Detachment Commander
From Undead Assault II Guide
The Detachment Commander is a very powerful character. This marine carries a gauss rifle which is very similar to the battle-rifle Riflemen have, but the Detachment Commander's weapon yields higher damage, and has a radius splash damage instead of straight line splash. He has long range and a pretty good attack speed.
Contents |
Unit Information
Detachment Commander
Deployment Information
| Required Rank | Cpt. |
| - Experience | 80,000 |
| Deployment Cap | 1 |
Basic Stats
| Health | 444 |
| - Rank Modifier | -4 per rank |
| Energy | 195 |
| Base Move Speed | 243 ms |
Starting Equipment
| Magazines | 16 |
| - Magazine Ratio | 2 to 1 |
| - Rounds per Magazine | 40 |
| Starting Items | Ground Flare |
Weaponry
| Weapon Type | Machine Gun |
| - Upgrades Available | XM35 MAR , PTR-5 |
| Range | 2400 |
| Rate of Fire | Very Fast |
| - Modifier | None |
| Base Damage | 187-231 |
| - Rank Bonus | +1 per rank |
| - Damage Type | Machine Gun |
Defense
| Armor Points | 2 |
| Armor Type | Heavy - H.E.V. Suit |
| Can Riflebutt | Yes |
| Special | None |
Skills
Saline Syringe
Self-heal 35 hitpoints instantly. Mana cost, cooldown, and heal amount decrease with each level gained. Max of 5 lvls. Becomes available to add starting at level 2.
Leadership
Gives you and the surrounding people a 2% boost to their movement rate/level, and shortens their reload time by 5%/level. Becomes available to add starting at level 1
Critical Shot
Gives a chance to hit a critical spot on the enemy, dealing extra damage. Your basic increased damage boost. Max of 8 lvls. Can reach critical damages up to to 2k+. Becomes available to add starting at level 1
Detatchment Commander Skills
This is great. Its the detatchment commanders own set of skills, like Ghost, Combat Engineer, and Assaultman. Becomes available to add starting at level 3
- lvl 1: Smoke grenade
Smoke grenade acts like the item it self, it lasts for about 45 seconds, and slows anything in it. works great on pudges, expecially combined with Flare Gun.
- lvl 2. Blood transfusion, Frag Grenades
Blood transfusion is a NON-COMBAT healing over time, so it's best to use it when the person is not fighting, otherwise will stop the healing buff. Very useful when Navy Corpsmen are not around, also serves as a secondary healing for your survival.
Frag Grenades(also known as anti personal), deal 1100 damage in a area. your normal AOE damage skill. Be sure to watch your mana, you don't wan't to be short when your Reinforcements or CAS is ready.
- lvl 3. Flare gun, Light filter
As mentioned earlier, if there is a boss incoming, use smoke grenade, then flare gun, to effectively stop the boss in his/her tracks.
Light filter enables the dc to see invisible enemies, such as krill, and Ghosts (bugged in Beta 7, not giving the DC the skill properly).
- lvl 4. Reinforcements
This skill drops 3 riflemen from a drop ship into your midst. when they touch down, the follow you whereever you go. NOTE: YOU CANNOT CONTROL THE RIFLEMEN, they ONLY follow you. They are riflemen minis, and after 15 minutes they will be gone, with any items they have(if you gave any to them). The cooldown is 5 minutes. You can have up to 6 riflemen if used on time. They can be a nuissance once you have that many because sometimes they block your narrow path.
- lvl 5. CAS(close air support)
This calls a H-36 Stryker helicopter down into the area u designate it to be, and it will shoot anything hostile there for 90 seconds. Cooldown is twice as long, 180 seconds. It is basically the same as the Forward Observer's.
Recommended Items
Strategies
- The Saline Syringe ability is a very important skill to get if you want to save space for more items that enhances your unit. If you happen to have an Energy Generator you can keep yourself always at max HP and also having spare energy to use other skills.
- Depending on your play style, Leadership might come in handy in big groups, also affects your Reinforcements.
- Critical Shot is quite useful, When maxed, it can compete with Designated Marksman's critical damages.
- Detachment Commander skills are a must, they help you and your team immensely. Blood transfusion alongside saline syringe can help you heal rapidly, and Reinforcements allow you to lay waste to hordes of low leveller zombies. Reinforcements follow you automatically, and help cover you while you reload, and can also rifle-butt any zombies that get too close (with a full group of reinforcements and the detachment commander himself, 7 rifle butts will lay low any D- or C-class zombie). The detachment commander possesses the unholy union of smoke grenades and flare gun, which are able to stop the majority of enemy units in their tracks when used together. This ability, alongside reinforcements and the huge crowd control capabilities of CAS allow the detachment commander to solo even many powerful A-class enemies such as Darreus or Metasis.


