Miniman

Siege Walker - Long range. Launches timed sticky plasma mines. Attacks land, sea and seabed targets.

    Overview

    Blueprint
    • HP: 125
    • Build cost: 1000 metal
    • Maximum range: 220

Spoiler

Land Mine - Sprays shrapnel then explodes after four seconds. Can be detonated manually using alt fire. Invisible to most units.

    Overview

    Blueprint
    • HP: 5
    • Build cost: 20 metal
    • Maximum range: 5
    • Build locations: land

    Physics

    • Max speed: 10
    • Acceleration: 120
    • Braking rate: -1
    • Turn rate: 75

    Physics

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

    Recon

    • Vision radius: 100
    • No underwater vision

    Recon

    • Vision radius: 2
    • No underwater vision
    • Radar radius: 5

    Economy

    Economy

    • Weapon energy consumption: 100000 / s

    Weapon

    • Blueprint
    • Range: 220
    • Projectiles per fire: 3
    • Firing standard deviation: 2
    • Damage: 0 DPS: 3x0 damage every 1.00 seconds (1 shot per second)
    • Yaw: 180° at 45° per second
    • Pitch: 90° at 360° per second
    • Stored ammo drained after 2.0 seconds (2 shots)
    • Targets: LandHorizontal, Seafloor, WaterSurface
    • Ammo recharged after 7.0 seconds
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Burn damage: 15, radius 2
    • Muzzle velocity: 50
    • Max velocity: 100
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Structure & SurfaceDefense
      • Structure & Defense
      • Mobile - Air
      • Structure - Wall
      • Wall

    Self Destruct

    • Blueprint
    • Range: 5
    • Yaw: 360° at 3600° per second
    • Pitch: 360° at 3600° per second
    • Energy consumption: 100000 per shot
    • Targets: LandHorizontal, WaterSurface
    • Charges in 1.0 seconds
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Staged
    • Burn damage: 15, radius 2
    • Muzzle velocity: 1
    • Max velocity: 1
    • Collision check: enemies
    • Collision response: impact