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==General== |
==General== |
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− | The '''Habitat Walker''' is the |
+ | The '''Habitat Walker''' is the infantry production structure for the [[Hierarchy]] as well as an assault unit. The Habitat Walker uses a moderately powerful plasma cannon to attack ground and can instantly destroy almost any unit or structure by trampling. It cannot trample the [[Arrival Site]], [[Citadel]], [[Command Core]], [[Peacebringer]], or heroes. Its plasma is good against infantry, vehicles, Walkers, and Masari Dark Matter Armor. |
⚫ | |||
− | The Habitat Walker is the first walker made available to the player (requiring only an arrival site) but they are generally not recommended due to two reasons: <br /> |
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− | 1. The Habitat Walker costs more than the Assmbly Walker to ""armor up" with Hardpoints.<br /> |
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− | 2. The Habitat is weaker then the Assembly in both damage and durability. <br /> |
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− | |||
− | However, the Habitat walker is valuable for production on the basis that it's units are fairly cheap by Hierarchy standards and, unlike the Assembly walker, it can accept a back up production pod in addition to two weapon enhancements. However, the Habitat walker should '''never''' be used in a Hierarchy mirror match as it will quickly lose out to the more powerful Assembly and none of the Hierarchy infantry are particularly good against walkers. |
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===Stats=== |
===Stats=== |
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''Type'': Huge Piloted<br /> |
''Type'': Huge Piloted<br /> |
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==Hardpoints== |
==Hardpoints== |
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− | 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 |
+ | 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. |
===Body Hardpoints=== |
===Body Hardpoints=== |
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'''Coolant Node'''<br /> |
'''Coolant Node'''<br /> |
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− | ''Effect'': The destruction of two of these results in the destruction of the '''Habitat Walker''' |
+ | ''Effect'': The destruction of two of these results in the destruction of the '''Habitat Walker'''<br /> |
''Prerequisites'': Destruction of body socket<br /> |
''Prerequisites'': Destruction of body socket<br /> |
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'''Lost One Pod'''<br /> |
'''Lost One Pod'''<br /> |
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− | ''Effect'': Allows production of [[Lost One]] |
+ | ''Effect'': Allows production of [[Lost One]]<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Brute Pod'''<br /> |
'''Brute Pod'''<br /> |
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− | ''Effect'': Allows production of [[Brute]] |
+ | ''Effect'': Allows production of [[Brute]]<br /> |
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
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'''Armor Plating'''<br /> |
'''Armor Plating'''<br /> |
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− | ''Effect'': Covers the |
+ | ''Effect'': Covers the socket in durable armor<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Weapon Accelerator'''<br /> |
'''Weapon Accelerator'''<br /> |
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− | ''Effect'': Reduces reload and recharge times for Walker weapons and abilities by 20% each |
+ | ''Effect'': Reduces reload and recharge times for Walker weapons and abilities by 20% each<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Range Enhancer'''<br /> |
'''Range Enhancer'''<br /> |
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− | ''Effect'': Raises range for Walker weapons and abilities by 20% each |
+ | ''Effect'': Raises range for Walker weapons and abilities by 20% each<br /> |
''Prerequisites'': Research '''Assault Branch Suite 1'''<br /> |
''Prerequisites'': Research '''Assault Branch Suite 1'''<br /> |
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'''Radiation Artillery'''<br /> |
'''Radiation Artillery'''<br /> |
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− | ''Effect'': Launches a radiation warhead that emits radiation into the target area for 16 seconds |
+ | ''Effect'': Launches a radiation warhead that emits radiation into the target area for 16 seconds<br /> |
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br /> |
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'''Armor Plating'''<br /> |
'''Armor Plating'''<br /> |
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− | ''Effect'': Covers |
+ | ''Effect'': Covers socket with durable armor<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Repair Chamber'''<br /> |
'''Repair Chamber'''<br /> |
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− | ''Effect'': Generates 3 plasma orbs like those of a [[Saucer]] that repair the Walker |
+ | ''Effect'': Generates 3 plasma orbs like those of a [[Saucer]] that repair the Walker<br /> |
''Prerequisites'':<br /> |
''Prerequisites'':<br /> |
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'''Cost Optimizer'''<br /> |
'''Cost Optimizer'''<br /> |
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− | ''Effect'': Reduces unit costs by 8% each |
+ | ''Effect'': Reduces unit costs by 8% each<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Teleport Accelerator'''<br /> |
'''Teleport Accelerator'''<br /> |
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− | ''Effect'': Reduces unit build times by 12% each |
+ | ''Effect'': Reduces unit build times by 12% each<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Plasma Turret'''<br /> |
'''Plasma Turret'''<br /> |
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− | ''Effect'': Adds another plasma weapon |
+ | ''Effect'': Adds another plasma weapon<br /> |
''Prerequisites'': None<br /> |
''Prerequisites'': None<br /> |
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'''Arc Turret'''<br /> |
'''Arc Turret'''<br /> |
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− | ''Effect'': Adds an anti-air electricity weapon |
+ | ''Effect'': Adds an anti-air electricity weapon<br /> |
''Prerequisites'': Research '''Assault Branch Suite 1'''<br /> |
''Prerequisites'': Research '''Assault Branch Suite 1'''<br /> |
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'''Advanced Mutagens'''<br /> |
'''Advanced Mutagens'''<br /> |
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− | ''Effect'':Dead irradiated organics become [[Slave]]s |
+ | ''Effect'':Dead irradiated organics become [[Slave]]s<br /> |
''Method'': Research '''Mutagen Branch Suite 3'''<br /> |
''Method'': Research '''Mutagen Branch Suite 3'''<br /> |
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'''Foo Longetivity'''<br /> |
'''Foo Longetivity'''<br /> |
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− | ''Effect'': Orbs gain regeneration so they can last longer away from the '''Repair Chamber''' |
+ | ''Effect'': Orbs gain regeneration so they can last longer away from the '''Repair Chamber'''<br /> |
''Method'': Research '''Assault Branch Suite 2'''<br /> |
''Method'': Research '''Assault Branch Suite 2'''<br /> |
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'''Gamma Radiation'''<br /> |
'''Gamma Radiation'''<br /> |
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− | ''Effect'': Radiation damage increased to 10 per second |
+ | ''Effect'': Radiation damage increased to 10 per second<br /> |
''Method'': Research '''Mutagen Branch Suite 3'''<br /> |
''Method'': Research '''Mutagen Branch Suite 3'''<br /> |
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'''Irradiated Shots'''<br /> |
'''Irradiated Shots'''<br /> |
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− | ''Effect'': Plasma bolts are irradiated, inflicting radiation damage over time to targets |
+ | ''Effect'': Plasma bolts are irradiated, inflicting radiation damage over time to targets and turning organics into [[Slave]]s<br /> |
''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
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'''Locomotor Enhancement'''<br /> |
'''Locomotor Enhancement'''<br /> |
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− | ''Effect'': Movement and rotation speed increased by 60% |
+ | ''Effect'': Movement and rotation speed increased by 60%<br /> |
''Method'': Research '''Assault Branch Suite 4'''<br /> |
''Method'': Research '''Assault Branch Suite 4'''<br /> |
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'''Molecular Armor'''<br /> |
'''Molecular Armor'''<br /> |
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− | ''Effect'': Halves damage taken |
+ | ''Effect'': Halves damage taken<br /> |
''Method'': Research '''Quantum Branch Suite 3'''<br /> |
''Method'': Research '''Quantum Branch Suite 3'''<br /> |
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'''Quantum Ordnance'''<br /> |
'''Quantum Ordnance'''<br /> |
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− | ''Effect'': Plasma attacks explode for an additional 10 damage |
+ | ''Effect'': Plasma attacks explode for an additional 10 damage<br /> |
''Method'': Research '''Quantum Branch Suite 3'''<br /> |
''Method'': Research '''Quantum Branch Suite 3'''<br /> |
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'''Volatile Reactors'''<br /> |
'''Volatile Reactors'''<br /> |
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− | ''Effect'': |
+ | ''Effect'': Walker now emits a radioactive cloud when destroyed <br /> |
''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
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⚫ | |||
+ | - While the Habitat Walker is faster and cheaper to build than an [[Assembly Walker]], covering all its sockets costs more and it deals less damage while being easier to kill.<br /> |
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+ | - The Habitat Walker is especially questionable in [[Hierarchy]] mirror matches, as it is weaker than an [[Assembly Walker]] head-to-head, while [[Hierarchy]] infantry is unsuited to anti-Walker duty compared to vehicles.<br /> |
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Revision as of 23:02, 8 January 2009
General
The Habitat Walker is the infantry production structure for the Hierarchy as well as an assault unit. The Habitat Walker uses a moderately powerful plasma cannon to attack ground and can instantly destroy almost any unit or structure by trampling. It cannot trample the Arrival Site, Citadel, Command Core, Peacebringer, or heroes. Its plasma is good against infantry, vehicles, Walkers, and Masari Dark Matter Armor.
Stats
Type: Huge Piloted
Movement: LargeWalker
Max. Speed: 0.25
Health: Special
Armor: Alien Walker
Sight: 270
Crush Defense: 99
Crush Power: 65
Weaponry
Type: Plasma Blob
Range: 0-250
Damage: 35
Shots per burst: 4
Recharge: 3.0 seconds
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.
Body 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
Lost One Pod
Effect: Allows production of Lost One
Prerequisites: None
Cost: 400
Time: 0:16
Health: 400
Armor: Alien Walker Hardpoint
Brute Pod
Effect: Allows production of Brute
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 for 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
Radiation Artillery
Effect: Launches a radiation warhead that emits radiation into the target area for 16 seconds
Prerequisites: Research Mutagen Branch Suite 2
Cost: 1,100
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:
Assembly Walker
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
Production
Method: Built by Glyph Carver
Prerequisites: Arrival Site
Cost: 2,000
Time: 1:05
Limit: 3 (limit shared by Habitat, Assembly, and Science Walkers)
Units Produced
Lost One (requires Lost One Pod hardpoint)
Brute (requies Brute Pod 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 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
- While the Habitat Walker is faster and cheaper to build than an Assembly Walker, covering all its sockets costs more and it deals less damage while being easier to kill.
- The Habitat Walker is especially questionable in Hierarchy mirror matches, as it is weaker than an Assembly Walker head-to-head, while Hierarchy infantry is unsuited to anti-Walker duty compared to vehicles.