Manored's Guide about BA units
Fell free to edit this if you wish, but make sure to make experiments with the units to make sure what you are saying is correct. The reason I am making this "Upside down" is Because the higher in the tech tree a unit is, less likely to know it you are.
Ba 5.4 units guide:
- General Knolegde:
Radar detection: Units or buildings equiped with radar can detect units inside the radar range, but it cannot say exactly what unit it is, only what type (Squares are buildings, circles are units, half moons are ships and little robots are commanders) The radar cannot detect things underwater, some units (Those units are most times called stealth or radar-invisible units) or units inside the range of a radar jammer.
Radar jamming: Radar doesnt detects units inside the range of a building or unit equiped with a radar jammer, even if its a allied jammer.
Sonar detection: Sonars are like radars, but only detect units underwater or in the surface of water.
Cloacking: Then a unit cloacks it becomes invisible, requiring radar to be detected. Cloaked units will become visible if they attack, come too close to a enemy unit, build or similar stuff. Once visible, the unit will only be able to become invisible again (or for the first time) After leaving the enemys vision range. Units generaly waste some energy then they cloack.
Stealth or radar invisible: This means that the unit/building in question cannot be detected by radar (Doesnt needs jamming).
Reclaim: Builders (With the exception of minelayers) can reclaim features or units to gain its metal/energy back. If it is a feature the reclaiming will happen bit by bit, but if it is a unit it will happen in form of damage until the unit is killed, then all metal/energy from it will be added to your reserves and the unit will vanish winhout leaving wreck.
Wreck: Most units become wreck then they die (Unleash they self-destroyed). Depending of how tough they were and how much damage they took in their last shot before death, they will either become a solid wreck, shattered wreck or vanish completly. Solid wreck blocks passage and some shots, and if no one reclaimed anything from it it can be revived. Shatered wreck cannot be revived and doesnt blocks anything. If necessary you can make wreck "Downgrade" (Solid > Shattered > Vanished) by causing damage to it, but the shot must be strong enough for the blast to touch its center.
- Tech 6 units: (Level 3 kbots)
Arm:
Bantha (tech 3 assault kbot): The Bantha is a large, powerfull kbot. He is meant for assault, but its less efficient than the large amount of tech 2 units assault units you can make with the metal you waste for him. His attack range allows him to be used as artillery, but from far away from the enemy his attack power is not very high for its price. The main reason you will want to use Bantha is that he occups a much smaller space than a group of lv2 units.
Razorback (tech 3 battle kbot): A big, fast and powerfull kbot. He is meant for attacking other units, altough large swarms of lv2 units can be more efficient at this. He can also be used for assault but again other units are more efficient at this than him. He is quite good at raiding but by the time you manage to make him your enemy will already have good defenses so its pointless. The main reason you will want to use this kbot is that he occups a much smaller space than a group of lv2 units.
Marauder (tech 3 light amphibious kbot): I believe this is the smaller and cheaper lv3 unit around, but its a nice one. Performs pretty well on assault, battle and raiding, altough not was well as lv2 units you can make with his metal. He is amphibius and altough he is defenseless underwater the smaller space occupied by groups of this kbot compared to other amphibious units makes beach invasions easier.
Vangurad (tech 3 heavy artillery kbot): The most usefull and slow lv3 unit from arm in my opinion. It is meant for artillery, and does very well on it, having a bigger range that most other artillery units and enormous firepower. It is vulnerable at close range combat, but not completly defenseless.
Core:
Krogoth (tech 3 experimental assault kbot): A kbot with immense size and power. He is very efficient at both assault and battle. His use is very recomendable if you have a strong enough economy to make him.
Karganeth (tech 3 all terrain assault mech): A big, fast and powerfull kbot. he is meant for battle, but swarms of it can be quite good against very heavy defenses (slow shotting high power ones). He is also able to attack air with his rockets. Be carefull since this kbots explodes violently and this may cause severe damage to other units near him. He can climb any height.
Juggernaut (tech 3 heavy mobile turret): A very big and resistant but very slow kbot. He is meant for defense. His shots arent strong (compared to other tech 3 kbots) but they can hit various units, what makes him good against large swarms of small units and bad against small groups of big units.
Shiva (tech 3 amphibious siege mech): A amphibious artillery kbot. Altough his attack range is not that big for artillery, he shots fast and strong, making him aceptable for close range combat too. He is defenseless while underwater.
Catapult (tech 3 heavy rocket kbot): A artillery kbot. He haves a high attack range and power, but his attack is composed of various rockets that spread around. Good against big groups of weak units/buildings. Bad against small groups of units/buildings.
- Tech 5 units: (Level 2 buildings)
Both teams:
Fusion reactor (produces energy/storage): Generates energy. Its more efficient than lv1 energy generators, but takes a long time and cost to build, what is compesated by its great output. Warning since this will be a great target for bombers and its explosion can damage/destroy near by units.
Advanced fusion reactor (Enhanced energy output/storage): This building costs around 2x more than a normal fusion reactor, but produces 3x more. Be aware that the explosion its a lot bigger too, almost as big as a com explosion.
Experimental Gantry (produces tech3 units): Produces tech 6 (3) Kbots. Its expensive and timely to build, and a priority target for your enemys, so watch out.
Moho Geotermal Powerplant (Harzardous energy source): Generates energy. Its much more cost/efficient than a fusion reactor, but it must be built over a geovent and explodes like a nuke, so make sure to guard it against air attacks.
Moho Mine (Advanced metal extractor/storage): extracts metal from the ground. Its less cost-efficient than his tech 1 brothers, but he extracts metal faster and since the amount of metal spots is limited on most maps you will want to make it anyway.
Moho Metal Maker (converts energy to metal): This converts energy into metal. Its 20% more efficient than his tech 1 brothers. Beware since this building haves ridiculous hp and its explosion can cause some damage. (enough to kill other Moho Metal Maker causing a chain if you pack em togheder)
Metal Generator (produces free metal): This produces metal winhout the need of energy. They are more efficient than making fusions and then metal makers, but they take up a lot of space to generate considerable metal and are fragile, so packing em togheder is not a good idea.
Advanced Energy Storage (increases energy storage): This increases the max amount of energy you can have stored. Its less efficient than his tech 1 brothers, but haves more resistance. Its explosion can kill near by units or buildings. It can be built underwater.
Advanced Metal Storage (increases metal storage): This increases the max amount of metal you can have stored. Its less efficient than his tech 1 brothers, but resists more. It can be built underwater.
Advanced Radar Tower (Long-range radar): This building allows you to detect enemy units inside its range. Its extremely fragile, but fast to build and cheap. Haves longer detection range than his tech 1 brother.
long-range jamming tower: This building allows you to hide your units from enemy radars and sonars. Its fragile, but got a good range. Note that it will work for the enemy too.
Fortification Wall (perimeter defense): This building is used to form barriers by making a lot of it on a line. Its extremely cheap, even tough more expensive than its tech 1 brother dragon teeth, but is consequently harder to reclaim. Blocks the fire of most units and defenses (mostly missiles, lasers and machineguns) and cannot be crushed, altough its reclaimed easly and can be destroyed by some kinds of shots (mostly cannon shots).
Air repair pad (automatically repairs aircraft): Air units will automatically come to this building and be repaired if they get their health under a certain % (this is defined by you on the orders menu of the aircraft). It can hold 4 aircraft by time and repairs then pretty fast, while not very expensive.
Targeting facility (enhanced radar targeting): This not very expensive building will increase the accuracy of your units then shotting guided by radar. Its especially usefull then you got Long range artillary units like the BB (Big Bertha). Building more of it will increase accuracy, altough there is probaly a point where it will stop making effect due to perfect accuracy.
Underwater fusion plant (produces energy/storage): Similar to the fusion reactor, but adapted to be built underwater.
Underwater moho mine (Advanced metal extractor/storage): Similar to the moho mine, but adapted to be built underwater.
Underwater moho metal maker (Converts energy into metal): Similar to the moho metal maker, but adapted to be built in the surface of water.
Floating targetting facility (Enhanced radar targetting): Similar to the targeting facility, but adapted to be built in the surface of water.
Advanced sonar station (Extended sonar): This sonar is pretty cheap, got a great detection range and is pretty tough for a detection device.
Arm:
Cloackable Fusion reactor (produces energy/storage): Similar to the Fusion reactor, except that it is expensivier but possesses the ability to cloak. Wastes 200 of energy to keep the cloak on.
Prude (Safe Geotermal Powerplant): Similar to the Moho Geotermal Powerplant, except that it generates less energy but its a lot more resistant and haves a much smaller explosion.
Tracer (intrusion countermeasure system): This device detects moving ground enemy units inside its detection range, even if they are stealth or are cloacked, but it can only keep track of then while they are moving, dont show it on radar and your units wont react automatically. Not very expensive (or usefull :) ).
Keeper (Plasma deflector): This device deflects plasma cannon shots withing its range. Note that this device also offers some protection to stuff behind since shots low enough to hit that stuff must pass trhu the shield. BB or intimidator shots may get trhu the shield ocasionally, so make 2 for a completly impenetrable anti-plasma defense. Its pretty expensive so make it on key points.
Arm Juno (anti radar/jammer weapon): This weapon jams radar detection around hinself and can produce missiles that cause temporary radar jam where you shot em. Not very expensive.
Ambusher (Cloackable heavy plasma cannon): This artillery weapon costs a bit, but its worth the price. Its range is not so much for a tech 2 arti unit, but its shots pack a great power. It haves 2 firing modes: In high angle it causes a lot more damage but shots are too slow to hit moving units. In low angle shots can damage moving units but dont pack that much power. Can be Cloacked. Keep it away from direct combat.
Pit Bull (Pop-up gauss cannon): This defensive weapons is not very expensive but works well against all sizes of ground units, except for units that outrange it, that are rare. Can cloack.
Anniquilator (tachyon acelerator): This big weapon is considerably expensive, but if used correctly worth the price. As defense its only good against heavy units, but its range allows it to be used to hold your enemys front back. Its not very resistent, so keep it behind other defenses.
Flakker (Anti-air flak gun): This weapon is expensive, but works well against all kinds of aircraft. It cannot shot something other than flying units. Dont forget that its health is not that good, so players might try to bomb em to destroy em. Keep em away from each other to increase effect range and make bombing em harder.
Mercury (Long-range missile tower): This expensive weapon works somehow like a sniper: It haves high attack power and range, but a very slow fire rate. Shots may hit various units since they have a big blast. If you have at least 1 of this for each incoming aircraft, it will work greatly, but if you dont it wont work all that well because the slow fire rate will let you open to attacks. Because of that its not recomendable that you have those as the only AA defense of your base.
Detonator (EMP missile launcher): This is like a nuke, but of emp and less expensive. Missiles must be made before being shot. It takes around 100 seconds to make one missile. Impact area is not that big, but the enormous range can make it usefull anyway. (You can use it on a anti-nuke for example)
Protector (Anti-nuke system): This device protects the area inside its range from being nuked. It needs to have at least 1 missile in store to work. Missiles take around 50 seconds to be made.
Retaliator (Nuclear ICBM launcher): This powerfull weapons lauches nuclear missiles. Missiles must be made before use and take around 140 seconds to be made. Its range is virtually infinite and the blast and power of the missiles are both very big. It can be countered by anti-nukes.
Big Bertha (Long-range plasma cannon): This expensive but powerfull weapon haves enormous range and firepower, altough not very precise and slow shooting. Nice to bombard the economy or front line of your enemy, but be aware that nearly any other way is more cost-efficient if it can be acomplished. Needs 3000 E for each shot.
Vulcan (Rapid-fire long-range plasma cannon): Like the name says, this weapon is very similar to a long-range plasma cannon, except that it haves a little more range and a much higher fire rate. Its insanely expensive, but for a reason: Whoever succeds into making this is almost surely the winner of the battle.
Decoy fusion reactor (Decoy fusion reactor): This building is exactly equal to a fusion reactor, except that it is very cheap and produces nothing at all. It merely serves to call your enemys bombers attention away from the real fusion reactors.
Flakker NS (anti-air flak gun - naval series): Similar to the flakker, but adapted to be built in the surface of water.
Moray (Advanced torpedo launcher): This expensive weapon haves considerable range and firepower. It can only attack units underwater or on its surface (hovers excluded). Its weakness lies on its resistance: Its quite low, allowing it to be killed easly.
Core:
Behemoth (Geotermal plasma battery): This geotermal powerplant is not nearly cost-efficient on its energy production, but the fact that it doesnt explodes like a nuke and can not only defend herself but attack other units with its great range might be worth it.
Moho exploiter (Convertible metal extractor): This is more expensive to build than a standart moho metal extractor, but it can defend hinself with a set of powerfull weapons and is pretty tough. It only reveals that its not a commom moho metal extractor then it transforms hinself to attack.
Nemesis (Intrusion countermeasure system): Similar to the "tracer" from arm.
Overseer (Plasma deflector): Similar to the "Keeper" from arm.
Core juno (Anti-radar/jammer weapon): Similar to the "Arm juno" from arm.
Toaster (Heavy plasma cannon): Similar to the "Ambusher" from arm, except that it cant cloack.
Viper (Pop-up sabot battery): Similar to the "Pit bull" from arm, except that it cant cloack.
Doomsday machine (Energy weapon): This weapon holds great endurance and range, and is equipped to battle all sizes of ground units, altough its only efficient against heavy ones. Its range allows it to push the enemy frontline back.
Cobra (Anti-air flak gun): Similar to the "Flakker" from arm.
Screamer (Long-range missile tower): Similar to the "Mercury" from arm.
Catalyst (Tactical nuke laucher): This silo launchs small nukes anywhere inside a big range. Its a little expensive but can be worth. missiles take 100 seconds to be made. Missiles cause around 2500 damage each and got a small blast (for a nuke), so you should aim for strong targets instead of swarms.
Fortitude (Anti-nuke system): Similar to the "Protector" from arm.
Silencer (Nuclear ICBM laucher): Similar to the "Retaliator" from arm.
Intimidator (Long-range plasma cannon): Similar to the "Big Bertha" from arm.
Buzzsaw (Rapid-fire long-range plasma cannon): Similar to the "Vulcan" from arm.
Cobra NS (anti-air flak gun - naval series): Similar to the Cobra, but adapted to be built in the surface of water.
Lamprey (Advanced torpedo launcher): Similar to the "Moray" from arm.
- Tech 4 units (Level 2 units)(Hovercrafts and seaplanes included):
Kbots:
Both Teams:
Advanced Construction kbot (Tech level 2): Construction Kbot that can build tech 2 buildings and all kbot labs. Its not fast or tough and haves no weapons, so keep it away from combat. Its build power is decent and it is not very expensive.
Arm:
