Mechanics

Lexi, Mako, Kira

Put here any gameplay mechanics that you feel aren’t immediately apparent and are in any way useful to know about.

Navmeshing
All units and objects in the game have navmeshes associated with them. Infantry have 0 navmesh with friendly units. Placing enemy units in their path modifies their available pathing to go around them. Since the 11757 patch outposts have a no drop zone at the doors, and as such most well placed units will block entry indefinitely to infantry.

Unit Mass
Immobile type units have infinite mass, making it impossible for any mobile units to move them. Mobile units can push other mobile units out of their way, which can be useful in busting blockades. (See: Goliaths) Use any immobile type unit to prevent this pushback. Mobile heavy units also will not get pushed by light mobile units, need to test what happens with mediums.

Game length units
Are described in tiles and units. 1 tile = 8 units = one side of an outpost. Arty/Archy has a minimum range of 20 (2.5 outposts) units (Bertha min. is 22) and varying maximum ranges.

Radar
Most units have the default radar range of 14 units for now. Even things that shouldn’t have radar give you vision on the map. As such, you can use any mine unit except for bear traps to sight for you. AirMechs have 30 radar, forts have 40.

Mine Disarm
5 seconds for Fixers/Honeypots, 8 seconds for Patchers. Osprey can disarm mines with heal beams from both air and ground; takes 9 seconds regardless of ability level. These times have changed recently, apparently. Any word on this from anyone?

Transformation (Plane Switching)
When you transform from ground to air and from air to ground, you switch planes of existence instantly. There is a delay of .5 seconds and no movement impedance when you go to ground. There is a delay of 1-1.5 seconds going up during which you can’t fire or move. If you wish to escape mech fire, switch planes, and mechs won’t be able to hit you until they go to the same plane. Works instantly against hitscan weapons. Units have a targeting delay that allows them to shoot you in the air for up to .5 seconds AFTER you’re done transforming. You can also use the cliff falling trick to bypass the lift-off delay for up to 1 second after you land. You go back to air mode instantly, but are able to move and shoot instantly as well unlike the standard transform. See feint transform below in Techniques.

Bunkers
They will automatically latch and face the unit in the direction away from outpost. Infantry will not move, take half damage and heal for 6 hp/sec while bunkered. Other units do not get any benefits from bunkering. Boomer and Grinder do not latch at all. Having any unit in the bunker will prevent infantry from coming in from that entrance.