wiki.smc.horsecock.art/mechas/nebula?srt=%5Enumber.where
Table of Contents
Nebula
| mecha | |
|---|---|
| name | Nebula |
| pilot | 46 |
| dur | 2 200 |
| shield | 300 |
| class | strike, burst |
46's mecha - strike, burst. 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.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| 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 | ||
| Galactic Leap | slot 4 core | a rule, not a number (its text names what it does) | client table | ||
| Stardust Transformation | slot 4 core | a rule, not a number (its text names what it does) | client table | ||
| Special Item | slot 3 mobility | Lv1 6 %, Lv2 9 %, Lv3 12 % | client table | ||
| Nimble Leaping | slot 3 mobility | Lv1 6 %, Lv2 9 %, Lv3 12 % | client table | ||
| Angular Deflection | slot 2 defence | Lv1 12 %, Lv2 16 %, Lv3 20 % | client table | ||
| Angular Deflection: the server applies | slot 2 defence | damage_taken | client table | ||
| Energy Drain Conversion | slot 2 defence | Lv1 80, Lv2 100, Lv3 120 | client table | ||
| Gravity Fusion | slot 1 attack | Lv1 8 %, Lv2 12 %, Lv3 16 % | client table | ||
| Ionization Chainhook | slot 1 attack | Lv1 0.1, Lv2 0.15, Lv3 0.2 | client table | ||
| 803656: energy | skill 803656 | 30 (costs 30, +10 a second) | client table | ||
| 803655: energy | skill 803655 | 30 (costs 30, +10 a second, recovers by itself) | client table | ||
| Dodge Counterstrike: energy | skill 803654 | 150 (costs 75, +10 a second, recovers by itself) | client table | ||
| Dodge Counterstrike: fuel | skill 803654 | 10 | client table | ||
| Jump: fuel | skill 803653 | 22 | client table | ||
| Grappling hook: energy | skill 803651 | 130 (costs 130, +10 a second) | client table | ||
| Grappling hook: damage | skill 803651 | 200 | client table | ||
| 803606: one bullet on a pilot | gun 803606 | 25 | client table | ||
| 803606: one bullet on a mecha body | gun 803606 | 185 | client table | ||
| 803605: one bullet on a pilot | gun 803605 | 7 | client table | ||
| 803605: one bullet on a mecha body | gun 803605 | 25.2 | client table | ||
| 803605: bullets a shot | gun 803605 | 9 | client table | ||
| 803605: a full shot on a mecha (the hangar number) | gun 803605 | 226.8 | client table | ||
| 803605: magazine | gun 803605 | 9999 | client table | ||
| 803604: one bullet on a pilot | gun 803604 | 40 | client table | ||
| 803604: one bullet on a mecha body | gun 803604 | 240 | client table | ||
| 803604: seconds between shots | gun 803604 | 0.2 | client table | ||
| 803603: one bullet on a pilot | gun 803603 | 6 | client table | ||
| 803603: one bullet on a mecha body | gun 803603 | 25.2 | client table | ||
| 803603: bullets a shot | gun 803603 | 9 | client table | ||
| 803603: a full shot on a mecha (the hangar number) | gun 803603 | 226.8 | client table | ||
| 803603: seconds between shots | gun 803603 | 0.6 | client table | ||
| 803603: magazine | gun 803603 | 81 | client table | ||
| 803602: one bullet on a pilot | gun 803602 | 6 | client table | ||
| 803602: one bullet on a mecha body | gun 803602 | 25.2 | client table | ||
| 803602: bullets a shot | gun 803602 | 9 | client table | ||
| 803602: a full shot on a mecha (the hangar number) | gun 803602 | 226.8 | client table | ||
| 803602: seconds between shots | gun 803602 | 0.6 | client table | ||
| 803602: magazine | gun 803602 | 81 | client table | ||
| Charged Shotgun: one bullet on a pilot | gun 803601 | 6 | client table | ||
| Charged Shotgun: one bullet on a mecha body | gun 803601 | 25.2 | client table | ||
| Charged Shotgun: bullets a shot | gun 803601 | 9 | client table | ||
| Charged Shotgun: a full shot on a mecha (the hangar number) | gun 803601 | 226.8 | client table | ||
| Charged Shotgun: seconds between shots | gun 803601 | 0.6 | client table | ||
| Charged Shotgun: magazine | gun 803601 | 81 | client table | ||
| DUR (health) | 2200 | client table | |||
| shield | 300 | patch note | |||
| shield regen | 20 every 0.2 s, 8 s after the last hit | client table | |||
| fuel | 100, +10.67 a second after 1.8 s | client table | |||
| jump | speed 36, gravity 56 (falling 100) | client table | |||
| body size (radius, height) | 3, 6 | client table | |||
| hangar ratings | armour 20, mobility 100, range 80, support 80, difficulty 20 | client table | |||
| part factors head / body / arm / foot | x1.5 / x1 / x1 / x1 | client 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).
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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