Tech 3 – UEF Land Units

T3 UEF ENGINEER

The T3 Engineer shows up much more frequently than the other engineers; one should always be the first thing out of your factory. They can jumpstart your economy, assist factories at a useful rate, and get you into the endgame. It’s never bad to have too many engineers. Plus, if they’re sent to build defenses or repair a crucial target, they’ll last much longer under enemy fire. Unfortunately, these guys are very slow – half as fast as T2 support units.

The T3 Engineer, UEF Tech 3 unit in Supreme Commander.
T3 ENGINEER

T3 UEF Engineer Stats

Armor: 1,500hp

Abilities: Engineering Suite, Amphibious

Cost: M490 (storage: 20), E3150 (storage: 200), T1050
build rate: 15

Intel: sight: 26 (508m)

Physics:
max speed: 1.4 (27.3m/s)
turn rate: 70

Transport class: 3
* veteran level 2: +375 hp
* veteran level 4: +375 hp
* veteran level 5: repair 2 hp/s

TITAN – SIEGE ASSAULT BOT

The Titan’s gun is actually not very powerful; its main strength is in its shield, which allows it to survive lopsided conflicts without losing any health whatsoever. Siege bots are Commander killers, says the tutorial, and that’s true – as long as you can get them past their defenses and their own land forces. They don’t win wars for you automatically, but you can feel safe building them in huge quantities no matter what your mission will be.

The Titan Siege Assault Bot, UEF Tech 3 unit in Supreme Commander.
TITAN – SIEGE ASSAULT BOT

Titan Stats

Armor: 2200hp

Shield: 2500hp
size: 2.5 (48.8m)
regen rate: 167
regen start time: 45
recharge time: 60

Abilities: Shield

Cost: M480, E3840 (-25), T1200

Intel: sight: 25 (488m)

Physics:
max speed: 2.9 (56.6m/s)
turn rate: 146

Transport class: 3

Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +550 hp
* veteran level 4: +550 hp
* veteran level 5: repair 2 hp/s

Titan Weapons

Heavy Plasma Cannon
(Direct Fire)
100.00 dps
range: 25 (488m)
projectile weapon: 50 damage
rate of fire: 2 (every 0.5s)
* veteran level 1: +13 damage
* veteran level 3: +13 damage

DEMOLISHER – MOBILE HEAVY ARTILLERY

Mobile heavy artillery is good for only one thing: cracking a well-defended base. They outrange T2 point defense but not T2 artillery, so make sure to target those first. They’re totally helpless against enemy land or air units, although they have enough health that they won’t all die if you have enough siege bots to protect them. When you’re about to build a group, think this: “Which would I rather have: 5 artillery guns or 10 siege bots?” If you think you may encounter any resistance on legs that’s faster than a Colossus, the answer should be “10 siege bots”.

The Demolisher Mobile Heavy Artillery, UEF Tech 3 unit in Supreme Commander.
DEMOLISHER – MOBILE HEAVY ARTILLERY

Demolisher Stats

Armor: 945hp

Abilities: Deploys: Immobile While Firing

Cost: M800, E8000, T2400

Intel: sight: 26 (508m)

Physics:
max speed: 2.6 (50.8m/s)
turn rate: 20

Transport class: 3

Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +236 hp
* veteran level 4: +236 hp
* veteran level 5: repair 2 hp/s

Demolisher Weapons

Anti Matter Artillery
70.00 dps (Artillery)
area: 3.5 (68.4m),
range: 25 (488m) – 70 (1.37km)
projectile weapon: 1400 damage
rate of fire: 0.05 (every 20s)
* veteran level 1: +350 damage
* veteran level 3: +350 damage

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