Describes commander changes, … in Tanya’s Mod Redux.
Passive:
– Shields reflect Projectiles with a high velocity and have -50% Warm Up Time.
– Minigun, Buzzsaw, Smokebomb, Flak and 20mm Cannon act like a Shotgun.
– Sniper, AP Sniper, Buzzsaw, Smoke Bomb and Shotgun have +1 Projectile.
– Projectile deviation +35%.
Active:
– Duration: 15 sec / GaugeDamageHitpoints: 2250 / GaugeAttackHitpoints: 6000
– Sniper and AP Sniper gain +3 Projectiles and act like a Shotgun.
– Weapons can’t overheat and show a partial trajectory preview.
– Projectile deviation -65%.
Passive:
– Expiring Warheads spawn a Mini Waread.
– Warheads and Rockets burst into Swarm Missiles when destroyed.
– Snipers and EMP Rockets send guided Missiles back to their origin.
– The target of friendly and enemy Missiles is visible.
Active:
– Duration: 15 sec
– GaugeDamageHitpoints: 3150
– GaugeAttackHitpoints: 12000
– Shotguns shoot 8 Swarm Missiles and Cannons shoot a Warhead instead.
– Swarm missile count increased by +30% rounded up, excluding Shotguns.
– All Missiles and Rockets have +20% Thrust.
Passive:
– Shields absorb Energy from Laser Weapons.
– Materials have -50% Cost, Repair Cost, Weight and -35% Hit Points, excluding Solar Panel, Shield and Portal.
– Weapons have -50% Cost, Repair Cost, Fire Cost, a maximum Group Size of 4 and deal -35% of each Damage Type.
Active:
– Duration: 10 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Spawns a Smoke Field and an EMP Effect inside each enemy Fort, for each Reactor it possesses.
– Shields and Portals generate 200% Energy instead of their Energy Run Cost.
Passive:
– Foundations have no Cost.
– Machineguns are upgraded to Plasmaguns.
– Missiles are immune to EMP Effects.
Active:
– Duration: 12 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Minigun, Sniper, AP Sniper, Flak, Shotgun, 20mm Cannon and Cannon gain Uranium Rounds.
– Uranium Rounds have a Mass of at least 8 and a minor EMP Effect.
Passive:
– Shields behave like Doors and block AP Sniper Rounds.
– Howitzers burst into AP Sniper Rounds when destroyed.
– Initial Metal and Metal Capacity increased by 150.
Active:
– Duration: 2.5 sec / GaugeDamageHitpoints: 4500 / GaugeAttackHitpoints: 10500
– Solid Materials deflect Projectiles, excluding Portals.
Passive:
– Weapons have -60% Cost, -40% RepairCost, -100% Reclaim and a limited amount of shots.
– Weapons and Devices are cloaked and can be moved within a Move Period of 8 seconds.
– Doors are silent, Structures hide Damage and internal Portals.
Active:
– Duration: 12 sec / GaugeDamageHitpoints: 2250 / GaugeAttackHitpoints: 6000
– Forts are cloaked and Weapons are silent.
– Move Period is reduced to 0.5 seconds.
No rework yet!
No rework yet!
Passive:
– Repair Rate +50%.
– Devices and Weapons have -10% Build Time and -75% Scrap Time.
– Minigun, Buzzsaw, Smoke Bomb, Flak and 20mm Cannon have -25% Round Period.
– Missile Silos have -25% Launch Delay.
– Laser Weapons have -25% Beam Duration.
Active:
– Duration: 18 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Weapons have -50% Reload Time.
Passive:
– Fire Spread -50% and Extinguishing Speed +100%.
– Incendiary Mortars have an Incendiary Radius of 52.5.
– Flaming Projectiles have +150% Life Span.
Active:
– Duration: 18 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– All Projectiles are Incendiary.
– Projectiles gain atleast an Incendiary Radius of 70, excluding Machinegun, Minigun,
Flak and Shotgun.
– Incendiary Mortars have Incendiary Radius of 105 and Warheads one of 245.
– Flaming Projectiles deal +10% of each Damage Type.
Passive:
– Devices have +10% Hit Points.
– Most Weapons have +20% Fire Speed.
– Missiles and Rockets have +2000 Thrust Change.
Active:
– Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Heavy Mortar, Warhead, Rocket, Cannon and Howitzer gain +30% Damage and Splash Radius.
– Active Weapons have a Second Chance Shot upon not dealing Damage with it’s Projectiles.
Passive:
– Machine Guns can’t Overheat
– Snipers have -50% Build Time.
– Sniper and AP Sniper have Laser Sights.
– Mortars have their Reload Time reduced to 6.5 seconds.
– Projectiles add 10% of their Damage to their Weapon Damage Bonus.
Active:
– Duration: 12 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Machine Gun, Minigun, Sniper, AP Sniper, Flak and Shotgun gain Explosive Rounds.
– Machine Guns have -90% Build Time.
– Sniper and AP Sniper have -10% Reload Time.
– Buzzsaw, Firebeam, Magnabeam and Plasma Laser gain Laser Sights.
Passive:
– Reclaim Metal at 100%.
– Devices drain 50% less Resources.
Active:
– Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Weapons generate 50% of their Metal Fire Cost.
– Laser Weapons convert 1% of their Energy Fire Cost to Metal.
– Upgrade Devices without an Upgrade Centre.
Passive:
– Reveal enemy Commander Gauge, Resources, last Device/Weapon built and their Reactor position.
Active:
– Duration: 12 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Unveil enemy Forts.
– Steal 100 Metal and 1000 Energy from each Opponent and divide it between your Team.
– Projectiles that can be shot down by Anti Air have a Stealth Effect applied.
Passive:
– Armour, Solar Panels and Shields have -20% Cost and Repair Cost.
– Doors have +100% Door Speed.
– Repair Stations have +50% Repair Field Radius.
Active:
– Duration: 12 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
– Repairs Fort upon activation.
– Reveals enemy hidden Structures.
– Repair Speed +300% and Repaircost -50%.
– Minigun, AP Sniper, Swarm Missiles, Warhead, Rocket EMP and Rocket gain
Heavy AP Projectiles.