• This article covers the Sulgogar unit Mean Green.
    Mean Green.


    (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.

Mean Green


Class:Plane

meangrn.gif

Weapon type:Particle beam
Machine gun:No
Firepower:**
Fire rate:***
Hit points:**
Armor:**
Speed:***
Best used against:Planes, bombers, helicopters


The Mean Green, an airborne warrior unit, fights with an energy flash like that of an eel. These plant/animal hybrid weapons (registered as a MOAUS-Z–class alien creature) have organic barklike shielding that provides strong protection befitting its warrior status in the Sulgogar hierarchy. Additionally, they can be tough to defeat in large numbers. The Mean Green is first encountered late in the campaign.quoticon.gif

(This article is under construction!)


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

Single-Player

Mean Green

Vehicle NameMean Green
Vehicle ID71
Vehicle ClassMedium Anti-air Fighter (plane)
Energy20000 (200)
Shield30%
Radar Range1
AI Flight Altitude150
AI Attack Distance (vs Sectors)1100
AI Attack Distance (vs Units)2500
AI Retreat Distance (vs Sectors)10
AI Retreat Distance (vs Units)10
AI Task Preference Rating5 (vs Host Station)
10 (vs Aircraft)
9 (vs Helicopter)
3 (vs Tank)
5 (Sector Conquest)
5 (Reconnaissance)

Weapon System

Weapon ID71
Weapon ClassGuided Particle Beam (missile)
Weapon Firepower30000 (300)
Damage Multiplierx0.5 vs Tanks
x1.5 vs Helicopters
x2.0 vs Aircraft
Rate of Fire (AI)900 (0.9 seconds)
Rate of Fire (User)900 (0.9 seconds)
Salvo CountN/A
Salvo DelayN/A
Machine Gun/AutocannonYes; Default (4000; 40?) damage per second



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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