Difference between revisions of "Main Page"

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Line 217: Line 217:
| No
| No
|-
|-
| Destroyer
| [[Destroyer]]
| [[Shipyard]]
| [[Shipyard]]
| 150
| 150
Line 230: Line 230:
| Yes
| Yes
|-
|-
| Missile Ship
| [[Missile Ship]]
| Sea
| [[Shipyard]]
| 150
| 150
| 0.80
| 0.80
| 60
| Cost: 60 cap<br>Time: 85.7 s
| 4.2
| Cost: 4.2 cap/min<br>Energy: 5.0 /min
| 5.0
| Grenade: 3.0 HP/s<br>Range: 4.0 u
| 3.0
| Grenade: 3.0 HP/s<br>Range: 4.0 u
| 30.0
| Missile: 20.0 HP/hit<br>Range: 8.0 u<br>Rate: 1 round/4s<br><br>Cannon<sub>1</sub>: 10 HP/s<br>Range: 4.0 u
| 5.0
| Grenade: 6.0 HP/s<br>Efficiency: 10.0%
| No
| No
|-
|-
| Landing Craft
| [[Landing Craft]]
| Sea
| [[Shipyard]]
| 110
| 110
| 0.80
| 0.80
| 60
| Cost: 48 cap<br>Time: 68.6 s
| 3.4
| Cost: 3.4 cap/min<br>Energy: 4.0 /min
| 4.0
| Cannon: 2.0 HP/s<br>Range: 2.0 u
| 2.0
| Cannon: 2.0 HP/s<br>Range: 2.0 u
| 2.0
| Cannon<sub>1</sub>: 3.0 HP/s<br>Range: 2.0 u
| 4.2
| Cannon: 3.0 HP/s<br>Efficiency: 6.3%
| No
| No
|-
|-
| Cruiser
| [[Cruiser]]
| Sea
| [[Shipyard]]
| 270
| 270
| 0.70
| 0.70
| 96
| Cost: 96 cap<br>Time: 137.1 s
| 6.7
| Cost: 6.7 cap/min<br>Energy: 8.0 /min
| 8.0
| Grenade: 6.0 HP/s<br>Range: 5.0 u
| 6.0
| Grenade: 6.0 HP/s<br>Range: 5.0 u
| 8.0
| Cannon: 8.0 HP/s<br>Range: 2.0 u
| 6.3
| Grenade: 10.0 HP/s<br>Efficiency: 10.4%
| No
| No
|-
|-
| Merchant Ship
| [[Merchant Ship]]
| Sea
| [[Port]]
| 120
| 120
| 0.60
| 0.60
| 48
| Cost: 48 cap<br>Time: 240.0 s
| 3.4
| Cost: 3.4 cap/min<br>Energy: 0.0 /min
| 0.0
| N/A
| 0.0
| N/A
| 0.0
| N/A
| 0.0
| N/A
| No
| No
|}
|}
<sup>1)</sup> Except Bombers
<sup>1)</sup> Except Bombers
<sup>4)</sup>Submarines can attack any sea unit, Shipyards, Subpens, and Refineries at sea.<br>
<sup>4)</sup>Submarines can attack any sea unit, Shipyards, Subpens, and Refineries at sea.<br>
= Structures =
= Structures =



Revision as of 21:39, 16 May 2022

Welcome to the Line War Wiki

With the exception of the offline sandbox mode where you can play around as much as you want, Line War is currently a PvP multiplayer-only RTS game. This wiki will grow over time and act as the official manual for the game. The developers will contribute with confirmed official information, and the community is welcome to update this Wiki and add content and new sections to help out new as well as experienced players.

Game Start Sequence

Learn more about the process to analyze and Select World the initial Picking Phase that starts off every match.

Units

Land Units

Unit Produced By Health
(HP)
Speed
(u/sec)
Production Upkeep Land Damage Sea Damage Air Damage Conquer Efficiency Stealth Recon
Infantry Barracks 90 0.37 Cost: 17.0 cap
Time: 34.0 s
Cost: 1.2 cap/min
Energy: 0.0 /min
Rifle: 3.6 HP/s
Range: 1.5 u
Rifle: 3.0 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.5 u
Rifle: 3.0 HP/s
Efficiency: 17.9%
No No
Commando Barracks 90 0.44 Cost: 30.0 cap
Time: 60.0 s
Cost: 2.1 cap/min
Energy: 0.0 /min
Rifle: 6.0 HP/s
Range: 1.5 u
Rifle: 5.0 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.5 u
Rifle: 5.0 HP/s
Efficiency: 16.7%
Yes Yes
Artillery Factory 80 0.33 Cost: 30.0 cap
Time: 51.4 s
Cost: 2.5 cap/min
Energy: 0.0 /min
Grenade: 3.6 HP/s
Range: 5.0 u
Grenade: 3.0 HP/s
Range: 5.0 u
Grenade1: 3.0 HP/s
Range: 1.5 u
Grenade: 3.0 HP/s
Efficiency: 8.3%
No No
Tank Factory 210 0.60 Cost: 52.0 cap
Time: 74.3 s
Cost: 3.6 cap/min
Energy: 4.3 /min
Projectile: 8.4 HP/s
Range: 1.5 u
Projectile: 7.0 HP/s
Range: 1.5 u
Projectile1: 3.0 HP/s
Range: 1.5 u
Projectile: 7.0 HP/s
Efficiency: 13.5%
No No
SAM Factory 100 0.33 Cost: 48.0 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 0.0 /min
Cannon: 3.0 HP/s
Range: 2.5 u
Cannon: 3.0 HP/s
Range: 2.5 u
Cannon1: 10.0 HP/s
Range: 4.0 u

Missile: 20 HP/hit
Range: 8.0 u
Rate: 1 round/4s
Cannon: 3.0 HP/s
Efficiency: 6.3%
No No

1) Except Bombers

Air Units

Unit Produced By Health
(HP)
Speed
(u/sec)
Range (u) Production Upkeep Land Damage Sea Damage Air Damage Stealth Recon
Interceptor Airport 135 2.50 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Cannon: 9.0 HP/s
Range: 3.5 u
Cannon: 9.0 HP/s
Range: 3.5 u
Missiles: 18.0 HP/hit
Range: 8.0 u
4 rounds/trip

Cannon: 8.0 HP/hit
Range: 3.5 u
8 rounds/trip
No Yes
Striker Airport 135 2.20 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Cannon: 12.0 HP/hit
Range: 3.5 u
Cannon: 12.0 HP/hit
Range: 3.5 u
Missiles: 17.0 HP/hit
Range: 7.0 u
4 rounds/trip

Cannon: 8.0 HP/hit
Range: 3.0 u
6 rounds/trip
No No
Helicopter Airport 120 1.40 45 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Cannon: 8.0 HP/hit
Range: 3.0 u
6 rounds/trip

Missiles: 10.0 HP/hit
Range: 5.0 u
6 rounds/trip
Cannon: 8.0 HP/hit
Range: 3.0 u
6 rounds/trip

Missiles: 10.0 HP/hit
Range: 5.0 u
6 rounds/trip
Missiles: 10.0 HP/hit
Range: 8.0 u
2 rounds/trip
No No
Bomber Airport 135 2.10 60 u Cost: 72 cap
Time: 102.9 s
Cost: 5.0 cap/min
Energy: 5.0 /min
Bomb: 28.0 HP/hit
Range: 4.0
4 rounds/trip
Bomb: 28.0 HP/hit
Range: 4.0
4 rounds/trip
N/A No No
Transport Jet Airport 135 1.70 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
N/A N/A N/A No No
Rocket Launch Pad 270 4.00 Min: 20 u, Max: 60 u Cost: 500 cap
Time: 209.8 s
Cost: 35 cap/min
Energy: 20.0 /launch
600 HP epicenter2
Blast Radius: 15 u
600 HP epicenter2
Blast Radius: 15 u
600 HP epicenter2
Blast Radius: 15 u
No3 No

2) The epicenter delivers maximum damage. The gradient of the target projection area indicates damage fall off. The rocket is the only unit that delivers splash damage.
3) Airborne rockets are easier to spot than normal units/structures

Sea Units

Unit Produced By Health
(HP)
Speed
(u/sec)
Production Upkeep Land Damage Sea Damage Air Damage Conquer Efficiency Stealth Recon
Submarine Subpen 135 0.65 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Torpedo4: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
Torpedo4: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
N/A Torpedo: 6.0 HP/s
Efficiency: 10.0%
Yes No
Destroyer Shipyard 150 0.90 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Grenade: 3.5 HP/s
Range: 4.0 u
Depthcharge5: 11.0 HP/hit
Range: 4.0
Rate: 1 round/2s

Grenade: 3.5 HP/s
Range: 4.0 u
Cannon1: 5.0 HP/s
Range: 2.0 u
Grenade: 6.0 HP/s
Efficiency: 10.0%
No Yes
Missile Ship Shipyard 150 0.80 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
Grenade: 3.0 HP/s
Range: 4.0 u
Grenade: 3.0 HP/s
Range: 4.0 u
Missile: 20.0 HP/hit
Range: 8.0 u
Rate: 1 round/4s

Cannon1: 10 HP/s
Range: 4.0 u
Grenade: 6.0 HP/s
Efficiency: 10.0%
No No
Landing Craft Shipyard 110 0.80 Cost: 48 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 4.0 /min
Cannon: 2.0 HP/s
Range: 2.0 u
Cannon: 2.0 HP/s
Range: 2.0 u
Cannon1: 3.0 HP/s
Range: 2.0 u
Cannon: 3.0 HP/s
Efficiency: 6.3%
No No
Cruiser Shipyard 270 0.70 Cost: 96 cap
Time: 137.1 s
Cost: 6.7 cap/min
Energy: 8.0 /min
Grenade: 6.0 HP/s
Range: 5.0 u
Grenade: 6.0 HP/s
Range: 5.0 u
Cannon: 8.0 HP/s
Range: 2.0 u
Grenade: 10.0 HP/s
Efficiency: 10.4%
No No
Merchant Ship Port 120 0.60 Cost: 48 cap
Time: 240.0 s
Cost: 3.4 cap/min
Energy: 0.0 /min
N/A N/A N/A N/A No No

1) Except Bombers 4)Submarines can attack any sea unit, Shipyards, Subpens, and Refineries at sea.

Structures

Picking Phase

Strategies