Command units | ||||
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Tech 3 Support ACU | ||||
Armored Command Unit |
Seraphim Armored Command Unit | |
Houses Commander. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.[ e ] | |
Build costs | -5000000 -18000 60000 |
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Storage | 4000 650 |
Production | 10 1 |
Build rate Build rate 2 Build rate 3 |
10/s 30/s 90/s |
Max health | 11500 (+10/s) |
Speed | 1.7 (Amphibious) |
Veterancy | 20 (+3/s) |
Intel (radius) | Vision: 26 Water vision: 26 Omni: 26 |
Weapon: Chronotron Cannon Direct Fire - Projectile |
|
Damage per second | 100 |
Projectile damage | 100 |
Reload time | 1 seconds |
Range (min–max) | 2 – 22 |
Weapon: Chronotron Overcharge Cannon Direct Fire - Projectile |
|
Projectile damage | 12000 |
Damage radius | 2 |
Range (min–max) | 2 – 22 |
Weapon: Death Nuke Death |
|
Inner damage | 3500 |
Inner radius | 30 |
Outer damage | 500 |
Outer radius | 40 |
Weapon: Laanse Tactical Missile Launcher Missile - Tactical Missile |
|
Missile damage | 6000 |
Damage radius | 3 |
Range (min–max) | 5 – 256 |
Missile cost | -3600 (-120/s) -180 (-6/s) 300 (0:30s) |
The Seraphim Armored Command Unit is a Seraphim command unit. Its Chronotron Cannon is the most effective amongst any faction's ACU weaponry against Ground-based units.
Factional differences[]
Unlike the other faction's ACUs, when fully battle upgraded the Seraphim ACU can hold its own on the battlefield, even against experimental units to a lesser extent. (35000 HP, 150 HP/s regeneration plus veterancy, up to 800 DPS with the Chronotron Cannon and overcharges). A standard combat layout is the Gun Accelerator, followed by the engineering suites for health and forward PD construction, followed by the nano repair system. In the very late game the Refracting Chronotron can be taken to unlock the maximum damage potential. For the alternative choice of back upgrades, the TML is not typically used over the TML structure and the Teleporter is situationally useful for assassinating enemy ACUs.
The Seraphim ACU has more upgrades than that of the other factions, as well as more cumulative upgrades. It is the only ACU to have an Enhanced Nano-Repair System and the unique Restoration Field, which can be upgraded to a Rapid Restoration Field, but lacks shield upgrades. The UEF fully battle ready ACU is more defense and mobile shield oriented, while the Cybran version is threatening with its laser.
A Seraphim battle ACU escorted by battle SACUs is especially dangerous: not only do the SACU's 75000 Max HP make them near unstoppable, but they also have a Light Chronotron Overcharge Cannon. A group of 4 can destroy experimental units in just one to two volleys, fast enough to prevent major damage. This combined with a Ythotha is potentially a game ender: while the Ythotha is the main damage dealer for destroying buildings, waves of enemies, or otherwise crushing units, the ACU/SACU combo can deal with any other experimental unit threatening the Ythotha.
Upgrades[]
Back upgrades[]
Resource Allocation System | ||
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Increases ACU's resource generation. | ||
150000 | 5000 | 1000 |
Increases the resources the ACU produces to 3000 Energy and 16 Mass. Can be further upgraded to the Advanced Resource Allocation System.
Advanced Resource Allocation System | ||
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Requires Resource Allocation System. Further increases ACU's resource generation. | ||
150000 | 5000 | 1000 |
Requires the Resource Allocation System. This upgrade provides exactly the same effect as the previous upgrade, effectively doubling the ACU's already high production capabilities. Any player who chooses to install the Resource Allocation System should upgrade to the advanced version as soon as possible, as there is no downside to doing so.
Nano-Repair System | ||
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Increases the speed at which the ACU repairs itself. Also increases hit points. | ||
90000 | 2000 | 2000 |
Gives the ACU an additional 75 HP/s regeneration rate, as well as a 6000 HP bonus. Can be further upgraded to the Enhanced Nano-Repair System
Enhanced Nano-Repair System | ||
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Further increases the speed at which the ACU repairs itself. Also increases hitpoints. | ||
450000 | 4500 | 3000 |
Gives the ACU an additional 150 HP/s regeneration rate, as well as a 20000 HP bonus. These do not stack with the previous Nano-Repair System.
Tactical Missile Launcher | ||
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Mounts a tactical cruise missile launcher onto the back of the ACU. | ||
50000 | 1000 | 1000 |
Gives the ACU a Laanse Tactical Missile Launcher. This weapon is similar to the T2 Tactical Missile Launcher: Ythis, however the missiles have a slightly larger damage radius (larger than any other tactical missiles in the game). It does cost less to build the weapon, but not the missiles. The missiles have a lower time cost, but the ACU has a lower initial build rate, effectively canceling each other out. The ACU can be more easily assisted though, and an ACU with a Tech 2 Engineering Suite can build a missile in 5 seconds.
Personal Teleporter | ||
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Adds teleporter. Requires considerable Energy to activate. | ||
1500000 | 15000 | 3000 |
This upgrade allows the ACU to teleport across a map, no matter the distance. This upgrade costs massive amounts of energy, but very little time, as such, activating this upgrade will almost guarantee you will have an Energy crash. Teleportation requires a tremendous amount of energy to perform (10000/s, for 30 seconds) and, as such, should only be done in the late game.
Left arm upgrades[]
Refracting Chronotron Amplifier | ||
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Increases the damage inflicted by ACU's primary weapon. Adds area-of-effect damage. | ||
300000 | 4500 | 3000 |
Increases the Chronotron Cannon's damage by 300, effectively quadrupling its damage output. Also adds a light area of effect of radius 2.
Tech 2 Engineering Suite | ||
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Expands the number of available schematics and increases the ACU's build speed and maximum health. | ||
18000 | 720 | 900 |
This upgrade gives the ACU tech 2 construction capabilities, as well as a new build speed of 30. It also boosts the ACU's HP by 3000. Can be upgraded to Tech 3 Engineering Suite.
Tech 3 Engineering Suite | ||
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Replaces the Tech 2 Engineering Suite. Expands the number of available schematics and further increases the ACU's build speed and maximum health. | ||
50000 | 2400 | 6000 |
This upgrade gives the ACU tech 3 construction capabilities, as well as a new build speed of 90. Requires the Tech 2 Engineering Suite pre-installed. It also boosts the ACU's HP by 4000 (already counting the previous 3000).
Right arm upgrades[]
Chronotron Accelerator | ||
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Increases main cannon's rate of fire and range. Also increases range of Overcharge. | ||
24000 | 800 | 800 |
Doubles the Chronotron Cannon's rate of fire, effectively doubling its damage output. It also increases the weapon's range to 30 (an increase of about 50%), giving the ACU a reach longer than its line of sight.
Restoration Field | ||
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Automatically speeds up the repair speed of nearby units. | ||
4500 | 600 | 600 |
Grants nearby units (radius of 15, about 2/3 of the ACU's vision/Omni radius, including the ACU itself) a HP regeneration bonus of 0.55%MaxHP/s to any nearby unit, up to a maximum of 75HP/s. Can be upgraded to the Rapid Restoration Field.
Rapid Restoration Field | ||
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Further speeds up the repair speed of nearby units. Increases maximum health of nearby units. | ||
31250 | 1500 | 1250 |
An upgrade to the Restoration Field. Grants nearby units (radius of 25, about the ACU's vision/Omni radius) a HP regeneration of 1.1%MaxHP/s, up to a maximum of 200. It also grants nearby units an HP boost of 10%. There some minor non-game breaking glitches involved with this upgrade: Any unit which leaves the ACU's area of effect will keep the 10% HP boost, but will lose it on its first hit, in addition to losing HP equivalent to the power of the shot the unit got hit with.
Trivia/History[]
When the UEF first battled the Seraphim on Seraphim II, the Seraphim were vastly superior in technology and numbers, meaning they could build better units for better costs and have better economy structures. However, they had not encountered or thought of the concept of an ACU, thus they either piloted manually or had disorganized automated units. The Seraphim learned from this example and quickly designed ACUs of their own, which were surprisingly similar in concept to their human counterparts.
A strange fact is that during the campaign, during certain missions, when Seraphim ACUs were destroyed, they emitted a bright purple then white explosion almost exactly like Aeon ACUs, whereas in multiplayer and skirmish they emit a blue blossom explosion, matching the color and appearance of their anti-air weaponry. This is likely because GPGnet couldn't come up with an original design before the deadline of the release, and updated only the multiplayer and skirmish options.