List of Siege buildings, and their functions(All percentages are additive, not multiplicative):
*Fortification: Defensive buildings
*Container
*Basic defensive building. Takes the shape of a box about 1m in size.
*Increases team RU capacity by 100 for base building
*Heals nearby buildings except for the Base Core
*Each level adds +50RU to team capacity, +50% building heal rate, +50% durability
*Capable of Self Repair as part of its healing capacity
*125 RU base build cost, RU for upgrade starts at 25 and increases by 25 per level (Lv requires a total of 375RU, 25+50+75+100+125, all buildings follow this formula when determining leveling costs)
*Super Container
*High Tier Defensive building, far tougher than a normal Container, and considerably larger, about 2.5m to a side.
*Increases Team Capacity by 1600RU
*Heals nearby buildings except for Base core, much slower than a normal Container
*Each level adds +50RU to team capacity (should be tweaked to +100), +50% building heal rate, +50% durability
*Capable of Self Repair as part of its healing capacity, but is much slower.
*1600 RU Base cost, RU upgrade increments at +60 per level
*Booster
*Gives the player a vertical impulse. Takes the shape of a slowly rotating, vertically aligned, elongated diamond
*Capable of Self Repair, but cannot heal other buildings
*+25% player impulse per Level
*200 RU base cost, RU upgrade +25 per level
*Super Booster
*Gives a strong vertical impulse. Takes the shape of a rapidly and erratically rotating, elongated diamond
*Gives the player a strong lateral impulse (on the same vector as the incoming vector, cannot boost downwards)
*+100% player impulse per level
*1200 RU base cost, RU upgrade +75 per level
*Protector
*Weakly attacks enemies down to 10HP. Takes the shape of an overlapping, rapidly and erratically rotating, elongated diamond cluster
*Also can attack enemy buildings
*+100% Fire rate and attack range per level
*100 RU base cost, RU upgrade +25 per level
*Super Protector
*Strongly attacks enemies down to 10HP. Takes the shape of several irregularly rotating octagonal plates
*Also can attack enemy buildings
*+100% Fire rate and attack range per level
*500 RU base cost, RU upgrade +40 per level
*Poison Guardian
*High Tier defensive building. Takes the shape of several extremely long irregularly rotating spikes
*Saps the health of any nearby enemy to 10HP, and slows target movement
*Can also attack enemy buildings
*+50% damage per tick and +100% slowdown per level
*1500 RU base cost, RU upgrade +50 per level
*Forcefield
*High Tier defensive building
*Provides a bubble shape barrier that blocks all non splash damage and reduces splash damage (nukes and alpha strikes can still bleed through). Enemy translocator disks cannot pass through.
*+20% bubble radius, + 25% health per level
*1200 RU base cost, RU upgrade +30 per level
*Supply: Healing and ammo for players
*Supplier
*Slowly provides Armor, weapons (unlocks weapon mod tiers for SGH?), and ammo. Takes the shape of a slowly rotating orb.
*The more players in it the slower supplies are dispensed.
*Available provided weapons increases with Supplier Level
*+1 weapon Tier, +10% ammo supply rate, +10% armor supply rate per level
*300 RU base cost, RU upgrade +50 per level
*Health pod
*Slowly heals the player (75% base heath at lv0) and provides armor. Takes the shape of a slowly rotating gear.
*The more players in it the slower supplies are dispensed
*Can overheal players starting at LV2 (up to 135% base health @ lv4)
*+10% armor supply rate, + 10% health supply rate, +15% health healed per level, LV5 does not give a overheal boost
*300 RU base cost, RU upgrade +50 per level
*Super Supplier
*Rapidly provides Armor, Weapons, and Ammo. Takes the shape of an irregularly, rapidly rotating orb.
*Can supply as many players at full speed as can fit within the supplier
*Available provided weapons increases with Supplier Level
*+1 weapon Tier, +20% ammo supply rate, +20% armor supply rate per level
*1500 RU base cost, RU upgrade +50 per level
*Super Health Pod
*Rapidly heals the player (75% base health at LV0) and provides armor. Takes the shape of an irregularly, rapidly rotating gear.
*Can supply as many players at full speed as can fit within the supplier
*Can overheal players starting at LV2 (up to 150% base health @ lv5)
*+20% armor supply rate, +20% health supply rate, +15% health healed per level
*1500 RU base cost, RU upgrade +40 per level
*Special Items: Provides standard powerups (will not list due to SGH's mods and powers taking precedence)
*Weapons: Provides access to stronger than normal weapons. These cannot be upgraded.
*Hyper Leecher
*Super bio rifle where every shot fired is a Big Goo (half the damage of one, all the splash radius) at a high rate of fire. Gives a higher than normal amount of RU and is devastating against tight clusters of buildings
*301 RU
*Ape Cannon
*Super Flak Cannon that fires a doubly thick spread of Flak fragments, or a bouncing flak shell (long arc, bounces 3 times, exploding each time)
*750 RU
*Made in honor of CHIMP, a UT99 player notorious for his (over)use of the Flak Cannon
*ASMD Pulse Rifle
*A fusion of the Pulse gun's fire rate and the Shock Rifle's beam and ball shots. Combos work (devastatingly well if set up right), but its real power is the ability to accurately spray a hail of hitscan shockbolts downrange.
*750 RU
*Warhead
*Gives 1 Warhead, an extremely powerful nuclear weapon, on completion of the building.
*Building is extremely fragile, any direct hit is enough to destroy it
*90 second build time
*1300 RU
*An unamped direct hit against a core is enough to remove 20% of the core's HP, and can heavily damage defenses.
*Warhead can be remote piloted, but the pilot is vulnerable, or it can be dumbfired.
*Warhead can be shot down, with no explosion, and a very loud "DENIED" broadcast through the server
*If shot down, or the nuke carrier killed in any way, the person responsible is credited 600RU.
*2 Warheads can be carried at any time. Double the risk, double the reward, both for the Nuker and the Denier.
*If the owner of the Warhead building disconnects, and the Warhead building is complete, any player on that team can grab it and use it.
*Invincible Warhead
*Gives 1 Warhead, an extremely powerful nuclear weapon, on completion of the building.
*Building is extremely tough, arguably the hardest to kill building of them all. It takes 10 direct hits from nukes to kill one.
*240 second build time
*2000 RU
*An unamped direct hit against a core is enough to remove 20% of the core's HP, and can heavily damage defenses.
*Warhead can be remote piloted, but the pilot is vulnerable, or it can be dumbfired.
*Warhead can be shot down, with no explosion, and a very loud "DENIED" broadcast through the server
*If shot down, or the nuke carrier killed in any way, the person responsible is credited 600RU.
*2 Warheads can be carried at any time. Double the risk, double the reward, both for the Nuker and the Denier.
*If the owner of the Invincible Warhead building disconnects, and the Warhead building is complete, any player on that team can grab it and use it.
*Teleportation: Allows quick transport of the player and his teammates to another location, including otherwise impossible to get to in some maps
*Teleporter
*Operates in pairs, each one takes the shape of an irregularly rotating cylindrical spiral
*Allows any person on the same team of the person who built it to use it, allowing for devastating sneak attacks or places to hide Warheads, among other things
*500 RU per teleporter, cannot be upgraded, 1 pair per player.
*TeleNetwork
*When picked up, gives the person who picked it up the ability to cycle between all existing teleporters on their team. Useful for re-establishing teleporters. Takes the shape of a small, vertically aligned, rapidly rotating cylindrical spiral.
*100 RU
*Translocator
*When picked up the Translocator allows the player to teleport themselves to the disk's location
*+100% disk throw range per level
*If the disk is shot by an enemy player and the player attempts to teleport to or recall the disk, they will instantly die, and the shooter will be credited with the kill.
*Skilled players can use these to speed in for alpha strikes against the enemy core.
*850 RU base cost, +20 per level
*Explosives: For all the things that go boom
*Mine
*A small, nearly invisible explosive proximity mine. Takes the shape of a small disk.
*Excellent for setting up minefields
*+100% explosion damage, +10% detection radius per level. Death is highly likely with a shielded, fully armored, and fully overhealed target at LV5
*125 RU base cost, +15 RU per level
*Once triggered the mine dies and must be re-built
*Any kill made by the mine credits RU to the player, nuke kills credit 600RU per nuke he/she was carrying.
*Super Mine
*A larger but still nearly invisible explosive proximity mine
*Excellent for blocking off narrow passages or bottlenecks
*-50% health lost per level on explosion
*Stepping on this mine is instant death regardless of health, armor, or shields
*Any upgrade to the mine and it will not instantly die after being triggered. At each level, a detonation of the mine cuts a progressively smaller slice of its health away. At LV5, each explosion only takes off 20% off, and a couple of nearby containers makes it nearly impossible to get past due to the mine rapidly regenerating the lost health from the container healing effect.
*750 RU base cost, +30 RU per level
*Any kill made by the mine credits RU to the player, nuke kills credit 600RU per nuke he/she was carrying.
*Rocket Cannon
*On building, fires a spray of rockets in the direction the player was facing when it was built for about 15 seconds
*Large, rapidly deployed clusters of Rocket Cannons are absolutely devastating against enemy buildings, especially the Core
*500 RU
*Mortar Bomb
*Fires a fountain of flak shells upwards for 15 seconds
*If deployed in a tightly packed space it is highly damaging, and is useful for a temporary area denial tactic
*500 RU
*Bio bomb
*Rapidly fires a fountain of bio goo upwards for 5 seconds
*If deployed in a tightly packed space it is highly damaging, and is useful for a temporary area denial tactic
*Highly damaging against enemy buildings
*250 RU
*Suits: Contains Jetpacks and environmental suits (Will omit as Jetpacks are unneeded and what media has been posted doesn't show significant environmental hazards such as lava pits or acid pools)
Last and most importantly, there's the Base Core. The Core is the objective building, and provides a slow but steady stream of RU for all players on the team. It spawns with the map, takes the shape of a giant colored diamond, can be healed (but not after overtime has started), and upgrading it increases the rate which RU is dispensed to the team, up to ~1.5RU a second at LV5.
Also, at the midpoint of the map, typically where a powerup is placed (like a damage amp or Keg-o-Health), there is the super spawner. The super spawner, every 120 seconds or so, spawns an item that cannot be acquired through the build menu. Here's a list of the items:
*ASMD Pulse Gun
*Ape Cannon
*Hyper Leecher
*SESR (Siege Enhanced Shock Rifle)
*It it connects with a player, that person instantly dies (as they take 1000 damage) regardless of how much health, shield, or armor they have on. Excellent for nuke deterrence, as enemies typically do not attack if they know their run can be ended long before they get even close. Hits buildings roughly as hard as an entire rocket cluster.
*Is not equipped with a scope, only has 50 shots.
*Grenade Launcher
*A multi-purpose grenade launcher, comes equipped with a number of munitions for a variety of purposes.
*Grenade
*Typical rocket grenade, similar to what the Rocket Launcher can throw. 48 shots.
*Frag Grenade
*Explodes with a large amount of flak shrapnel on contact with a target. An unshielded, unarmored, and normally healed (100HP) person getting directly hit by one instantly dies. 25 shots
*Poison Gas Grenade
*Explodes on contact with the ground and releases a cloud of choking poison gas. 15 shots
*EMP Grenade
*Releases a short range EMP on contact with a building, disabling it and any buildings nearby until they are repaired through the build device. Cannot harm players (might be possible in SGH due to the robotic nature of the players). 15 shots
*Incendiary Grenade
*Arguably the most hated yet most loved of the grenades, an incendiary grenade explodes in a shower of burning napalm, which sets any building it comes into contact with on fire, which then does damage over time until the building is repaired (extinguishing the fire), or the building is destroyed. This, by the way, can give the attacking player ALOT of RU if done right. 15 shots.
*Flamethrower
*The flamethrower is the leechers choice weapon. A shot from it flies in a straight line until it hits something. If it hits a building, it sets it, and most of the buildings around it, on fire. This in turn does DoT in a similar fashion to the incendiary grenade. If it hits a player, it does a large amount of damage if it doesn't outright kill them. 100 shots, spend em wisely.
*Damage Amp
*On pickup the player's damage output is doubled for 30 seconds. Nuking while Amped is a devastating attack.
*Super Keg-o-Health
*Gives 400 HP instead of the normal 100.
*Rubber Suit
*Grants player immunity to Shock Rifles, Bio Rifles, ASMD Pulse Rifles, the Hyper Leecher, and renders the player effectively invisible to Protectors, Super Protectors, and Poison Guardians. Allows for full health stealth when paired with the invisibility powerup (which can be bought through the build device).
*Metal Suit
*Grants the player immunity to the Enforcer, Minigun, and Sniper rifle. I personally hate it when someone on the other team gets one of these.
*Super gems
*A RU gem that grants the player a significant amount of RU.
*White gem: 150 RU
*Red gem: 300 RU
*Blue gem: 600 RU
*Green gem: 1200 RU
*Rainbow gem: 2400 RU (rare)
There was also a number of buildings that got removed due to balancing issues and general rage against their use.
*EMP Bomb
*This takes about 15 seconds of build time to charge up. Once it is fully charged, it self-destructs, firing off a MASSIVE EMP that disables all enemy buildings caught in the blast radius, which by the way ignores walls. A well placed EMP has been known to knock out an entire base, opening it up for an attack. The enemy team gets a warning that an EMP is about to occur the moment the building is made, giving them a small window which to deny it. 1500 RU
*Neutron Bomb
*This also takes about 15 seconds to charge up from building. Once charged up, it spawns a massive shell that explodes on contact with the ground with an absolutely devastating blast wave that ignores walls and damages everything it touches. Any enemy caught in the blast radius is guaranteed dead. A direct hit on a base core has been known to cut its health in half, but getting it close enough to do so without it getting taken down is nearly impossible. The biggest rage from this though was that it was super effective at getting to well hidden nukes due to the wall ignoring effect. To top it all off, it has no cooldown, so if one Neutron Burst gets a huge amount of RU out of it, another one can be chained behind it, and they can keep chaining them until most of the buildings in the base have been destroyed. 4000 RU
*Motion sensor
*Detects enemies when they get within range of the building, ignoring walls. Can be rather annoying, and as there was no indicator as to precisely which motion sensor was going off in the even there was more than one, it didn't help much.
*Nuke Siren
*Detects when someone on the enemy team holding a nuke has come within its detection range. At full upgrade it was usually large enough to detect a nuke pickup anywhere on the map. This in turn gave the defending team time to turn the approach to their base into an impassible gauntlet full of mines and gunfire.