mechas:caramel - SMC Wiki

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Caramel

Mila's mecha - sustain, heavy. Every number below is what the server runs for it; the words under the numbers are yours.

The body

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.

StatWhereCurrentSuggestedNoteSource
DUR (health)2900client table
shield700client table
shield regen24 every 0.5 s, 8 s after the last hitclient table
fuel100, +9.7 a second after 1.8 sclient table
jumpspeed 36, gravity 56 (falling 100)client table
body size (radius, height)3, 6client table
hangar ratingsarmour 80, mobility 80, range 80, support 60, difficulty 55client table
Repulsor: one bullet on a pilotgun 80050132client table
Repulsor: one bullet on a mecha bodygun 800501212client table
Repulsor: bullets a shotgun 8005012client table
Repulsor: a full shot on a mecha (the hangar number)gun 800501424client table
Repulsor: seconds between shotsgun 8005010.62client table
Repulsor: magazinegun 80050120client table
Blast: one bullet on a pilotgun 800502100client table
Blast: one bullet on a mecha bodygun 800502650client table
Blast: seconds between shotsgun 8005020.5client table
Repulsor: one bullet on a pilotgun 80050388client table
Repulsor: one bullet on a mecha bodygun 800503660client table
Repulsor: seconds between shotsgun 8005031.32client table
Repulsor: magazinegun 8005035client table
part factors head / body / arm / footx1.5 / x1 / x1 / x1client table
Blast: energyskill 80055180 (costs 80, +10 a second, recovers by itself)client table
Rocket Jump: energyskill 80055290 (costs 90, +10 a second, recovers by itself)client table
Rocket Jump: fuelskill 80055210client table
Superleap: fuelskill 80055318client table
Blazing Meteorslot 1 attackLv1 11 %, Lv2 22 %, Lv3 33 %client table
Shattershotslot 1 attackLv1 10 %, Lv2 17 %, Lv3 22 %client table
Shattershot: the server appliesslot 1 attackblast_radiusclient table
Cannon Reinforcementslot 2 defenceLv1 12 %, Lv2 15 %, Lv3 18 %client table
Cannon Reinforcement: the server appliesslot 2 defencedamage_takenclient table
Air Shieldslot 2 defenceLv1 100, Lv2 150, Lv3 200client table
Superleapslot 3 mobilityLv1 20 %, Lv2 30 %, Lv3 40 %client table
High-Energy Blastslot 3 mobilityLv1 10 %, Lv2 20 %, Lv3 30 %client table
Raging Cannonslot 4 corea rule, not a number (its text names what it does)client table
Rapid Volleyslot 4 corea rule, not a number (its text names what it does)client table
module tiers on the clockTDMblue at 180 s (3 min), purple at 270 s, the core at 360 s (6 min)client table
a med kit on the mechaTDM300 + 20 % of max DURpatch note
same mecha per teamTDM2 at most (a dead teammate's locked choice counts)patch note
Mecha Reset UnitTDMone for everyone 150 s after the fight startspatch note
exclusive tactical chipTDMBear Paw Rocketclient table

Skills

The energy a skill holds and costs, what it does on the server (damage, shields, charges). The names are the hangar's.

Module cards

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.

In Team Deathmatch

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.

Notes by players

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.


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Except where otherwise noted, the words and numbers on this wiki are licensed under the following license: CC Attribution-Share Alike 4.0 International

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Changed 2026/11/05 16:42 by sync

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