Universe At War
No edit summary
(standardized formatting (removed Notes, added Tips); removed scare quotes)
Line 3: Line 3:
   
 
==General==
 
==General==
The '''Habitat Walker''' is the main infantry production "structure" for [[Hierarchy]] faction as well as their least expensive walker to call down. The Habitat Walker by default uses a moderately powerful plasma cannon to attack ground targets and can instantly destroy almost any unit or structure by trampling. During the game's campaign, the Habitat Walker is seen more often then any other walker, suggesting that they are the primary walker used by the Hierarchy, or a low importance one.
+
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.
   
==Notes==
 
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 />
 
1. The Habitat Walker costs more than the Assmbly Walker to ""armor up" with Hardpoints.<br />
 
2. The Habitat is weaker then the Assembly in both damage and durability. <br />
 
 
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.
 
 
===Stats===
 
===Stats===
 
''Type'': Huge Piloted<br />
 
''Type'': Huge Piloted<br />
Line 29: Line 23:
   
 
==Hardpoints==
 
==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 walker's core overheats and detonates.
+
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===
 
'''Coolant Node'''<br />
 
'''Coolant Node'''<br />
   
''Effect'': The destruction of two of these results in the destruction of the '''Habitat Walker'''.<br />
+
''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 />
Line 49: Line 43:
 
'''Lost One Pod'''<br />
 
'''Lost One Pod'''<br />
   
''Effect'': Allows production of [[Lost One]] infantry.<br />
+
''Effect'': Allows production of [[Lost One]]<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 64: Line 58:
 
'''Brute Pod'''<br />
 
'''Brute Pod'''<br />
   
''Effect'': Allows production of [[Brute]] infantry.<br />
+
''Effect'': Allows production of [[Brute]]<br />
   
 
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br />
 
''Prerequisites'': Research '''Mutagen Branch Suite 2'''<br />
Line 79: Line 73:
 
'''Armor Plating'''<br />
 
'''Armor Plating'''<br />
   
''Effect'': Covers the hardpoint in durable armor.<br />
+
''Effect'': Covers the socket in durable armor<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 94: Line 88:
 
'''Weapon Accelerator'''<br />
 
'''Weapon Accelerator'''<br />
   
''Effect'': Reduces reload and recharge times for Walker weapons and abilities by 20% each.<br />
+
''Effect'': Reduces reload and recharge times for Walker weapons and abilities by 20% each<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 109: Line 103:
 
'''Range Enhancer'''<br />
 
'''Range Enhancer'''<br />
   
''Effect'': Raises range for Walker weapons and abilities by 20% each.<br />
+
''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 />
Line 124: Line 118:
 
'''Radiation Artillery'''<br />
 
'''Radiation Artillery'''<br />
   
''Effect'': Launches a radiation warhead that emits radiation into the target area for 16 seconds, effective against infantry and light structures. Also heals freindly Hierarchy infantry.<br />
+
''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 />
Line 147: Line 141:
 
'''Armor Plating'''<br />
 
'''Armor Plating'''<br />
   
''Effect'': Covers hardpoint with durable armor.<br />
+
''Effect'': Covers socket with durable armor<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 162: Line 156:
 
'''Repair Chamber'''<br />
 
'''Repair Chamber'''<br />
   
''Effect'': Generates 3 plasma orbs like those of a [[Saucer]] that repair the Walker's Hardpoints.<br />
+
''Effect'': Generates 3 plasma orbs like those of a [[Saucer]] that repair the Walker<br />
   
 
''Prerequisites'':<br />
 
''Prerequisites'':<br />
Line 181: Line 175:
 
'''Cost Optimizer'''<br />
 
'''Cost Optimizer'''<br />
   
''Effect'': Reduces unit costs by 8% each.<br />
+
''Effect'': Reduces unit costs by 8% each<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 196: Line 190:
 
'''Teleport Accelerator'''<br />
 
'''Teleport Accelerator'''<br />
   
''Effect'': Reduces unit build times by 12% each.<br />
+
''Effect'': Reduces unit build times by 12% each<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 211: Line 205:
 
'''Plasma Turret'''<br />
 
'''Plasma Turret'''<br />
   
''Effect'': Adds another plasma weapon to the Habitat walker.<br />
+
''Effect'': Adds another plasma weapon<br />
   
 
''Prerequisites'': None<br />
 
''Prerequisites'': None<br />
Line 234: Line 228:
 
'''Arc Turret'''<br />
 
'''Arc Turret'''<br />
   
''Effect'': Adds an anti-air electricity weapon.<br />
+
''Effect'': Adds an anti-air electricity weapon<br />
   
 
''Prerequisites'': Research '''Assault Branch Suite 1'''<br />
 
''Prerequisites'': Research '''Assault Branch Suite 1'''<br />
Line 272: Line 266:
 
'''Advanced Mutagens'''<br />
 
'''Advanced Mutagens'''<br />
   
''Effect'':Dead irradiated organics become [[Slave]]s.<br />
+
''Effect'':Dead irradiated organics become [[Slave]]s<br />
   
 
''Method'': Research '''Mutagen Branch Suite 3'''<br />
 
''Method'': Research '''Mutagen Branch Suite 3'''<br />
Line 286: Line 280:
 
'''Foo Longetivity'''<br />
 
'''Foo Longetivity'''<br />
   
''Effect'': Orbs gain regeneration so they can last longer away from the '''Repair Chamber'''.<br />
+
''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 />
Line 293: Line 287:
 
'''Gamma Radiation'''<br />
 
'''Gamma Radiation'''<br />
   
''Effect'': Radiation damage increased to 10 per second.<br />
+
''Effect'': Radiation damage increased to 10 per second<br />
   
 
''Method'': Research '''Mutagen Branch Suite 3'''<br />
 
''Method'': Research '''Mutagen Branch Suite 3'''<br />
Line 300: Line 294:
 
'''Irradiated Shots'''<br />
 
'''Irradiated Shots'''<br />
   
''Effect'': Plasma bolts are irradiated, inflicting radiation damage over time to targets. If the radiation kills an orgainic target it will mutate into a [[Slave]]<br />
+
''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 />
Line 311: Line 305:
 
'''Locomotor Enhancement'''<br />
 
'''Locomotor Enhancement'''<br />
   
''Effect'': Movement and rotation speed increased by 60%.<br />
+
''Effect'': Movement and rotation speed increased by 60%<br />
   
 
''Method'': Research '''Assault Branch Suite 4'''<br />
 
''Method'': Research '''Assault Branch Suite 4'''<br />
Line 318: Line 312:
 
'''Molecular Armor'''<br />
 
'''Molecular Armor'''<br />
   
''Effect'': Halves damage taken by hardpoints.<br />
+
''Effect'': Halves damage taken<br />
   
 
''Method'': Research '''Quantum Branch Suite 3'''<br />
 
''Method'': Research '''Quantum Branch Suite 3'''<br />
Line 325: Line 319:
 
'''Quantum Ordnance'''<br />
 
'''Quantum Ordnance'''<br />
   
''Effect'': Plasma attacks explode for an additional 10 damage.<br />
+
''Effect'': Plasma attacks explode for an additional 10 damage<br />
   
 
''Method'': Research '''Quantum Branch Suite 3'''<br />
 
''Method'': Research '''Quantum Branch Suite 3'''<br />
Line 332: Line 326:
 
'''Volatile Reactors'''<br />
 
'''Volatile Reactors'''<br />
   
''Effect'': Creates radioactive cloud around the walker after destruction.<br />
+
''Effect'': Walker now emits a radioactive cloud when destroyed <br />
   
 
''Method'': Research '''Mutagen Branch Suite 1'''<br />
 
''Method'': Research '''Mutagen Branch Suite 1'''<br />
   
 
==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.<br />
  +
- 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 />
   
   

Revision as of 23:02, 8 January 2009

Uniatwar 14
Habitat concept

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

Grunt

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.