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CYBRAN
Units:
UEF LAND
The UEF land units are quite basic; for the most part each does
only one thing, though opportunites abound in the research tree to
improve upon that thing, or to add something to help it cross-over
and help cover another theater of war.
The research tree allows for pretty much any land unit (with the
exception of field engineers and experimentals) to acquire anti-air
capabilities, and even has an upgrade to do the exact opposite and
give your anti-air units a direct-fire turret. Another upgrade of
note in the land tree is the double barrell upgrade, that adds a
third barrel to tanks (50% DPS increase) and a second barrell to
artillery (2x DPS increase). This is quite a serious upgrade,
considering shortly after it come more damage upgrades. Most of the
other land unit upgrades are run-of-the-mill damage, regeration,
health, veterency, and range upgrades.
The UEF does have notable unlockables in the land research tree
though, between the field engineer, the Support Command Unit, and the
Experimentals. Though none of them have any special abilities or
powers, their brute force nature usually means they can leverage one
aspect (range, damage, rate of fire, kiting ability, etc) to their
advantage to claim victory over similarily classed units. Smart UEF
Commanders will use the Research Overdrive ability their Research
Stations gain after buying the Research Income upgrade from the
structure tree. This ability will allow them extra research points to
allocate to upgrade their units, so despite potentially smaller
economies the UEF Commanders can keep pace or even accel against
their counterparts.
Armored Command Unit:
Perhaps the most versatile part of your army; and definitely the most
important. Losing this unit results in death to all units, as this is
where the Commander is situated during battle (Assassination game
mode only). The ACU can build all strucutres and some experimentals
(once researched). It comes with radar and sonar, and can be upgraded
(via its very own research tree) with AA, an artillery battery, a
tactical nuclear missile, overcharge, and escape pod, jump jets, and
an afterburner. In addition there are regeneration upgrades, a
veterency upgrade, hunker, health, build cost reduction and an energy
income upgrade. Also, the 3rd Star Training adds splash damage to
your ACU's main weapon and overcharge. Overcharge for this faction
does not increase the weapon's range like it does for other factions,
but it increases the damage and the radius of the explosion
significantly. The Nuclear Missile upgrade can often help you crack
frontlines so you can push thru with overcharge and units.
CYBRAN
Cybran is the game's faction that can best be used very
dynamically. A Cybran player can implement both early game rushes or
late game hold-outs, all depending on your playstyle. Most Cybran
units have some trick up their sleeve; whether that is their assault
bot's healing ability and their upgradable ability to turn into a
tank-like unit for a moment, or their land unit's and structures
upgradable self-martyrdom abilties to allow them to sacrafice
themselves as robot bombs. Most of their units are multi-purpose,
which will be evident in their profiles in the following pages.
This faction is also a master of high-tech asymetric warfare.
They start with mass conversion built into their Energy Generators,
no upgrade necessary. This means they can look like they are down,
but indeed they might not be out. As mentioned their unit's can also
be upgraded to self-sacrifice to take out the enemy. This means as
little as 2-3 bots could potentially rush or jump-jet their way into
a blob of units and detonate themselves to take out dozens of their
opponents. Their Bomb Bouncer unit is another example which can use
it's damaging ability to take out hundreds of small units at once.
The Cybrans are the only faction which makes heavy use of
Reclaiming technology. Their Mass Extractors will suck up any
wreckages within a certain range, and can be used to manually target
also, giving you mass. They can purchase the stand-alone Recycler
structure unit to do the same things. Later in the game the Magnetron
experimental unit can be used to either attract or repel enemies; but
if possible use the attract function. Any unit that touches it while
it is attracting will get shredded and the mass given to the owner of
the Magnetron. Their Engineers can also be upgraded and used more
effectively in a combat setting than the other factions, so making
use of their reclaim also makes sense when raiding enemy bases.
Stealth is also one of the things the the Cybrans do well. Their
Research Stations also act as Stealth Field Generators. Some of their
experimental units have natural radar stealth. Their experimental
'Cicada' is the games only Cloak Field Generator, rendering all
within it's radius (except itself or other Cicadas) invisible to
enemies (though they can still be hit incidentally by units firing at
the Cicada itself).
Overall Cybran is going to be the faction you will want to
choose if you are a 'tricky' player. There are ways to leverage
smaller (or indeed just smaller looking) forces into clever victories
by using their speed, stealth, crazy abilities, high technology and
some carefully placed self-sacrifice.
CYBRAN LAND
The Cybran's land units are usually faster than their
counterparts, though this comes at the cost of not having any
available range upgrades. The Cybran has a couple of gaping holes in
their land forces though, in that they have no available Teir 1 Tank
unit at all, and no mobile anti-air unit to start (it must be
researched). However they do start with an Assault Bot (which both
other factions have to buy the ability to build using research), and
T1 Mobile Artillery (which the UEF has to buy, and the Aeon totally
lacks a unit truly dedicated towards though they have othey means).
Cybrans land forces are also the only ones with available Rate
of Fire upgrades in the research tree. These upgrades are slightly
different from pure Damage upgrades because they will stack on top of
any of those upgrades to provide a multiplicative instead of just an
additive bonus to your DPS. This bonus also affects Mobile
Artillery's shells dodgability because of how many there are.
Jump-jets are the way Cybran units can be upgraded to traverse
the battlefield at increased rates. While using jump-jets you are
vulnerable to attack from anti-air guns, but not weapons systems that
can only target land. Used in areas with limited anti-air they can be
effective at getting your troops to places in the opponents base
where they can do damage but not take it, and allow you to make a
quick getaway after the damage is done. They can also be used to jump
up or down cliffs, or span otherwise untraversable gaps. Alternatly,
jump jetting into a large group of enemies, and then making use of
the upgradable Unit Detonate can be cause for panic and alarm because
of the major amounts of devastation.
Armored Command Unit:
The Cybran ACU is, when upgraded via its very own research tree, a
deadly combination of speed, damage, annoyance, and unit support. It
has the best Energy resource collection option, but it is only active
when the main gun is not firing. The ACU's Nanobot Weapon upgrade is
unparalleled adding both range and splash damage that stacks over
time. It is the fastest ACU when upgraded, and can also acquire jumpjets and an aura that gives nearby units extra veterancy for each of
its kills. It has the best single unit radar upgrade in the entire
game. It can also buy a knockback ability that when activated extends
your range and pushes any enemies hit away from the ACU.
Engineer:
This faction's engineer is the only one that can be upgraded with a
cannon. The cannon outranges tanks and does area damage, however it
has a blind-spot behind it, so it can not fire at targets while it is
running away. This builder also gets a small bubble-shield when units
CYBRAN AIR
This is another area where yet again the faction's main
advantages come from stealth, speed, and multi-purpose units. Their
fighter bombers start out pretty much on par with it's Aeon
counterpart, and later in the game their will have speed and their
firepower to their advantage. Although UEF will be able to out-spam
them air-to-air wise, and Aeon's will eventually have much more
armor, they can be upgraded a decent amount in most disiplines
including speed, rate-of-fire (which like land multiplies with damage
upgrades instead of just adding to them), damage, shields, and build
speed. Cybran are also the only faction with a dedicated air scout,
though it must be purchased. The Intellitron as it is called, drops
decoy flares that will distract enemy anti-air fire so your fighters
and bombers will stand a chance against UEF spam and Aeon flares.
CYBRAN NAVY
This entire section is once again testament to the Cybran's
technology and their love of multi-purpose units. Every single Cybran
naval unit has the ability to be upgraded with legs to allow it to
walk on land. Later they can even be upgraded with jump-jets. When
you buy the walking ability for your navy, you also unlock a new
Cybran Naval Factory that can be built on land. This allows you to
build naval units on any map, regardless of whether or not it is
land-locked. Who needs a tank, right, when you have got walking
Destroyers on any map? The Cybran definetly do not.
The Cybran Navy has gererally chosen less armored naval
variants, having a Destroyer instead of a Cruiser, and a
Battlecruiser instead of a Battleship. Do not let the names fool you,
they are still quite deadly, and when upgraded with the 40% range
boost upgrade have no problems going toe-to-toe with the UEF's navy,
as long as they are commanded properly. Also: making use of the new
Frigate Class will help you deal with enemy subs, and offer shield
projection to your fleet. They also provide cheap alternate targets
for opponents shells so the Destroyers and Battlecruisers can do
their damage. Gunned-up Engineers also make great additions to navy.
CYBRAN STRUCTURES
What makes the Cybran the most unique among the factions can be
seen very easily by looking at their Base's units and abilties. They
have an economic setup unlike either of the other two factions in
that they do not have to purchase mass conversion (in fact they do
not even have a mass convertor structure), as they start with this
technology on their Energy Generators without having to fork over
Research Points to get it. This means buildings lots of energy
because having excess energy is very important to Cybran, since you