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A quick guide to the Tech Two units of XTA.
                      [[Image:Xta_logo_white.jpg]]


A brief guide to the Tech two units of XTA


== Arm Kbots ==
== Arm Kbots ==
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'''Warrior'''
'''Warrior'''


Best used in groups of 3-5 for quick raiding parties or harassing.
*Best used in groups of 3-5 for quick raiding parties or harassing.
 
*Quite low health but enough to get past enemy lines.
 
*Can out range Commander, if microed well one can easily kill a Commander.
 
*In many ways a cross between Tech one Peewee and Zipper.
 
 
'''Mouse'''
 
*Medium priced Kbot, but needs to be spammed to be effective.
 
*Low damage for Tech two (still stronger than AK), fast firing laser.
 
*Very quick and small, (hard to D-Gun/shoot).
 
*Best used in swarms against Commanders or through gaps in enemy defences.


Quite low health but enough to get past enemy lines.
*Very effective late game if group is large.


Can out range Commander, if microed well one can easily kill a Commander.
*Very hard to stop, pinpoint weapons are largely ineffective.
 
*Keep away from Anti Air.
 
*When using, always keep moving.


In many ways a cross between Tech one Peewee and Zipper.


'''Fido'''
'''Fido'''


Medium range Artillery Kbot, pretty accurate and good damage for cost.
*Medium range Artillery Kbot, fairy accurate and good damage for cost.
 
*Not heavily armoured so keep away from enemy fire.
 
*Can be used with Commander/Decoy like a Jethro line, if in numbers.


Not heavily armoured so keep away from enemy fire.
*Fairly fast and can fire on move so good for "kiting" or hit and run.


Can be used with Commander/Decoy like a Jethro line, if in numbers.
*Loses accuracy when moving, so best used in groups.


Fairly fast and can fire on move so good for "kiting" or hit and run.
*In one sense, a cross between a Hammer and Jethro, but faster.


In one sense, a cross between a Hammer and Jethro, but faster.


'''Zeus'''
'''Zeus'''


Low range, high armour fairly high damage but slot Kbot.
*Low range, high armour fairly high damage but slow Kbot.
 
*Avoid Commanders at all cost, only use once Commander is dead (or as bait).
 
*Good for breaking defences.
 
*Recieves a 10% armour increase if gun is packed (it unpacks to fire).
 
 
'''Pelican'''
 
*An Amphibious Kbot with Anti Air and small laser.
 
*Treated by type map as a Hovercraft.
 
*Has a Tech one missle and a quick firing laser.
 
*Good in swarms but avoid heavy contact.


Avoid Commanders at all cost, only use once Commander is dead (or as bait).
*Only Tech Two Kbot with Anti Air.


Good for breaking defences.


Recieves a 10% armour increase if gun is unpacked.
'''Maverick'''
 
*High Energy cost, low health but very high DPS.
 
*Fast firing plasma shots that do high damage, range is just less than missile units.
 
*Good with Commander healing but keep away from close quater combat.
 
*Very good at killing Commanders due to high accuracy (with LoS) and damage.
 
*Best in groups of two, with healing support or supporting close quater units.
 


'''Sniper'''
'''Sniper'''


Long range support unit, slot but very high damage.
*Long range support unit, slow but very high damage.
 
*Has the ability to Cloak at a high E cost, also costs Energy to fire.
 
*Good against structures and will hit most times if you have LoS.
 
*Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
 
*Commanders have a damage tag against this unit. (Snipers do less damage).
 
*However, still good at killing Commanders, best with multiple and units to occupy Commander/gain LoS.
 
 
'''Raven'''
 
*Longest ranged Kbot, outranges even Popup.
 
*Very inaccurate but fires six missles.
 
*Can cause for huge damage if multiple shots hit.
 
*Costs Energy to fire.
 
*Gains accuracy with Experience.
 
*Very high Metal cost to build, most expensive Arm Kbot.
 
*Best used against concentrated amounts of units or to suppress an enemy.
 
----
 
== Arm Vehicles ==
 
 
'''Panther'''
 
*Fastest Arm Tech Two Vehicle with medium health.
 
*Has Lightning attack (quick and high damage), and missile.
 
*Basically a Tech Two raider which can handle itself in a fight.
 
*Best used in groups and to get into bases (economy).
 
 
'''Luger'''
 
*Rapid fire, inaccurate but longed ranged artillery unit.
 
*Does not do a lot of damage on impact, but rapid fire means targets are hit.
 
*Expensive, but cheap enough to make two-three easily.
 
*Low health and lack of speed mean it is best kept at a distance from fighting.
 
*Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.
 
*Has High Trajectory mode to fire over/onto hills.
 
 
'''Penetrator'''
 
*Slow moving Energy weapon with constant firing Energy beam.
 
*Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.
 
*Long ranged and needs defending.
 
*Has low health for Tech Two so keep it at distance.
 
*Explodes when killed.
 
*Best used with scouts for LoS as the beam can constantly fire.
 
*One is enough, however additional ones work well.
 
 
'''Spider'''
 
*All terrain paralysing unit with low health and cost.
 
*Fast unit which can crawl anywhere, even vertically.
 
*Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.
 
*Due to cheap nature, easy and best to spam.
 
*Many Spiders needed to paralyse enemies with large amounts of health.
 
*Good to suprise enemies, need support to be effective.
 
*Works very well against swarms and can be used to temporarily bring down Anti-Air.


Has the ability to Cloak at a high E cost, also costs Energy to fire.


Good against Structures and will hit most times if you have LoS.
'''Mobile Fusion'''


Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
*Arm's only "mini" fusion.


Commanders have a damage tag against this unit. (They do less damage).
*High health but very slow, high cost.
 
*Gives 260 energy but is second most expensive Arm Vehicle.
 
*Keep away from all battles.
 
*Best used at start of Tech Two economy.
 
*Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.
 
----
 
== Core Kbots ==
 
 
'''Pyro'''
 
*Lightly armoured and cheap assault Kbot.
 
*Quite fast for Core allowing it go ahead of most Core armies.
 
*Uses flame weapon with low range however at close range does a lot of damage.
 
*Best used in groups against defences or microed against units.
 
 
'''Can'''
 
*Heavily armoured, slow moving assault Kbot.
 
*Has mounted Light Laser to deal moderate damage.
 
*Best used in line formation in a group to give LoS whilst dealing damage.
 
 
'''Morty'''
 
*Cheap, long ranged mortar unit.
 
*Fires fast plasma shots with moderate damage and accuracy.
 
*Able to keep up with most units meaning it can stay within range.
 
*Has slightly less range than Heavy Laser Tower.
 
*Low health but easily spammable and best used in line formation.
 
*Comparable to Tech One Crasher lines with Commander repairing.
 
 
'''Dominator'''
 
*Long range Rocket Kbot, with medium cost.
 
*Rockets have long flight time, so poor against moving targets.
 
*Low health so best used with protection.
 
*Best used against stationary targets or behind hills (can fire over).
 
 
'''Sumo'''
 
*Heaviest Tech Two Kbot.
 
*High cost however heavily armoured.
 
*Slow moving with twin Heavy Laser weapon (fires quicker).
 
*High damage and good accuracy with medium range.
 
*Slow but compensates with heavy armour, keep away from Commanders.
 
*Best used as supporting troops whilst shooting from range.
 
----
 
 
== Core Vehicles ==
 
 
'''Leveller'''
 
*The slower, heavier counterpart of the Arm Panther.
 
*Low cost, heavy armour with flame weapon.
 
*Closer range gives more damage.
 
*Good for assaulting defences or larger units.
 
*Not good against fast units.
 
 
'''Core Artillery'''
 
*Heaviest mobile land artillery.
 
*High cost, slow and moderatly armoured.
 
*Takes a lot of Energy to fire but delivers high damage AoE plasma shot.
 
*Long range and slow reload time, needs protection to be effective.
 
*Can have low accuracy and needs LoS to be effective, AoE can compensate.
 
 
'''Goliath'''
 
*Heaviest Vehicle and Tech Two land unit.
 
*Has a lot of health however costs over 4,000 Metal.
 
*Slow turnrate and speed makes it easily D-Gunnable.
 
*Medium range Plasma turret, similar in damage to Core Artillery.
 
*Medium fire rate and secondary mounted Light Laser weapon.
 
*Needs support but good for assaulting defence, units and drawing out Commanders.
 
*Keep weary of enemy Commanders.
 
----
 
 
== Similar units for the two Factions ==
 
 
'''Zipper/Freaker'''
 
*Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
 
*Has high Los but only useful if enemy has limited defences/firepower.
 
 
'''Radar/Jammer Kbots/Vehicles'''
 
*Radar has larger radar than Tech Onene Radar Tower.
 
*Vehicles have more health, but less range.
 
*Produce Energy, but loses same amount of Energy when on.
 
*Jammers will jam your own Radar, so keep them off unless needed.
 
 
'''Scarab/Hedgehog'''
 
*Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.
 
*Same price as stationary Anti-Nuke, (medium Metal, very high Energy).
 
*Same range as stationary Anti-Nuke.
 
*Can store missles like normal Anti-Nuke.
 
*Has a small explosion on death, very slow and should be kept far from enemy.
 
*Can be used to give front line forces Anti-Nuke coverage.
 
*Hedgehog is slightly more expensive.
 
*Turn to "Hold Fire" to avoid them trying to attack.
 
*Set them to Patrol or Repeat a Move order, to keep base in Anti-Nuke coverage and so Enemy does not spot them making them harder to bomb.
 
'''Merl/Diplomat'''
 
*Long range Rockets Vehicles, with medium cost.
 
*Rockets have long flight time, so poor against moving targets.
 
*Slow and low health so best used behind main force.
 
*Diplomat does more damage but costs more Metal and has higher Build Time.
 
*Best used against stationary targets or behind hills (can fire over).
 
 
'''Invader/Roach'''
 
*Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.
 
*Not completly all terrain.
 
*Very low health, but has instant Self Destruct when activated.
 
*Small explosion if killed but very large explosion if Self Destructed.
 
*Best used in ambush or against preoccupied enemies.
 
*Can go underwater.
 
*One can kill a Commander if close enough.
 
 
'''Phalanx/Copperhead'''
 
*Mobile Tech two flakker Vehicles.
 
*Able to hit ground and air effectively.
 
*Fast firing flak weapon does small damage but constant fire.
 
*Has medium range and quite low cost.
 
*Due to low health, not a frontline unit.
 
*Is needed for any force due to Anti Air abilities, best if you have multiple ones.
 
*Copperhead costs more but has more health.
 
 
'''Bulldog/Reaper'''
 
*Upgrade of Tech One tank, second highest health/armour of Tech Two Vehicles.
 
*High damage per shot and medium rate of fire but slow.
 
*Quite expensive, but good in groups of three and to protect support units.
 
*Best used against defence, when no Commander is around or to bring Commander out of hiding.
 
*Reaper is slightly faster and cheaper in Metal.
 
*Bulldog has higher health and cheaper in Energy/buildtime.
 
 
'''Infiltrator/Parasite'''
 
*Spy Kbots with ability to Cloak and Stealth.
 
*Cheap in Metal but expensive in Energy.
 
*Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.
 
*Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.
 
*Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).
 
*Infiltrator has longer Line of Sight, and costs less to build.
 
*Used to infiltrate enemy base to discover weak points, give LoS and find key structures.
 
 
'''Triton/Croc'''
 
*Amphibious Vehicles, very cheap at less than 500 metal.
 
*Low range and relatively low health.
 
*Triton has 3000 while Croc has 3500.
 
*Has low DPS, however good in groups and effective for price.
 
*Has good slope tolerance and can go underwater, so useful for flanking.
 
*Triton is useful with Spider due to slope tolerance.


'''Pelican'''


A Kbot Hovercraft with Anti Air and small laser.
'''Decoy Commanders'''


Treated by type map as a Hovercraft.
*Look exactly like real Commanders.


Has a Tech one missle and a quick firing laser.
*Give 1000 storage in Metal and Energy but produce low amounts.


Good in swarms but avoid heavy contact.
*Has fake D-Gun, activated by button.


Only Tech two kbot with Anti Air.
*Primary weapon is laser.


'''Raven'''
*High buildspeed, LoS and radar, but no sonar.


Longest ranged Kbot, outranges even Popup.
*Same health as normal Commander but do not have Anti-Sniper damage tag.


Very inaccurate but fires six missles.
*Have smaller decloak radius than Commander (harder to decloak).


Can cause for huge damage if multiple shots hit.
*Can build everything normal Commander can, but cannot Morph or Capture.


Costs Energy to fire.
*Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.


Best used against concentrated amounts of units or to suppress an enemy.
*Can go underwater.


'''Zipper'''
----


Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
Additionally, there is a more in depth unit guide [http://www.springfiles.com/show_file.php?id=1016 here.]


Has high Los but only useful if enemy has limited defences/firepower.
[[Category:xta]]

Latest revision as of 15:45, 15 October 2010

                      


A brief guide to the Tech two units of XTA

Arm Kbots

Warrior

  • Best used in groups of 3-5 for quick raiding parties or harassing.
  • Quite low health but enough to get past enemy lines.
  • Can out range Commander, if microed well one can easily kill a Commander.
  • In many ways a cross between Tech one Peewee and Zipper.


Mouse

  • Medium priced Kbot, but needs to be spammed to be effective.
  • Low damage for Tech two (still stronger than AK), fast firing laser.
  • Very quick and small, (hard to D-Gun/shoot).
  • Best used in swarms against Commanders or through gaps in enemy defences.
  • Very effective late game if group is large.
  • Very hard to stop, pinpoint weapons are largely ineffective.
  • Keep away from Anti Air.
  • When using, always keep moving.


Fido

  • Medium range Artillery Kbot, fairy accurate and good damage for cost.
  • Not heavily armoured so keep away from enemy fire.
  • Can be used with Commander/Decoy like a Jethro line, if in numbers.
  • Fairly fast and can fire on move so good for "kiting" or hit and run.
  • Loses accuracy when moving, so best used in groups.
  • In one sense, a cross between a Hammer and Jethro, but faster.


Zeus

  • Low range, high armour fairly high damage but slow Kbot.
  • Avoid Commanders at all cost, only use once Commander is dead (or as bait).
  • Good for breaking defences.
  • Recieves a 10% armour increase if gun is packed (it unpacks to fire).


Pelican

  • An Amphibious Kbot with Anti Air and small laser.
  • Treated by type map as a Hovercraft.
  • Has a Tech one missle and a quick firing laser.
  • Good in swarms but avoid heavy contact.
  • Only Tech Two Kbot with Anti Air.


Maverick

  • High Energy cost, low health but very high DPS.
  • Fast firing plasma shots that do high damage, range is just less than missile units.
  • Good with Commander healing but keep away from close quater combat.
  • Very good at killing Commanders due to high accuracy (with LoS) and damage.
  • Best in groups of two, with healing support or supporting close quater units.


Sniper

  • Long range support unit, slow but very high damage.
  • Has the ability to Cloak at a high E cost, also costs Energy to fire.
  • Good against structures and will hit most times if you have LoS.
  • Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
  • Commanders have a damage tag against this unit. (Snipers do less damage).
  • However, still good at killing Commanders, best with multiple and units to occupy Commander/gain LoS.


Raven

  • Longest ranged Kbot, outranges even Popup.
  • Very inaccurate but fires six missles.
  • Can cause for huge damage if multiple shots hit.
  • Costs Energy to fire.
  • Gains accuracy with Experience.
  • Very high Metal cost to build, most expensive Arm Kbot.
  • Best used against concentrated amounts of units or to suppress an enemy.

Arm Vehicles

Panther

  • Fastest Arm Tech Two Vehicle with medium health.
  • Has Lightning attack (quick and high damage), and missile.
  • Basically a Tech Two raider which can handle itself in a fight.
  • Best used in groups and to get into bases (economy).


Luger

  • Rapid fire, inaccurate but longed ranged artillery unit.
  • Does not do a lot of damage on impact, but rapid fire means targets are hit.
  • Expensive, but cheap enough to make two-three easily.
  • Low health and lack of speed mean it is best kept at a distance from fighting.
  • Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.
  • Has High Trajectory mode to fire over/onto hills.


Penetrator

  • Slow moving Energy weapon with constant firing Energy beam.
  • Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.
  • Long ranged and needs defending.
  • Has low health for Tech Two so keep it at distance.
  • Explodes when killed.
  • Best used with scouts for LoS as the beam can constantly fire.
  • One is enough, however additional ones work well.


Spider

  • All terrain paralysing unit with low health and cost.
  • Fast unit which can crawl anywhere, even vertically.
  • Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.
  • Due to cheap nature, easy and best to spam.
  • Many Spiders needed to paralyse enemies with large amounts of health.
  • Good to suprise enemies, need support to be effective.
  • Works very well against swarms and can be used to temporarily bring down Anti-Air.


Mobile Fusion

  • Arm's only "mini" fusion.
  • High health but very slow, high cost.
  • Gives 260 energy but is second most expensive Arm Vehicle.
  • Keep away from all battles.
  • Best used at start of Tech Two economy.
  • Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.

Core Kbots

Pyro

  • Lightly armoured and cheap assault Kbot.
  • Quite fast for Core allowing it go ahead of most Core armies.
  • Uses flame weapon with low range however at close range does a lot of damage.
  • Best used in groups against defences or microed against units.


Can

  • Heavily armoured, slow moving assault Kbot.
  • Has mounted Light Laser to deal moderate damage.
  • Best used in line formation in a group to give LoS whilst dealing damage.


Morty

  • Cheap, long ranged mortar unit.
  • Fires fast plasma shots with moderate damage and accuracy.
  • Able to keep up with most units meaning it can stay within range.
  • Has slightly less range than Heavy Laser Tower.
  • Low health but easily spammable and best used in line formation.
  • Comparable to Tech One Crasher lines with Commander repairing.


Dominator

  • Long range Rocket Kbot, with medium cost.
  • Rockets have long flight time, so poor against moving targets.
  • Low health so best used with protection.
  • Best used against stationary targets or behind hills (can fire over).


Sumo

  • Heaviest Tech Two Kbot.
  • High cost however heavily armoured.
  • Slow moving with twin Heavy Laser weapon (fires quicker).
  • High damage and good accuracy with medium range.
  • Slow but compensates with heavy armour, keep away from Commanders.
  • Best used as supporting troops whilst shooting from range.


Core Vehicles

Leveller

  • The slower, heavier counterpart of the Arm Panther.
  • Low cost, heavy armour with flame weapon.
  • Closer range gives more damage.
  • Good for assaulting defences or larger units.
  • Not good against fast units.


Core Artillery

  • Heaviest mobile land artillery.
  • High cost, slow and moderatly armoured.
  • Takes a lot of Energy to fire but delivers high damage AoE plasma shot.
  • Long range and slow reload time, needs protection to be effective.
  • Can have low accuracy and needs LoS to be effective, AoE can compensate.


Goliath

  • Heaviest Vehicle and Tech Two land unit.
  • Has a lot of health however costs over 4,000 Metal.
  • Slow turnrate and speed makes it easily D-Gunnable.
  • Medium range Plasma turret, similar in damage to Core Artillery.
  • Medium fire rate and secondary mounted Light Laser weapon.
  • Needs support but good for assaulting defence, units and drawing out Commanders.
  • Keep weary of enemy Commanders.


Similar units for the two Factions

Zipper/Freaker

  • Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
  • Has high Los but only useful if enemy has limited defences/firepower.


Radar/Jammer Kbots/Vehicles

  • Radar has larger radar than Tech Onene Radar Tower.
  • Vehicles have more health, but less range.
  • Produce Energy, but loses same amount of Energy when on.
  • Jammers will jam your own Radar, so keep them off unless needed.


Scarab/Hedgehog

  • Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.
  • Same price as stationary Anti-Nuke, (medium Metal, very high Energy).
  • Same range as stationary Anti-Nuke.
  • Can store missles like normal Anti-Nuke.
  • Has a small explosion on death, very slow and should be kept far from enemy.
  • Can be used to give front line forces Anti-Nuke coverage.
  • Hedgehog is slightly more expensive.
  • Turn to "Hold Fire" to avoid them trying to attack.
  • Set them to Patrol or Repeat a Move order, to keep base in Anti-Nuke coverage and so Enemy does not spot them making them harder to bomb.

Merl/Diplomat

  • Long range Rockets Vehicles, with medium cost.
  • Rockets have long flight time, so poor against moving targets.
  • Slow and low health so best used behind main force.
  • Diplomat does more damage but costs more Metal and has higher Build Time.
  • Best used against stationary targets or behind hills (can fire over).


Invader/Roach

  • Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.
  • Not completly all terrain.
  • Very low health, but has instant Self Destruct when activated.
  • Small explosion if killed but very large explosion if Self Destructed.
  • Best used in ambush or against preoccupied enemies.
  • Can go underwater.
  • One can kill a Commander if close enough.


Phalanx/Copperhead

  • Mobile Tech two flakker Vehicles.
  • Able to hit ground and air effectively.
  • Fast firing flak weapon does small damage but constant fire.
  • Has medium range and quite low cost.
  • Due to low health, not a frontline unit.
  • Is needed for any force due to Anti Air abilities, best if you have multiple ones.
  • Copperhead costs more but has more health.


Bulldog/Reaper

  • Upgrade of Tech One tank, second highest health/armour of Tech Two Vehicles.
  • High damage per shot and medium rate of fire but slow.
  • Quite expensive, but good in groups of three and to protect support units.
  • Best used against defence, when no Commander is around or to bring Commander out of hiding.
  • Reaper is slightly faster and cheaper in Metal.
  • Bulldog has higher health and cheaper in Energy/buildtime.


Infiltrator/Parasite

  • Spy Kbots with ability to Cloak and Stealth.
  • Cheap in Metal but expensive in Energy.
  • Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.
  • Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.
  • Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).
  • Infiltrator has longer Line of Sight, and costs less to build.
  • Used to infiltrate enemy base to discover weak points, give LoS and find key structures.


Triton/Croc

  • Amphibious Vehicles, very cheap at less than 500 metal.
  • Low range and relatively low health.
  • Triton has 3000 while Croc has 3500.
  • Has low DPS, however good in groups and effective for price.
  • Has good slope tolerance and can go underwater, so useful for flanking.
  • Triton is useful with Spider due to slope tolerance.


Decoy Commanders

  • Look exactly like real Commanders.
  • Give 1000 storage in Metal and Energy but produce low amounts.
  • Has fake D-Gun, activated by button.
  • Primary weapon is laser.
  • High buildspeed, LoS and radar, but no sonar.
  • Same health as normal Commander but do not have Anti-Sniper damage tag.
  • Have smaller decloak radius than Commander (harder to decloak).
  • Can build everything normal Commander can, but cannot Morph or Capture.
  • Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.
  • Can go underwater.

Additionally, there is a more in depth unit guide here.