Phoenix

Advanced Interplanetary Fighter - Stronger fighter. Can move between planets. Can only attack air targets.

    Overview

    Blueprint
    • HP: 240
    • Build cost: 820 metal
    • Maximum range: 120
    • Total DPS: 450
    • Factory cooldown: 5

Anti-Nuke Launcher

Anti-Nuke - Builds advanced anti-nuclear missiles.

    Overview

    Blueprint
    • HP: 3500
    • Build cost: 12000 metal
    • Missile storage capacity: 3
    • Maximum range: 300
    • Total DPS: 1.5
    • Factory cooldown: 5
    • Build locations: land, water surface

    Physics

    • Max speed: 80
    • Acceleration: 80
    • Braking rate: 80
    • Turn rate: 270

    Physics

    • Max speed: 0
    • Acceleration: 0
    • Braking rate: 0
    • Turn rate: 0

    Recon

    • Vision radius: 150
    • Underwater vision radius: 150

    Recon

    • Vision radius: 100
    • Underwater vision radius: 100
    • Radar radius: 310

    Economy

    Economy

    • Build rate: 60
    • Fabrication metal consumption: 60 / s
    • Fabrication energy consumption: 4000 / s
    • Energy consumption per metal: 66.7

    Weapon

    • Blueprint
    • Range: 120
    • Damage: 450 DPS: 150 damage every 0.33 seconds (3 shots per second)
    • Yaw: 180° at 1000° per second
    • Pitch: 180° at 1000° per second
    • Targets: Air
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Seeking
    • Damage: 150
    • Splash: 10 damage, radius 0.75
    • Full damage splash radius: 0.75
    • Burn damage: 15, radius 2
    • Muzzle velocity: 150.0
    • Max velocity: 150.0
    • Turn rate: 270
    • Collision check: enemies
    • Collision response: impact

    Weapon

    • Blueprint
    • Range: 300
    • Damage: 1.5 DPS: 1 damage every 0.67 seconds (1.5 shots per second)
    • Targets: Air, Orbital
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Staged
    • Metal cost: 5000 per shot
    • Build time: 1:23
    • Damage: 1
    • Muzzle velocity: 1500.0
    • Max velocity: 1500.0
    • Turn rate: 3600
    • Collision check: target
    • Collision response: destroy
    • Target Priorities
      • Orbital
      • Structure - Wall
      • Mobile
      • Wall
      Anti Entity Targets