Some questions about overcharge.

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Some questions about overcharge.

Postby Neutrino » 27 Nov 2014, 11:52

What are the requirements for using overcharge, how much energy does it take? The wiki page here doesn't have much info (would post the link to the wiki article but the spam filter won't allow me to).

Is overcharge a Forged Alliance only mechanic or was it in the vanilla SupCom, I've come across no mention of it doing the SupCom campaign.

P.S. Can someone please fix the blasted spam filter so that it at least allows wiki links?
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Re: Some questions about overcharge.

Postby ColonelSheppard » 27 Nov 2014, 11:59

- Overcharge has been there since vanilla, yet it had different damage values over the time
- it's 5000e (which means you need an energy storrage in order to use it and you need those 5k avalible
- the spamfilter is there for a reason it might seem like an anoying thing for you atm, but otherwise we get constantly flooded by spambots

http://content.faforever.com/faf/unitsD ... bp=URL0001
https://www.youtube.com/watch?v=lYWos5t24sY
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Re: Some questions about overcharge.

Postby psychkik » 27 Nov 2014, 12:02

Hi ^^ well i will try to do my best.
the overcharge was a vanilla edition if i am not mistaken.
it costs a little 5000 E so this mean you need an energy storage for it to work. it has a cooldown of 3 seconds.
it one shots any unit in game except most experimentals.
a Percival with two vets can survive a OC shot.

the damage of the shot is less against buildings and acu's
the damage against a acu is 500. don't know the building.
the regular damage is around 11000 (really not sure wait until somebody posts a decent post)


btw your spam filter is against spam bots. this used to be a problem. after around 10 post the block stops working.
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Re: Some questions about overcharge.

Postby Neutrino » 27 Nov 2014, 12:29

Thanks for the info.

I know what the spam filter is for, but it could be configured to permit links to FAF's own content couldn't it? We're hardly likely to have a load of spambots turn up and start spamming info about SupCom.
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Re: Some questions about overcharge.

Postby ColonelSheppard » 27 Nov 2014, 12:36

ACU: actually i think it's 300 but i might be wrong here
Buildings: 900 (static shield bubbles count as buildings)
Units: 12.000 (this btw includes SupportCommanders)
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Re: Some questions about overcharge.

Postby The Mak » 27 Nov 2014, 19:47

Also it is worth mentioning that an OC (overcharge shot) can only be dodged if the unit can move to different terrain (higher elevation or around a hill) during the travel time of the shot. Otherwise an OC shot cannot be dogged as it tracks it target. (Seraphim SCU does not have tracking on its OC upgrade).

Some more fun facts:

It has a rate of fire of 1 shot every 3.333 seconds, that consumes 5,000 energy per shot. To maintain theoretical maximum fire rate you will need 1,501 energy/second (three T2 plus one T1 Power generators). In actual game play, when you factor in the ACU rotating its torso to aim at its next shot you can get away with just over half that power requirement (800 e/s, one T2 plus 15xT1 PGs) or even less. For the Seraphim SCU Light Overcharge upgrade the rate of fire is 1 shot every 5 seconds. Same damage and energy consumption per shot.

As was stated, it does 12,000 damage to units and SCU's, 800 damage to buildings and stationary shields (6.6666%), and 400 damage to ACU's (3.3333%). Its max damage is under the damage from a shot from a Mavor (UEF Experimental Artillery, 16,000 damage points), but it can 1 shot almost all non-structure units from T3 and below. The exception is most of the ships from the T3 level. The battleships will take 4-5 OC shots to take them out and most other T3 ships two or greater, if you can get into range.

It has a splash radius of 2.5, which is a wall segment larger than a tac missile strike's damage radius (2). So think of the splash radius the size of a mex surrounded with mass storage.

Its range is equal to the main weapon of the ACU. This means its range can increase with upgrades. The rate of fire of 1 shot per 3 seconds does not increase though. The OC range on the Seraphim SCU is smaller than the primary weapon, even though it is stated as equals in its blueprint (set as 25 for both, OC actually does 22), possible bug.

It cannot be used for ground fire, striking ally units or hit targets under water, unless you hit a target on the water and a submerged unit is within the blast radius.
Last edited by The Mak on 27 Nov 2014, 22:10, edited 1 time in total.
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Re: Some questions about overcharge.

Postby Vee » 27 Nov 2014, 19:51

Small correction: the range of the seraphim SCU OC does not become larger with the range upgrade.
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Re: Some questions about overcharge.

Postby ZLO_RD » 27 Nov 2014, 20:00

The Mak wrote:Also it is worth mentioning that an OC (overcharge shot) can only be dodged if the unit can move to different terrain (higher elevation or around a hill) during the travel time of the shot. Otherwise an OC shot cannot be dogged as it tracks it target.


not quite sure about elevation
http://youtu.be/ufENW6T5efY?t=46s

but sure you can dodge SCU OC as much as you can, cause it does not track at all
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Re: Some questions about overcharge.

Postby maov » 27 Nov 2014, 20:26

A less known fact of overcharge is that it "bypasses" commander personal shields, not sure if thats a bug though.
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Re: Some questions about overcharge.

Postby Plasma_Wolf » 27 Nov 2014, 21:34

Is this a bypass in the sense that the shields take the full 12k damage or that the ACU takes 400 hp damage despite the shield?
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