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''Armor'': Alien Walker Hardpoint<br /> |
''Armor'': Alien Walker Hardpoint<br /> |
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+ | '''Radiator Artillery'''<br /> |
''Effect'': Launches a radiation warhead that emits radiation into the target area for 16 seconds<br /> |
''Effect'': Launches a radiation warhead that emits radiation into the target area for 16 seconds<br /> |
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''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
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− | ''Cost'': 1, |
+ | ''Cost'': 1,000<br /> |
''Range'': 0-280<br /> |
''Range'': 0-280<br /> |
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''Radius'': 100<br /> |
''Radius'': 100<br /> |
Revision as of 21:57, 3 April 2010
Habitat Walker | |
Affiliation: | The Hierarchy |
Type: | Land Giant, Mobile Structure, Production Walker |
Health: | Health depends on condition of death puzzle. |
Death Puzzle: | Outer Panels + Hardpoints (x2) -> Coolant Node (x2) |
Armor: | Alien Hardpoint/Alien Hardpoint Armor |
Movement Type: | Large Walker |
Speed: | 0.25 |
Sight Range: | 270 |
Cost: | 2000RM |
Time: | 1:05 |
Popcap: | 1 (Walker Cap) |
Produced From: | Glyph Carver (Requires Arrival Site) |
Special Ability: | Hardpoints, Fire Radiator Artillery (requires hardpoint), Produce Infantry |
Weapon: | Plasma Blob, Mass Driver (Requires hardpoint), Electric Arc (requires hardpoint) |
Damage: | Plasma Blob: 35 Electric Arch: 11.5% |
Upgrades: | Fast Ordering (Quantum-2), Foo Longitivity (Assault-2), Enhanced Locomoters (Assault 4), Molecular Armor (Quantum-3) Quantum Ordnance (Quantum-3), Volatile Reactors (Mutagen-1), Irradiated Shots (Mutagen-1), Gamma Radiation (Mutagen-3) |
- "We aren't going anywhere without a Habitat Walker."
- -Orlok, emphasising the Habitat Walker's importance to an assault.
The iconic Habitat Walker is one of the two Production Walkers for the Hierarchy and replaces a Barracks Structure for the faction.
General
The towering Habitat Walker has four long, but bulky legs that it uses for movement and six plasma cannon barrels arranged in a triangular pattern on either side of its "head". The walkers head contains teleport systems for calling down Hierarchy infantry, which are beamed down to the ground from a glowing circle on the walker's "face". The Walker's upper body is somewhat shaped like a lopsided hexagon and has exactly four crown hardpoint sockets and a pair of giant coolant vents that appear somewhat like horns.
The sheer size of the Walker allows it to destroy most ground units and buildings by simply stepping on them with its legs. The walker is also truly "all terrain", able to climb cliffs and mountains or wade through lakes.
Like all of the large Hierarchy Walkers, the Habitat Walker can not be destroyed by simply attacking it. Rather, enemies must destroy its crown hardpoints to expose the walker's coolant nodes. If one node is destroyed, the Habitat Walker's two emergency cooling vents activate and start venting heated gases with a mechanical wail. If two coolant nodes are destroyed, the walker's core will overheat and detonate.
Campaign
The Habitat Walker is inarguably the most common of all the Hierarchy walkers. The first of these walkers is dropped from orbit just after Randal Moore and his troops had evacuated the president from the capital building in Washington D.C. The walker impacted right in the capital building and, after uncurling, opened fire on human tanks. In the second mission, this walker continued its rampage as Moore escorted the president to a nearby military fort for evacuation. Despite fighting valiantly, the human forces where unable to even dent the walker, much less damage it as it approached. However, at the moment the walker arrived at the base, several bluish portals opened and several robotic soldiers and a towering mech lept forth to attack the walker, providing a chance for the remaining soldiers to retreat. The Walker began retreating and the pilot of the mech, Mirabel, was then tasked with taking down the walker by the leader of Novus, The Founder.
Later, a trio of Habitat Walkers where deployed to Eastern Siberia while Novus was collecting portal pieces for their Home Portal. These walkers took position in various places and continued to call down Grunts until they where either destroyed or Novus completed their mission. During a mission in Turkmenistan, a pair of Habitat Walkers where part of a massive Hierarchy task force that entered the territory to demolish several native settlements. During Mirabel's infiltration of a Hierarchy command ship, a single Habitat Walker was encountered aboard. Finally, a trio of Habitat Walkers equipped with plasma turrets and radiator artillery attempted to assault the primary Novus base in the middle east. However, one walker did manage to pierce Novus' defenses and damage the Home Portal before collapsing.
In the Hierarchy campaign, the Hierarchy commander Orlok was originally planing on assaulting a Novus outpost with a Habitat walker leading the way, but Kamal Re'x refused to provide one, claiming that the compliment of infantry should be more than enough to handle the mission. A little while later, Kamal grew impatient and Orlok managed to persuade him to provide the Habitat Walker for the final assault. During their final cleanup, one of the walker's blasts missed its target and impacted the Great Pyramid, causing a strange retreat signal to be released all over the globe.
Later, Habitat Walkers where used to assault the last remaining supply of nuclear weapons and to protect Nufai's base from Novus attacks. Finally, one walker was part of Orlok's army during his rebellion, but this unit was destroyed by Kamal's superiorly armed Assembly Walkers before it could deal too much damage.
During Prince Zessus' escape from a Hierarchy compound, a single Habitat Walker stood guard over the northern compound's entrance along with several Brutes, Grunts, Defilers, and Phase Tanks.
Tactical Application
The Habitat Walker serves as the infantry production structure for the Hierarchy and is available at the start of a match. Like the other walkers its cannons are reasonably powerful and it is able to have four weapon or production enhancement hardpoints added to its crown. However, the walker has several key drawbacks. Firstly, it costs more to completely cover with hardpoints than an Assembly Walker (offsetting its cheaper production cost) and has less durability with only 4/6 hardpoints needing to be destroyed (compared to the 6-9 of the Assembly. Like the Assembly Walker, it's cannons fire very slowly unless their rate of fire is augmented by weapon accelerator hardpoint, and the Habitat Walker itself is very slow, even when compared to the typically slow units of the Hierarchy. However, the Habitat Walker's Glyph is carved and scanned faster than that of an Assembly Walker and its basic units are much cheaper and in some ways more effective (Lost Ones are better then Saucers at anti-air for example). However, a Habitat Walker is generally not advised for combat, unless one is focusing on the Mutagen Research Branch since it will gain fairly useful Radiator Artillery warheads that can be used to heal its soldiers and (with further research) be a powerful weapon.
Be advised a Habitat Walker should rarely be used in a Hierarchy mirror match as it is unlikely to survive combat with an Assembly Walker (unless at range via range enhancer hardpoints) and most Hierarchy infantry (with the exception of the Lost One) are useless against walkers. sometimes its best to have a Habitat Walker go before you Assembly Walker so the opponets Walkers focus on the Habitat Walker instead of the Assembly Walker
Units Produced
Hardpoints
The Habitat Walker has 4 body hardpoint sockets with 400 health each and 4 leg hardpoint sockets with 350 health each. When a leg socket is destroyed, the Walker's speed is reduced. When a body socket is destroyed, a Coolant Node is revealed. If 2 Coolant Nodes are destroyed, the Habitat Walker explodes.
Internal Hardpoints
Coolant Node
Effect: The destruction of two of these results in the destruction of the Habitat Walker
Prerequisites: Destruction of body socket
Cost: N/A
Time: N/A
'Health: 600
Armor: Alien Walker Hardpoint
Crown Hardpoints
Lost One Pod
Effect: Allows production of Lost Ones
Prerequisites: None
Cost: 400
Time: 0:16
Health: 400
Armor: Alien Walker Hardpoint
Brute Pod
Effect: Allows production of Brutes
Prerequisites: Research Mutagen Branch Suite 2
Cost: 650
Time: 0:18
Health: 400
Armor: Alien Walker Hardpoint
Armor Plating
Effect: Covers the socket in durable armor
Prerequisites: None
Cost: 700
Time: 0:20
Health: 1,000
Armor: Alien Walker Hardpoint Armor
Weapon Accelerator
Effect: Reduces reload and recharge times of Walker weapons and abilities by 20% each
Prerequisites: None
Cost: 700
Time: 0:20
Health: 700
Armor: Alien Walker Hardpoint
Range Enhancer
Effect: Raises range for Walker weapons and abilities by 20% each
Prerequisites: Research Assault Branch Suite 1
Cost: 700
Time: 0:20
Health: 700
Armor: Alien Walker Hardpoint
Radiator Artillery
Effect: Launches a radiation warhead that emits radiation into the target area for 16 seconds
Prerequisites: Research Mutagen Branch Suite 2
Cost: 1,000
Range: 0-280
Radius: 100
Cooldown: 0:35 (from launch)
- 1 Weapon Accelerator: 0:30
- 2 Weapon Accelerators: 0:26
- 3 Weapon Accelerators: 0:22
Health: 1,100
Armor: Alien Walker Hardpoint
Leg Hardpoints
Armor Plating
Effect: Covers socket with durable armor
Prerequisites: None
Cost: 700
Time: 0:20
Health: 1,000
Armor: Alien Walker Hardpoint Armor
Repair Chamber
Effect: Generates 3 plasma orbs like those of a Saucer that repair the Walker
Prerequisites:
Cost: 400
Time: 0:16
Health: 350
Armor: Alien Walker Hardpoint
Cost Optimizer
Effect: Reduces unit costs by 8% each
Prerequisites: None
Cost: 300
Time: 0:15
Health: 250
Armor: Alien Walker Hardpoint
Teleport Accelerator
Effect: Reduces unit build times by 12% each
Prerequisites: None
Cost: 300
Time: 0:15
Health: 250
Armor: Alien Walker Hardpoint
Plasma Turret
Effect: Adds another plasma weapon
Prerequisites: None
Cost: 800
Time: 0:22
Range: 0-280
Damage: 35
Shots per burst: 1
Recharge: 3.0 seconds
Health: 800
Armor: Alien Walker Hardpoint
Arc Turret
Effect: Adds an anti-air electricity weapon
Prerequisites: Research Assault Branch Suite 1
Cost: 800
Time: 0:20
Damage: 11.4%
Recharge: 3.0 seconds
Health: 800
Armor: Alien Walker Hardpoint
Upgrades
Advanced Mutagens
Effect:Dead irradiated organics become Slaves
Method: Research Mutagen Branch Suite 3
Fast Ordering
Effect: Glyphs carve 25% faster.
Method: Research Quantum Branch Suite 2
Foo Longetivity
Effect: Orbs gain regeneration so they can last longer away from the Repair Chamber
Method: Research Assault Branch Suite 2
Gamma Radiation
Effect: Radiation damage increased to 10 per second
Method: Research Mutagen Branch Suite 3
Irradiated Shots
Effect: Plasma bolts are irradiated, inflicting radiation damage over time to targets and turning organics into Mutant Slaves
Method: Research Mutagen Branch Suite 1
Damage: 5 per second
Duration: 3 seconds
Locomotor Enhancement
Effect: Movement and rotation speed increased by 60%
Method: Research Assault Branch Suite 4
Molecular Armor
Effect: Halves damage taken
Method: Research Quantum Branch Suite 3
Quantum Ordnance
Effect: Plasma attacks explode for an additional 10 damage
Method: Research Quantum Branch Suite 3
Volatile Reactors
Effect: Walker now emits a radioactive cloud when destroyed
Method: Research Mutagen Branch Suite 1
Tips and Triva
- The Habitat Walker is the iconic unit of the game, appearing in most (if not all) advertisements and on the cover of the game itself.
- Curiously, Orlok seems to favor the Habitat Walker, as he possesses one unit at the beginning of his rebellion. It is possible that this, coupled with the Founders remark on the Assembly being a "new walker", simply means the Habitat Walker is an older model and thus more plentiful/expendable.
- Its the first walker you ever see and use in the game.
- The Habitat walker is a good choice for sending in first to distract the enemy. That way you can keep your Assembly walker ready to wipe any last remaining units and/or buildings.