Xta units
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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.