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)
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.
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 1
Lv 2
Lv 3
Lv 4
Damage
+2.5 (Ranged)
+5 (Ranged)
+7.5 (Ranged)
+10 (Ranged)
Main Weaponry4 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 1
Lv 2
Lv 3
Lv 4
Weapon range
+1.5
+3
+4.5
+6
EMI Rockets4 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.
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Turbo4 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 1
Lv 2
Lv 3
Lv 4
Energy
60
60
60
60
Cooldown
20 s shared
20 s shared
20 s shared
20 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 1
Lv 2
Lv 3
Lv 4
Energy
150
130
115
90
Cooldown
45 s shared
40 s shared
35 s shared
30 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 total
2 × 650 +0–200 = 1300 total
2 × 800 +0–300 = 1600 total
2 × 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 damage
1.5
1.8
2.1
2.5
Splash full damage
3
3.6
4.2
5
Splash full damage
4.5
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.
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.
Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns
Flare Gun Flarelasts 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.
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.