Myko Hourglass

  • This article covers the Mykonian unit Myko Hourglass.
    Myko Hourglass.


    (This article is currently under construction!)


    1 Statistics

    Placeholder. This entry will list the vital game stats of the object in the list and table forms. Alternatively, it could be assigned into a separate module here.


    2 Overview

    Placeholder. This entry will cover general descriptions for the object from the lore and gameplay perspectives.


    3 Attributes

    Placeholder. This entry will cover more detailed and specific descriptions for the object.


    4 Technology Upgrades

    Placeholder. This entry will cover technology upgrades available for the object in the single-player campaigns.


    5 Gallery

    Placeholder. This entry will contain various pictures and artworks of the object from the game. Alternatively, it could be assigned into a separate module here.


    6 Trivia

    Placeholder. This entry will contain some miscellaneous aspects of the object that is not essential.


    7 Notes

    Placeholder. This entry will contain any brief additional information about the object.

Original Urban Assault help files entry.

Myko Hourglass


Class:Helicopter

hourglas.gif

Weapon type:Ion cannon
Machine gun:Yes
Firepower:****
Fire rate:***
Hit points:*****
Armor:**
Speed:****
Best used against:Tanks


This is the Mykonian equivalent of a heavy helicopter and has modest energy reserves. Because it resembles two separate fuselages fused together by an energy link, it came to be known in Eastern Europe as the Hourglass, although it is also known as a Myko Schwer. The Hourglass first appears midway through the campaign.

(This article is under construction!)


This section contains basic in-game information and properties of the object.

Single-Player & Multiplayer

Myko Hourglass

Vehicle NameMyko Hourglass
Vehicle ID63
Vehicle ClassHeavy Helicopter-Aircraft (heli)
Energy50000 (500)
Shield21%
Radar Range1
AI Flight Altitude350
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 Rating6 (vs Host Station)
2 (vs Aircraft)
7 (vs Helicopter)
10 (vs Tank)
9 (Sector Conquest)
3 (Reconnaissance)

Weapon System

Weapon ID63
Weapon ClassIon Cannon (rocket)
Weapon Firepower80000 (800)
Damage Multiplierx1.5 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 Count4
Salvo Delay3000 (3 seconds)
Machine Gun/AutocannonNo



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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