Nomads exclusive abilities

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Nomads exclusive abilities

Postby Moritz » 19 Sep 2011, 16:12

I will try to make a list of Nomads exclusive stuff/units (if something is not in the list, please reply this post):

ACU Orbital Refoircement Upgrade: It spawns T1PD and T1AA on any area on the map, is something that still need some work and balancing.

Radar Boosts: There is a icon in the orders panel when selecting a radar/sonar to boost the radar, it charges up the radar for a few seconds , after ifs done, the radar gets 50% more range for 10 seconds.

Stealth Shields: Nomads doesn't have T2 Static Stealth Fields, but T2 and T3 Shields can be upgraded to Stealth Shields, the stealth radius is the same of the shield radius.

T3 Mobile Missile Defence: It can be built from T3 Land Factory and T3 Naval Factory.

T3 Mobile AA.

Hover units: All hover units walks slower in the water (average is like 40%, including experimentals)

Hover experimentals: Nomads has two hovers experimentals.

To be continued...
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Re: Nomads exclusive abilities

Postby FunkOff » 19 Sep 2011, 19:45

Several units also have the bombardment ability... T2 EMP tank, T2 destroyer, T3 battleship and a couple experimentals... increases firing randomness.
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Re: Nomads exclusive abilities

Postby Brute51 » 19 Sep 2011, 19:53

Some units call in attacks from the spacecraft in orbit, like the Orbital Command Unit (which I think is hidden at the moment) and an ACU enhancement.

Some units trigger an element on the UI. This UI element allows you to call in an orbital strike or orbital reinforcement (if you have the ACU enhancements). Also nuke launchers and tactical missile launchers have a button in the UI that allows you to quickly deploy nukes or tactical missiles.

All gunships have an passive ability that enhances accuracy of artillery shots, when the artillery targets a unit near the gunship. This means that if you have a mobile T3 artillery unit attacking a unit and your T2 gunship is nearby, the artillery has better accuracy (I think it's twice as accurate). There is no way to activate or deactivate this ability on gunships and it doesn't cost energy or mass. It triggers automatically when T2 (static) or T3 artillery (static and mobile) attacks a target close enough to the gunship. Mobile T1 artillery is excluded but T1 gunship do have this ability.

T2 and T3 gunships have anti-air missile flares. When the gunship detects an AA missile it fires it's flares in an attempt to divert the missile. It's a pretty powerful ability but not perfect: SAMs can still take out gunships. A flok of gunships is better countered with flak. The HP of all gunships with flares has been reduced (compared to other factions) for additional weakness to flak.
The T2 gunship has torpedoes aswell, which makes it a special case. In small numbers it can handle most T2 cruisers (not the Seraphim one, which has flak instead of AA missiles).
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