625m)
sonar: 42 (820m)
Physics
     size for adjacency: 4
Veterancy: 10, 20, 50, 100, 200 kills
* veteran level 2: +3125 hp
* veteran level 4: +3125 hp
* veteran level 5: repair 2 hp/s

Tsunami Weapons

Angler Torpedo
(Anti Navy)
975.00 dps
range: 42 (820m)
projectile weapon: 650 damage
rate of fire: 1.5 (every 0.67s)
* veteran level 1: +163 damage
* veteran level 3: +163 damage

REFUEL & REPAIR – AIR STAGING FACILITY

REFUEL & REPAIR - AIR STAGING FACILITY_thumb[2]An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don’t need one unless there are substantial air threats to you.

Refuel & Repair Stats

Armor: 500hp
Cost: M350, E2100, T350
Physics
     size for adjacency: 12
Transport
class 2 attach size: 2
class 3 attach size: 4