Xta units

From Spring
Jump to navigationJump to search
                      Xta logo white.jpg


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.