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The Alligator LK19, played

Enlisted
Skill order
Skill1234567891011121314151617181920
HE Rocket1234
Napalm Rocket1234
EMI Plasma Rocket1234
Equipment12345
HE Rocket ×4, Equipment ×5, Napalm Rocket ×4, EMI Plasma Rocket ×4 · the mark is the rank the point brings the skill to

The Alligator LK19's game, top to bottom. The only class that flies. It runs on a tank of fuel that only two pads refill. It has to land before it can touch anything on the ground, and its damage comes from rockets on a timer. One per game, Enlisted only, and only in Hard, Insane, Nightmare, PMC and Apocalypse.

first

HE Rocket to 4

Level 4 is where the rockets stop being one big shot on a 55 s timer and become four charges, 15 s each, and it opens Switch Rockets Mode: one rocket per cast, 40 energy, off the same four charges.

then

Equipment to 5

Each level opens something: floodlights at 1, the generator and the binoculars at 2, the jets at 3, the ISR at 4, the hull bonuses at 5.

always

Watch the fuel bar

400 fuel, 1 a second while you move, 6 under jets. Empty means 60 % speed and no jets, and only a pad fills it: fly into one before it reads zero.

when you are told

Save the Nuclear Rocket

It is locked until the map says "You are now allowed to use nuclear rockets", then 1 hour of cooldown. The community's page keeps it for the Hive Mind.

AO Thalim · the pilot's map
RA facility: no-fly, instant crashThalimrefuel pad, Thalimrefuel pad, airport (your wreck lands here if you die over unpathable ground)

The two refuel pads are the regions the depot triggers test. The hostile area is the RA facility region that kills any helicopter entering it.

Fuel

The tank

  • 400 fuel, shown on the bar that would be the sprint bar on a soldier ("Fuel 400 / 400"). It only goes down while you are moving: hovering in place costs nothing.
  • 1 fuel a second in flight, 6 a second with the jets on. A full tank is 400 s of flying, or about 66 s of jets.
  • At 0 you get Out of Fuel: move speed cut to 60 %, the jets switch themselves off, and the jet button answers "Not enough Fuel" until you refill.
  • A helicopter that is dead when chapter 3 or chapter 4 starts is rebuilt with a full tank. A living one is not: the transition clears its cooldowns and leaves the fuel where it was. An engineer's Reconstruct does not refill it either. Only a pad does.

The pads

  • Two pads: one inside Thalim, one at the airport, in the south, just west of the heliport bays. Fly into the pad's region and the sequence starts on its own, tank full or not.
  • The map takes the controls: the helicopter becomes uncommandable and invulnerable, sets down on the pad, the rotors wind down, the tank fills at 50 fuel a second, then it lifts off and hands you the controls back. About 12 s with a full tank, about 20 s from empty.
  • Die over unpathable ground (water, cliffs) and the wreck is moved to the airport pad.

Landing and flying

Land, then touch things

  • Land takes about 5 s (3 s down, 2 s of rotors) and is refused over unpathable ground. Lift takes about 5 s back up. While landed you cannot move, shoot, use the jets or fire any rocket.
  • In the air you cannot pick anything up: a right-click on an item is cancelled with "Use the Land ability before to pick items".
  • Mission items are the same: the prologue's sensors and sentry guns answer "You need to land to use this item" from the air.
  • A landed helicopter counts for the region missions a walker would: WCweapons caches, Ggifts, the SSsilo sites, PMC's SSsample silos, the GSgrave sites. The script listens for the Landed state inside the region, so land inside the circle, not next to it.

What kills a helicopter

  • The RA facility. Ten seconds after you pick the class the map warns you: "don't fly over the RA facility or you will crash". Entering the facility's region kills the helicopter on the spot ("You have crashed on the RA facility") and drops the wreck 2 units back.
  • The Hunter. Its rocks are an anti-air weapon: 150 damage every 1.6 s at range 6.5, a quarter of it splashing to 2.5, and the weapon targets air only. The community's page says keep your distance, and the data agrees.
  • Not the Lelantos. The wiki calls the helicopter immune to it, and the data backs that: the Lelantos has no weapon, only an aura that searches biological units.
  • The wiki also warns against hovering over the infected: allied splash hits you, and the exploders (Boomer, Swollen, Cursed) go off under you.
  • Coming back. It is a vehicle: a Combat Engineer or Assault Engineer Reconstructs the wreck, or the Wmk-72 bot does, not a medic. It returns landed, at 350 life and 100 energy, with the fuel it went down with, and with the nuke authorization it had.

The rockets

What the tooltips do not say: how many rockets leave the rails at each level, and how long the cast takes. Range is 70 for every one of them. Every rocket but the nuclear one can be fired on the move.

RocketLevelEnergyChargesWhat leaves the railsCast
HE Rocket11501, back in 55 s1 rocket, 1,250 in a 3 radius1.2 s
21201, back in 45 s1 rocket, 2,500 in a 3.6 radius1.05 s
31052, one back every 20 s, both spent per cast2 rockets of 1,875, 4.2 radius each0.9 s
4904, one back every 15 s, all four spent per cast4 rockets of 1,250, 5 radius each0.75 s
HE Rocket Single LaunchHE 4404, one back every 15 s, one per cast1 rocket, 1,250 in a 2.5 radius0.25 s
Napalm Rocket1 to 4120 s cooldown at every level2 / 4 / 6 / 8 rockets of 1,000 / 2,000 / 1,250 / 1,250, radius 3 / 3.6 / 4.2 / 51.2 s to 0.75 s
EMI Plasma Rocket1 to 42, 4, 6, 10 min1 rocket, full damage out to radius 6 / 8 / 11 / 14, no falloff ring1.2 s to 0.75 s
Nuclear Rocket3001 hour50,000 in a 10 radius, 80 % to 12, half to 14, a quarter to 16; then 250 every half second to anything biological within 16, for 60 s15 s
  • The full-damage radius above falls to 75 % and then 25 % one and two steps further out. Every HE and napalm rocket does half to mechanical and loses 250 to 600 flat against armored and massive.
  • Switch Rockets Mode is a toggle that appears at HE 4. Single launch draws on the same four charges as the full launch, one per cast instead of all four. That is 5,000 damage for 160 energy spread over four aimed shots, against the full launch's 5,000 for 90 in one place.
  • Napalm and EMI Plasma share a cooldown link in the ability data: firing one starts the other's cooldown too. The lockout runs at the timer of the one you fired, so EMI Plasma 4 takes napalm away for 10 minutes while napalm only takes EMI Plasma away for 2.
  • The AI runs from your rockets. When an HE, single, napalm or nuclear cast starts, every computer-owned biological unit within 5 of the target point is ordered to sprint out of it. EMI Plasma is not on that list, which is why the community's page says PMCs dodge regular rockets and not the plasma.
  • The nuke is a 15 s cast that cannot be interrupted and disables everything else on the helicopter, the reload included, while a red ping shows the target to every player. The button only exists once the map authorizes it: at the start of chapter 1 in the regular modes (when the PSprologue's sensor mission ends, placed or timed out), when the CIcrew is extracted or killed in PMC. The chapter 3 and chapter 4 transitions clear every hero's cooldowns, the hour included. Mechanical and robotic units take the blast but not the fallout.

Equipment and the gun

What each level opens

  • Floodlights · Equipment 1 · 20 energy to switch on, 30 s cooldown, 1 energy a second while on. Detection out to 22.
  • Binoculars · Equipment 2 (the tooltip does not list it) · 10 energy, 20 s cooldown, range 70. Reveals and detects in a 12 radius for 8 s.
  • Generator · Equipment 2 and up. The behaviour data stacks it: +2 energy a second at 2, +4 at 3, +5 from 4 on, over a base of about 1.4. The tooltip only names the level 2 step.
  • Jet · Equipment 3 · 75 energy, 60 s cooldown. Move speed x2 and 4 energy a second in the behaviour data (the skill tooltip says x3), fuel x6. On an empty tank the button says "Not enough Fuel" and the fuel loop switches the jets off again at its next tick; landing or refuelling switches them off too.
  • ISR (dummy) · Equipment 4. "ISR online" when you learn it; the button then explores the whole map's terrain for every player, once. Not a scan: it does not show units.
  • Hull · Equipment 5 · +0.5 move speed, +50 life, +50 energy, +2 weapon range in the behaviour data (the tooltip says +1).
  • Orbital Satellite Reconnaissance · 45 energy, 80 s cooldown, range 70, reveals and detects an 18 radius for 20 s. Its button requires the nuclear authorization, so it arrives with the nuke, not with a level.

The gun

  • Minigun: 35 to 45 a round every 0.13 s at range 19, 20 less on heroic units. Splash: full inside 1, half inside 2.5 in a 25 degree arc.
  • It fires in bursts: a hidden behaviour pauses the guns for 1 s every 2.5 s.
  • A 200-round drum and a 6 s reload (Reload). It jams like a rifle and Immediate/Remedial Action clears it, until pilot rank 1 makes it immune.
  • Hold fire is a HUD toggle for this class, as for the other vehicles.
  • Minigun Raptor is the only weapon item the helicopter can take: +20 % damage, Alligator only. The rest of the load-out is the vehicle set, on the Gear tab.

Pilot ranks

Four rewards the script hands out at the end of a won game, in a fixed ladder: each needs the one before it. They are read back from your profile at every spawn.

RankRewardWon byWhat it does
1Enhanced Weaponrya win with the Outbreak modifier in Hard, Insane, Nightmare or Apocalypsejam immunity, reload 15 % faster, +0.2 move speed
2Auxiliary Generatora second Outbreak win, in Insane, Nightmare or Apocalypseenergy regeneration x1.15
3Reconfigured Energytwo wins, any order, no modifier needed: one in Nightmare or Apocalypse, one in PMC+50 energy and +0.5 a second
4Improved Rocketsfive wins after rank 3, no modifier needed: two in Hard, two in Insane, one in Nightmare or Apocalypsethe rockets fly on a faster mover: speed 70 instead of 28

The community's page lists the same four; where its conditions differ (it asks for Outbreak on the rocket wins, and gives the generator as a flat 1.25 a second) the script and the behaviour data above are what the game does.

What the community recommends

SIs

  • Whiz Kid in every pairing: its behaviour raises spell damage 30 %, and the rocket damage effects set no other kind.
  • Energetic with it when you have no pilot ranks yet; Tough as Nails with it for the regular modes; Hawk Eye with it for PMC.
  • All four are on the SI page.

The build

  • HE Rockets to 4 first, for the single launch. Then Equipment to 5 in a regular game.
  • Napalm where the enemy walks a line: heliport entries, slopes, bridges, the spawn roads. EMI Plasma for PMCs.
  • In PMC the page takes EMI Plasma 1 right after HE 4, then Equipment, then the rest of the plasma before the napalm.

Items

The page's two orders, point by point. The regular one is the order loaded on this guide.

PointRegular gamePMC
1 to 4HE Rocket 1 to 4HE Rocket 1 to 4
5Equipment 1EMI Plasma 1
6 to 9Equipment 2 to 5Equipment 1 to 4
10Napalm 1EMI Plasma 2
11Napalm 2EMI Plasma 3
12EMI Plasma 1Equipment 5
13EMI Plasma 2EMI Plasma 4
14Napalm 3Napalm 1
15EMI Plasma 3Napalm 2
16Napalm 4Napalm 3
17EMI Plasma 4Napalm 4

Numbers are read from the map file: its ability, effect, behaviour and weapon data, and its trigger script.

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