MOS /

FP-500 Combat Walker

Skills · 5 trees

Chassis 4 lv

The UT Army has built a strong and robust chassis for the FP-500. Each level Improves the duration and the move speed bonus of Turbo, adds 50 HP and 4 armor. Level 1 : Turbo Level 2 : Self Diagnosis System (+3 PV / s) Level 3 : Jam Immunity Level 4 : Reloads 20% faster unlocks engine overheating (attack speed boost)

Lv 1Lv 2Lv 3Lv 4
Applies
Life +50 +100 +150 +200
Armor +4 +8 +12 +16
Life regen +3 +3 +3

Rockets 4 lv

Fires 2 thermo-guided rockets to the target. 45s cooldown. Improving the launching system, each level increases the move speed of the Walker by 0.1, thanks to a weight reduction. Level 1 : 1200 dmg, 150 energy Level 2 : 1600 dmg, 130 energy Level 3 : 2200 dmg, 115 energy Level 4 : 2600 dmg, 90 energy Must target an unit. Can damage allies in the area of effect.

Lv 1Lv 2Lv 3Lv 4
Energy 150 130 115 90
Cooldown 45 s shared40 s shared35 s shared30 s shared
Cast 1.2 s 1.05 s 0.9 s 0.75 s
Range 35 40 45 50
Damage 2 × 500 +0–100 = 1000 total2 × 650 +0–200 = 1300 total2 × 800 +0–300 = 1600 total2 × 900 +0–400 = 1800 total
Bonus +600 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical
Splash full damage1.5 1.8 2.1 2.5
Splash full damage3 3.6 4.2 5
Splash full damage4.5 5.5 6.4 7.5
Applies

Friendly fire: the area damage also hits allies.

Marksmanship 4 lv

Marksmanship is your ability to accurately fire, reactively fire, and focus under stress. Increases base damage by 2.5, and improves critical shot per level. Level 1 : 8% chance to do 2x damage Level 2 : 10% chance to do 3x damage Level 3 : 12% chance to do 4x damage Level 4 : 14% chance to do 5x damage

Lv 1Lv 2Lv 3Lv 4
Damage +2.5 (Ranged) +5 (Ranged) +7.5 (Ranged) +10 (Ranged)

Main Weaponry 4 lv

Studies on the FP-500 integrated miniguns have allowed significative improvements. Each level increases the size of the mag by 50, the range of the miniguns by 1.5, and reduces the reload time by 2s. Level 1 : mag size 250, range +1.5, reload -2s Level 2 : mag size 300, range +3, reload -4s Level 3 : mag size 350, range +4.5, reload -6s Level 4 : mag size 400, range +6, reload -8s

Lv 1Lv 2Lv 3Lv 4
Weapon range +1.5 +3 +4.5 +6

EMI Rockets 4 lv

Fires 2 thermo-guided EMI rockets to the target. 45s cooldown. Each level increases the stun duration and the area of effect. Level 1 : 175 energy, stun 1.5s Level 2 : 150 energy, stun 2s Level 3 : 130 energy, stun 3s Level 4 : 115 energy, stun 5s Must target an unit. Can damage allies in the area of effect.

Lv 1Lv 2Lv 3Lv 4
Energy 175 150 130 115
Cooldown 45 s shared40 s shared35 s shared30 s shared
Cast 1.2 s 1.05 s 0.9 s 0.75 s
Range 35 40 45 50
Applies

Standard abilities · 13

Commands this class has by default, with their numbers from the map data.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Immediate/Remedial Action

Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed. Use this ability to unjam a weapon.

Cooldown 10 s shared
Removes Jammed

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Turbo 4 lv

Greatly increases the move speed for a short duration. Level 1 : +25% for 3.5s Level 2 : +30% for 4s Level 3 : +35% for 4.5s Level 4 : +40% for 5s

Lv 1Lv 2Lv 3Lv 4
Energy 60 60 60 60
Cooldown 20 s shared20 s shared20 s shared20 s shared
Move speed ×1.25 ×1.3 ×1.35 ×1.4
Duration 3.5 s 4 s 4.5 s 5 s

Jam Immunity

The Combat Walker uses sensors to monitor the state of his weapons. As a result, he is able to prevent any jam or disfunction.

Engine Overheat

Fires on automatic increasing damage (x3), but restricts movement (50%). Drains energy during use. Lasts until the next reload, out of energy or 30 seconds maximum.

Energy 200
Cooldown 30 s shared
Damage +300% (Ranged)
Energy regen -5
Attack speed ×2
Move speed capped at 0.5
Duration 30 s

Rockets (free aim) 4 lv

Fires 2 thermo-guided rockets to the target. 45s cooldown. Improving the launching system, each level increases the move speed of the Walker by 0.1, thanks to a weight reduction. Level 1 : 1200 dmg, 150 energy Level 2 : 1600 dmg, 130 energy Level 3 : 2200 dmg, 115 energy Level 4 : 2600 dmg, 90 energy Must target an unit. Can damage allies in the area of effect.

Lv 1Lv 2Lv 3Lv 4
Energy 150 130 115 90
Cooldown 45 s shared40 s shared35 s shared30 s shared
Cast 1.2 s 1.05 s 0.9 s 0.75 s
Range 35 40 45 50
Damage 2 × 500 +0–100 = 1000 total2 × 650 +0–200 = 1300 total2 × 800 +0–300 = 1600 total2 × 900 +0–400 = 1800 total
Bonus +600 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical +500 vs Massive; −50% vs Mechanical
Splash full damage1.5 1.8 2.1 2.5
Splash full damage3 3.6 4.2 5
Splash full damage4.5 5.5 6.4 7.5

Friendly fire: the area damage also hits allies.

Cluster Rockets

Combat Walker 6th rank (unlock the 5 previous ranks of Combat Walker Pilot to get this one available) Fires a barrage of 6 rockets at the target area, dealing 900 damage per rocket and temporarily stunning the targets. Beeing randomly guided, the cluster rockets can go outside the red indicator circle. Explosions damage allies and items.

Energy 120
Cooldown 2.33 min shared
Cast 0.3 s
Range 42
Damage 18 × 300 +0–30 = 5400 total
Bonus +6 vs Light; −35 vs Heroic
Splash full damage2
Splash 20% damage3.5
Applies
Reveals radius 6 for 4 s

Friendly fire: the area damage also hits allies.

Flare Gun

Fires a flare at the target point providing vision. Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%. Enemies also gain vision from flare.

Energy 40
Cooldown 1.25 min shared
Range 30
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare lasts 45 s, sight 15, detects hidden units within 15

Floodlights

Combat Walker 4th rank (unlock the 1st, 2nd and 3rd ranks of Combat Walker Pilot to get this one available) Switch the Floodlights on, draining energy over time.

Energy 20
Cooldown 30 s shared
Energy regen -1
Sight
  • detects hidden units within 22

Motion Sensor

Detects motion for 4.5 minutes.

Energy regen -4

Lift

Activates the Jetpacks of the Combat Walker.

Energy 75
Cooldown 40 s shared
Cast 0.5 s
Range 12
Applies
Removes Enhanced Jump

Switch Rockets Mode

Switch the targetting system of the standard Rockets only (not EMI or Cluster Rockets) to Free Aim. The Free Aim Mode allows to target the ground freely.