HUMMINGBIRD – AIR SCOUT
The Air Scout is extremely inexpensive, and it’s this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for exactly 1 mass per second.
Hummingbird Stats
Armor: 5hp (Light)
Cost: M16, E640, T160
Intel: sight: 64 (1.25km)
Physics:
max speed: 17 (332m/s)
turn rate: 100
elevation: 20 (391m)
Transport class: 1
Veterancy: N/A
* veteran level 2: +1 hp
* veteran level 4: +1 hp
* veteran level 5: repair 1 hp/s
Hummingbird Weapons
Air Crash (Death)
10 damage
area: 1 (19.5m)
CYCLONE – INTERCEPTOR
Interceptors are the bread and butter of your air defense. They’re fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game.
Cyclone Stats
Armor: 20hp (Light)
Cost: M38, E2280, T380
Intel: sight: 32 (625m)
Physics
max speed: 19 (371m/s)
elevation: 18 (352m)
engage distance: 50 (977m)
Transport class: 1
Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +5 hp
* veteran level 4: +5 hp
* veteran level 5: repair 1 hp/s
Cyclone Weapons
Linked Railgun (Anti Air)
20.00 dps
range: 20 (391m)
projectile weapon: 20 damage
rate of fire: 1 (every 1s)
* veteran level 1: +5 damage
* veteran level 3: +5 damage
Air Crash (Death)
25 damage
area: 1 (19.5m)
SCORCHER – ATTACK BOMBER
The UEF attack bomber is just fine for what it does: create an early threat that forces the opponent to send out his interceptors. If you don’t have the breathing room to upgrade your air factory to high levels, you can produce big packs of bombers that turn a failed attack on the Commander into a success. Just make sure you’re not sending them through any kind of air defense that’s higher than T1 turrets or Cybran mobile anti-air.
Scorcher Stats
Armor: 20hp (Light)
Cost: M144, E2880, T480
Intel: sight: 32 (625m)
Physics
max speed: 12 (234m/s)
elevation: 18 (352m)
engage distance: 50 (977m)
Transport class: 2
Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +5 hp,
* veteran level 4: +5 hp,
* veteran level 5: repair 1 hp/s
Scorcher Weapons
Napalm Carpet Bomb (Bomb)
150.00 dps
area: 2.5 (48.8m)
range: 3 (58.6m)
projectile weapon: 60
((15 x 4)/2 seconds) x 5
projectiles = 300 damage per salvo
rate of fire: 0.5 (every 2s)
* veteran level 1: +15 damage
* veteran level 3: +15 damage
Air Crash (Death)
100 damage
area: 1 (19.5m)
C-6 COURIER – LIGHT AIR TRANSPORT
The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don’t rely on them to live beyond one drop, though; they’re mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit.
C-6 CourierStats
Armor: 90hp (Light)
Abilities: T1 Transport (Carries T1-T3 Land Units)
Cost: M120, E4800, T600
Intel: sight: 32 (625m)
Physics
max speed: 15 (293m/s)
elevation: 10 (195m)
Transport class: 10
class 2 attach size: 2
class 3 attach size: 4
Veterancy: N/A
* veteran level 2: +23 hp
* veteran level 4: +23 hp
* veteran level 5: repair 1 hp/s