Difference between revisions of "AI War:Gravity Ripper"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarLotS]] | [[Category:AIWarLotS]] | ||
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− | |[[File:AIWarGravityRipper.png|100px|left|Acid Sprayer]] || valign="top" | Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping.<br/>Part of the [[AI War Expansion 3 | + | |[[File:AIWarGravityRipper.png|100px|left|Acid Sprayer]] || valign="top" | Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping.<br/>Part of the [[AI War:Expansion 3 Light of the Spire|Spire Fleet]] |
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableSpireGravityRipper}} |
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== How to use in your fleet == | == How to use in your fleet == | ||
Gravity Rippers are defence oriented ships, and are difficult to use on the offensive - slow, one of the shortest ranges in-game, and not overly impressive state-wise being only able to disable one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may break through - once hit, ships will stay put. The point of using Rippers is for their tractor beam-like effect: designed against ship-types that are immune to tractors but not paralysis. However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful. | Gravity Rippers are defence oriented ships, and are difficult to use on the offensive - slow, one of the shortest ranges in-game, and not overly impressive state-wise being only able to disable one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may break through - once hit, ships will stay put. The point of using Rippers is for their tractor beam-like effect: designed against ship-types that are immune to tractors but not paralysis. However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | Not dangerous. These are significantly easier ships to engage than [[Spire Gravity Drainer]]s or [[Spider]]s: their paralysis is very short-ranged, and also temporary. Fight as normal and be thankful - tactics will be updated once these guys get a facelift in future balancing. | + | Not dangerous. These are significantly easier ships to engage than [[Spire Gravity Drainer]]s or [[Spider Bot]]s: their paralysis is very short-ranged, and also temporary. Fight as normal and be thankful - tactics will be updated once these guys get a facelift in future balancing. |
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+ | Care should be taken with Starships that are not immune to the slowing effect as your fleet will quickly leave them behind if your fleet is moving. | ||
Note that all Spire ships are immune to Reclamation and paralysis. | Note that all Spire ships are immune to Reclamation and paralysis. |
Latest revision as of 10:48, 26 October 2018
Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping. Part of the Spire Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Energy Burst | Composite | Reclamation Paralysis Attacks |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 40 | 2,000 | 2 sec | 2,140 | 0 | 52 | 100,000 | 20 dmg/sec | 1,920 dmg/sec | 205,440 | |
II | 82 | 2,000 | 2 sec | 4,250 | 0 | 52 | 100,000 | 41 dmg/sec | 3,936 dmg/sec | 408,000 | |
III | 122 | 2,000 | 2 sec | 6,400 | 0 | 52 | 100,000 | 61 dmg/sec | 5,856 dmg/sec | 614,400 | |
IV | 162 | 2,000 | 2 sec | 8,500 | 0 | 52 | 100,000 | 81 dmg/sec | 7,776 dmg/sec | 816,000 | |
V | 204 | 2,000 | 2 sec | 10,700 | 0 | 52 | 100,000 | 102 dmg/sec | 9,792 dmg/sec | 1,027,200 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 2,000 | 1,000 | 3,000 | 300 | 00:00:17 | 96,000 | 48,000 | 144,000 | 14,400 | 00:13:36 |
II | 2,500 | 4,000 | 2,000 | 6,000 | 600 | 00:00:34 | 192,000 | 96,000 | 288,000 | 28,800 | 00:27:12 |
III | 4,000 | 8,000 | 4,000 | 12,000 | 600 | 00:01:07 | 384,000 | 192,000 | 576,000 | 28,800 | 00:53:36 |
IV | Adv Fac | 12,000 | 6,000 | 18,000 | 600 | 00:01:40 | 576,000 | 288,000 | 864,000 | 28,800 | 01:20:00 |
V | Core Fab | 16,000 | 8,000 | 24,000 | 600 | 00:02:14 | 768,000 | 384,000 | 1,152,000 | 28,800 | 01:47:12 |
How to use in your fleet
Gravity Rippers are defence oriented ships, and are difficult to use on the offensive - slow, one of the shortest ranges in-game, and not overly impressive state-wise being only able to disable one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may break through - once hit, ships will stay put. The point of using Rippers is for their tractor beam-like effect: designed against ship-types that are immune to tractors but not paralysis. However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful.
How to counter when in the AI fleet
Not dangerous. These are significantly easier ships to engage than Spire Gravity Drainers or Spider Bots: their paralysis is very short-ranged, and also temporary. Fight as normal and be thankful - tactics will be updated once these guys get a facelift in future balancing.
Care should be taken with Starships that are not immune to the slowing effect as your fleet will quickly leave them behind if your fleet is moving.
Note that all Spire ships are immune to Reclamation and paralysis.