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Detachment Commander

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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

Image:BTNCommander2.JPG

Detachment Commander

Deployment Information

Required RankCpt.
- Experience80,000
Deployment Cap1

Basic Stats

Health444
- Rank Modifier-4 per rank
Energy195
Base Move Speed243 ms

Starting Equipment

Magazines16
- Magazine Ratio2 to 1
- Rounds per Magazine40
Starting ItemsGround Flare

Weaponry

Weapon TypeMachine Gun
- Upgrades AvailableXM35 MAR , PTR-5
Range2400
Rate of FireVery Fast
- ModifierNone
Base Damage187-231
- Rank Bonus+1 per rank
- Damage TypeMachine Gun

Defense

Armor Points2
Armor TypeHeavy - H.E.V. Suit
Can RiflebuttYes
SpecialNone


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.