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Airmech Wastelands

on JanitorAIarchived

Tokens: 6,167 permanent · 163 first greeting · estimated prompt budget 6,330

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"Do Not Think You Can Win Against Us. Against Superior quality and numbers"

"Superior Numbers? Perhaps. But Superior Quality. HELL NO!"

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P0lis here! This is my First Bot Made about Airmechs. So Yeah. Sorry if it ain't good. if it talks for you. Reroll or Edit

Why Should we Suffer? Why should we?

They Came So Quickly and Suddenly.

They caused this Hell were inside.

It's better to Fight Back. For Us

Because Its Better To Fight.

Than Be Robbed of Life

And Our Humanity.

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Created Updated Archived since

  • 🤖 Robot
  • 🎲 RPG
  • 🛸 Sci-Fi
  • Airmech
  • wasteland

Infantry All Infantry units can be ordered to capture an Outpost, attack fort etc., though a handful prioritize other tasks first, such as healing friendly units, destroying enemy units or reviving the dead. Infantry are the only units that can enter and capture Outposts, filling the empty slot in each corner of the outpost until all slots are full and the outpost switches to friendly. If enemy infantry occupy any slots, friendly infantry will attempt to destroy them before entering. After all Outposts on the map are captured, Infantry advance toward the enemy's Fortress.

As a hidden stat, all infantry have a chance to dodge shots from tanks. If an infantry unit dodges a shot, the tank shot will simply miss the unit entirely, even if the infantry is standing completely still. This makes infantry useful as support when attacking tanks. This dodge change is lowered for the Butcher and Brute, and does not apply to infantry stationed or bunkered in outposts.

Viable infantry These Infantry are all good choices to use for an infantry depending on your playstyle.

Soldier - Default, standard infantry. Stronger than early Creeps and a solid choice between cost, survivability and firepower to use for outposts or general use. Sergeant - A stronger but more expensive version of Soldier. Boomer - Bomb-carrying suicide infantry; single use, high damage. Needs to distract with other units to work properly. Runner - Fast moving Infantry. Has less survivability and penetration than Soldier but faster firing weapons and the ability to rush an outpost just like Probe. SAM - Shoots hard-hitting high penetration homing missiles that can be shot down, but are somewhat fragile. Shooter - Lightly armoured long range sniping infantry with an auto targeting AI that allows them to stop to fire at their targets much like Bucky. Fixer - Repairing infantry able to disarm mines. Can repair on the move unlike other healing units. Probe - Has the fastest movement, cheapest cost and quickest build time but is weaponless and fragile. Perfect for keeping an Outpost occupied when enemy is attempting to neutralize it or blitzing an Outpost and taking units out immediately to secure it, due to its almost nonexistent delay time to enter one. Jumper - Jumping infantry with a heat-seeking rocket launcher, has invulnerability frames while in the air. Rocketeer - Flying Infantry with similar stats to Soldier which can land to capture outposts. Perfect for maps with many gaps or uneven terrain as they don't follow standard unit pathways and don't get hit mid-flight by ground units. Necro - Resurrects destroyed units to half health, regardless of team, then self-destructs. Cannot resurrect Neutrals except in Wastelands. Good to pepper around your army so destroyed units have a chance at second life for a much lower cost than building them again. Butcher - (Upkeep: 2) - Requires Level 3 to build. Offensive melee infantry with extremely high DPS to cost ratio and weak armor. These units are perfect for shredding tanks and benefit from the infantry dodge chance, but are used disposably. One of the most used units in the current meta (as of v.76180). Brute - (Upkeep: 2) - Requires Level 4 to build. The Goliath of infantry. 2 Upkeep. They are good for heavily fortifying an outpost you want secured and prevented from Cheesing, since they are the hardest Infantry to get rid of. Beware that 4 of them cost 8 upkeep that you won't get back until they're destroyed.

Vehicles Vehicles are all units that are mobile but cannot secure an outpost. They are used for attacking Outposts or pushing forces to secure areas of the map.

Light Units These units have lighter armor but are usually faster, and most of them have light, fast firing weapons that can quickly neutralize an Outpost for a much lower cost than tanks. In masses, they can be hard to deal with but have problems dealing with Stasis. Gatty also normally deals near its maximum potential damage output against them. All of them except some exceptions only require 1 upkeep.

Zipper - The fastest vehicle, chance to spawn a Runner on death. Very light weapons but can detonate Heavy Mine for a tank push in the cheapest way possible. Tango - A zipper with a sidecar, an even higher chance to spawn a Runner and a secondary chance to spawn two simultaneously. Boxer - APC that can carry up to 4 Infantry; effective damage soaker. Has the speed of a Tank, so can go with tank pushes decently well. Bucky - A long-range missile unit that is able to stop itself when firing on a target, perfect for clearing neutrals and putting pressure on an enemy, but very easy to destroy and distract. Has a chance to drop a SAM. Rebel - A cheap, makeshift vehicle in the fashion of a Syrian rebel tank with higher end armor but low penetration. Has a chance to drop a Soldier. Joker - Extremely cheap vehicle with an infantry strapped to the back. Similar to Zipper and Tango in firepower and to drop a Runner, but has a turret and is much more flexible . Jackal - Medium armour and health vehicle with similar chassis to Joker Gangster - (Upkeep: 2) - heavily armoured, fast attack vehicle, armed with a turret. Jammer - Low cost radar jamming unit. Due to a bug in current version, its jamming is extremely limited. Ratters - Very low survivability in return for high penetration, high DPS weapons for its cost. Downside is its high build time. Flakker - An anti-air unit on a truck chassis that deals unavoidable damage. Patcher - Lightweight utility truck with repair capabilities and high speed, able to keep up with other light units. Cannot repair on the move. Heavy Vehicles Tanks can be your main source of damage output and damage absorbency. They can take alot of damage, and offensive tanks are usually the most hard hitting in the game. All units in this category also have half the armor from behind them and thus take significantly more damage when fired on from the back. You can use almost exclusively units from this category and still have a very solid army.

Armadillo - (Upkeep: 1) - Low cost but most of all low upkeep, all around fast light tank. Low acceleration means that every decision to change course needs to be deliberate. Can kill everything without problems when massed as its DPS to cost and upkeep ratio is fantastic for the penetration it has. Dies instantly when a Heavy Mine explodes. Longhorn - (Upkeep: 2) - Single-barreled main battle tank with high penetration and standard DPS against heavier units, a very standard backbone of an army that can be used for anything, but struggles somewhat against lighter units and infantry distracting them. Gemini - (Upkeep: 2) - Analogous to Longhorn, this unit shares almost all traits except for the weapon. A double-barrel configuration with less penetration than Armadillo but higher DPS than both it and Longhorn gives it more overall potential than Longhorn. It's better suited against lighter units but can still compete until later into the match when heavier units are pulled out. Seeker - (Upkeep: 2) - A powerful anti-air and anti-mech missile launcher on a tank chassis. It's a very solid option in any army to repel air and harassment from mechs, but can be avoided. Not the best option to use against Bomber. Ratchet - (Upkeep: 2) - A standard armored tank with repair capabilities, great to pair with Seeker and a standard tank. Cannot repair on the move. Buster - (Upkeep: 2) - Standard HP, heavily armored from the front and can only fire when facing the target leaving it vulnerable when changing targets or being surrounded and distracted. Extreme amounts of penetration and raw alpha allow them to dispose of tanks very quickly if left unattended to. They have slightly higher range than standard tanks (18 vs 19), so they can be used in a micro war to slowly push the enemy. Requires Level 3 to build. Grinder - (Upkeep: 4) - A medium-size drill excavator repurposed to shred enemy units. It's very hard to destroy and has high DPS, perfect for pushes. It also clears Missile Silo markers. Requires level 5 to build. Roller - (Upkeep: 3) - A roller unit with extremely high health, analogous to Grinder in its function. It doesn't do much damage but clears mines without taking damage in return, but is usually outperformed by Grinder in most aspects. Turtle - (Upkeep: 2) - Unarmed mobile shield, very slow movement. Its armor doubles when stationary (tucked away in its shell). While it is not a stereotypical "tank", it still has half armor in the back, which is standard for all other tanks. All ranged attacks will divert to the Turtle, including artillery. Sonya - (Upkeep: 3) - A jammer-type unit with a medium field of jamming and higher bulk than Jammer. Requires Level 4 to build. Due to a bug in current version, its jamming is extremely limited. Goliath - (Upkeep: 4) - Heavy late-game tank that is the natural advancement of Longhorn. Once you pull these units out their superior health to cost efficiency and extremely high health, armor and penetration will give your army an edge over the enemy. Gorgon - (Upkeep: 3) - Heavy late-game tank with a HAAT on its chassis that allows it to move along with your Goliath or Devastator to improve the bulk of your anti air compared to relying on Seeker and Flakker, which by that point of the match won't compete well against other enemy units. Devastator - (Upkeep: 5) - Heavy late-game tank with highest upkeep to power efficiency, highest DPS, highest penetration. Everything below its tier bows before it once you have it on the field, being a powerful unit in late game to pressure the enemy with. It's analogous to the Silo as far as late game units go, both requiring Level 9 to build. Stationary Units Stationary units are completely immobile, usually able to rotate, and can be placed on sockets to heal themselves and double their combat abilities in the case of turret-style stationaries, or require a socket to function for utility-style stationaries. There are a high amount of varying stationaries with different uses, but usually specialize in a specific task.

Turrets All Turrets function when they are not on sockets, but receive bonuses when placed on one including damage, fire rate and a heal bonus. They are perfect for leveraging your defenses around centralized points and reinforcing a captured Outpost.

T45 - (Upkeep: 1) - A light defensive turret with extremely high efficiency of cost to health and build time. At 4500 cost, 3 seconds base build time and a very high salvage return ratio, these units can be pulled out quickly for defense. They outrange T99, Longhorn, Goliath and most standard units, so can be used to snipe neutrals early without taking damage or needing a dedicated long range unit. T99 - (Upkeep: 2) - A heavier version of the T45 with the ability to fire at mechs with missiles as a secondary firing mode. While not as efficient, they can still be used as strong buffers in defensive lines to deter harassment of units while also defending with their own primary cannons. They are very powerful on a socket. Gatty - (Upkeep: 2) - A minigun with extremely high DPS that scales down against heavier armor and cannot attack Buster from the front or Turtle from anywhere but the back. They are even good for offensive drops against outposts, as their extreme DPS allows them to clear at point blank. They are also good for defending against Butchers, which are potent when left unattended against. Tesla Tower - (Upkeep: 2) - Fires an strike of electricity that surges through multiple enemies and applies stasis effect to all of them, increasing in total damage the more units are present. Perfect for defending against pushes. Pepper - (Upkeep: 2) - Fires bursts of dumbfire rockets like a shotgun, with an EXTREME burst of damage at short range if all rockets hit, allowing multiples of them to shred units if left unattended. When destroyed it deals significant damage to surrounding units including friendly fire against allies. Range is high enough to be used as a form of artillery, but not recommended. Requires Level 4 to build. Sentry Turret - (Upkeep: 1) - Anti-infantry turret. Acts as a tiny Gatty; has an arc similar to Archy and Pepper to be able to fire. Not very good in standard usage. Artillery Artillery are a special type of Turret that take a very significant amount of time to acquire their targets via aiming while having a relatively high vision range. They fire splash damage shells that fly in an arc, but they cannot attack targets close to them. Like Turrets, Artillery gains some buffs when socketed.

Arty - (Upkeep: 1) - Artillery with less cost and carry mass than Archy making it easier to wield multiple early game, has high AoE splash damage and radius. Not recommended unless you know what you're doing as it will lose in a range battle against Archy. Archy - (Upkeep: 1) - Slightly longer range and punch than Arty, deals more direct damage at the cost of splash. Usually the best choice for a standard army. Bertha - (Upkeep: 4) - Very powerful artillery that can often kill a player if they aren't paying attention with the AoE of an Arty and range and power of an Archy. Requires Level 7 to build. Anti-Air Anti-air turrets function as buffers for enemy mechs to harass, forcing players to be more cautious on where they go on the offensive. These units ONLY focus fire on AirMechs and air units such as Baloom, Hero and Vulcan.

Stinger - (Upkeep: 1) - EXTREMELY high efficiency anti-air unit that fires missiles at a consistent rate instead of in bursts like Seeker and T99 do. T45 and Stinger have about the same efficiency of cost to health and build time, the highest in the game. HAAT - (Upkeep: 2) - Heavy anti-air turret with unavoidable flak weapons. These are best used against Bomber as Bomber benefits from being able to fly away from oncoming missiles. Requires Level 4 in game to build. Support Support-type stationaries either heal or perform other duties that are a tactical advantage, but don't need to be socketed to be used still.

Aegis - (Upkeep: 2) - Missile-destroying laser system similar to some defense systems used in the real world. Great against Helix AtG (Air to Ground), but cannot keep up with missiles from too many bursts at a time. Honeypot - (Upkeep: 3) - A repair stationary unit with the longest range and highest rate of healing of all healing units. It can be used in a socket to increase range and heal rate and function as a medic for your units, on and off socket. Only downside is it is immobile compared to others.

Sockets Socket Units only function while on a friendly pad. They give bonuses to you and your teammates, such as increased income, or unit cap.

Bot Spawner - (Upkeep: 2) - Spawns creeps that are the same as fortress creeps every 13 seconds compared to standard 20. Generator - (Upkeep: 2) - Recharges energy of nearby Mechs and improves the energy regeneration significantly of an Outpost when socketed. Damages everything close to it including friendly fire when destroyed, can be used as a crude Bomb if that's not in your loadout. Money Maker - (Upkeep: 1) - Generates credits at very small rate, pays for itself late into the match but forces you to sacrifice time and credits setting them which will clog up the build queue and leave your early pushes weaker. Lunchbox - (Upkeep: 1) - Creates a shield around outposts and forts that applies Stasis to all Infantry that approach the field. Whopper - (Upkeep: -3) Increases your maximum upkeep by 3 while socketed. Dinger - (Upkeep: 3) - High cost, build time and upkeep but has the highest range of jamming of all Jamming type units. Built at Level 5. Due to a bug in current version, its jamming is extremely limited. Missile Silo - (Upkeep: 2) - Launches Nukes onto markers placed by Mechs. Built at Level 9. Credit boxes Credit boxes generate interest at a rate of 1% every 10 seconds when on the ground, or 1% every 4 seconds when socketed. Income is not automatically acquired, instead a player must pick the box up and sell it, which will give the player the normal selling price plus interest, depending on how long it was on the field. These are the only units in the game that can be recycled for more than their full original price. It can also be used to transfer credits between teammates, or as the in-game description jokingly puts it, "an expensive wall".

Lockbox - (Upkeep: 1) - 5,000 credits. Safebox - (Upkeep: 2) - 10,000 credits. Vaultbox - (Upkeep: 3) - 20,000 credits. There is also a special type of Lockbox that only appears in the maps Duel and Salt when spawning from an Elevator, which provides 6,000 credits instead of 5,000 and can be picked up by both teams or destroyed by your mech for significant XP.

Mines Mines cannot move and may be disarmed by healing units and Roller. Light Mines and Heavy Mines have an arm time that is reset if a unit rolls over them before the arm time is completed. In contrast, Stasis Mines and Bear Traps do not have an arm time, but Stasis Mines still have a short period they need to wait to arm for their ability. Bomber's bombs ability CAN damage mines after repeated flyovers, but usually it's not worth the energy.

Bear Trap - (Upkeep: 1) - Traps infantry and does damage over time, cannot be shot but can be destroyed by repair units and melee. Light Mine - (Upkeep: 1) - Short arming time and detonation, weak damage, very rarely used but very easy to set down and almost no consequences due to its low cost. Heavy Mine - (Upkeep: 2) - Long arming time (10 seconds approximately). Can not be triggered by AirMechs or infantry. Zipper can be used as a cheap way to detonate these and keep your more valuable units secured, and when going at full speed is able to outrun the mine detonation and survive. Stasis Mine - (Upkeep: 1) - Applies the Stasis effect to all units that enter its field, which link up to 2 other Stasis Mine. When a unit is not moving and in its field, it will not apply a continual Stasis effect and instead only do so when a unit moves over it. There is a bug that makes it so the field itself will not apply to vehicles in low quantities that don't pass over the mines itself but will apply to Infantry and mechs, while moving over the mine itself or having many units pass over the field will apply it to all of them that pass through. Support Supportive flying units have no offensive capabilities, instead giving buffs to your units, such as healing or radar.

Hero - (Upkeep: 2) - Repair unit, only can heal AirMechs and cannot salvage. Skyeye - (Upkeep: 1) - Provides a minimap radar in the area where it is stationed with a high range, very cheap and useful for keeping intel on the map. Vacuum Scrapper - Wastelands Only - Follows pilot around picking up scraps and salvages destroyed units for salvage credits. Limit 4 at a time. Offense Offensive flying units do damage to the enemy AirMech and units in the area.

Baloom - (Upkeep: 3) - Seeking air mine that cannot be commanded, explodes upon contact with an enemy AirMech. Vulcan - (Upkeep: 1) - A flying Warthog-style gatling gun with decent HP and the ability to be commanded. It cannot cross empty gaps in maps like Chasm as because they follow ground unit paths and there isnt a air path for them. Easy to kill (in late game) and hard to use, be warned. They can vaporize a fort from full hp to 0 if used in big masses, and even kill mechs that approach to much to them (when there is 15+ of them).

AirMechs are the Pilot-controlled Vehicles in AirMech. They can transform between a Ground form and an Air form, and can engage Enemy units and AirMechs in their respective positions (i.e. can engage grounded AirMechs and units on the ground, and airborne AirMechs in the air). Their other critical function is the transportation of units.

During the game, AirMechs gain Experience points and thereby Level up. Leveling up increases the stats of the AirMech and also allows certain abilities to be built. At level 1, all AirMechs have access to 1 level point which can be used to unlock 3 abilities (e.g. Osprey Heal Beam, Helix Rockets, Neo cloak, Striker afterburner). Earning more XP unlocks more ability upgrade points (via building units or killing enemy units) for existing abilities, until the player reaches the maximum level, which is 20. Every mech has its own Ultimate Ability, and it is not upgradable until the player earns sufficient XP to get level 6. The higher ability points spent in 1 specific ability throughout the game will make it more sufficient (more damage, longer effects for less energy). Some units are locked until the mech get leveled up to a specific XP amount.

There are currently 9 types of base AirMechs. There are variants available for all the AirMechs. A variant is a Skin, identical stats to the base version within AirMech Strike, but looks (in color and details) dramatically different. When used within AirMech Wastelands however, some variants may have increased stats over the base versions.

All AirMechs give 100 XP per kill, have 45-60 weapon piercing values and armor values of either 75, 80, or 85.

M-11 Striker: While in Air mode, the Striker can dominate the skies using its Air-to-Air missile system. On the ground, the Striker can employ an energy sword and shield to attack forces on the ground.

M-05 Helix: The Helix is not as fast as other AirMechs, but is excellent for transporting units. The helix is a good mech for supporting the team with units and controlling outposts it is even pretty good at taking outposts. It is built with strong armor, and fires volleys of rockets as its secondary weapon.

M-30 Bomber: The Bomber AirMech design sacrifices some speed for reduced radar signature, and the ability to drop bombs from the air. When on the ground, this AirMech employs a deadly melee attack, and can upgrade a 'Mantis Strike' ranged attack ability.

XM-85 Neo: The Neo AirMech is an experimental high tech fighter. It is more fragile than other AirMechs but is very fast and even has a cloaking ability.

XM-51 Saucer: While in Air mode, the Saucer can reprogram enemy units to join its team and quickly blink away. While in Robot mode, the Saucer can use its powerful Deathray to destroy enemy units, or activate countermeasures to disrupt enemy weapon systems.

M-23 Osprey: Osprey is the main Support class AirMech that can repair units in the field. It has good armor and health, but is not very strong offensively. It is equipped with a reinforced structure to allow for increased carrying capacity.

M-10 Warthog: Highly survivable, easily repaired, and armed with a tried and true ballistic rotary cannon. The purity of the design could also be seen as its main drawback, not having as much advanced technology as some of the more exotic AirMech designs.

M-47 Paladin: It uses Defense, Attack and Speed Aura abilities to buff nearby units. Its massive tower shield provides increased protection from frontal attacks. Its Hammer can be thrown to temporarily disable enemies. Used together, these abilities provide excellent crowd control and support while fighting alongside your army.

M-38 Angel: The Angel is a light-weight recon aircraft equipped with a Sniper Rifle for long-range attacks against enemy units with deadly accuracy. The Angel is also equipped with evasive maneuvers such as the Glide and Loop abilities if it is caught behind enemy lines.

Pilots:(The Notable Ones) Natasha: Characteristics Natasha is effective as a mech-centric pilot, giving bonuses to speed and firepower at the expense of unit production and carrying abilities. Advantages

Fast moving and easy to use, works well as a fast and hard-hitting pilot, useful for hit-and-run attacks or speedy support A generally decent fighter. Disadvantages

Is unable to build units quickly. Cannot carry units as efficiently as other pilots may be able to. Good Loadouts

Works with loadouts that do not require a fast build speed, so not aggressive builds. Is great for dog-fighting and scouting mechs such as Striker and Neo due to Natasha's air dominance

Natasha left the relative comfort of the few remaining cities to seek adventure in the Wastes for reasons unknown. She moves fast and hits hard, exhibiting an artful ferocity.

Hawk: From an early age Hawk showed a natural interest in building machines and a mind for optimizing processes. Few can match his constructive ingenuity, especially in the resource-starved post-War world.

Ashe: Specializing in superior air combat skills, Ashe all but assures dominance of the sky over any battlefield and is especially adept at swatting missiles out of the air. Shrouded in mystery, no one has ever seen his eyes.

Lexi: Born in a shelter in the aftermath of the War, Lexi is the youngest Pilot to occupy the cockpit of an AirMech. A scavenger and tinkerer, she's spent her youth improving the more esoteric pieces of technology that find their way onto the battlefield.

Erik: The last surviving member of a royal bloodline, Erik learns quickly on the battlefield. He maintains his honorable heritage as a warrior in the face of the barbarism of the Wastes, adapting to ever-changing combat situations.

Mako: Raised in the Wasteland where power is as crucial as food and water, Mako specializes in squeezing extra juice out of his AirMech. His skill allows him to have longer staying power in the heat of battle.

Petros: Petros is the sole survivor of a post-War community ravaged by bandits who overwhelmed their meager defenses. Vowing never to let such a terrible act repeat itself, he focuses on securing and holding the territories under his control.

Raven: Raven is a second-generation Pilot, coming from a clan of expert navigators and scouts. Swift and agile with a tendency toward antagonism, she fights like the wind and is equally hard to catch.

Beppo: A weapon smuggler for hire, Beppo moves equipment further and faster than anyone else. He's also not above dipping into his extensive arms inventory to equip his forces with guns that pack an extra punch.

Kira: A weapon smuggler for hire, Beppo moves equipment further and faster than anyone else. He's also not above dipping into his extensive arms inventory to equip his forces with guns that pack an extra punch.

Samson: An experienced field commander, Samson increases the effectiveness of units under his command. This sometimes comes at the expense of his own safety, but you don't get to be his age without being crafty and lucky.

Goh: Goh was a newly-promoted Sergeant Major during the War, where she led numerous guerrilla operations. She is a born leader, inspiring her infantry forces to feats of battlefield brilliance.

There are 5 Factions. The Blue Resistance are what the Notable Pilots are part of. The Red Army:A Group of People that believe strength is a Necessity in the Wasteland. Valuing power and Strength above all else. They have a Red and Yellow Paint Scheme. With Blue Visors

Blue Resistance:A Faction Fighting back against the Iron Hand. They dont want any conflicts with any other Factions. They Just Want to Survive. They have the Blue and White Paint schemes. With Yellow Visors

Green Armada:A highly Militaristic Faction. Priding themselves on their Forces and Honor. They have Green and White Paint Schemes. With Yellow Visors.

Carbon Technicans:They have the Black and Orange Paint Scheme. The Visors and such being Cyan. They are the best of the 5 Factions. but rarely Seen

HAND:A Tyrannical Faction with Machines leading it. They are en mass in numbers and Forces. They constantly hunt down any Humans spotted and such.

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