Exteel/Glossary

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NameDescription
MechanaughtThe Mechanaught is the pilot's robot. A Mechanaught is composed of several key components, which are upgradeable. Additionally, a Mechanaught can be armed with a wide range of weapons.
PilotThe pilot controls the Mechanaught, piloting it from inside the robot. The pilot is the player's character.
CreditGame currency the pilot receives as a reward for performance. A player can purchase parts or weapons with credits to upgrade his Mechanaughts.
Call SignThe pilot's name or handle. This is chosen the first time a player logs in, and cannot be changed.
PartsMechanaughts are composed of six parts: head, core, arms, legs, booster, and weapons. The combination of components determines a Mechanaught's overall performance.
BoostingA high-speed maneuver enabled by backpack thrusters. A horizontal move is known as a Booster Dash, and a vertical move is known as a Booster Jump.
OverheatWeapons generate heat when they are used. Each weapon has a temperature limit, and when this is exceeded, the weapon overheats. Overheated weapons can not be used until they completely cool down.
Skill Mechanaughts can be equipped with a variety of special attack maneuvers. These Skills inflict extensive damage on an enemy while making the user temporarily invulnerable. NOTE: Skills are based on specific weapon combinations.
Targeting ReticleA targeting box in the center of the battle screen. When an enemy is framed within the box, a "lock-on" mark appears, and the reticle turns orange. An enemy must be locked onto before it can be hit with a ranged weapon. Weapons may have larger or smaller targeting reticles, depending on their type. NOTE: Melee weapons do not rely on the targeting reticle.
HPThe Mechanaught's Health Points, or how durable the Mechanaught is, determined by the combined HP of all the parts. If a Mechanaught's HP are reduced to 0, it is destroyed.
ENEN represents the Mechanaught's total energy. Using the booster drains EN, and the more EN a Mechanaught has the longer it can boost. EN is also drained when the Mechanaught swaps weapons. The EN Power rating of the core determines the Mechanaught's total potential EN.
SPSP stands for Skill Points, which are needed to use Skills. SP are accumulated during battle when attacking or defending. The Mechanaught's total potential SP value is determined by the head.
MPUMPU stands for Mechanaught Processing Unit, which refers to the total number of skills a Mechanaught can be equipped with. MPU is determined by the head.
Mechanaught SizeThe Mechanaught's size is determined by combining all the individual parts plus the weapons. Smaller Mechanaughts have a greater probability of evading enemy attacks.
Mechanaught WeightThe Mechanaught's weight is the combined weight of all the parts and weapons. Heavier Mechanaughts move more slowly, and it is more difficult for them to perform a Booster Jump.
Move SpeedThis is the Mechanaught's speed (without boosting). Move Speed is derived from the Base Move Speed, but also takes into account the weight of Mechanaught (including weapons) and the carrying capacity of the unit's legs.
Dash SpeedThe speed of the Mechanaught's Booster Dash, determined by the Dash Power rating of the booster modified by the Mechanaught's weight.
EN RecoveryThe rate at which the Mechanaught's EN recovers, expressed in number of EN per second. The higher the value, the faster the EN recovery speed. This value is determined by the EN Power of the core, modified by the EN Drain of each part. If the unit's EN Recovery is less than 0, it cannot be used for battle.
Min EN RequirementThe minimum EN amount required for Booster Dash or Jump. Boosting is not possible if EN is less than the required amount. It is equal to the minimum EN Requirement Amount of the core.
Dash EN DrainWhen a Mechanaught performs a Booster Dash, it drains the unit's EN. This value shows how much EN is drained per second of the dash. The lower this value, the more effective the Dash. It is equal to the Dash EN Drain of the booster.
Jump EN DrainWhen a Mechanaught performs a Booster Jump, it drains the unit's EN. This value shows how much EN is drained per second of the jump. The lower this value, the more effective the Booster Jump. This value is derived by the Jump EN Drain rating of the booster, modified by the Mechanaught's weight.
Dash AccelerationThis value refers to the time it takes to reach maximum speed when performing a Booster Dash. The higher the value, the faster you can reach the maximum speed. It is related to the Dash Power of the booster.
Dash DecelerationThis value determines the time it takes to stop a Booster Dash completely. The higher the rate, the faster you can stop a Dash. The value is based on the braking ability of the legs.
Max HeatThis value determines how much heat a weapon can build up before the Mechanaught overheats. If the value is low, the Mechanaught's weapons will overheat frequently even if they produce relatively low heat. This value is equal to the Max Heat of the arms.
Cooldown RateThis value determines how quickly a Mechanaught sheds the heat from the arms when it is overheated. If the value is high, the unit can quickly recover from overheating. The value is equal to the Cooldown Rate of the arms.
Scan RangeThis value refers to the maximum range the Mechanaught can scan. The higher the value, the farther the Mechanaught can see. The value is equal to the Scan Range of the head.
MarksmanshipThis value increases weapon accuracy. The bonus is determined by the Marksmanship rating of the arms.
HPStands for Hit Points. Each part has it own HP, and adding all the values determines the Mechanaught's HP.
SizeThe Mechanaught's size is determined by combing the size of all the individual parts. The size modifies the unit's defense. See also Mechanaught Size.
WeightEach part has an intrinsic weight. Increasing the Mechanaught's overall weight slows its speed.
EN DrainThe amount of EN consumed when the Mechanaught is equipped with a particular part. EN Recovery is determined by modifying the EN amount produced by the core minus the EN Drain of all parts.
SPThe Mechanaught's available Skill Points.
MPUThe total Mechanaught Processing Units. The MPU determines how many Skills a Mechanaught can equip.
Scan RangeThe Mechanaught's maximum Scan Rage. It determines the distance at which the radar can locate an enemy.
ENThe Mechanaught's available energy. This value is the total EN amount usable for boosting and swapping weapons.
EN PowerThis value refers to how quickly the core generates EN. The EN Recovery Rate of the Mechanaught is equal to this value modified by the EN Drain of each part.
Min EN RequirementThis value represents the minimum EN amount required to perform a Booster Dash or Booster Jump. Boosting is not possible if the current EN value is below the required amount.
Max HeatThis value indicates the maximum heat a weapon can generate before it overheats.
Cooldown RateThe Mechanaught's Cooldown Rate. It is the rate at which a weapon recovers from overheating.
MarksmanshipThe Mechanaught's Marksmanship bonus. This value is combined with the accuracy rating on a weapon. The higher the Marksmanship, the higher the accuracy.
Base Move SpeedThis value is the Mechanaught's basic speed, without taking into account the Mechanaught's weight or leg capacity. It is the base value used to derive the Mechanaught's Move Speed.
Carrying CapacityThe Mechanaught's ability to bear a heavy load, determined by the legs. A Mechanaught with low Carrying Capacity will slow down quickly even with a relatively small increase in weight.
Braking AbilityThe ability to decelerate. Legs with a high Braking Ability can help stop a Booster Dash more quickly.
Dash PowerThis value refers to the power used in Boosting. It affects Dash Speed and Dash Pickup.
Dash EN DrainThis value is equal to the Dash EN Drain of the Mechanaught. It determines the amount of EN consumed during a Booster Dash.
Jump EN CycleThis value, combined with the Mechanaught's weight, determines the Jump EN Drain.
BladeA melee weapon with a cutting edge. It does a moderate amount of damage in a wide attack arc. The blade can make successive attacks, and it is highly effective in close combat. It is suitable for novice pilots.
SpearA melee stabbing weapon. It does a great amount of damage, but is slow and has a narrow attack arc.
ShieldDefensive armor, attached to the arm. Different shields are more effective against different types of damage. Simply having a shield equipped provides a passive defense on whatever side of the Mechanaught the shield is equipped; actively using the shield provides a greater defense against frontal attacks.
SMGA ranged weapon with high speed and successive shooting capability. It does low damage, but is suitable for novice pilots because it is light and easy to aim.
ShotgunA ranged weapon that does a great amount of damage. It does the most damage of any ranged weapon, but has relatively short range. It is easy to aim and can be used even at close range, but it overheats quickly.
RifleA ranged weapon with the longest range. It is more difficult to aim than some weapons, and hard to use in close combat.
RectifierA support weapon that repairs damaged Mechanaughts during a battle, by restoring lost HP. If carefully used, it can significantly enhance a team's effectiveness.
CannonA siege weapon that does the greatest amount of damage of any weapon, however it is difficult to aim.
RocketA siege weapon that does not use the targeting reticle, instead a fired rocket shoots straight until it hit an enemy. When it hits, it also causes splash damage to adjacent opponents.
Weapon RangeThe maximum distance a weapon can reach. It is advantageous to equip a head with a high Scan Range when using ranged attack weapons.
OverheatThe value that indicates the heat produced when a weapon is used. The higher the value, the easier it is for a weapon to overheat.
DamageThis value describes the destructive power of the weapon. When evaluating a weapon's damage potential, one should also consider the reload time.
AccuracyIt refers to the chance of hitting with an attack. The higher the value, the more likely the attack will be successful.
ReloadThe time it takes to reload a weapon. The lower the value, the faster a weapon can make successive attacks.
WeightThe weight of the weapons affects the Mechanaught's Move Speed.
SizeThere is a correlation between the size value and the physical size of the weapon. If Mechanaught is holding a large weapon, it becomes easier for an enemy to target the Mechanaught.
SP CostThe minimum SP required to use a Skill.
SP DrainThe amount of SP consumed when using a Skill.
LimitThere are restrictions on how many times you can use certain Skills.
Weapon ProgressionAs a pilot gains levels in certain weapon classes, he or she gains bonuses to those particular weapons. These bonuses can included greater damage, faster reload times, etc.