Chapter 5

Experimental units

Experimental units are of course very important in the game because they often serve to end a game. I will present you here some of my favorites. Because it's important to compare the cost of the experimental units between them, I will always refer to the cost of a Spiderbot. So far as I know, all the featured experimental units in Supreme Commander alone have different costs and characteristics in Forged Alliance.

Aeons

Paragon

common unit name

Paragon

meu cost

300240

mass cost

250200

energy cost

7506000

mass production

+10000 mass units/sec

energy production

+1000000 energy units/sec

mass draining ability

2

energy draining ability

60

hp

5000

explosion damages

70000

explosion radius

25 spm

Here is an experimental resource generator. It is the third most expensive unit you can build in the game : 300240 meu. With such a cost, it's not very common to see this unit appear during a game. Nevertheless, if you succeed to build it, you will have enough mass and energy to start building an army of experimental units. This experimental generator produces indeed enough mass to build a Spiderbot every 16 seconds ! Notice however it has only 5000 hp : it's not so difficult to launch a lighting attack right before a Paragon is ended to kill it, destroying all efforts invested. Also, if this experimental unit is destroyed, it will detonate as a nuke, causing 70000 damages in a radius of 25 spm.

Is it possible to build this unit before 20 minutes in a no rush game without any special mod enabled ? So far, it appears no one succeed to do it. However, this doesn't mean it's impossible.

To see if it's possible, we pick the map The Ditch, where some players can reclaim about 20000 mass units from rocks. To mae easier the study we're going to perform here, let's use the same approximation we used to see what's the best way to upgrade your extractors in chapter one : you have infinite energy supply and infinite and instant build force. The only thing to matter is the mass.

We will assume you already reclaimed all the mass available and built T1 mass extractors on every mass point available (you therefore have 6 T1 mass extractors). Upgrading your six T1 mexes into T2 mexes will cost you 900 mass units multiplied by 6, it's 5400 mass units. Building 24 mass storages (four around each T2 mex) will cost 200 mass units multiplied by 24, it's 4800 mass units. From our 20000 mass units, we spend 10200. Each T2 mex needs 4600 mass units to become a T3 extractors. If we upgrade two of them, it will cost us 9200 mass units. From the 20000 mass units, we only leave 600 mass units : we will say we reclaimed 19400 mass units, allowing us to consider there is not mass left.

All right, we start at time 0:00 with two T3 mexes surrounded by mass storages and four T2 mexes surrounded by mass storages. Mass output : +91 mass units a second (+27 multiplied by two added with +9 multiplied by four added with +1 from the commander). To increase our mass output in a proper way, we need to upgrade the four T2 mexes into T3 mexes, one by one. For the first one, we need 4600 divided by +91 equals 50.55 seconds. New mass output : +109. Second T2 mex : 4600 divided by +109 equals 42.20 seconds. New output : +127. In the end, our total output will be +163 after 50.55 + 42.20 + 36.22 + 31.72 = 160.69 seconds. Next step : upgrade the commander to increase its mass and energy output. We keep assuming the only thing to matter is the mass output (you have infinite energy supply and infinite and instant build force), and therefore the commander will need 5000 mass units to perform its upgrade and will need nothing else. 5000 divided by +163 is 30.67 seconds. New mass output ? If we pick the Aeon commander, the new mass output is +181 mass units a second. It's the only one able to increase its output from +1 to +19 if we perform the resource allocation system upgrade and therefore the one you should use. Moreover, you can upgrade the Aeon commander a second time (advanced resource allocation system) using 5000 mass units again. Time needed : 5000 divided by +181 equals 27.62 seconds. New mass output : +199. Total time for the Aeon commander to be upgraded this way : 30.67 + 27.62 = 58.29 seconds.

Following the mass sequence (see the end of chapter one), the only way you have now to further increase your mass output is to use T3 power plants combined with T2 mass fabricators. To build Paragon, you need 250200 mass units. It is obvious the bigger your mass output will be before you start building Paragon, the less time you will need to build it. However, you cannot increase your mass output till 19:59 and then finish Paragon in one second (meaning your mass output at 19:59 is 250200 mass units/sec !). You need to minimize the time needed to build Paragon and the time needed to increase your mass output by building T3 power plants and T2 mass fabricators. Doing this requires to minimize the following expression :

where n is the number of T3 power plants + 19.76 T2 mass fabricators built. For instance, if n = 2, you will have two T3 power plants and ~ 40 T2 mass fabricators, 32 of them surrounding our two T3 power plants.

The only parameters to matters in this expression is n. If n is big, the first part of the equation will be big and the second part will be small. If n is small, the first part of the equation will be small and the second part will be big. How to find the perfect value for n ? Let's simply calculate the result of our equation for n =1, n = 2, etc... and let's put these results on a graphic. We obtain this nice curve :

the minimum of the curve lies for a value of n equals to 37. Time needed when n equals 37 : 686.55 seconds. You need to build 37 T3 power plants and 731 T2 mass fabricators ! Yes, it sounds like a nightmare, but doing more or less will simply increase the time you need to end Paragon.

Let's now think about the energy Paragon needs to be built. According to the SupCom Database, we need 7506000 energy units. Because in our above equation the time needed to build Paragon with n = 37 is 269 seconds, we need to produce 7506000 divided by 269 equal to 27903.34 energy units/second. It's the production of 11.16 T3 power plants. It's of course possible to put energy storages between the power plants to help them increase their output. However, since we have 731 T2 mass fabricators and 37 T3 power plants, We can see the number of linked T2 mass fabricators is 37 multiplied by 16 equals to 592. There are 139 T2 mass fabricators still not linked. We can surround the T3 power plants needed here using these T2 mass fabricators. The energy gain will allow us to build less than 11.16 T3 power plants ! If we build 16 T2 mass fabricators around a T3 power plant, we gain 464 energy units. In other words, we can consider each T3 power plant to produce 2500 + 464 = +2964. We divide 27903.34 by this number and find we need to build 9.41 T3 power plants. Time needed to build these 9.41 T3 power plants ? The mass output right after you built 37 T3 power plants and 731 T2 mass fabricators is 199 + 19.76 multiplied by 37, a total output of +930.12 mass units a second. 9.41 T3 power plants cost 30488.4 mass units. We therefore need 32.78 seconds to build them.

Total time needed to build Paragon : 160.69 + 58.29 + 686.55 + 32.78 = 938.31 seconds. Since there 1200 seconds in 20 minutes, this mean we have ~ 262 seconds (about 4 minutes and 30 seconds) to :

reclaim the ~ 20000 mass units available around

take the six mass points and upgrade them using the reclaimed mass

take into account the build force rule

take into account the energy rule

take into account the time you lose by moving your build force

There is not need to be a genius to see 4 minutes and 30 are too short for all this. And because the map “The Ditch” was our best shot, it's safe to say a player will never be able to build Paragon in 20 minutes or less if no special mod is enabled and if he has no ally.

What if the player has an ally ? It's another way to say there is one player with two times more mass to reclaim and two times more mass points in comparison of the case where you don't have any ally. If we pick the well-known map “Fields of Isis”, we can say we will have 2300 multiplied by two equals to ~ 4600 mass units to reclaim and 16 mass points.

Assuming, as usual, we have instant and infinite build force and no energy needs, assuming we already have 16 T1 mexes built and 4600 mass units in our mass gauge, we see it's like we start at time 0:00 with three T2 mexes surrounded by mass storages (total cost 800+900 = 1700, 1700 multiplied by three is equal 5100 mass units = ~ 4600). The time we win for these three T2 mexes surrounded by mass storages is, for the first T1 mex, 900 divided by +34 (16 T1 mexes + the output from two commanders) equal to 26.47 seconds. New output : +38. The first two T2 mass storages will be built using this new output. We divide 400 by it and obtain 10.53 seconds. The third T2 mass storage will need 5.13 seconds and the fourth one will need 5 seconds. Total time for this first T1 mex to become a T2 one surrounded by mass storages : 26.47 + 10.53 + 5.13 + 5 = 47.13 seconds. Second T1 mex will need 21.95 + 8.89 + 4.35 + 4.26 = 39.45 seconds. New output : +48. Last T1 mex to upgrade : 18.75 + 7.69 + 3.77 + 3.70 = 33.91 seconds. Total time gained for the three mass extractors : 120.49 seconds.

If we do not have any mass supply before starting the upgrade process of our extractors, the total time we will need can be calculated using this formula :

where n is the number of extractors. Notice this new formula is pretty much the same than the one we used in chapter one to describe way C of upgrading our extractors :

There is only one difference between the two expressions : the new one takes into account the mass output from the two allied commanders. The old formula wasn't taking into account any other output than those from the already existing mass extractors. Using computational power, we find the new formula is equal, if we put n = 16, to 650.34 seconds. Because we gained 120.49 seconds previously, we can say the total time needed to upgrade our extractors into T3 ones surrounded by mass storages is 650.34 - 120.49 = 529.85 seconds.

Next step : upgrade each commander. We assume both of them are Aeon commanders. Our mass output is 16 multiplied by 27 + 2 = +434. We have to spend four times 5000 mass units, each upgrade leading to an increase of +18 for the mass output. Time needed for the first upgrade : 5000 divided by +434 is equal to 11.52 seconds. New output : +452. Second upgrade : 5000 divided by +452 is equal to 11.06 seconds. New output : +470. Third upgrade : 5000 divided by +470 is equal to 10.64 seconds. New output : +488. Last upgrade : 5000 divided by +488 is equal to 10.25 seconds. New output : +506 mass units/sec. Total time for this : 11.52 + 11.06 + 10.64 + 10.25 = 43.47 seconds.

We now have to build T3 power plants and T2 mass fabricators. Again, we have to minimize the time needed to increase our output and to build Paragon. This time, we have to minimize the following expression :

where the parameter n is the number of T3 power plants + 19.76 T2 mass fabricators built. From this equation we can draw this graphic :

the minimum of this graphic is obtained for n = 22. The time needed to complete Paragon is ~ 432 seconds if you build 22 T3 power plants and 435 T2 mass fabricators before starting it.

According to the right part of our equation, the time needed to build Paragon when n equals 22 is 266 seconds. If we divide the energy cost of Paragon by this number, we find out we need to produce 28218 energy units/sec during the 266 seconds. It's the output of 11.28 T3 power plants, 9.52 if we build them with T2 mass fabricators around. Unfortunately, there are “only” 83 mass fabricators still not linked. This mean we can build 5.19 T3 power plants producing +2964 energy units/sec, which gives us a total of 15375.75 energy units/sec. We need to build 5.14 T3 power plants to produce 12842.25 energy units/sec. We can try to share between them T1 energy storages, as on the right picture. Doing this will lead each T3 power plant to produce +3125 energy units, a total of +12500 which is very close from what we need. In the end, we will have to spend four times 3240 mass units + 16 times 120 mass units = 14880 mass units. The output for this is +941, meaning we will need about 16 seconds only.

Total time : 529.85 + 43.47 + 432 + 16 = 1021.32 seconds. We therefore have about 180 seconds (three minutes) to :

reclaim the ~ 4600 mass units available around

take the 16 mass points and upgrade them using the reclaimed mass

take into account the build force rule

take into account the energy rule

As for the previous case, it seems quite hopeless, even when two players try to unify their two economies like we did here.

What happens if we use the mod “Resource rich” to increase our energy and mass output (X2) ? The player Ralovio showed on the GPG forums it is possible to complete Paragon on “Fields of Isis”. See his replay by clicking here.

Let's try to see if we can improve this replay using the knowledge we have. As usual, we assume the 2300 mass units from rocks are reclaimed. We have infinite and instant build force. The commander output is +2 mass units and our 8 T1 mexes produce together +32 mass units/sec. Using way C from chapter one to upgrade them, we wil have to calculate the following equation :

Using computational power for n = 8 extractors, we obtain 301.66 seconds. The time we gained by using our 2300 mass units from rocks is : 900 divided by +34 mass units/sec is 26.47 seconds, first mass storage 200 divided by +42 equal to 4.76 secondss. New output : +43. Second mass storage will need 200 divided by +43 equal to 4.65 seconds. New output : +45. Third mass storage 200 divided by +45 equal to 4.44 seconds. New output : +46. Last mass storage will need 200 divided by +46 equal to 4.35 seconds. New output : +48 mass units. We also perform the upgrade of the second T1 mex : 900 divided by +48 is 18.75 seconds. Total cost = 900 + 800 + 900 = 2600 = ~ 2300 mass units. Time you can gain : 26.47 + 4.76 + 4.65 + 4.44 + 4.35 + 18.75 = 63.42 seconds.

We now upgrade twice our commander. Our mass output is 8 multiplied by +54 added with +2 from the commander. Total output : +434. The upgrade cost in term of mass is 5000 so we have 5000 divided by +434 equal to 11.52 seconds. New output : +470. We upgrade it a second time : 5000 divided by +470 is 10.64 seconds. New output : +506. Notice this last number was already obtained above, when we try to see if it is possible to build Paragon with an ally on Fields of Isis.

Next step : building T3 power plants and T2 mass fabricators. Note a T3 power generator will produce here +5000 energy units/sec. 16 T2 mass fabricators will consume -121 energy units/sec and the others, -150. The number of T2 mass fabricators one T3 power plant will be able to feed is 36.43. And they all produce +2 mass units/sec, meaning the mass output increase will be +72.85. The total cost is 3240 + 36.43 multiplied by 100 = 6882.67 mass units. All of this leads us to minimize this expression :

We draw a graphic to help us do this :

the minimum of the curve lies for a value of n of 29. However, we can obtain very good results if we build 20 T3 power plants and 728 T2 mass fabricators. We only need now to produce the energy needed for Paragon. If n = 20, Paragon will be build after 127.46 seconds. The energy need during this time will be 7506000 divided by 127.46 equal to 58889.06. It's roughly the output of 10 T3 power plants, you will need 36 seconds to build them.Total time needed : 36 + 260.74 (for n = 20) + 11.52 + 10.64 + 301.66 - 63.42 = 557.14 seconds. You have about 642.86 (10 minutes and 43 seconds) to :

reclaim the ~ 2300 mass units available around

take the 8 mass points and upgrade them using the reclaimed mass

take into account the build force rule

take into account the energy rule

which sounds very feasible and, in fact, is possible since the player Ralovio succeed to build Paragon in less than 20 minutes.

If we want to make a bette replay than Ralovio, we will have to use the build force rule and the energy rule and apply the mass sequence till we built 20 T3 power plants and 728 T2 mass fabricators. You then have to build 10 T3 power plants and only then you can launch Paragon. I will try to do it in a next update.

Galactic Colossus

common unit names

Galactic Colossus, Colossus

cost

24375 meu

mass draining ability

1.33

energy draining ability

16.67

hp

99999

regeneration rate

10 hp/s

best weapon dps

2500

best weapon range

2 to 40 spm

best weapon relief dependence

average to low

speed

2.5 spm/second

The Galactic Colossus was a very powerfull unit in SupCom alone, but isn't so much in Forged Alliance. It has now 99999 hp, 140000 less than before. The cost is 24375 meu, a little more than a Spiderbot. After being hit, it will start immediatly to regenerate its hp with a speed of 10 hp/sec.

The Galactic Colossus hasn't any defense against planes, and is very vulnerable against an army of planes (I'm speaking here of bombers or gunships of course, fighters cannot obviously do anything to the Galactic Colossus). You have to protect him with an air support or anti-air vehicles. This experimental unit is in Forget Alliance quite like the Spiderbot, moving at the same speed and having a continous beam able to do 500 damages every 0.2 seconds (800 for the Spiderbot). It doesn't require energy to work. We can say the Galactic Colossus is the Spiderbot of the Aeon faction.

CZAR

common unit names

CZAR, giant flying saucer

cost

49755 meu

mass draining ability

1.33

energy draining ability

21.67

build rate

180

hp

48000

regeneration rate

15 hp/s

best weapon dps

3333.33

best weapon relief dependence

low

speed

8 spm/second

This experimental unit, called CZAR, is an aircraft carrier and an aircraft factory (T1, T2 and T3 planes). It can build all planes available for the Aeon faction, except the T1 and T2 air transports and the T2 guided missile. With a build rate of 180, the CZAR is worth three T3 air factories. However, using it to increase your build force to make air units isn't interesting. The cost of three T3 air factories is 3 multiplied by 3762 meu equal to 11286 meu, almost five time less than the cost of the CZAR (49755 meu).

But more important, this experimental unit is really like a flying Spiderbot. The CZAR can develop a continous beam doing 1000 damages every 0.3 seconds, quite like the Spiderbot. This beam falls on the ground with a 90 degree angle and you can only strike units being exactly under the experimental unit with this beam. Rather than doing a CZAR, you can do almost three Spiderbots or two Galactic Colossi. This flying carrier is quite slow with a speed of 8 spm/sec but has the best anti-air defenses of all experimental units, able to do 2843.08 dps. Given its hp, 48000, it cannot survive very long above an enemy base with an important and spreaded anti-air defense.

Cybrans

Spiderbot

common unit names

Spiderbot, Monkeylord

cost

17333.33 meu

mass draining ability

1.33

energy draining ability

16.67

personal stealth consumption

-250 energy units/second

hp

45000

regeneration rate

10 hp/s

best weapon dps

4000

best weapon range

4 to 30 spm

best weapon relief dependence

average

speed

2.5 spm/second

The Monkeylord is one of the most famous unit in the game. It costs, like previously said, 17333.33 meu : the Spiderbot is the cheapest experimental unit available in the game and therefore the first one likely to appear in any game. The Spiderbot has 45000 hp and needs -250 energy units a second to make work its personal stealth. The continuous beam makes 800 damage points every 0.2 second, a total of 4000 dps. But this weapon has only a range from 4 to 30 spm, meaning a line of usual T2 point defenses have 20 spm to hit the Spiderbot before being destroyed by the laser. The speed of the spiderbot is 2.5 spm/second.

Let's perform a theoritical analysis. According to the speed of the Monkeylord, the T2 point defenses have 8 seconds before being killed and so, 15 T2 Aeon point defenses will be able to do 27000 damage points before being killed, more than half the life of the experimental unit. The T2 Aeon point defense does 600 damages every shot. Every point defense will shot a first time the second the spiderbot will enter their range of action, a second time four seconds later and a last time before being killed, that's 600 multiplied by 3 multiplied by 15 equal to 27000. Pay attention 20 spreaded T2 Aeon point defenses are generally enough to kill a Spiderbot moving in the enemy base.

The Spiderbot is also equipped with two Heavy Electron Bolter, a weapon having a range from 0 to 64 spm and causing 214.29 dps. Of course this weapon is quite powerless in comparison of the laser.

The Spiderbot is completely vulnerable against planes. It has two anti-air defenses able to do together 80 dps, which is very very weak when we know that a single UEF T3 Gunship has 6000 hp and does 333.33 dps. The Spiderbot will need 75 seconds to kill it, time during the gunship will take off 25000 hp to the Spiderbot... two T3 gunships are enough to kill the Monkeylord in less than 2 minutes (try if you do not believe me). You cannot expect a Spiderbot to go throughout the map alone without air support or anti-air vehicles and not being easily killed. If you see a walking Spiderbot alone, go hunting with some planes : the reward in term of mass is really worth it. The left picture is an example of two Spiderbots destroying and UEF main base, aided by a wide army of T3 fighters.

Last thing, we can notice the Monkeylord has difficulties to turn itself or its laser during a battle. Given that fact, always try to attack with your army on the opposite side of the destructive laser. It is not clever at all to just stand in front of the spiderbot with your units. You always need to go in its back and to shoot it from there. And if the enemy player try to turn the spiderbot, just move your army one more time on the opposite side of the destructive laser ! The spiderbot is completely vulnerable against that trick, try to remember it during a battle rather than just stop your army in front of the Spiderbot.

Soul Ripper

common unit names

Soul Ripper, giant bug

cost

44333.33 meu

mass draining ability

1.33

energy draining ability

21.67

hp

90000

best weapon dps

2712.86

best weapon range

0 to 30 spm

best weapon relief dependence

low

speed

8 spm/second

The Cybran experimental gunship : Soul Ripper costs 44333.33 meu. Be aware the cost of this unit has been doubled in Forged Alliance. The Soul Ripper has 90000 hp, and is capable of doing 2712.86 dps on the ground, which is quite stronger than before. Notice 2712.86 dps is the result of four weapons acting together, two Iridum Rocket Packs and two Heavy Electron Bolters. All these weapons have a range from 0 to 30, allowing us to consider the four of them as one big weapon. The only notable difference is for the Heavy Electron Bolter : it has an area damage radius of 3 spm.

Like the Monkeylord, the Soul Ripper is very vulnerable against an army of planes, because it cannot decently defend itself against planes : it has only two anti-air weapons doing together only 280 dps and it move slowly (8 spm/second at maximum, no chance to escape some fighter planes). A rapid calculation shows us the Soul Ripper need 21 seconds to kill an UEF T3 gunship. If we have five of them to kill, we see that during the 21 first seconds, the soul ripper will take hit points, after what it will take before killing another gunship, and so on, the soul ripper will take a total of :

Which is more than 90000 hp. The soul ripper will in fact be killed by the five gunships.

Scathis

common unit names

Scathis, Cybran rapid-fire artillery

cost

339660

mass draining ability

3

energy draining ability

60

energy consumption to work

-1052.63 energy units/second

hp

17500

weapon dps

1578.95

weapon range

100 to 4000 spm

weapon area damage radius

7 spm

weapon relief dependence

low

speed

1 spm/second

We have here the most expensive unit available in the game, it's only even with the UEF T4 experimental artillery : Mavor (a Mavor costs 339660 meu as well). Scathis costs more than the Paragon. Given such awful cost, it's probably one of the unit you'll see the less in your games, maybe you'll never see it at all ! Notice the draining ability in term of mass : by using only three T3 engineers, you will consume -135 mass units a second ! Your entire mass economy can be easily drained if you launch the construction of this unit. To help you realize how expensive it is, you should know 339660 meu is the cost of almost 20 Spiderbots or 247 Cybran T3 armored assault bot.

The range of this weapon if from 100 spm to 4000 spm, a very big range. Even if the Scathis can move with a speed of 1 spm/second, this ability is of limited interest : it's very unlikely the enemy isn't reachable from where the Scathis is built. The fire cycle of this weapon is one projectile every 1.9 seconds. It requires 2000 energy units every shot.

UEF faction

Satellite control system and defense satellite

common unit name

UEF satellite control system

cost

41230 meu

mass draining ability

1.33

energy draining ability

21.67

hp

9000

The UEF satellite control system cost 41230 meu and has 9000 hp. Right after you build it, it launches a defense satellite with an orbital height of 75 spm. The UEF satellite control system is not a weapon, but only a building needed to use the launched defense satellite, the true weapon.

common unit name

defense satellite

weapon dps

150

weapon range

0 to 30 spm

weapon area damage radius

1 spm

weapon relief dependence

low

satellite speed

10 spm/second

The launched defense satellite can move with a speed of 10 spm/sec. Nothing can destroy it (even if the designer of the game give to it 100 hp for some reason). To kill a satellite, you have to destroy its control center. The satellite is able to do 150 dps and has a fire cycle of 20 seconds. Pay attention you will never succeed to do damages with this weapon if the target is under a shield generator with a recharge time lower than 20 seconds. In that very case, you have to use two defense satellites and make them fire not at the same time ! A single satellite is nevertheless interesting to build on large maps, because you can use it to destroy unprotected mass extractors far from the main base of your enemy.

Using several satellites to hope destroy the enemy main base is generally a bound to fail idea. Every satellite requires to spend 41230 meu and to obtain something like 4000 dps, like if you were using a Spiderbot, you'll need almost 27 satellites, a total cost of 1113210 meu !

You should use one or two satellites to destroy unprotected extractors from the enemy, to protect your base against some common experimental unit and to harass the enemy : if you just let a single satellite firing above the main base of your enemy, I bet you he will panic, possibly beginning to forget the whole map and to focus on this satellite only. Using more than two satellites is generally a waste of your economy.

Fatboy

common unit name

Fatboy

cost

26650 meu

mass draining ability

1.33

energy draining ability

16.67

build rate

180

hp

12500

regeneration rate

20 hp/s

generated shield hp

20000

generated shield regen rate

64hp/s

shield generator recharge time

160 seconds

shield generator consumption

-500 energy units/second

best weapon dps

3000 (four times 750)

best weapon range

0 to 100 spm

best weapon area damage radius

1.5

best weapon relief dependence

average

speed

1.75 spm/s

The Fatboy is a mobile factory equipped with four Gauss Canons, each of them able to do 750 dps with a range from 0 to 100 spm. Although its use as factory isn't economically relevant (the Fatboy is worth three T3 land factories, but three T3 land factories cost 13323 meu, half the price of a Fatboy), its use as weapon is quite interesting : with four Gauss Canons, it can easily destroy a line of point defenses without receive any damage. With two Hells Fury Riot Guns able to do together 1000 dps from 0 to 45 spm, it can defeat a small army. The Fatboy is itself a shield generator, generating a 20000 hp shield.

Like most of the land experimental units, it is vulnerable against planes. The only anti-air defense Fatboy has is two Linked Railgun, able together to do 114.28. Notice the Fatboy is an air staging. You should always protect a Fatboy with some T1, T2 or T3 fighters.

Mavor

common unit name

Mavor

cost

339660

mass draining ability

3

energy draining ability

60

energy consumption to work

-3750 energy units/second

hp

8000

weapon dps

1500

weapon range

150 to 4000 spm

weapon area damage radius

7 spm

weapon relief dependence

low

Mavor, with Scathis, is the most expensive experimental units available. Rather than doing a Mavor, you could do almost 20 spiderbots. This artillery is remarkably accurate and will certainly destroy quickly any chosen target, shield generators involved or not (fire cycle : 8 seconds). Given the price of this unit, some players will probably never see it in during their game.

Seraphims

Ahwassa

common unit names

T4 bomber, Ahwassa

cost

53200 meu

mass draining ability

1.33

energy draining ability

21.67

hp

52000

bomb damages

11000

area damage radius

20 spm

relief dependence

low

speed

20 spm/second

The Seraphim have a very nice experimental unit, the Seraphim EX Experimental Bomber, called Ahwassa. This bomber costs 53200 meu, the price of 3 Spiderbots.

This T4 bomber is able to defend itself against a small army of fighters (it has 4 anti-air weapons, able to do together 1800 dps), can go to a very important speed (roughly same speed as a T1 air scout, i.e. 20 spm/second), has 52000 hp, and drops a bomb able to do 11000 damages within a radius of 20 spm in the enemy base. This unit is hard to stop with anti-air turrets. It drops the bomb and is already gone. The best way to prevent this unit to drop a bomb is to kill it, using T3 fighthers.

Of course you can protect your base with shields that can resist up to 11000 damages, but in general the Ahwassa has enough time before being killed to drop at least two bombs and there isn't a generated shield in the whole game able to resist to more than two time 11000 damage points. The only way to hope destroy quickly this experimental unit is by using T3 fighter planes or a very very huge amount of T3 anti-air turrets. If the enemy has no T3 fighters and you attack him with this bomber, he will encounter serious difficulties. Recall however there is no interest to use this experimental unit if the damages it will give to the enemy begore being killed are worth less than 53200 meu.

Ythotha

common unit names

Ythotha

cost

21666.67 meu

mass draining ability

1.33

energy draining ability

16.67

hp

67000

regeneration rate

20 hp/s

best weapon dps

1833.33

best weapon range

0 to 45 spm

best weapon relief dependence

average

speed

2.5 spm/second

Another very interesting experimental unit of the Seraphim faction, is the Seraphim EX Experimental Assault Bot, called Ythotha. This experimental unit costs 21666.67 meu (little more than a spiderbot) and has 67000 hp. It is not very powerfull, although capable of doing hits of 8000 damage points with its phason beam generator, but the interesting fact with this unit is that it can be use as a little bomb.

Indeed, when the Ythotha dies, it releases a powerfull Residual Energy Signature, able to do 1000 damage points every 0.3 second within a radius of 20 spm. In other words, everything close can be destroyed (including the friendly units !). This residual energy signature chooses its targets randomly and can even choose to strike the ground. Sending Ythotha to die in the main industrial zone of the enemy can be a good idea if the damages inflicted by the residual energy signature will be worth more than 21666.67 meu.

The residual energy signature is apparently impossible to kill (you cannot target it, and it will even resist to an atomic explosion), but has a short live of only 30 seconds. The residual energy signature can randomly move itself a little during its life, but cannot be controllable.

Since the Ythotha is one of the highest unit in the game (if not the highest), this unit is generally not safe from the surface units by walking in the water like the spiderbot can do. Its head is often out of the water, making it very vulnerable. It can indeed take big hit from boats, planes, artillery, and so on, but cannot do anything to defend itself because its usual weapons do not work in water.

Yolona Oss

common unit names

Yolona Oss, T4 strategic launcher

cost

316920 meu

mass draining ability

2

energy draining ability

80

missile cost

640 meu

build rate

2160

hp

12000

inner ring damages

1007500

inner ring radius

45 spm

outer ring damages

7500

outer ring thickness

15 spm

range

0 to 20000 spm

relief dependence

low

The Yolona Oss is the best nuclear missile launcher of the game. The explosion is incredible, able to destroy absolutely everything in the inner ring of the explosion, but given the price of this experimental launcher, some player will probably never see it in their game. Instead of building it, you could do 18 spiderbots !

The missile costs only 640 meu and need one minute to be build. It means when somebody in the game finished the experimental launcher, he can nuke the whole map quickly, although it's hard to produce more than one missile a minute (with a build rate of 2160, this unit is almost impossible to assist). Because you need two anti-nuclear missiles to destroy a nuclear missile from this launcher and that an anti-nuclear missile costs 6000 meu, you will spend 12000 meu every time the enemy try to nuke you, while he only will spend 640 meu... If you face an enemy with this experimental building, it's pretty hopeless for you, unless you have a complete and powerfull army ready to attack and that you can hide your commander if it is assassination.