Bots | ||||
---|---|---|---|---|
Tech 1 Scout Bot | ||||
Tech 1 Light Assault Bot | ||||
Tech 1 Assault Bot | ||||
Tech 2 Bot | ||||
Tech 2 Mobile Bomb | ||||
Tech 3 Heavy / Siege Assault Bot | ||||
Tech 3 Armored Assault Bot | ||||
Tech 3 Sniper Bot | ||||
Experimental | ||||
Experimental |
Tech 1 Land Units | ||||
---|---|---|---|---|
Land Scout | ||||
Light Assault Bot | ||||
Light/Medium Tank | ||||
Mobile Anti-Air Gun | ||||
Mobile Light Artillery | ||||
Engineer |
UEF T1 Light Assault Bot: Mech Marine | |
Lightly armored mech. Provides direct-fire support against low-end units.[ e ] | |
Build costs | -140 -35 140 |
---|---|
Max health | 75 |
Speed | 4 (Land) |
Veterancy | 2 (+1/s) |
Intel (radius) | Vision: 18 |
Weapon: Tom Cat Machinegun Direct Fire - Projectile |
|
Damage per second | 21 |
Projectile damage | 7 |
Rate of fire | 3 Projectiles/s |
Range | 14 |
Cybran T1 Light Assault Bot: Hunter | |
Lightly armored strike bot. Provides direct-fire support against low-end units.[ e ] | |
Build costs | -140 -35 140 |
---|---|
Max health | 65 |
Speed | 4 (Land) |
Veterancy | 2 (+1/s) |
Intel (radius) | Vision: 18 |
Weapon: Light Pulse Laser Direct Fire - Projectile |
|
Damage per second | 21 |
Projectile damage | 7 |
Salvo size | 3 Projectiles (in 0.2 s) |
Reload time | 1 seconds |
Range | 14 |
Aeon T1 Light Assault Bot: Flare | |
Fast, lightly armored assault bot. Fires a short-range sonic weapon.[ e ] | |
Build costs | -140 -35 140 |
---|---|
Max health | 70 |
Speed | 4 (Land) |
Veterancy | 2 (+1/s) |
Intel (radius) | Vision: 18 |
Weapon: Sonic Pulsar Direct Fire - Projectile |
|
Damage per second | 21 |
Projectile damage | 7 |
Salvo size | 3 Projectiles |
Reload time | 1 seconds |
Range | 14 |
Seraphim T1 Combat Scout: Selen | |
Light, fast mobile reconnaissance unit. When stationary, deploys cloaking and stealth fields.[ e ] | |
Build costs | -80 -20 80 |
---|---|
Max health | 35 |
Speed | 4 (Land) |
Veterancy | 2 (+1/s) |
Intel (radius) | Stealth: Self Vision: 24 Radar: 35 |
Weapon: Phasic Autogun Direct Fire - Projectile |
|
Damage per second | 12 |
Projectile damage | 4 |
Rate of fire | 3 Projectiles/s |
Range | 16 |
The Tech 1 Light Assault Bots are the lightest and most basic direct fire unit for all factions.
They are tech 1 direct-fire units designed to perform raiding on lightly defended outposts or assist in direct attacks. They are quick and cheap to build, which makes them an integral component of any commander's T1 force. They are also very quick and agile permitting a limited amount of kiting and allowing them to attack and retreat quicker. It is inadvisable to use them against stationary defenses or commanders as they will be killed in 1 to 3 hits, only providing veterancy. They are also unique in that they are the only units able to fire out of a transport. That technique has been named the Ghetto gunship. Outside the aforementioned Ghetto gunship, LABs are typically phased out within the first ten minutes of the game.
Tactics[]
Being mobile, cheap, and fast to create, LABs are used to harass enemy engineers and control areas of the map. Where only light resistance is expected this is effective at achieving control for their controlling player and denying the enemy locations for mass extractors. However, they are generally a poor choice for actual head to head combat against any other direct fire unit due to their frailty, especially against tanks.
LABs are rarely produced for direct land warfare after the first 5 minutes of a match, however they work extremely well with transports into the midgame, being dropped behind enemy lines for harassment purposes. While fragile, they provide excellent DPS per transport slot occupied. Additionally, for non-Seraphim LABs they are unique in being the only units able to fire from aboard a transport (forming the combination known as a ghetto gunship).
Factional differences[]
Overall, they are equivalent in all aspects except health across all factions, except for the Seraphim Selen. The Seraphim forgo the light assault bot for a combat scout that has weaker armor but stealth and a cloaking device (when stationary) and a better vision radius (effectively a combination of the light assault bot and scout unit).
UEF Mech Marine[]
“The primary role of the Mech Marine is direct fire support. This lightly armored ground unit sacrifices damage potential and staying power for superior speed and maneuverability.” —Vanilla SupCom description
The Mech Marine has 5-10 more health than others, making it last slightly longer in a firefight against other mobile units. It will consistently defeat other LABs in one-on-one combat due to sustained damage and HP superiority, according to in-game testing. Its machineguns give it a high rate of fire and DPS. The Tomcat machine guns will make short work of enemy scouts and radar installations.
Aeon Flare[]
“These incredibly fast bots are designed for pure damage. The Short-Range Sonic Pulsar mounted on each arm fires fan-shaped, focused sound waves that permeate and disrupt solid matter.” —Vanilla SupCom description
Little is remarkable about the Flare other than the fact that it uses some sort of sonic weaponry. The long reload time makes this the worst of the true LABs according to in-game testing. (Though it will still easily defeat the Seraphim Selen Combat Scout). It is superior for the purpose of hit-and-run attacks in comparison to the other bots, precisely due to its weapon properties (high damage per shot, low firing rate).If you want to have your Flares succeed combine them with Auroras from the water to provide direct fire support and something for the other units to try (and fail) shooting at.
Cybran Hunter[]
“The Hunter is a fast strike bot designed to work in groups. Though it's lightly armored and does moderate damage, it's relatively low cost allows for many to be built quickly and deployed as a support or a light task force.” —Vanilla SupCom description
The Hunter has slightly lower health than other bots, and fires its laser in bursts. It can consistently defeat Flares due to more consistent damage output, though it loses to Mech Marines. It can actually be very useful when combating other LABs that are tightly packed, because its burst weapon sprays a small area with fire. This gives it a small area damage.
Seraphim Selen[]
- Main article: Seraphim T1 Combat Scout
The Selen is unique in that it serves the purpose of both light assault bot and land scout. It costs about half the mass but has lower HP and DPS between that of a conventional assault bot and higher health/DPS than a T1 land scout. It possess radar as well as stealth and cloaking, which makes it more useful for surprise attacks. However, its stealth and cloaking deactivates when the unit moves or fires, and so move orders must be used with care. It is, however, even cheaper and quicker to build than other light assault bots, which makes it slightly more spammable. A useful trick when using them is to set them to hold fire and place them on a mass node, which prevents engineers from building on that spot. This can be countered via artillery groundfire or sometimes by bumping the Selen to get it to move, breaking it's stealth. Note, however, that its primary purpose is scouting and not attack and is not cost effective to use them when defending against other bots. A mistake that new players often make is to build 15 of these and hope to do some damage. These are designed for the previously mentioned mass extractor prevention. In combat these will fall like dominoes. A bug: if a unit is already chasing the selen, the selen could stop firing and moving, but the unit will fire at the selen anyway. Also, The Selen can only fire forward when moving, so don't plan returning on fire when beating a hasty retreat from LABs.
Summary[]
HP |
Cost | DPS |
Proj. dam. |
Range |
Vision | |||
---|---|---|---|---|---|---|---|---|
Energy | Mass | Time | ||||||
UEF | 75 | 140 | 35 | 140 | 21 | 7 | 14 | 18 |
Cybran | 65 | 140 | 35 | 140 | 21 | 7 | 14 | 18 |
Aeon | 70 | 140 | 35 | 140 | 21 | 7 | 14 | 18 |
Seraphim | 35 | 80 | 20 | 80 | 12 | 4 | 16 | 24 |