AI War:Vampire Claw

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Acid Sprayer
Close-combat ship that repairs itself when it damages enemies.
Unless issued a specific command by its controller, it will automatically attack nearby enemies.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
56 Fusion Cutter Refractive Missile Ammo, Tractor Beams, Force Fields 3 Medium, 3 Artillery, 3 Neutron, 0.3 Command-Grade, 3 Polycrystal

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 3,520 0 1 sec 146,000 0 108 Inf 3,520 dmg/sec 197,120 dmg/sec Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000
II 7,080 0 1 sec 290,000 0 108 Inf 7,080 dmg/sec 396,480 dmg/sec Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000
III 10,600 0 1 sec 438,000 0 108 Inf 10,600 dmg/sec 593,600 dmg/sec Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000
IV 14,200 0 1 sec 580,000 0 108 Inf 14,200 dmg/sec 795,200 dmg/sec Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000
V 17,600 0 1 sec 730,000 0 108 Inf 17,600 dmg/sec 985,600 dmg/sec Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000

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 -- 240 210 450 170 00:00:02 13,440 11,760 25,200 9,520 00:01:52
II 2,500 500 420 920 340 00:00:05 28,000 23,520 51,520 19,040 00:04:40
III 4,000 1,000 840 1,840 340 00:00:09 56,000 47,040 103,040 19,040 00:08:24
IV Adv Fac 1,500 1,280 2,780 340 00:00:13 84,000 71,680 155,680 19,040 00:12:08
V Core Fab 2,000 1,700 3,700 340 00:00:17 112,000 95,200 207,200 19,040 00:15:52

How to use in your fleet

This cloaked melee-unit offers a number of interesting benefits. They can be used to snipe fleet-ships and most Guardians under a Force Field, and can creep up to long-range ships undetected, especially the pesky ones with a retreat range (although one should keep their uncloaked ships away as a lure). Its Missile-immunity is perfect against Missile Frigates and saves attrition from Missile-based guardposts on AI planets.

The inability of Vampire Claws to damage guardposts and starships is an Achilles heel, when compared to Vorticular Cutlasses. Think of these as assassins to the Cutlass barbarians. Also, keep them away from gravity-effects.

How to counter when in the AI fleet

Countering Vampire Claws is a very specific job. This is a ship type that requires the use of both Tachyon Emitters and Gravitational Turrets stationed at hostile wormholes, combined with defenses that give Refractive bonuses (e.g. Lightning Turrets, Laser Turrets and Flak Turrets). Keeping the main wave from penetrating your static defenses will be important. Their damage against Command Stations may be somewhat nerfed, but losing a Fabricator or Advanced Factory to these critters will be upsetting - spare a gravity turret at each. Additionally, slapping down a Military Command Station right next to the fabricator will prevent a large number of claws from ever reaching their intended target.

On the player offensive, the claws are not too dangerous. It is more a matter of bringing mobile tachyon detection to prevent your ships from receiving a surprise attack. Note that none of the triangle ships are strong counters as Missile Frigates cannot hurt them, so if you have a choice to unlock a ship-type that is not missile-based and has a Refractive bonus, do so. Due to the extreme difficulty in killing vampire claws once they have reached engagement range, translocation can knock them away from your fleet long enough to keep their regeneration manageable.




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