Information
This is a basic overview list that contains the general information of the Mykonian units and buildings.
More detailed information will be made available at the individual faction/unit entries in UA Wiki/Lexicon in future.
The Mykonian is one of the four major factions in Microsoft Urban Assault. The Mykonian is a playable faction in multiplayer mode.
Host Station
Single-player Host Station
Myko Station (Default/AI)
Weapon System
Weapon ID | 82 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 30000 (300) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1000 (1 seconds) |
Rate of Fire (User) | Default (1000; 1 seconds?) |
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NOTES
* Placeholder.
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Multiplayer Host Stations
Myko Station (Default)
Weapon System
Weapon ID | 80 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 13333 (133) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1000 (1 seconds) |
Rate of Fire (User) | 600 (0.6 seconds) |
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Myko Station (Modem)
Vehicle Name | Myko Station |
Vehicle ID | 58 |
Vehicle Class | Host Station (robo) |
Energy | N/A (Variable) |
Shield | 85% |
Radar Range | 3 |
Turret ID | 162 |
Total Turret Number | 1 |
AI Flight Altitude | 400 |
Weapon System
Weapon ID | 122 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 23300 (233) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1000 (1 seconds) |
Rate of Fire (User) | 600 (0.6 seconds) |
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NOTES
* Placeholder.
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Vehicles
Single-player & Multiplayer Vehicles
Myko 5P0 Air Prism
Vehicle Name | Myko 5P0 Air Prism |
Vehicle ID | 65 |
Vehicle Class | Light Helicopter-Aircraft (heli) |
Energy | 14000 (140) |
Shield | 56% |
Radar Range | 1 |
AI Flight Altitude | 150 |
AI Attack Distance (vs Sectors) | 1000 |
AI Attack Distance (vs Units) | 1000 |
AI Retreat Distance (vs Sectors) | 50 |
AI Retreat Distance (vs Units) | 400 |
AI Task Preference Rating | 3 (vs Host Station) 2 (vs Aircraft) 4 (vs Helicopter) 8 (vs Tank) 8 (Sector Conquest) 6 (Reconnaissance) |
Weapon System
Weapon ID | 65 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 28000 (280) |
Damage Multiplier | x1.5 vs Tanks x0.5 vs Aircraft |
Rate of Fire (AI) | 390 (0.39 seconds) |
Rate of fire (User) | 390 (0.39 seconds) |
Salvo Count | 3 |
Salvo Delay | 3000 (3 seconds) |
Machine Gun/Autocannon | No |
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Myko XO1 Quadda
Vehicle Name | Myko XO1 Quadda |
Vehicle ID | 64 |
Vehicle Class | Special Medium Aircraft (zeppelin) |
Energy | 19000 (190) |
Shield | 58% |
Radar Range | 1 |
AI Flight Altitude | 200 |
AI Attack Distance (vs Sectors) | 700 |
AI Attack Distance (vs Units) | 700 |
AI Retreat Distance (vs Sectors) | 300 |
AI Retreat Distance (vs Units) | 300 |
AI Task Preference Rating | 10 (vs Host Station) 5 (vs Aircraft) 6 (vs Helicopter) 1 (vs Tank) 2 (Sector Conquest) 4 (Reconnaissance) |
Weapon System
Weapon ID | 64 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 29000 (290) |
Damage Multiplier | x0.5 vs Tanks x1.5 vs Host Stations |
Rate of Fire (AI) | 350 (0.35 seconds) |
Rate of fire (User) | 550 (0.55 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Myko Static
Vehicle Name | Myko Static |
Vehicle ID | 66 |
Vehicle Class | Special Sentry Aircraft (zeppelin) |
Energy | 35000 (350) |
Shield | 1% |
Radar Range | 1 |
AI Flight Altitude | 20 |
AI Attack Distance (vs Sectors) | 1000 |
AI Attack Distance (vs Units) | 1000 |
AI Retreat Distance (vs Sectors) | 50 |
AI Retreat Distance (vs Units) | 400 |
AI Task Preference Rating | 1 (vs Host Station) 2 (vs Aircraft) 3 (vs Helicopter) 9 (vs Tank) 1 (Sector Conquest) 1 (Reconnaissance) |
Weapon System
Weapon ID | 66 |
Weapon Class | Long-range Triple Ion Cannon Blast (rocket) |
Weapon Firepower | 7000 (70) |
Damage Multiplier | x1.5 vs Tanks x0.5 vs Host Stations |
Rate of Fire (AI) | 500 (0.5 seconds0 |
Rate of fire (User) | 300 (0.3 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Myko Ground Cube
Vehicle Name | Myko Ground Cube |
Vehicle ID | 68 |
Vehicle Class | Light Anti-air Hovercraft (tank) |
Energy | 9500 (95) |
Shield | 25% |
Radar Range | 1 |
AI Flight Altitude | N/A (12) |
AI Attack Distance (vs Sectors) | 650 |
AI Attack Distance (vs Units) | 550 |
AI Retreat Distance (vs Sectors) | 150 |
AI Retreat Distance (vs Units) | 400 |
AI Task Preference Rating | 1 (vs Host Station) 5 (vs Aircraft) 6 (vs Helicopter) 2 (vs Tank) 4 (Sector Conquest) 3 (Reconnaissance) |
Weapon System
Weapon ID | 68 |
Weapon Class | Guided Ion Cannon (missile) |
Weapon Firepower | 5000 (50) |
Damage Multiplier | x0.7 vs Tanks x0.7 vs Host Stations |
Rate of Fire (AI) | 700 (0.7 seconds) |
Rate of fire (User) | 400 (0.4 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | Yes; 4000 (40) damage per second |
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Myko Hourglass
Vehicle Name | Myko Hourglass |
Vehicle ID | 63 |
Vehicle Class | Heavy Helicopter-Aircraft (heli) |
Energy | 50000 (500) |
Shield | 21% |
Radar Range | 1 |
AI Flight Altitude | 350 |
AI Attack Distance (vs Sectors) | 1200 |
AI Attack Distance (vs Units) | 1000 |
AI Retreat Distance (vs Sectors) | 340 |
AI Retreat Distance (vs Units) | 440 |
AI Task Preference Rating | 6 (vs Host Station) 2 (vs Aircraft) 7 (vs Helicopter) 10 (vs Tank) 9 (Sector Conquest) 3 (Reconnaissance) |
Weapon System
Weapon ID | 63 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 80000 (800) |
Damage Multiplier | x1.5 vs Tanks x0.5 vs Aircraft x0.5 vs Host Stations |
Rate of Fire (AI) | 300 (0.3 seconds) |
Rate of fire (User) | 300 (0.3 seconds) |
Salvo Count | 4 |
Salvo Delay | 3000 (3 seconds) |
Machine Gun/Autocannon | No |
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Myko Air Stick
Vehicle Name | Myko Air Stick |
Vehicle ID | 69 |
Vehicle Class | Light Anti-air Fighter (plane) |
Energy | 30000 (300) |
Shield | 10% |
Radar Range | 1 |
AI Flight Altitude | 300 |
AI Attack Distance (vs Sectors) | 900 |
AI Attack Distance (vs Units) | 900 |
AI Retreat Distance (vs Sectors) | 400 |
AI Retreat Distance (vs Units) | 500 |
AI Task Preference Rating | 3 (vs Host Station) 10 (vs Aircraft) 8 (vs Helicopter) 2 (vs Tank) 1 (Sector Conquest) 6 (Reconnaissance) |
Weapon System
Weapon ID | 69 |
Weapon Class | Guided Ion Cannon (missile) |
Weapon Firepower | 6000 (60) |
Damage Multiplier | x0.5 vs Tanks x1.5 vs Helicopters x1.5 vs Aircraft x0.5 vs Host Stations |
Rate of Fire (AI) | 300 (0.3 seconds) |
Rate of fire (User) | 300 (0.3 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Myko Bomber
Vehicle Name | Myko Bomber |
Vehicle ID | 70 |
Vehicle Class | Heavy Bomber (plane) |
Energy | 45000 (450) |
Shield | 1% |
Radar Range | 2 |
AI Flight Altitude | 550 |
AI Attack Distance (vs Sectors) | 1250 |
AI Attack Distance (vs Units) | 1200 |
AI Retreat Distance (vs Sectors) | 300 |
AI Retreat Distance (vs Units) | 300 |
AI Task Preference Rating | 4 (vs Host Station) 1 (vs Aircraft) 3 (vs Helicopter) 10 (vs Tank) 10 (Sector Conquest) 5 (Reconnaissance) |
Weapon System
Weapon ID | 70 |
Weapon Class | Ion Cannon Bomb (bomb) |
Weapon Firepower | 60000 (600) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 2000 (2 seconds) |
Rate of fire (User) | 1000 (1 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Myko Crusher
Vehicle Name | Myko Crusher |
Vehicle ID | 145 |
Vehicle Class | Light Anti-air Fighter (plane) |
Energy | 15000 (150) |
Shield | 15% |
Radar Range | 1 |
AI Flight Altitude | 350 |
AI Attack Distance (vs Sectors) | 700 |
AI Attack Distance (vs Units) | 700 |
AI Retreat Distance (vs Sectors) | 300 |
AI Retreat Distance (vs Units) | 300 |
AI Task Preference Rating | 1 (vs Host Station) 7 (vs Aircraft) 8 (vs Helicopter) 1 (vs Tank) 0 (Sector Conquest) 4 (Reconnaissance) |
Weapon System
Weapon ID | 62 |
Weapon Class | Guided Ion Cannon (missile) |
Weapon Firepower | 2000 (20) |
Damage Multiplier | x0.4 vs Tanks x1.6 vs Helicopters x1.3 vs Aircraft x0.2 vs Host Stations |
Rate of Fire (AI) | 150 (0.15 seconds) |
Rate of fire (User) | 150 (0.15 seconds) |
Salvo Count | 7 |
Salvo Delay | 2000 (2 seconds) |
Machine Gun/Autocannon | No |
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Myko Radar
Vehicle Name | Myko Radar |
Vehicle ID | 67 |
Vehicle Class | Satellite (ufo) |
Energy | 5500 (55) |
Shield | 10% |
Radar Range | 4 |
AI Flight Altitude | 450 |
AI Attack Distance (vs Sectors) | 150 |
AI Attack Distance (vs Units) | 100 |
AI Retreat Distance (vs Sectors) | 10 |
AI Retreat Distance (vs Units) | 50 |
AI Task Preference Rating | 0 (vs Host Station) 0 (vs Aircraft) 0 (vs Helicopter) 0 (vs Tank) 0 (Sector Conquest) 10 (Reconnaissance) |
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NOTES
* The unit of time used in the game engine/data script is in milliseconds by default.
* All energy values that appear in the game are divided by 100 from the actual engine/data script values.
* Player-controlled units will receive -60% incoming damage and increased manoeuvrability, as well as alternative firepower.
* AI-specific parameters such as flight altitudes or attack patterns are completely ignored when the unit is directly controlled by the player.
* AI-controlled air units can override their pre-set flight altitude values when targeting player-controlled vehicles above them, or when attacking host stations.
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Buildings
Single-player Buildings
Power Station
Building ID | 10 (0A) |
Building Type | Power Station (kraftwerk) |
Sector Type | 229 (E5) |
Construction Cost | 103000 (1030) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 68 |
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Flak Station
Building ID | 13 (0D) |
Building Type | Flak Station (defcenter) |
Sector Type | 228 (E4) |
Construction Cost | 170000 (1700) |
Structure Component | Yes; 1 Flak Turret |
Component ID | 113 |
Structure Resistance | Placeholder |
Turret Weapon | 113 - 117 |
Weapon System
Weapon ID | 117 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 30000 (300) |
Damage Multiplier | x1.5 vs Helicopters x1.5 vs Aircraft |
Rate of Fire (AI) | 1500 (1.5 seconds) |
Rate of Fire (User) | 1500 (1.5 seconds) |
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Radar Station
Building ID | 72 (48) |
Building Type | Radar Station (radar) |
Sector Type | 241 (F1) |
Construction Cost | 96000 (960) |
Structure Component | Yes; 1 Radar Antenna |
Component ID | 140 |
Structure Resistance | Placeholder |
Radar Range | 10 |
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NOTES
* This list does not include special buildings that are normally not available for a construction.
* The unit of time used in the game engine/data script is in milliseconds by default.
* All energy values that appear in the game are divided by 100 from the actual engine/data script values.
* The durability of structures in the game follows different algorithms to calculate damage on sector/sub-sector models. This information will be covered in the separate section.
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Multiplayer Buildings
Power Station 1
Building ID | 10 (0A) |
Building Type | Power Station (kraftwerk) |
Sector Type | 229 (E5) |
Construction Cost | 103000 (1030) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 64 |
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Power Station 2
Building ID | 56 (38) |
Building Type | Power Station (kraftwerk) |
Sector Type | 229 (E5) |
Construction Cost | 143000 (1430) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 128 |
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Power Station 3
Building ID | 63 (3F) |
Building Type | Power Station (kraftwerk) |
Sector Type | 229 (E5) |
Construction Cost | 183000 (1830) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 192 |
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Flak Station
Building ID | 26 (18) |
Building Type | Flak Station (defcenter) |
Sector Type | 228 (E4) |
Construction Cost | 170000 (1700) |
Structure Component | Yes; 1 Flak Turret |
Component ID | 113 |
Structure Resistance | Placeholder |
Turret Weapon | 113 - 117 |
Weapon System
Weapon ID | 117 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 30000 (300) |
Damage Multiplier | x1.5 vs Helicopters x1.5 vs Aircraft |
Rate of Fire (AI) | 1500 (1.5 seconds) |
Rate of Fire (User) | 1500 (1.5 seconds) |
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Radar Station
Building ID | 29 (1D) |
Building Type | Radar Station (radar) |
Sector Type | 241 (F1) |
Construction Cost | 96000 (960) |
Structure Component | Yes; 1 Radar Antenna |
Component ID | 140 |
Structure Resistance | Placeholder |
Radar Range | 10 |
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NOTES
* This list does not include special buildings that are normally not available for a construction.
* The unit of time used in the game engine/data script is in milliseconds by default.
* All energy values that appear in the game are divided by 100 from the actual engine/data script values.
* The durability of structures in the game follows different algorithms to calculate damage on sector/sub-sector models. This information will be covered in the separate section.
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