Jerome-092/Gameplay: Difference between revisions

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m (→‎Commander Jerome: Hydra link switch)
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*'''Tier 2 Leader Powers'''
*'''Tier 2 Leader Powers'''
**'''Time for Heroes I''': All units gain increased speed, damage, and armor, but only when the population is at 40 or less.
**'''Time for Heroes I''': All units gain increased speed, damage, and armor, but only when the population is at 40 or less.
**'''Time for Heroes II''': Increased population minimum to 60.  
**'''Time for Heroes II''': Increased affected population maximum to 60.  
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
***Population Cost: N/A
***Population Cost: N/A
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***Power Cost: 50
***Power Cost: 50
***Cooldown: 210 seconds
***Cooldown: 210 seconds
**'''Restoration Drones II''': Increases power of Restoration drones
**'''Restoration Drones II''': Increases power and radius of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 300
***Power Cost: 70
***Power Cost: 70
***Cooldown: 210 seconds
***Cooldown: 210 seconds
**'''Restoration Drones III''': Increases power of Restoration drones
**'''Restoration Drones III''': Increases power and radius of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
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***Cooldown: 180 Seconds
***Cooldown: 180 Seconds
*'''Tier 5 Leader Powers'''
*'''Tier 5 Leader Powers'''
**'''Field Promotion''': All non-veteran units in the area are granted veteran level 1.
**'''Field Promotion''': All non-veteran units in the area are granted veteran level 1, including units inside garrisoned structure or buildings.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 800
***Supply Cost: 800
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**'''Tier:''' 3
**'''Tier:''' 3
**'''Cost:''' Supplies 0, Power 750
**'''Cost:''' Supplies 0, Power 750
In campaign Jerome-092 acts the same as he did in ''Halo Wars'', barring Spartan slam. In Multiplayer Jerome-092 comes in two variations: one exclusive to [[James Cutter]] largely identical to how he functions in the campaign, and one exclusive to Commander Jerome that performs differently. Both versions of Jerome can be built at the [[UNSC Armory]]. For the Captain Cutter version unupgraded Jerome starts off [[dual wielding]] [[M6C magnum]]s and is great against infantry, but only okay against vehicles, aircraft, and structures. Once upgraded with a Spartan Laser Jerome will be effective against vehicles and aircraft. In [[Blitz]] Jerome-092 costs 220 energy and features the Rush ability that eliminates spawn debuffs. Commander Jerome cannot hijack enemy vehicles but is able to inspire nearby troops to increase damage and call in a personalized command Mantis. He also wields a custom Hydra instead of a Spartan Laser. Jerome can pilot the Mantis himself or the player can use it as a separate unit. The Command Mantis will only use its missiles if Jerome is piloting it. If the Mantis is destroyed while Commander Jerome is piloting it Jerome will take damage, but he will not die. Unupgraded Commander Jerome is great against infantry, aircraft, and structures, but only okay against vehicles. Once the ''Improved Inspire'' upgrade has been purchased Commander Jerome will perform well against vehicles. In Blitz Commander Jerome costs 240 energy.
In campaign Jerome-092 acts the same as he did in ''Halo Wars'', barring Spartan slam. In Multiplayer Jerome-092 comes in two variations: one exclusive to [[James Cutter]] largely identical to how he functions in the campaign, and one exclusive to Commander Jerome that performs differently. Both versions of Jerome can be built at the [[UNSC Armory]]. For the Captain Cutter version unupgraded Jerome starts off [[dual wielding]] [[M6C magnum]]s and is great against infantry, but only okay against vehicles, aircraft, and structures. Once upgraded with a Spartan Laser Jerome will be effective against vehicles and aircraft. In [[Blitz]] Jerome-092 costs 220 energy and features the Rush ability that eliminates spawn debuffs. Commander Jerome cannot hijack enemy vehicles but is able to inspire nearby troops to increase damage and call in a personalized command Mantis. He also wields a custom Hydra instead of a Spartan Laser. Jerome can pilot the Mantis himself or the player can use it as a separate unit. The Command Mantis will only use its missiles if Jerome is piloting it. If the Mantis is destroyed while Commander Jerome is piloting it Jerome will take damage, but he will not die if his shield was fully recharged when inside Mantis when he's low on health. Unupgraded Commander Jerome is great against infantry, aircraft, and structures, but only okay against vehicles. Once the ''Improved Inspire'' upgrade has been purchased Commander Jerome will perform well against vehicles. In Blitz Commander Jerome costs 240 energy.


===Strategy===
===Strategy===
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