Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
Heavy weapon very effective against structures, team weapons, and stationary infantry at long-range. Must be set-up to attack.
team_weapons
Sight Range
35
Speed
3.6
Max Range
90
Target Size
1.33
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Fires rounds at the target location. Small blast radius. Effective against stationary infantry and buildings.
Barrages have less accuracy at long-range.
Fires smoke rounds at the target. Blocks vision in an area upon detonating.
Smoke blocks vision for a short period of time.
Orders the squad to dig-in at their current position, gaining combat bonuses, but disables movement and rotation. Weapons are disabled while entrenching. Takes 5 seconds to entrench.
Reduces incoming damage by 25%, +15% rate of fire.
Orders the squad to become mobile and tear down their entrenchment.
Unit will not engage unless given a manual attack order when active.
25
260
7
22
5
320
180
7
XP: 1000
Unlocks veteran ability. Increases health and increases accuracy.
XP: 3000
Increases health, accuracy, rate of fire, and reduces barrage recharge times.
XP: 6000
Increases weapon range, ability recharge speed, and reduces incoming damage
mortar - explosive weapon
Moving Accuracy Multiplier
1
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0
0
0
Rounds per minute (RPM)
11
11
11
Range of Fire
20
40
90
Penetration
20
20
20
Scatter Area
9
38
192
Min.
Max.
Damage
100
100
AoE Radius
-
4.5
rifle - small arms
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.4
0.25
0.2
Rounds per minute (RPM)
22
14
13
Range of Fire
7
20
35
Penetration
1.5
1
1
Scatter Area
17
126
185
Min.
Max.
Damage
10
10
AoE Radius
-
0
The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.