Command Auras

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Death_Kitty
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Joined: 15 Apr 2017, 18:20

Command Auras

Postby Death_Kitty » 15 Apr 2017, 18:47

I looked for it here, found a few posts that were supposed to come later, but they never did so...

What are the exact percentages on the aura bonuses for command units (and if there is a radius for said auras that anyone knows, that would be cool as well ;)

Tanks in advance!

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MarKr
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Location: Czech Republic

Re: Command Auras

Postby MarKr » 16 Apr 2017, 13:22

Legend:
Suppression = how fast the ATTACKING unit suppresses targets
Received suppression = how much faster/slower the unit which is being shot at gets suppressed
Cooldown time = each bullets-firing weapon has a magazine. When the magazine is empty the weapon needs to RELOAD. Before the magazine is empty, the weapon has some duration between each shot/burst - this duration is COOLDOWN, so "cooldown reduction" = fires the content of magazine faster.

US Captain: (applies to all US infantry except for AB units)
Vet0:
Received suppression: -50%
Sight radius: +25% (this is the reason why Spotters under command aura have so huge sight)
Accuracy: +12.5%
Vet2:
Received experience: +25%
Weapon cooldown time: -10%
Weapon reload time: -10%
Received Damage: -15%
Vet4:
Weapon damage: +15%
Pop cap: +4 (Remnant of vCoH system - in BK is not very useful as people play with fixed 250 pop cap)

US HQ Squad: (applies to US AB units only)
Vet0:
Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:
Received experience: +25%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4:
Weapon damage: +15%
Pop cap: +4

US M20 Command Venicle: (applies to all US vehicles)
Attack aura:
Penetration: +25%
Accuracy: +50%
Range aura:
Max range: +10
Max sight: +10
Defensive aura:
Received accuracy: -75%
Weapon accuracy: -75%

CW Commando Captain: (applies to Commandos infantry only)
Vet0:
Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:
Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4:
Weapon damage: +15%
Pop cap: +4

CW Lieutenant: (applies to all CW infantry except for Commandos units)
Vet0:
Accuracy: +10% (does NOT stack when more LTs are nearby)
Damage: +2.5% (stacks when more LTs are nearby)
Damage: +2.5% (does NOT stack when more LTs are nearby)
Makes units move faster if in enemy/neutral territory (does NOT stack when more LTs are nearby)
Vet1:
Enables "Heroic Charge" ability (for details check Numbers behind abilities)
Vet2:
Weapon reload speed: -10% (stacks when more LTs are nearby)
Received experience: +15% (does NOT stack with other XP bonus providing modifiers)
Received suppression: -10%
Weapon cooldown speed: -10%
Vet3:
Pop cap: +4
You can have multiple Lieutenants and their bonuses stack on infantry so the bonuses are overall lower than bonuses of Officers of other factions.
Stacking: When you have 1LT near your troops he provides the +2.5% damage and at the same time another +2.5% damage but when another LT comes he only provides additional +2.5 damage so when two LTs command one squad they have +7.5% damage (not +10%) and in the same way 3LTs provide +10% damage instead of expected +15%.

CW Captain:
Vet0:
Infantry:
Received Suppression: -50%
Received Damage: -20%
Health Regeneration: 0.004
Emplacements:
Maximum health: +25%
Vet2:
Infantry:
Received Suppression: -50%
Maximum health: +15%
Health Regeneration: 0.004 (practically doubles the effect from Vet0)
Emplacements:
Maximum health: +15%
Vet3:
Bonus to Fuel or Munitions income from the sector he’s in (approximately +3).

CW Command Tank:
Vet0:
Sight radius: +5
Weapon reload time: -15%
Weapon range: +2.5
Vet2:
Sight radius: +5
Weapon reload time: -10%
Weapon range: +2.5
Firefly only:
Weapon reload time: -20%

WH Officer/ PE Hauptsturmführer:
Vet0:
Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:
Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Received Damage: -15%
Vet4:
Weapon damage: +15%
Pop cap: +4

WH Stormtrooper Command Squad:
Vet0:
Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:
Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4:
Weapon damage: +15%
Pop cap: +4

There you go :)
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Death_Kitty
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Re: Command Auras

Postby Death_Kitty » 16 Apr 2017, 15:40

Thanks friend. Now I may see the OP-ness of my units as they charge with glorious abandon!

speeddemon02
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Joined: 20 Jan 2015, 03:11

Re: Command Auras

Postby speeddemon02 » 16 Apr 2017, 17:27

Thanks for this, I was missing this info. Vet 3 for all the infantry officers is increased command aura range if i am not mistaken.

Does the CW Commando Captain apply Captain bonuses to commandos, both lieutenant and captain, or something else?

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Death_Kitty
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Joined: 15 Apr 2017, 18:20

Re: Command Auras

Postby Death_Kitty » 16 Apr 2017, 19:57

speeddemon02 wrote:Thanks for this, I was missing this info. Vet 3 for all the infantry officers is increased command aura range if i am not mistaken.

Does the CW Commando Captain apply Captain bonuses to commandos, both lieutenant and captain, or something else?

He is up there; he gives his own bonuses.

speeddemon02
Posts: 153
Joined: 20 Jan 2015, 03:11

Re: Command Auras

Postby speeddemon02 » 16 Apr 2017, 20:57

totally missed that thx

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MarKr
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Location: Czech Republic

Re: Command Auras

Postby MarKr » 17 Apr 2017, 00:27

speeddemon02 wrote:Thanks for this, I was missing this info. Vet 3 for all the infantry officers is increased command aura range if i am not mistaken.
As far as I know command aura range stays the same in each level and the radius is the same for all the infantry commanders except for AB HQ squad who has bigger radius.
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speeddemon02
Posts: 153
Joined: 20 Jan 2015, 03:11

Re: Command Auras

Postby speeddemon02 » 17 Apr 2017, 01:54

I remember seeing "improved command aura" float above the officers head, but wasn't 100% certain of when or if it did increase the range. I went and tested to verify and see and it happens on Vet 2 and the officer did effect units that were further out.

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sgtToni95
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Joined: 04 May 2016, 09:50
Location: Italy

Re: Command Auras

Postby sgtToni95 » 07 Aug 2017, 12:44

1 quick question: do commando units and weapon crews get defensive bonuses while being in normal captain sector?


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