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ZOCOM units

By Eph2.8-9 - 27th February 2010 - 19:47 PM

Vehicles


How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.

Surveyor

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Cost: $1500
Build Time: 0:15
Prerequisites: Construction Yard
Tier: 1
Speed: 60
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 75% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Health: 2000

Surveyors are small, defenseless vehicles that can be deployed into Outposts to provide ground control in areas away from the initial base in order to expand. Unlike MCVs, they do not grant new build queues, nor do they provide radar and cannot be unpacked and repacked repeatedly. While most ZOCOM vehicles are built from the War Factory, Surveyors are deployed from the Construction Yard.

Special Abilities:
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Deploy: This ability orders the Surveyor to unpack into an Outpost. It can only be issued on flat terrain and once given, cannot be revoked. Surveyor deployment is permanent.

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Call for Transport: If an Airfield is deployed, the Surveyor can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Outpost

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Cost: N/A
Build Time: N/A
Prerequisites: Surveyor
Tier: 1
Speed:
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Health: 2300

The Outpost is a deployed Surveyor. It provides a small ring of ground control in a radius around it, but is quite vulnerable to enemy attacks.

Pitbull

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Cost: $700
Build Time: 0:07
Prerequisites: War Factory
Tier: 1
Speed: 115
Damage per shot: 200 (Rocket) + 150% scalar vs. aircraft / 300 (Grenade)
Time between shots: 3.5 seconds, 4 seconds (Mortar)
Splash radius: 5 (Missile), 50 (Mortar)
Armor: 100% Cannon, 75% Rocket, 50% Grenade, 50% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 250 (Missile), 300 (Mortar)
Health: 1450

A light scout vehicle, Pitbulls can detect stealth and are the fastest vehicle in ZOCOM's arsenal. Their missiles are useful for hit-and-run raids as well as targeting light aircraft.

Upgrades:
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Mortars: The Mortar upgrade places a light slow-firing artillery piece on the Pitbull, giving it additional firepower against buildings and structures.


Special Abilities:
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Call for Transport: If an Airfield is deployed, Pitbulls can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Detector: Pitbulls can detect stealthed units.

Predator

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Cost: $1100
Build Time: 0:11
Prerequisites: War Factory
Tier: 1
Speed: 60
Damage per shot: 400 (Cannon)
Time between shots: 2.3 seconds
Splash radius: 0
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 300
Health: 3400

ZOCOM's main battle tank is slow but heavily armored. It packs a serious punch and its relatively low cost allows it to be massed easily.

1.02 Predator bug
In patch 1.02, ZOCOM Predators are bugged and give far too much experience when destroyed as well as taking multiple times as long to level up.


Special Abilities:
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Call for Transport: If an Airfield is deployed, Predator Tanks can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


APC

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Cost: $700
Build Time: 0:07
Prerequisites: War Factory
Tier: 1
Speed: 72
Damage per clip: 144 (Gun)
Time between bursts: Each burst lasts .4 seconds, .25 seconds between bursts
Splash radius: 0
Armor: 100% Cannon, 75% Rocket, 50% Grenade, 55% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 250
Health: 2800

Mounting a machine gun, APCs provide an anti-infantry compliment to the Predator Tank, and can also target air units. Their garrison slot allows infantry squads inside the APC to fire from within its confines, while it can also deploy small minefields.

Upgrades:
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AP Ammo: AP Ammo allows APCs to become even more effective against infantry, while making them viable against even light armored vehicles and increasing their damage to 288 (Gun) per burst.

Special Abilities:
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Call for Transport: If an Airfield is deployed, APCs can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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Minefield: For $300, APCs will deploy a small minefield effective against both vehicles and infantry at the designated location. This targeted ability has a 1 minute cooldown. Each mine does 400 damage.

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Evacuate: Evacuate orders the infantry unit stationed inside the vehicle to immediately exit the APC.


Rocket Harvester

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Cost: $1600
Build Time: 0:16
Prerequisites: War Factory, Refinery
Tier: 1
Speed: 75
Damage per shot: 200 (Rocket) + 75% scalar versus aircraft
Time between shots: 1 second to fire 2 missiles, 4.1 seconds between firing pairs of missiles
Splash radius: 5
Armor: 95% Cannon, 95% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Range: 200
Health: 5000

Rocket Harvesters are vital to the ZOCOM economy, harvesting raw Tiberium and returning it to Refineries for processing. Instead of the standard GDI Harvester's machine gun, Rocket Harvesters mount a small missile pod capable of fending off small vehicles and lone aircraft. By and large, they are still slow and vulnerable, though.

Harvester protection
Always protect your Harvesters! They are one of your most valuable units.


Special Abilities:

Tiberium Harvester: This unit collects Tiberium. It must dock with a Refinery to unload Tiberium in order to process it for credits. Each Harvester returns 1400 credits per load of Green Tiberium.

MCV

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Cost: $3500
Build Time: 0:35
Prerequisites: War Factory
Tier: 1
Speed: 40
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Health: 5000

The MCV is a mobile version of the Construction Yard and contains all the blueprints and schematics needed to construct a ZOCOM base. It is lightly armored, though.

Special Abilities:
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Deploy: This command orders the MCV to deploy into a Construction Yard. It can only be performed on flat terrain that has sufficient room for the MCV to unpack.


Zone Shatterer

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Cost: $1600
Build Time: 0:16
Prerequisites: War Factory, Command Post
Tier: 2
Speed: 60
Damage per shot: 1000 (Cannon)
Time between shots: 3.3 seconds
Splash radius: 10 (width)
Armor: 150% Cannon, 100% Rocket, 50% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 350
Health: 3400

ZOCOM's arsenal includes an enhanced version of the Shatterer, adding a new option to the Shatterer's devastating damage to massed infantry, vehicles, or structures. The firepower makes up for the long cooldown time, slow speed, and light armor of this hovertank. Zone Shatterers also have an Overload Beam that fires off a sonic blast 50% more powerful than the normal one. This beam has the side effect of disabling the Zone Shatterer for 6 seconds.

Special Abilities:
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Call for Transport: If an Airfield is deployed, Shatterers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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Overload Beam:The Zone Shatterer fires off an overcharged sonic blast which inflicts 1500 cannon damage with a splash width of 10 and a range of 375. This blast disables the vehicle for 6 seconds.


Slingshot

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Cost: $1000
Build Time: 0:10
Prerequisites: War Factory, Command Post
Tier: 2
Speed: 125
Damage per clip: 240 (Gun)
Time between bursts: .4 seconds per burst, .1 seconds between bursts
Splash radius: 0
Armor: 150% Cannon, 100% Rocket, 50% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 355
Health: 3400

A dedicated anti-air unit, the Slingshot is a mobile, swift version of the AA Battery. It can also crush infantry, but is otherwise defenseless against ground targets and has fairly light armor.

Upgrades:
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Tungsten Shells: Tungsten Shells allow Slingshots to tear apart enemy aircraft even faster than before, destroying all but the sturdiest airframes in seconds. Increases damage to 450 per volley.

Special Abilities:
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Call for Transport: If an Airfield is deployed, Slingshots can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Rig

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Cost: $2000
Build Time: 0:20
Prerequisites: War Factory, Command Post
Tier: 2
Speed: 72
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Health: 2000

Rigs are mobile support units that deploy into Battle Bases. While Battle Bases are stationary, they mount dual Guardian cannons, anti-air missiles, stealth detection, and repair drones. In mobile form, Rigs are incapable of firing and have relatively light armor.

Special Abilities:
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Deploy: Orders the Rig to unpack into a Battle Base. This ability can only be activated on flat terrain with sufficient open ground for the Rig to set up.


Battle Base

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Cost: N/A
Build Time: N/A
Prerequisites: Rig
Tier: 2
Damage per shot: 500 per shell (Cannon), 150 per missile (Rocket)
Time between shots: 2.3 seconds (Cannon), 3.8 seconds (Missile)
Splash radius: 0 (Cannon), 5 (Missile)
Armor: 100% Cannon, 25% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Range: 350 (Cannon), 400 (Missile)
Health: 5500

While Battle Bases are stationary, they mount dual Guardian cannons, anti-air missiles, stealth detection, and repair drones. They are not constructed directly, but deploy from Rigs as valuable field support units for GDI.

Special Abilities:

Repairer: The Battle Base comes with repair drones that repair friendly vehicles in the vicinity.

Detector: Battle Bases can detect stealthed units.

Mammoth Tank

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Cost: $2000
Build Time: 0:20
Prerequisites: War Factory, Tech Center
Tier: 3
Speed: 45
Damage per shot: 500 (Cannon), 300 per missile (Rocket)
Time between shots: 2.3 seconds (Cannon), 10.4 seconds (Missile)
Splash radius: 0 (Cannon), 15 (Missile)
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 300 (Cannon), 300 (Missile)
Health: 11500

This double-barreled beast also carries missile packs. Heavily armored and incredibly slow, Mammoths are one of the most powerful vehicles available to ZOCOM. Mammoths can defeat most other vehicles in a straight fight, and can literally roll over enemy tanks as well.

Special Abilities:

Crushes tanks: This vehicle can crush most Tier 1 and 2 vehicles, as well as heavy infantry.

MARV

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Cost: $5000
Build Time: 0:50
Prerequisites: Reclamator Hub, Tech Center
Tier: 4
Speed: 32
Damage per shot: 1200 (Cannon)
Time between shots: 1.75 seconds once clip starts firing, 2.35 seconds in between every clip (3 shots)
Splash radius: 30
Armor: 43% Cannon, 33% Rocket, 10% Grenade, 5% Gun, 1% Sniper
Directional Armor: 100% Side, 125% Rear
Range: 350 (main cannon)
Health: 19500

ZOCOM's largest vehicle, the Mammoth Armed Reclamation Vehicle was developed by the Zone Operations Command for forays deep into the Red Zones. The enormous vehicle is a veritable army by itself. Four infantry can permanently garrison the vehicle and add their weapons to the MARV, supporting a potent triple-barreled cannon firing sonic shells. The MARV can also process Tiberium simply by driving over it, refining it instantly at a somewhat less efficient rate than normal harvesting. Only one MARV can be deployed at a time.

Special Abilities:

Crushes tanks: This vehicle can crush tier-1, -2, and -3 vehicles, as well as heavy infantry.

Tiberium Harvester: The MARV can harvest Tiberium simply by driving over it. Tiberium harvested in this manner is instantly converted into credits, at a rate of 1/3 that of a standard Harvester.

Garrisons Infantry: The MARV can be garrisoned with up to four infantry. Infantry garrisoned in this manner are permanent and cannot be evacuated, but provide the MARV with a variety of effects depending on their type. Most infantry provide the MARV their respective weapons emplacement, while Engineers provide self-healing.
  • Rifle garrison: 260 range, 20 damage (Gun), continuous fire, 300 damage per second, 0 splash
  • Missile garrison: 350 range, 300 damage per missile (Rocket), 4.1 seconds between shots (fires two), 15 splash
  • Grenade garrison: 260 range, 180 damage per grenade (Grenade), 1 second to fire four grenades, 2.3 seconds between volleys
  • Sniper Garrison: 450 range, 500 damage (Sniper), .2 seconds pre-attack, .2 seconds to fire a shot (clip size 2), 2.1 seconds reload after two shots. , 0 splash
  • Zone Raider Garrison: 300 range, 1000 damage (Cannon), 1 second to fire 4 shots, 1.3 seconds between volleys of four grenades, 50 splash
Epic Unit: The MARV is a sizable investment on the battlefield and only one may be built at a time. Also, the Reclamator Hub is required for construction of this vehicle. Completing a MARV will sound an audible alert to all players.

MARV Garrisoning
The first two infantry units that garrison the MARV create turrets on the front two quarters. Place shorter-ranged infantry like Missile Squads and Zone Raiders in first and longer-range units like Snipers, or Engineers in last to maximize frontal firepower.


The Zone Shatterer replaces the Shatterer, while Railguns and Juggernauts are not available to ZOCOM.


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