Difference between revisions of "AI War:Neinzul Youngling Nanoswarm"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
As the AI rarely have the Clusters to support Neinzuls normally, you'll like only see these with/after an attack wave. Nanoswarm attacks are completely irrelevant by themselves, so turn on schizophrenic waves to give the AI something to play with. One might not notice them until the later stages of the game, as these become exponentially more dangerous with increasing marks (both reclaim potential and paralysis). As with all ships using melee range, [[Gravitational Turret]]s are the answer. Otherwise, you'll have to weather the brief stun-effect. | As the AI rarely have the Clusters to support Neinzuls normally, you'll like only see these with/after an attack wave. Nanoswarm attacks are completely irrelevant by themselves, so turn on schizophrenic waves to give the AI something to play with. One might not notice them until the later stages of the game, as these become exponentially more dangerous with increasing marks (both reclaim potential and paralysis). As with all ships using melee range, [[Gravitational Turret]]s are the answer. Otherwise, you'll have to weather the brief stun-effect. | ||
+ | |||
+ | Side note: All Spire fleet-ships are effectively hard-counters, being immune to reclamation and paralysis. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 04:05, 21 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Actually composed of billions of microscopic organisms, this "ship" has no conventional weapons and attacks by ramming targets and exploding. This explosion damages the target and some nearby ships. More importantly, the now-liberated microscopic organisms will work together to take over the damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened.
Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Energy Bomb | Close-Combat | Sniper Shots Minor Electric Ammo Tractor Beams Reclamation Mines Repair |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 1,600 | 0 | 0 sec | 47,600 | 0 | 300 | Inf | 0 dmg/sec | 0 dmg/sec | Engine Damage 10 Reclaims Enemy Ships Self Attrition Time 04:00
Self Attrition Only When Not Low-Power Target Seek Range 2,000 Armor Piercing 999,999 Armor Damage 100 Attack Paralyzes x3 |
II | 88 | 3,200 | 0 | 0 sec | 95,200 | 0 | 300 | Inf | 0 dmg/sec | 0 dmg/sec | Engine Damage 20 Reclaims Enemy Ships Self Attrition Time 04:00
Self Attrition Only When Not Low-Power Target Seek Range 2,000 Armor Piercing 999,999 Armor Damage 200 Attack Paralyzes x6 |
III | 78 | 4,800 | 0 | 0 sec | 142,800 | 0 | 300 | Inf | 0 dmg/sec | 0 dmg/sec | Engine Damage 30 Reclaims Enemy Ships Self Attrition Time 04:00
Self Attrition Only When Not Low-Power Target Seek Range 2,000 Armor Piercing 999,999 Armor Damage 300 Attack Paralyzes x9 |
IV | 68 | 6,400 | 0 | 0 sec | 190,400 | 0 | 300 | Inf | 0 dmg/sec | 0 dmg/sec | Engine Damage 40 Reclaims Enemy Ships Self Attrition Time 04:00
Self Attrition Only When Not Low-Power Target Seek Range 2,000 Armor Piercing 999,999 Armor Damage 400 Attack Paralyzes x12 |
V | 49 | 8,000 | 0 | 0 sec | 238,000 | 0 | 300 | Inf | 0 dmg/sec | 0 dmg/sec | Engine Damage 50 Reclaims Enemy Ships Self Attrition Time 04:00
Self Attrition Only When Not Low-Power Target Seek Range 2,000 Armor Piercing 999,999 Armor Damage 500 Attack Paralyzes x15 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 20 | 20 | 40 | 10 | 00:00:01 | 1,960 | 1,960 | 3,920 | 980 | 00:01:38 |
II | 2,500 | 40 | 40 | 80 | 20 | 00:00:01 | 3,520 | 3,520 | 7,040 | 1,760 | 00:01:28 |
III | 6,000 | 80 | 80 | 160 | 20 | 00:00:01 | 6,240 | 6,240 | 12,480 | 1,560 | 00:01:18 |
IV | Adv Fac | 120 | 120 | 240 | 20 | 00:00:01 | 8,160 | 8,160 | 16,320 | 1,360 | 00:01:08 |
V | Core Fab | 160 | 160 | 320 | 20 | 00:00:02 | 7,840 | 7,840 | 15,680 | 980 | 00:01:38 |
How to use in your fleet
Neinzul Youngling Nanoswarm are the ultimate in support craft: they reclaim, paralyse, and even sacrifice themselves just to clear up your battlefield view. Uses are similar to the Zenith Auto Bomb, in that having a local production source will help you immensely in combat. More so, since Neinzuls degenerate health constantly.
They are cheap enough to delete and produce at a moment's notice, so one should consider stationing a set of Space Docks on bordering planets to act as a super-EMP silo. If you unlock this early, seriously consider upgrading to mark-IVs (and Neinzul Enclave Starship-IVs) to provide one of the ultimate fleet-ship countermeasures. With the improved reclamation power (see Parasites for details) and long paralysis, one may never need to build Triangle-ships again.
NB: The fabricator version requires some micro and a warp-gate to extend its reach beyond a few planets. It may be better to can construct Logistics Command Station highways (throw in some Zenith Spacetime Manipulators if required) from the fabricator to where they're needed.
NB: This is the one Neinzul where you don't need Regen Chamber at all, since a Nanoswarm at 1% health will do just as well as a full health one as long as it survives until impact.
How to counter when in the AI fleet
As the AI rarely have the Clusters to support Neinzuls normally, you'll like only see these with/after an attack wave. Nanoswarm attacks are completely irrelevant by themselves, so turn on schizophrenic waves to give the AI something to play with. One might not notice them until the later stages of the game, as these become exponentially more dangerous with increasing marks (both reclaim potential and paralysis). As with all ships using melee range, Gravitational Turrets are the answer. Otherwise, you'll have to weather the brief stun-effect.
Side note: All Spire fleet-ships are effectively hard-counters, being immune to reclamation and paralysis.