 Kykhu Oss The Kykhu Oss adds a formidable tool to the Seraphim commander's arsenal. This heavily-armed but slow walker is able to transform into an air unit for deep insertion behind enemy lines.
 Kykhu Oss The Kykhu Oss adds a formidable tool to the Seraphim commander's arsenal. This heavily-armed but slow walker is able to transform into an air unit for deep insertion behind enemy lines.Strengths
- Transforming
Radar invisible in air mode
Shield piercing missile
Weapon range / Damage is good
Weaknesses
- Slow speed (flying / walking) and facing rate
Must face targets to fire
Low Hitpoints
High Cost
Unit requires micro to be able to use it effectively
YouTube: https://www.youtube.com/watch?v=JUgyGTgeZb8&feature=youtu.be
Disclaimer: This unit is offered to the community to balance as they see fit. I only ask for two things in return... 1st keep the units transformation ability. 2nd focus the unit towards raiding but without making it ridiculously spammable. After all this unit isn't for the lowest common denominator but rather is meant to improve factional / tactical diversity for everyone. (Zep please take note)
The Kykhu Oss comes with the following abilities:
- Chainlighting gun. (Yes his means the bolt can jump between units)
- Pulse cannon.
- Shield piercing missile. (Added 2/27/2015)
- Can transform and fly. (About a 1/3rd slower than a gunship)
- Radar invisible when in air mode.
I've added the spec data from the current lineup of FAF T3 units and the data from the Kykhu-Oss.
- Code: Select all
- Unit Name Harbringer Percival Titan Brick Loyalist Othuum Kykhu Oss
 Unit Id UAL0303 XEL0305 UEL0303 URL0305 URL0303 XSL0303 XSA0310 / XSL0310
 BuildCostEnergy 9600 14000 5400 14000 5400 9600 10000
 BuildCostMass 840 1280 480 1280 480 840 640
 BuildTime (sec / time units) 30 / 3600 50 / 6000 20 / 2400 50 / 6000 20 / 2400 30 /3600 40 / 4800
 Health 4600 9300 2200 9000 3100 6700 3500
 RegenRate (Per Sec) 0.0 0.0 0.0 0.0 0.0 0.0 0.0
 Shield 1300 nil 1200 nil nil nil nil
 Shield Regen (Per Sec) 9.0 nil 9.0 nil nil nil nil
 Est Cost ( (energy / 10) + mass) 1800 2680 1020 2680 1020 1800 1640
 Cost Per Hitpoint (Est Cost / Hp + Shld) 0.391 0.288 0.464 0.297 0.329 0.268 0.469
 Est DPS 240.0 400.0 151.51 375.0 82.5 300.0 250
 Cost per DPS (Est Cost / DPS) 7.500 6.700 6.732 7.146 12.363 6.000 6.560
 BackUp Dist 3.6 2.4 2.7 2.7 2.7 5.4 0.0
 Catchup Accel 3.0 2.0 4.0 2.0 4.0 2.5 2.0
 Max Accel 3.0 2.0 4.0 2.0 4.0 2.5 1.75
 Max Brake 3.0 2.0 4.0 2.0 4.0 2.5 1.75
 Max Reverse 0.0 2.0 0.0 2.5 0.0 0.0 0.0
 Max Speed 3.0 2.0 4.0 2.0 4.0 2.5 1.75
 Turn Rate 120.0 60.0 150.0 60.0 120.0 75.0 60.0
 Turn Radius 5.0 5.0 5.0 2.0 5.0 0.0 0.0
 Vision 22.0 26.0 22.0 26.0 22.0 22.0 26.0
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 Weapon # 1 Label Hi INt Lsr. Ion Can. Pulse Can. Pulse Lsr. Disint. Bolter Beam
 Weapon # 1 Projectile Arc Low Low Low Low Low Low None
 Weapon # 1 Num Projectiles 1 1 1 1 1 1 nil
 Weapon # 1 Damage 300 1600 50.0 150.0 175.0 75.0 100.0
 Weapon # 1 Radius 0.0 0.0 0.0 0.0 0.0 0.0 0
 Weapon # 1 Estimated DPS 240.0 400.0 151.51 375 52.5 150.0 30
 Weapon # 1 Max Range 28 35 20.0 35.0 25.0 25.0 35.0
 Weapon # 1 Min Range 0.0 0.0 0.0 0.0 0.0 0.0 1.0
 Weapon # 1 Muzzle Velocity 30 35 30.0 35.0 30.0 35.0 nil
 Weapon # 1 RoF (rate / sec) 1.25 / 0.8 0.25 / 4.0 3.0 / 0.33 2.5 / 0.4 0.3 / 3.3 2.0 / 0.5 0.3 / 4.0
 Weapon # 1 Firing Randomness 0 0 0.0 0.0 0.0 0.0 0.0
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 Weapon # 2 Label Hvy Bolter Bolter Cannon
 Weapon # 2 Projectile Arc Low Low Low
 Weapon # 1 Num Projectiles 1 1 4
 Weapon # 2 Damage 12.0 75.0 50
 Weapon # 2 Radius 0.0 0.0 0.0
 Weapon # 2 Estimated DPS 30.0 150.0 100.0
 Weapon # 2 Max Range 25.0 25.0 35.0
 Weapon # 2 Min Range 0.0 0.0 0.1
 Weapon # 2 Muzzle Velocity 40.0 35.0 40.0
 Weapon # 2 RoF (rate / sec) 2.5 / 0.4 2.0 / 0.5 0.5 / 2.0
 Weapon # 2 Firing Randomness 0.0 0.0 0.5
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 Weapon # 3 Label Cannon Missile
 Weapon # 3 Projectile Arc Low None
 Weapon # 3 Damage 400.0 400.0
 Weapon # 3 Radius 0.0 2.0
 Weapon # 3 Estimated DPS 100.0 120.0
 Weapon # 3 Max Range 32.0 35.0
 Weapon # 3 Min Range 0.0 5.0
 Weapon # 3 Muzzle Velocity 30.0 10.0
 Weapon # 3 RoF (rate / sec) 0.25 / 4.0 0.3 / 3.0
 Weapon # 3 Firing Randomness 0.0 0.0
So far everything works but the passing of veterancy when the unit changes from land to air mode. I should have a fix for this soon but in the mean time please report any and all issues you may encounter.
ChangeLog
2/26/2015 - V1.0, Initial Release
2/27/2015 - V1.1, Intel bug fixed, changed mass cost from 640 to 760, added shield piercing capabilities to missile, pulse cannon / lightning bean have their max ranges reduced to 30 vice 35, air modes top speed is now 8 vice 12. Will look at the Veterancy issues later on this weekend.
3/3/2015 - V1.2, Removed comments from left / right weapons, increased beam thickness so its easier to see, adjusted walking turn rate so the unit moves more realistically.
Available via the vault and via Download:
V1.0 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
V1.1 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
V1.2 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
Requires: BO Icon support and the unit is build-able via air and land factories.
Enjoy!
Resin




