![]() ![]() In an Aeon mirror match, CZARs are EXCEEDINGLY effective at assassinating Paragons after it gets on top of one, the Paragon is dead regardless of what you do, as the CZAR's Air Crash does 15000 damage straight down, enough to destroy even the wreckage of the Paragon so rebuilding isn't so simple, and the Quantum Beam Generator can tear through shields given enough time and kill the Paragon in 1.5 seconds of direct fire.Īt only 5000 HP (the lowest of any Experimental), it is vital that the Paragon be strongly defended. The Cybran Monkeylord's Heavy Microwave Laser is highly effective at assassinating the Paragon in this fashion, and can destroy the unit in approximately a single second, so place the Paragon at the center of a well-defended base to lessen the extreme danger of these assassination attempts. A surprise attack targeting your Paragon could spell the end for such a base. ![]() It has drawbacks however, in that it takes an extremely long time to build (longer than the Mavor) and when destroyed, it explodes in the same fashion as a strategic nuke, dealing colossal damage to the nearest structures and units. if your Mass output is 900 per second, the Paragon will generate 900 Mass per second, and your Mass Extractors will continue to function, adding surplus. Its resource output will scale with your resource output, producing the same amount of resources needed to fuel your war machine i.e. It is a resource generator, capable of producing near infinite resources. NB : T1 Air Scouts are not equipped with radar, though they boast a wide direct vision range (42).The Aeon T4 Quantum Resource Generator nicknamed Paragon is an Aeon experimental unit. SCU: Omni Range of 16, upgrade to 72 on UEF SCU.ACU: Omni Range of 26, upgrade to 72 on Aeon ACU.It does not require energy to be maintained, making them immune to the effects of an energy stall. Unit based radar is typically shorter, but mobile, allowing to reposition to relevant areas. If you build it adjacent to a hydrocarbon power plant before building 3 more T1 power plants you can save even more. By building only 4 T1 power plants around a radar you can reduce its operational costs by 25%, which saves you 500 energy when you upgrade it to T3. All radar signatures not covered by unit radar will be lost.ĭue to its small size, a radar installation is the best structure in the game to take advantage of adjacency bonuses. Finally, note that radar structures are vulnerable to energy stall due to their power drain, and will shut off if unable to siphon enough energy from reserves. Effectively, the T3 radar gains Omni range out to the T2 radar radius. Before T3 and considering T1 land scouts as "T0" radar, each stage roughly doubles the range, vastly increasing the area covered (usually by around three times the area coverage or more). Stationary radar costs very little mass and builds quickly, but requires a significant amount of energy in its construction. T3 Stationary Radar: Range of 600, Omni (radar, sonar, sees through cloak) Range of 200 Energy Drain of 2000.T2 Stationary Radar: Range of 200 drain of 250 Energy. ![]() T1 Stationary Radar: Range of 115 drain of 20 Energy.However, detecting any unit that has both stealth and optical cloak requires omni sensors. Visual/optical cloaking is not affected by radar. Jamming is largely used by the UEF faction. Radar jamming reduces the effectiveness of radar by producing confusing fake signals, but does not eliminate its effect. This is particularly relevant to the Cybran faction. Any units with stealth cannot be detected by radar. ![]()
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