But capturing is the objective of some missions, and in other missions it may be useful in order to get your economy going quickly.Ĭommander > Advanced Construction Submarine > Tier 2 Construction Vehicle and F.A.R.K. This process is too slow to be of much use in skirmish or multi-player games. When you have other construction units on repair patrols, they will repair the Commander before anything else, - if you want them to repair anything else first, you have to give them explicit repair orders, finishing with a "patrol" command.Ĭommanders can also capture enemy units and buildings. This is an advantage very early in the game, when you have no other construction units. Commanders can't usually stay cloaked for long as it uses energy quite rapidly.Ĭommanders can repair themselves, rather slowly. You may be able to hit them by aiming at where you think they will be in about ⅓ second, but that's not easy.Ĭloaking hides Commanders from sight but not from radar, so a cloaked commander can still be attacked if the enemy has a radar unit or building nearby. The D-gun is inaccurate against moving units.It's usually better to destroy enemy units by other means, so that you can reclaim the metal from the wreckage. It leaves no wreckage for you to reclaim.Each use costs some energy, and if you don't have enough energy you can't use the D-gun.The D-gun ("disintegrator gun") will destroy almost any unit on land or in the air, and can destroy 2 or 3 adjacent units, but has some limitations: But they can be spotted by sonar, their lasers don't work under water and their D-guns can only attack submerged objects such as submarines or torpedo launchers, and they can be attacked by torpedoes or depth charges. Both Commanders are very good at climbing steep slopes (only the ARM Spider is better). The ARM and Core Commanders are identical except that the ARM Commander moves 12% faster, enabling ARM to build its first few metal extractors a little earlier. This relies on the fact that the Commander's weapons track quite slowly, so usually it never gets a shot in. A single ARM Brawler / Core Rapier gunship, provided there's no air defense around.But the fire of most of these takes a while to reach the target, so you'll be very lucky to hit the Commandeer and you have to have another unit spot it in the first place, so that the "assassin" can lock on to it. ARM Big Bertha / Core Intimidator) or ARM Shooter / Core Morty or a Nuclear Missile. ARM Merl / Core Diplomat rocket launcher or a LRPC (long-range plasma cannon, i.e. "Fool me once, shame on you fool me twice, shame on me." "Kidnap" it with an air transport then self-destruct the transport.The most economical ways to kill Commanders are: Since you can't see a Commander's health bar, you can't tell when it's nearly dead and move most of your attackers out of harm's way. Whatever the setting of "Commander: Game ends", the destruction of a Commander causes a huge explosion that destroys everything within about half a screen-width of it - usually including the unit(s) that killed the Commander. The default is "yes" and it's always set to "yes" in the pre-defined missions. Destruction of a Commander = defeat if the start-up option "Commander: Game ends" is selected.It builds things faster than any other construction unit.The Commander is the most important unit because: In most of the pre-defined missions you start with a Commander and sometimes a handful of other units the enemy only has a Commander in the final mission of each side's campaign, and your objective is to destroy it. In skirmishes and multi-player games each side starts with only a Commander. The descriptions do not include detailed statistics at present. It does not describe those that are introduced by various mods. This page describes the units of the two factions, Arm and Core, in the original version of Total Annihilation, including the units provided in the expansion packs "The Core Contingency" and "Battle Tactics".
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