OpenRA unit and structure abilities etc
Posted: Wed Apr 05, 2017 1:59 am
After having a good look around, I have not been able to find information about what each unit can do.
For example recently I found out that you can use Mechanics to recover wrecked vehicles.
What else can they do and what other units can do.
Is there a list already of what everything can do?
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- Me trying to put together everything people have listed here -
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Rifle Infantry:
They stop shooting when they go prone+moving, so it's better to use the "S" key to make they stop moving in order to get them to attack quicker.
Rocket Soldiers:
They prioritize air units over any other unit. Their AA is also actually a separate weapon, so you can hit "S" at anytime, and they will instantly hit any air unit, even if it has already shot a rocket at a ground target.
Engineers:
It takes 15s for an engineer to capture a building, and these engineers can capture multiple buildings. They don't infiltrate the buildings to capture, they just stand outside; you stop the capture by sniping the engineer.
Grenadiers:
These move faster than normal ground infantry and do a lot of damage to buildings. They also have a 50% chance to explode and kill all the infantry surrounding it, but the radius is very small. Because of this, it's a very bad idea to mix grens in with your own infantry.
Spy:
Spies can disguise as enemy infantry by right clicking on them. They can also infiltrate buildings for some buffs:
Infiltrate production building for +1 veterancy on your respective production building (infiltrate enemy barracks, you get +1 infantry, etc).
Infiltrate refinery to steal 50% of their total credits or the Spy's value, whichever is higher
Infiltrate Radar Dome to put the shroud on their minimap
infiltrate Power Plant to power down their buildings for 10s (i think its 10s)
Hijacker:
Hijackers can cloak while standing still. Currently, they can't hijack a moving vehicle -- it has to either be turning or standing still.
Medic:
Has AoE (Needs definition) healing effects
Dog:
Has 1 extra cell of vision over normal infantry
Flamethrowers:
Are actually not very good versus normal rifle infantry, especially versus moving infantry. They're more for quickly burning buildings down.
Ranger:
Can carry 1 passenger
Mobile Radar Jammer:
10c radar jamming distance
7c range cloak-detection reveal
4c missile deflection range
Phase Tank:
You can run enemy infantry over without being revealed, as long as you don't run into any buildings/units with detection or accidentally attack.
For example recently I found out that you can use Mechanics to recover wrecked vehicles.
What else can they do and what other units can do.
Is there a list already of what everything can do?
----------------------------------------------------------------------------------------------------------
- Me trying to put together everything people have listed here -
----------------------------------------------------------------------------------------------------------
Rifle Infantry:
They stop shooting when they go prone+moving, so it's better to use the "S" key to make they stop moving in order to get them to attack quicker.
Rocket Soldiers:
They prioritize air units over any other unit. Their AA is also actually a separate weapon, so you can hit "S" at anytime, and they will instantly hit any air unit, even if it has already shot a rocket at a ground target.
Engineers:
It takes 15s for an engineer to capture a building, and these engineers can capture multiple buildings. They don't infiltrate the buildings to capture, they just stand outside; you stop the capture by sniping the engineer.
Grenadiers:
These move faster than normal ground infantry and do a lot of damage to buildings. They also have a 50% chance to explode and kill all the infantry surrounding it, but the radius is very small. Because of this, it's a very bad idea to mix grens in with your own infantry.
Spy:
Spies can disguise as enemy infantry by right clicking on them. They can also infiltrate buildings for some buffs:
Infiltrate production building for +1 veterancy on your respective production building (infiltrate enemy barracks, you get +1 infantry, etc).
Infiltrate refinery to steal 50% of their total credits or the Spy's value, whichever is higher
Infiltrate Radar Dome to put the shroud on their minimap
infiltrate Power Plant to power down their buildings for 10s (i think its 10s)
Hijacker:
Hijackers can cloak while standing still. Currently, they can't hijack a moving vehicle -- it has to either be turning or standing still.
Medic:
Has AoE (Needs definition) healing effects
Dog:
Has 1 extra cell of vision over normal infantry
Flamethrowers:
Are actually not very good versus normal rifle infantry, especially versus moving infantry. They're more for quickly burning buildings down.
Ranger:
Can carry 1 passenger
Mobile Radar Jammer:
10c radar jamming distance
7c range cloak-detection reveal
4c missile deflection range
Phase Tank:
You can run enemy infantry over without being revealed, as long as you don't run into any buildings/units with detection or accidentally attack.