Uncrewed

Uncrewed

Not enough ratings
Uncrewed Beginner Guide #2: Bombing them Back into the Stone Age
By Lanceraad
You know how to move, now it's time to blow things up. Here we will discuss weapons, tactics and strategy.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Here we will discuss GUNS! All rts's need some destructive power, and Uncrewed has a healthy roster. We will also discuss tactics here.

Note: the game has had some ballance changes that are not in this guide, I'm too lazy to update all stats. Only the revolver gun seems to have quite diminished power now (sadly). The rest is still quite similar, with some small variations in DPS.

Laser VS Rocket
The basic gist will come down between energy weapons and rockets. Both have their positives and negatives, and probably make up the majority of combat units. Energy weapons are better for bigger vehicles and have better endurance. Rocket weapons are better for hit and runs/raiding. This does not mean all other weapons are bad, at some point all except the Plasma Discharger have merrit.

Endurance
Sometimes you need vehicles that can operate for longer streches of time. You need to fight somewhere on the other side of a big map or just need to push into the enemy base. Endurance can be a decisive factor in engagements, as the side that runs out of ammo first will lose. Endurance will be a factor that will come up a number of times in this guide.

Range and the heat of battle
I've found that range is often not the deciding factor in engagements, but then again my micro is terrible. If you can micro units well, range might be more important. Uncrewed is not a micro heavy game (which I think is a good thing).
In the heat of battle armies can often clash and mingle on very short ranges. This makes it hard to test unit effectiveness one on one in the sandbox. Things like EMP can also get less effective in the chaos.

Damage
Interestingly, most weapons have a DPS of around 8. DPS allone does not tell the full story. A high hit damage weapon works better with hit and run tactics. Whilst heavy units may want more damage potential (the ammount of damage they can dish out before they need to reload).

Building vehicles
It is important that vehicles have room to move their weapons. If you test a vehicle make sure that it can hit almost 360 degrees, and that weapons (especially cannons) don't get stuck inside the vehicle (remember the heat of battle part!).
Try to fire on a unit that comes from behind a couple of times. The force fire button in the sandbox is your friend.

Disclaimer
Please note that most of my experience stems from battles against the AI, as I rarely play MP games, so this is mostly theory (The AI does not use EMP's for example, argubly the weapon with the most impact. Ai also has a distain for anything resembling logistics).
The game is still in development, all stats and tactics are subject to change.
Starting Weapons
All of these weapons require just the Armory thus making it tier 1 weapons, these weapons include the only two three ballistic weapons in the game.

Plasma Discharger

This is the cheapest weapon available, but it's damage is almost non existant and it's range is abysmal. The Roteray-Gun is better in every regard. The Plasma Discharger is an energy weapon, so instead of ammo it uses battery power. Now all starting weapons have plenty of ammo, so this is not a huge bonus. The downside is that it's vunerable to EMP's and won't work underwater.
Just take something else, even the game uses the 6-Barrel Roteray-Gun as standard.

6-Barrel Rotary-Gun

THE starting weapon. All units with weapon racks will have this equipped as the default. It has a lot of ammo, and some decent firepower. It's a good weapon for early game or cheap units or it can be used as a cheap defence for miners. I'ts also a fairly good AA gun.
The name is way to long though, what's wrong with machine gun, minigun or the less acurate chaingun? Fixed! thank goodness for a dev that listens!
It does less damage to submarines.

1-Barrel Revolver-Gun

A relatively unused weapon, it is kind of neat non the less. Same overall damage output and price as the Roteray-Gun, but a longer range and higer per-shot damage. It packs more than enough ammo to last a while. I'd definitely reccomend giving it a try. It may be a good defence against early aircraft due to it's range.
It does less damage to submarines.

Large Rotary gun

This gun's one word description would be: relliable. Whatever happens, this thing will fire, and hit its opponent. EMP's have no effect, it does not care about batteries and unlike rocket launchers, it packs more ammo than the enemy will pack health. The fact that it sprays bullets everywhere will make it hit anything, no matter how fast it is. Don't let it's relatively low DPS fool you, with a range of 8 and the knockback effect it has on enemies, this weapon is something to be reconed with.
If you are ever unsure what kind of weapon you should use, this thing can do it all: ruin your enemies economy early game, to being a soft counter to EMP's late game and a solid choice for long battles far away from resupply (like besieging the enemy base). And it only requires an armory!
There are only 2 downsides besides it's relatively low DPS. Firstly like all large weapons, it has a nasty kick. Small vehicles will roll, tiny ones will become improvised spacecraft. Second, like all non-rocket ballistic weapons, it does less damage underwater.
Still, I highly reccomend you give this gun a spin, nothing beats the whir of a vulcan cannon puming your enemy full with led.


Weapon Rack

I had to throw this one in somewhere, so it might as well be here. The weapon rack fits any non-large gun, and automatically gets equipped with the 6-Barrel Roteray-Gun. To equip any other weapon, simply drag your unit from the production (bottom left of the UI). Once you start dragging, a bar will appear just above the UI in the middle of the screen. This bar shows the weapons, simply continue dragging to the weapon of choice to equip it. Once equipped, all subsuquent units you produce will have the same weapon untill you equip something else.
The Weapon Rack makes sure you do not have to have many copies of units in the game. It also makes you able to react to strategies of the opponent. It is higly reccomended to have at least one solid unit with one or more Weapon Racks.
Explosive Weapons
The explosive weapons only require an Explosives Lab and an Armory, and could be considered tier 2 weapons. Even though explosions sound cool, these weapons are more of a mixed bag with mostly novelty items.

Cannon

All tanks need Cannons right? Well, maybe not in Uncrewed. It's the tier 2 weapon, but because teching is so fast in Uncrewed, cannon tanks wil likely encounter missiles by the time they reach the enemy base. Because of the knockback of missiles, and the short cannon range (5, on par with the 6-Barrel Rotary-Gun) the cannon vehicle could already be destroyed before it can shoot. Add the fact that the gun can't aim completely up or down and its tendency to become stuck inside the vehicle (because of it's length) make the poor old cannon not that great of a weapon. The only upside is it's ammo capacity and the fact that it out damages tier 1 weapons.

Grenade Launcer

This weapon is quite a niche weapon. Quite a good range and the ability to shoot over walls. And a very high hit damage (with a reasonable DPS). The downside is that the grenades need to travel in an arc to hit the target. This makes it impossible to hit anything that moves. It's still a quite good hit and run weapon for static targets. It's splash damage can be nasty as well.

Artillery Gun

The first of the big weapons. These big weapons count as two smaller ones. The Artillery Gun has the same ups and downs as the Grenade Launcher. It does have the longest range in the game together with the Large Rail Gun at 15. It is nice for attacking static targets, but it's low fireing speed combined with the shells being able to be destroyed by Lasers(Needs more testing) make this weapon a tad underwhelming. The range is still quite small weirdly. But it is nice for vehicles in the rear that shoot over your front line troops or as a siege weapon for turteling enemies. It also does tons of (splash)damage.
The vehicle with this weapon should have a broad and stable (or flying) base as the recoil is quite mean.
It should also be noted that the gun fires directly (not in an arc) if the enemy is close enough.

Warhead

Kamikaze weapons. Suicide your vehicle into the enemies! There is no limit on the ammount of bombs you can put on your creation, so stick many to the vehicle. It can be set to detonate on proximity (as a mine) or when attacking a unit (so you can choose what vehicle gets it).
Obviously you'll never need to reload, just make sure your unit is both expendable, and armored enough.
I have not seen these used outside of the Campaign, so I'm going to count them as niche.
Rockets
Rockets are one of the two bread and butter weapons you can choose (the other being energy). They have high damage, range, no knockback and an explosion that knocks enemies back. There are only two downsides: the first is that rockets have low ammo and the second is that rockets can get shot down by Lasers. Rockets perform the better on faster units that are able to quickly reload at the nearest pad or supply vehicle. The explosions can be big enough to flip vehicles, making them even more deadly. Rockets are also exelent anti-EMP weapons as they can not be disabled and have exelent range.
Rockets also perform well underwater as (anti) submarine weapons.

Rocket Launcher

This is THE weapon for raiding. with only 8 Rockets but exelent range and hit damage. Get your vehicle in there, pop off a few shots, and get it back to base. Do note that the long shape of the weapon can prevent it from shooting up and down, making it a bit hard to use as an (anti) aircraft weapon.

Micro Launcher

With 2x the ammo and 2/3'd the hit damage, the micro launcer is better for vehicles that need some extra endurance. There is more damage potential over time and more ammo. With 16 rockets, you will see it deplete quite fast. So make sure you can reload it easily.

Fragmentation Launcher

This weapon was designed to deal with swarms, and as such as more of a scatter to it. There is more damage potential but not all rockets will hit the intended target. The lage AOE tends to damage frendlies a lot as well. Swarms tend not to be big problems for most weapons, so equipping this one is optional.
Energy Weapons
This is technically split into Plasma and Laser weapons, and technically includes the Plasma Discharger. But the weapons are very similar and you should not care about the Plasma Discharger.
Energy weapons do not have ammo, they feed entirly on battery power. Any vehicle that relies heavily on these weapons should take ample batteries with it (at least 6-8). These weapons are for edurance. Larger vehicles that have to fight either long battles or need to chase enemies to the other side of the map. Energy weapons also work wonders on bigger maps, where supplies may be hard to come by.
All energy weapons do not function underwater and will not fire if the vehicle has been stunned by an EMP.

Batteries can be rechared at repair pads or with the Maintainance Tool. It takes a long time to recharge these vehicles (the logical down side to endurance) but this can be sped up with additional healing pads next to each other or multiple Maintainance Tools. The vehicle with the Maintainance Tool transfers its own energy, so make sure that vehicle has more than enough batteries on board.

Laser

One of my favorite weapons. It does not look like much at first glance, with low hit damage (but good DPS) and low range. However, this is the only weapon that has the ability to destroy enemy rockets (and other slow projectiles such as artillery shells). Making this the ideal and only real counter to rocket attacks. Even with the additon of counters to this weapon (EMP's, does nothing underwater, reflective armor and long range plasma guns), it still remains one of the most usefull weapons and the best energy weapon. It is also the only real counter to rockets.

The laser is probably the second most important weapon in the game next to the EMP.

Pulse Laser

This is a bit of a weird weapon. It was supposed to be a Laser without the abbility to shoot down rockets, but with greater range. The new Plasma Launcher overshadows this weapon a bit, as it is cheaper and has a longer range (with 2x lower hit damage but 2x higher fire rate). There are still two bonusses: It can't miss, making it a better AA weapon than the Plasma Launcher, and it has that higher hit damage (still low compared to rockets or grenades), it's good enough to raid with..


With a range of 10, this weapon has the higest range of small weapons (Along with the rocket launcher and railgun). It has a good DPS and price which make this an exelent weapon. It is also supposed to be a counter to Lasers with it's range, although the EMP may be better for that purpose. Laser tanks can cross the distance with relative ease (barring some knockback).
The long length seems not to be a big problem for getting stuck.
*Note, I need to test this some more but it seems to aim low on vehicles, which makes it useless against floating vehicles.


A heavy weapon (takes 2 weapon slots) that is supposed to do a lot of damage short range. It seems to have the same damage output and range as two lasers but with higher energy drain and cost, without the ability to shoot down rockets and a slower response speed. It does have an amazing attack animation though.
EMP

The EMP gun is technically a rocket weapon, but it is so unique that it warrents it's own section. The EMP rockets can not be shot down by lasers, and will stun a vehicle for a short time. Making it unable to move and shoot any energy weapons (including railguns).
This makes the EMP the ultimate counter to all energy weapons. Especially when combined with weapons that don't require energy. The EMP has AOE that can hit friendly units. Units or armies that make heavy use of the EMP should also contain a healty ammount of non-energy weapons such as rockets.

The reason the EMP get's its own section is because it counters more than just energy weapons. The EMP also counters flying units, as these will drop from the sky making them potentially unable to do anything (even shoot rockets if it lands in an unforunate position) until the EMP wears off. Since aircraft make good raiders, this is a nice anti-raiding weapon as well. EMP's will also sink hovercraft.
Interestingly, the EMP can also counter big units. One big unit is easier to stunlock than three or more smaller ones (especially in the heat of battle). Combined with long range weapons, huge and expensive units can be destroyed without to many losses. What makes the EMP weird, is that it also counters close formation swarms of tiny units with the AOE. The AOE is not big enough to hit more than two medium units (and it will usually hit only one). So medium land units (or non-hovercraft on sea) will fare better against armies employing a lot of EMP's.

EMPs themselves get countered by rockets(any non energy weapon will do as well) or a bunch of medium land units.

EMP's can still be somewhat hard to counter, and may be the most important weapon in the game (even though it does 0 damage). Lasers can shoot down EMP's. But the EMP will still go off when it gets destroyed. Due to the short range of lasers, the AOE of the EMP can still hit the vehicle (and it can hit the vehicle that fired). Lasers vs EMP's is a bit of a cat and mouse game, I can't tell if lasers are effective counters, since one hit disables them and you walk the risk of getting stunlocked. If you want a counter vehicle, add rockets and do not solely rely on lasers. Or use the friggin Vulcan Cannon Large Rotary Gun.
Railguns
Raiguns are the most powerfull and long range weapons in the game, but they rely on both energy and ammo. This makes them vunerable to EMP's and prone to running out of ammo. Their recoil is also immense. In short: they inherit all the worst aspects of all other types of weapon for the price of raw firepower.
Their pojectiles can't be shot down and work underwater.

Railgun

The small Railgun is a bit of an oddball. It has the high hit damage/low ammo of a gun for a fast raider (albeit an expensive one). But it's recoil makes any small vehicle tumble. The best place for this weapon is on a flying vehicle, as those can compensate for recoil quite well.

Large Railgun

The Large Railgun is very similar to the artillery gun, but better in almost every way. It fires an unstoppable shell directly with the same range and the same damage. The direct fire will not shoot over obsticales. But it will hit almost everything without to much problems (it can still miss faster units though). The recoil makes this a weapon that requires a larger vehicle, and because of it's awesome power, it is an exelent fit on superunits (which also have a nice detection range). Large vehicles also suffice.
One problem/bug with this weapon is that vehicles can stop firing if they push enemy units out of range. The railgun vehicle will not persue these enemies but just sit there with it's gun ready to fire. Some micro is required in these situations. Nevertheless, this is the most powerfull weapon in the game.
Logistics
Logistics is what makes or breaks any sucessfull battle. You can not win if your vehicles run out of ammo and power before the enemy is beaten. It is usually advisable to make a forward base with repair pads before attacking the enemy base. But sometimes you just need to take a few vehicles with you that resupply the army.

Ammo Printer

This tool will give ammo to any nearby unit. It is quite hard to use since it has a low capacity. One ammo pack can contain a lot of bullets for a gun, but the vehicle will try to top off any nearby unit. The result can be that an entire ammo pack is wasted because a vehicle had 249/250 bullets for it's 6-Barrel Rotary gun. The best usage may be to keep it further back and send units low on ammo back there.

Maintanence Tool

The tool will start with 1/5'th of charge so it should be moved on a repair pad after construction.
A very usefull weapon, it can both repair and recharge vehicles. You could decide to put one of these tools on any vehicle with 4+ weapon slots in order to increase the endurance of the army with the sacrifice of firepower.
You could also make dedicated medics. Medics may require a lot of micro to be usefull. They should either be throwaway fast vehicles or heavy armored ones as they tend to find themselves on the front line of your troops. Medics can sometimes out-heal damage being done and potentially double or tripple the effective HP of a unit (with proper micro).
Do note that recharging other units with the Maintainance Tool just transferes the energy from the medic to the other unit. Medics in energy heavy armies should take ample batteries with them.
Two medics can get stuck in a recharge loop, where they recharge each other. If this goes on long enough they will both run out of energy.

One neat tactic is to have air transport units with Maintaince Tools, so they can support the ground troops they just dropped off (Shoutout to Ariko on the Unoficcial Discord channel for this tactic).
Tactics and Notes
Light or Heavy?
I've been pondering wether or not the heavier unit is better. Against the AI and in the campaign heavier units usually fare better, sometimes even against armies costing more pellets. I'm not confident enough to say the same for multiplayer, so I made a list with the pro's and cons (assuming less heavy units):

Why should you make heavier units:
  • They have more firepower on a smaller footprint (especially good for chokepoints).
  • They will not lose firepower over time in battle.
  • They have less problems with pathfinding than an entire army.
  • They beat armies of smaller units (WARNING: needs more testing!)

Why heavy units might be a bad idea:
  • You are vunerable while the unit is being built/ you are saving cash for it (this is when the enemy can easilly out-spend you).
  • They get stuck more easily.
  • Who the hell raids with a massive land ship?!
  • They are more vunerable to EMP stunlocks, especially aircraft.
  • You have less units to deploy for multiple fronts (less map control).
  • Armies relying on smaller units can react more quickly to enemy tactics: is the opponent building rockets? Build lasers! Is he/she/it building railguns? Make more EMP units!

I have found that heavier units still win from multiple smaller ones, but I don't know the optimum. I usually deploy 200HP units costing around 700 pellets with 4 weapons (or 1 large and 2 smaller ones) as my main battle units. Your milage may differ.
A meta around the size of units is still not there, bigger units tend to fare better up to a point, but what point that is, I do not know. Do use small and cheap units for raiding, but that is quite obvious.

How many guns per unit?
Hard to say, but more guns on one unit can make it more versitile. Since the EMP does no damage, it could be combined with three micro launchers.

Is the EMP OP?
Maybe, but my testing is limited. more MP games need to be played before that can be confirmed. It does add a nice flavour to the game. I swore I saw lasers destroy EMP rockets the other day, but that is kinda hard to test & confirm.

Naming conventions
I stuck with the game's silly names for this guide. All of the plasma weapons + the pulse laser are hard to keep apart. The game also refers to Rockets and not Missiles (even though some seem to be guided) but that's just a nitpick. It could lose the 1/6-barrel nonsense though (chaingun or autocannon would be better).

Closing statement
That was it for this guide! Now go out and Blow some Sh*t up!
7 Comments
HeadHunter996 18 Mar, 2019 @ 5:57pm 
We now have Heat Seeker Rockets for AA rigs.
HeadHunter996 15 Feb, 2019 @ 8:46am 
HeadHunter again, cue the Large Cannon for the Armory Guide update!
Lanceraad  [author] 2 Jan, 2019 @ 8:39am 
I know, there are plenty of improvements to be made here. But thanks for the reminder ^^
HeadHunter996 2 Jan, 2019 @ 8:38am 
There's a Large verion of the Revolver Gun now.
Lanceraad  [author] 15 Nov, 2018 @ 11:49am 
There is another guide underway, but I'm waiting for the impact of the next update
HeadHunter996 13 Nov, 2018 @ 12:43pm 
Well thought out guide to the Armory. Nice work!
StormCmmdr 4 Nov, 2018 @ 3:06pm 
i enjoyed reading this and getting antoher person outlook on the tools we have.