T2 UEF ENGINEER
The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You’ll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it’s enough so that a couple patrolling T1 units won’t kill it if it keeps moving.
T2 UEF Engineer Stats
Armor: 734hp
Abilities: Engineering Suite, Amphibious
Cost: M160 (storage: 10), E800 (storage: 50), T400
build rate: 10
Intel: sight: 20 (391m)
Physics
max speed: 1.4 (27.3m/s)
turn rate: 82
Transport class: 2
Veterancy: unknown
* veteran level 2: +184 hp
* veteran level 4: +184 hp
* veteran level 5: repair 2 hp/s
PILLAR – HEAVY TANK
The Pillar is a perfectly serviceable heavy tank, and the backbone of your T2 land forces. Its chief virtue is its high health, and its ballistic cannon can catch more units with its area of effect than it looks. They’ll still die to T3 assault bots, but they can push back enemy forces until then.
Pillar Stats
Armor: 1200hp
Cost: M160, E800, T400
Intel: sight: 23 (449m)
Physics:
max speed: 3.2 (62.5m/s)
turn rate: 55
Transport class: 2
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +300 hp
* veteran level 4: +300 hp
* veteran level 5: repair 2 hp/s
Pillar Weapons
Gauss Cannon
(Direct Fire)
56.00 dps
radius: 1.5 (29.3m)
range: 23 (449m)
projectile weapon: 28 x 2 projectiles = 56 damage per salvo
rate of fire: 1 (every 1s)
* veteran level 1: +7 damage
* veteran level 3: +7 damage
SKY BOXER – MOBILE AA FLAK ARTILLERY
Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you’re not confident in your ability to win an interceptor battle. You don’t need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units.
Sky Boxer Stats
Armor: 1000hp
Cost: M160, E800, T400
Intel: sight: 20 (391m)
Physics
max speed: 2.8 (54.7m/s)
turn rate: 27
Transport class: 2
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +250 hp
* veteran level 4: +250 hp
* veteran level 5: repair 2 hp/s
Sky Boxer Weapons
Fragmentation Flak
(Anti Air)
14.40 dps
area: 2 (39.1m)
range: 40 (781m)
projectile weapon: 3.6 x 2 projectiles = 7.2 damage per salvo
rate of fire: 2 (every 0.5s)
* veteran level 1: +1 damage
* veteran level 3: +1 damage
FLAPJACK – MOBILE MISSILE LAUNCHER
Unlike other factions, the UEF’s mobile missile launcher is mainly an artillery piece: a pack of them can lay waste to even shielded defenses because they have a big payload in a single rocket. Don’t expect them to win land battles alone, though, as they have paper armor. They have the same range as your T2 Point Defenses, so they can usually engage point defenses without losing too many comrades to the adjacent defenses.
Flapjack Stats
Armor: 264hp
Cost: M240, E1600, T800
Intel: sight: 18 (352m)
Physics
max speed: 2.8 (54.7m/s)
turn rate: 27
Transport class: 2
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +66 hp
* veteran level 4: +66 hp
* veteran level 5: repair 2 hp/s
Flapjack Weapons
Long Range Cruise Missile
(Missile)
47.00 dps
area: 1 (19.5m)
range: 50 (977m)
projectile weapon: 470 damage
rate of fire: 0.1 (every 10s)
* veteran level 1: +118 damage
* veteran level 3: +118 damage
RIPTIDE – AMPHIBIOUS TANK
The Riptide does a lot of damage and it’s very fast, but its range is its undoing. They build very slowly, they can’t go head-to-head with other T2 units or even a large mob of T1 ground units, and they can’t defeat land defenses at all. So use them as surprise attackers, coming in from behind and destroying mass extractors and stray engineers. A huge amphibious assault is difficult to stop, especially if the enemy has focused on subs instead of frigates.
Riptide Stats
Armor: 734hp
Abilities: Hover
Cost: M120, E900, T600
Intel: sight: 20 (391m)
Physics:
max speed: 4 (78.1m/s)
turn rate: 23
Transport class: 2
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +184 hp
* veteran level 4: +184 hp
* veteran level 5: repair 2 hp/s
Riptide Weapons
Hells Fury Riot Gun
(Direct Fire)
72.00 dps
range: 18 (352m)
projectile weapon: 12 x 2 projectiles = 24 damage per salvo
rate of fire: 3 (every 0.33s)
* veteran level 1: +3 damage
* veteran level 3: +3 damage
PARASHIELD – MOBILE SHIELD GENERATOR
The UEF’s mobile shield generator is awkward and a big energy hog, but it really helps against opposing land forces or defenses. The shield will buy you time, and that’s what you need – have one for each set of real land units. While they can still help at T3, they’re mostly there to protect your more vulnerable units like artillery and mobile flak guns.
Parashield Stats
Armor: 150hp
Shield: 3000hp
size: 16 (313m)
recharge time: 18
Cost: M120, E900 (-100), T600
Intel: sight: 20 (391m)
Physics:
max speed: 2.8 (54.7m/s)
turn rate: 27
Transport class: 2
* veteran level 2: +38 hp
* veteran level 4: +38 hp
* veteran level 5: repair 2 hp/s