FLAYER – ANTI-AIR SAM LAUNCHER

FLAYER - ANTI-AIR SAM LAUNCHERT3 anti-air is the ultimate solution to air attacks. It’ll take out any plane with a barrage of tracking missiles, and it does enough damage that a couple of them are able to stop even T2 transport drops before they get close. If your scouting reveals a T3 air factory or a cloud of malignant gunships, start making these guys; you’ll be glad you did.

Flayer Stats

Armor: 5500hp
Abilities: Amphibious
Cost: M1400, E12000, T1500
Intel
sight: 28 (547m)
Physics
     size for adjacency: 4
Veterancy: 50, 100, 250, 500, 1000 kills
* veteran level 2: +1375 hp
* veteran level 4: +1375 hp
* veteran level 5: repair 2 hp/s

Flayer Weapons

Flayer SAM Launcher
(Anti Air)
90.00 dps
range: 60 (1.17km)
projectile weapon: 40 damage
rate of fire: 3 (every 0.33s)
* veteran level 1: +10 damage
* veteran level 3: +10 damage

HSD PULSE – HEAVY SHIELD GENERATOR

HSD PULSE - HEAVY SHIELD GENERATORAs a standalone unit, the UEF T3 shield covers a very wide range – perfect to build in the middle of your T3 power and fabricator farms, or to overlap and protect your most important projects. On your defensive line, you’re better off with T2 shields that you upgrade later. Remember, if you’re under attack, your engineers can help recharge the shield by being told to assist or repair.

HSD Pulse Stats

Armor: 500hp
Cost: M3000, E50000 (-400), T3750
Intel
sight: 20 (391m)
Physics
     size for adjacency: 12
Shield: 1500hp
size: 44 (859m)
regen rate: 3000
regen start time: 18
recharge time: 23

DUKE – HEAVY ARTILLERY INSTALLATION

DUKE - HEAVY ARTILLERY INSTALLATIONT3 artillery is perhaps the most ironclad of long-term plans: build one in range of the enemy base, covered with an impenetrable defense, and only heavy shields can save them. A word of warning: it has a substantial minimum range, so you’ll need to protect it with T2 artillery.

Duke Stats

Armor: 5000hp
Cost: M113400, E1113750, T30375
Intel
sight: 28 (547m)
Physics
     size for adjacency: 16
Veterancy: 50, 100, 250, 500, 1000 kills
* veteran level 2: +1250 hp
* veteran level 4: +1250 hp
* veteran level 5: repair 2 hp/s

Duke Weapons

Anti Matter Artillery
(Artillery)
568.75 dps
area: 5 (97.7m)
range: 150 (2.93km) – 750 (14.6km)
projectile weapon: 9100 damage
-200 Energy per shot.
rate of fire: 0.0625 (every 16s)
firing randomness: 1
* veteran level 1: +2275 damage
* veteran level 3: +2275 damage

STONAGER – STRATEGIC MISSILE LAUNCHER

STONAGER - STRATEGIC MISSILE LAUNCHERNuclear Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) A nuke wipes out everything in its path, and that’s why it’s so ridiculously expensive and has its own specialized defenses. You can either eliminate their nuke defenses with traditional arms and then follow up with a decisive strike, or in team games, you can have your teammate protect you while you rush to get a single nuke missile targeting the enemy Commander before they even think of having defenses for it.

Stonager Stats

Armor: 8640hp
Abilities: Manual Launch
Cost: M130000, E1250000, T75000
Intel
     sight: 28 (547m)
Physics
     size for adjacency: 12
Veterancy: 100, 200, 500, 1000, 2000 kills
* veteran level 2: +2160 hp
* veteran level 4: +2160 hp
* veteran level 5: repair 2 hp/s

Stonager Weapons

Nuclear Warhead
(Missile)
inner ring damage: 70000
inner ring radius: 30 (586m)
outer ring damage: 500
outer ring radius: 40 (781m)

NUKE ELIMINATOR – STRATEGIC MISSILE DEFENSE

NUKE ELIMINATOR - STRATEGIC MISSILE DEFENSEIt’s never a bad idea to have a nuke defense covering your T3 factories and power farms in a long game, just in case someone gets any funny ideas. You can assist the nuke defense missiles if you’re worried about time.

Nuke Eliminator Stats

Armor: 4000hp
Cost: M21000, E240000, T9000
Physics
     size for adjacency: 8

Nuke Eliminator Weapons

Antinuke
(Defense)
30 dps
range: 75 (1.46km)
effective range: 64 (1.25km)
projectile weapon: 30 damage
rate of fire: 1 (every 1s)

SA3-OMNI – OMNI SENSOR ARRAY

SA3-OMNI - OMNI SENSOR ARRAYThe Omni Sensor basically requires its own dedicated T3 power generator, especially if you decide to put a shield around your significant investment, but it’s worth it: it gives your base protection from stealth and cloaking fields while also expanding your radar range so you won’t need multiples. You don’t need to make one immediately on reaching T3, but towards the end of the game most players have excess energy to power one anyway.

SA3-Omni Stats

Armor: 100hp
Abilities: Omni Sensor
Cost: M2400, E30000 (-2000), T1800
Intel
sight: 30 (586m)
radar: 600 (11.7km)
omni: 200 (3.91km)
sonar: 600 (11.7km)
Physics
     size for adjacency: 12

SP3-SONAR – SONAR PLATFORM

SP3-SONAR - SONAR PLATFORMThe UEF Sonar Platform is actually a decent fighter in addition to its insane sonar range. With the upgrade to tech 3, the platform gains the ability to move. Feel free to set it on patrol by your torpedo launchers.

SP3-Sonar Stats

Armor: 2000hp
Abilities: Torpedo Defense
Cost: M200, E6000 (-100), T750
Intel
sight: 32 (625m)
sonar: 450 (4.49km)
water sight: 24 (469m)
Physics
     max speed: 5.5 (107m/s)
turn rate: 50
Veterancy: 50, 100, 250, 500, 1000 kills
* veteran level 2: +875 hp
* veteran level 4: +875 hp
* veteran level 5: repair 3 hp/s

SP3-Sonar Weapons

Angler Torpedo
(Anti-Navy)
300 dps
range: 32 (625m)
projectile weapon: 300 damage
x2 projectiles (600 per salvo)
rate of fire: 0.5 (every 2s)
* veteran level 1: +75 damage
* veteran level 3: +75 damage