Xta units: Difference between revisions
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== Arm Vehicles == | |||
'''Bulldog''' | |||
Upgrade of stumpy, highest health and armour of Arm 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 coax Commander out of hiding. | |||
'''Panther''' | |||
Fastest Arm Tech two vehicle with medium health. | |||
Has Lightning attack (quick and high damage), and missle. | |||
Basically a Tech two raider which can handle itself in a fight. | |||
Best used in groups into enemy economy. | |||
'''Luger''' | |||
Rapid fire, inaccurate but longed ranged artillery unit. | |||
Does not 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 slowness 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/radar 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 but struggles to do damage. | |||
Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units. | |||
Due to cheap nature, easy and best to spam. | |||
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 to start economy. | |||
Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast. | |||
Additionally, there is a more in depth unit guide [http://www.springfiles.com/show_file.php?id=1016 here.] | |||
[[Category:xta]] | |||
Revision as of 07:07, 5 January 2010
A quick guide to the Tech two units of XTA
Arm Kbots
Zipper
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.
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.
Fido
Medium range Artillery Kbot, pretty 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 Jethro.
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 or three, 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. (They do less damage).
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.
Very high Metal cost to build, most expensive Arm Kbot.
Best used against concentrated amounts of units or to suppress an enemy.
Arm Vehicles
Bulldog
Upgrade of stumpy, highest health and armour of Arm 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 coax Commander out of hiding.
Panther
Fastest Arm Tech two vehicle with medium health.
Has Lightning attack (quick and high damage), and missle.
Basically a Tech two raider which can handle itself in a fight.
Best used in groups into enemy economy.
Luger
Rapid fire, inaccurate but longed ranged artillery unit.
Does not 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 slowness 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/radar 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 but struggles to do damage.
Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.
Due to cheap nature, easy and best to spam.
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 to start economy.
Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.
Additionally, there is a more in depth unit guide here.