| mecha | |
|---|---|
| name | Hotsteel |
| pilot | Ivan |
| dur | 3 200 |
| shield | 900 |
| class | burst, heavy |
Ivan's mecha - burst, heavy. Every number below is what the server runs for it; the words under the numbers are yours.
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| DUR (health) | 3200 | client table | |||
| shield | 900 | client table | |||
| shield regen | 20 every 0.8 s, 8 s after the last hit | client table | |||
| fuel | 100, +10.5 a second after 1.8 s | client table | |||
| jump | speed 25, gravity 40 (falling 100) | client table | |||
| body size (radius, height) | 3, 6 | client table | |||
| hangar ratings | armour 100, mobility 80, range 40, support 40, difficulty 50 | client table | |||
| Tornado Missile: one bullet on a pilot | gun 800401 | 32 | client table | ||
| Tornado Missile: one bullet on a mecha body | gun 800401 | 220 | client table | ||
| Tornado Missile: bullets a shot | gun 800401 | 5 | client table | ||
| Tornado Missile: a full shot on a mecha (the hangar number) | gun 800401 | 1100 | client table | ||
| Tornado Missile: seconds between shots | gun 800401 | 0.77 | client table | ||
| Tornado Missile: magazine | gun 800401 | 40 | client table | ||
| 800403: one bullet on a pilot | gun 800403 | 32 | client table | ||
| 800403: one bullet on a mecha body | gun 800403 | 220 | client table | ||
| 800403: bullets a shot | gun 800403 | 5 | client table | ||
| 800403: a full shot on a mecha (the hangar number) | gun 800403 | 1100 | client table | ||
| 800403: seconds between shots | gun 800403 | 0.62 | client table | ||
| 800403: magazine | gun 800403 | 40 | client table | ||
| Thermal Fusion Missile: one bullet on a pilot | gun 800411 | 110 | client table | ||
| Thermal Fusion Missile: one bullet on a mecha body | gun 800411 | 640.09 | client table | ||
| Thermal Fusion Missile: seconds between shots | gun 800411 | 0.1 | client table | ||
| 8004021 | gun 8004021 | no damage row of its own (its shells / robots carry the damage) | client table | ||
| 8004022 | gun 8004022 | no damage row of its own (its shells / robots carry the damage) | client table | ||
| part factors head / body / arm / foot | x1.5 / x1 / x1 / x1 | client table | |||
| 800451: damage | skill 800451 | 600-(dis*3) (dis = metres from where it starts) | client table | ||
| 800451: reach (m) | skill 800451 | 18 | client table | ||
| 800452: damage | skill 800452 | 500 | client table | ||
| Rocket Propulsion: fuel | skill 800453 | 18 | client table | ||
| Explosive Charge: energy | skill 800454 | 80 (costs 80, +10 a second) | client table | ||
| Thermal Fusion Missile: energy | skill 800455 | 90 (costs 90, +10 a second, recovers by itself) | client table | ||
| Thermal Fusion Missile: damage | skill 800455 | 0.125*dis (dis = metres from where it starts) | client table | ||
| 800456: fuel | skill 800456 | 18 | client table | ||
| Presence | slot 1 attack | Lv1 10 %, Lv2 20 %, Lv3 30 % | the owner's call | ||
| Clip | slot 1 attack | Lv1 9, Lv2 10, Lv3 11 | client table | ||
| Clip: the server applies | slot 1 attack | magazine | client table | ||
| Unyielding | slot 2 defence | Lv1 4 / 10 %, Lv2 4 / 15 %, Lv3 4 / 20 % | client table | ||
| Ironwall | slot 2 defence | Lv1 180 / 5 %, Lv2 180 / 8 %, Lv3 180 / 12 % | client table | ||
| Ironwall: the server applies | slot 2 defence | damage_taken | client table | ||
| March | slot 3 mobility | Lv1 10 %, Lv2 20 %, Lv3 30 % | client table | ||
| Fighting Spirit | slot 3 mobility | Lv1 15, Lv2 20, Lv3 25 | client table | ||
| Battle Frenzy | slot 4 core | Lv1 10 %, Lv2 10 %, Lv3 10 % | client table | ||
| Battle Frenzy: the server applies | slot 4 core | damage_to_heal | client table | ||
| Soul of Steel | slot 4 core | a rule, not a number (its text names what it does) | client table | ||
| module tiers on the clock | TDM | blue at 180 s (3 min), purple at 270 s, the core at 360 s (6 min) | client table | ||
| a med kit on the mecha | TDM | 300 + 20 % of max DUR | patch note | ||
| same mecha per team | TDM | 2 at most (a dead teammate's locked choice counts) | patch note | ||
| Mecha Reset Unit | TDM | one for everyone 150 s after the fight starts | patch note | ||
| exclusive tactical chip | TDM | Mighty Valor | client table |
The energy a skill holds and costs, what it does on the server (damage, shields, charges). The names are the hangar's.
The eight cards on this mecha's page, two per slot, with their numbers at each level; “the server applies” names the number the match itself computes (the rest the client shows and does). Plans: Modules.
The table above holds every row of this page; filter it by the Where column (gun, skill, slot, TDM). The exclusive tactical chip is one of the exclusive chips.
Numbers as the server runs them. How the sync works.
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.