Definition of Terms



The following is a list of Definitions to Common Game Terms, Player Slang and In Chat Abbreviations.

- A -

 * Area of Effect ( AoE ) - A specified area in which any Unit or Building within or passing through will be equally exposed either to Damage, a Status Effect or both for a spicified duration of time.
 * Arc Fire - see Indirect Fire.

- B -

 * Bait Unit - A Unit placed in the Range of a Defensive Unit or Turret to draw its fire allowing for other attacking Units to get in close without taking damage.
 * Burst Damage - ...

- C -

 * Calculated Map Speed - A representation of Map Speed that has been derived by physical measurement but has not been officially stated In-Game.
 * Coiner - A Player who spends a large amount of money on Gold Coins in order to speed up Unit Repairs usually for the purpose of spamming a Enemy Base during an attack.
 * Concussion ( Stun ) Weapons - A weapon that creates a concussive wave causing targets to be temporarily immobilized and unable to fire.  This condition is signified by a Yellow "@" above the effected unit.
 * Construction Limit - A restriction to the number of a specified Building that may be constructed due to its own limitations or to other external requirements.

- D -

 * Damage Filter - Filters that adjust the amount of the Statistical Damage a Unit inflicts upon the four Classes of targets. More Info.
 * Damage Per Second ( DPS ) - The Accumulative Damage produced by a weapon over a time period of one second.
 * Direct Fire - Shots that follow a straight Line of Sight path to the target.
 * Drop -  A synchronized spawning of a large number of Deposits or Special Rogue Bases in a World Map Sector.

- F -

 * Flak Effect  - The Aerial equivalent of Splash Damage. Upon hitting a target an explosion is produced which will damage anything in close proximity to the point of impact.
 * Flame Damage  -  ( Damage Type )  - Special damage dealt without catching the target on fire in contrast with the Napalm ( Fire ) ( [[File:Napalm-ICON.png]] ) Status Effect which does catch the target on fire and causes continuing damage over time.
 * <span style="color:rgb(81,149,106);">Footprint  - A restricted area of the Player's Base in which the construction and placing of all Buildings are confined within, including Barricades and Defense Platforms.

- G -

 * <span style="color:rgb(44,232,94);">Gold Coins - A In-Game currency the is purchased with real world Money.  It is use primarly to speed up certain processes such as the Repairing and Upgrading of Units and Buildings.

- H -

 * <span style="color:rgb(44,232,94);">Health - The numeric representation of how much damage can be done to something before it is destroyed.
 * <span style="color:rgb(44,232,94);">Hex Per Second ( hps ) - A unit of Map Speed expressing the number of Hex's covered in one Second.

- I -

 * <span style="color:rgb(44,232,94);">Indirect Fire - Firing a projectile in an Arc trajectory without relying on a direct line of sight between the gun and its target.
 * <span style="color:rgb(44,232,94);">Invulnerability Shield ( [[File:InvulnerabilityShield-ICON-Blue.png]] ) - - A limited duration energy bubble that covers and protects a Unit from sustaining damage or being exposed to Status Effects.

- L -

 * <span style="color:rgb(44,232,94);">Last Stand Defenders ( LSD ) - - Enemy Infantry units which are ejected from most Buildings upon its destruction to aggressively continue the defense of the base being attacked.
 * <span style="color:rgb(44,232,94);">Limited Tech - - Schematic Components which are unlocked in small numbers ( Packs ) thus restricting the amount of Units that may be customized to one per one unlocked tech component.

- M -

 * <span style="color:rgb(44,232,94);">Map Speed - A statistical representation of how fast a Unit travels on the World Map.  This number is independent of the Unit stat: Speed.
 * <span style="color:rgb(44,232,94);">Missile Volley - See Volley Fire.

- P -

 * <span style="color:rgb(44,232,94);">Player vs Environment ( PvE ) - An conflict within a game between a live players and computer controlled opponents.
 * <span style="color:rgb(44,232,94);">Player vs Player ( PvP ) - An interactive conflict within a game between two or more human participants.
 * <span style="color:rgb(44,232,94);">Production Limit - A restriction to or confinement of a the number of a specified Unit that may be produced or utilized within set of defined parameters.

- R -

 * <span style="color:rgb(44,232,94);">Rate of Fire ( RoF ) - The frequency at which a weapon fires or launch its projectiles. Measured in Rounds Per Minute ( RPM ).

- S -

 * <span style="color:rgb(81,149,106);">Sector  - A isolated portion of the World Map consisting of a 500 x 500 hex map in which a Player may engage in PvP and PvE activities.
 * <span style="color:rgb(81,149,106);">Siege Damage  -  ( <span style="color:rgb(168, 168, 75);">Damage Type )  - Special increased Damage dealt specific to Buildings.
 * <span style="color:rgb(81,149,106);">Splash Damage  -  ( <span style="color:rgb(168, 168, 75);">Damage Type )  - Reduced Damage done to Buildings or Units that are in close proximity to but not at the central impact point of an attack.
 * <span style="color:rgb(81,149,106);">Spoils of War - ....
 * <span style="color:rgb(81,149,106);">Standard Units - A set of Units immediately available for Unlocking upon construction of the Tech Center and Academy.
 * <span style="color:rgb(81,149,106);">Status Effects -  - A Defined set of temporary modification to the condition of affected Buildings & Units that negatively impact their performance in various ways over a period of time.
 * <span style="color:rgb(81,149,106);">Sustain Damage - ...

- U -

 * <span style="color:rgb(44,232,94);">Unit Class - The Identifier showing which of the 3 Top Level Categories a Units belongs to : Aircraft, Infantry or Vehicle.
 * <span style="color:rgb(44,232,94);">Utility Component - A Schematic Component that may be used to fill any available Utility Slot of a Schematic.
 * <span style="color:rgb(44,232,94);">Utility Slot - A Schematic Slot that may be filled from a shared pool of Utility Components.

- V -

 * <span style="color:rgb(44,232,94);">Volley Fire - Is the practice of having a group of weapons all fire simultaneously at the enemy forces at once, usually to make up for inaccuracy, slow rate of fire, and limited range, and to create a maximum effect.

- W -

 * <span style="color:rgb(44,232,94);">World Map - - The .....

Slang Terminology

 * <span style="color:rgb(44,232,94);">Meat Shield -  A Unit or Units usually with high Health that is placed in front a of a more vulnerable, less armored Units when attacking in order to draw the defensive fire.

Abbreviations - Unit

 * <span style="color:rgb(44,232,94);">HF -   Hellfire - ( <span style="color:rgb(44,232,94);">eHF - Elite Hellfire )
 * <span style="color:rgb(44,232,94);">HF - Hellfire - ( <span style="color:rgb(44,232,94);">eHF - Elite Hellfire )
 * <span style="color:rgb(44,232,94);">WH - Warhawk - ( <span style="color:rgb(44,232,94);">eWH - Elite Warhawk )