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  • ...aintain their attack longer. They are also now immune to sniper shots and missiles, making them able to close distance on most units more effectively. ...absorbed type of shots to themselves. This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-sh
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ** Fires powerful, long-range missiles, but has a very slow reload time. ** Fires powerful, long-range missiles, but has a very slow reload time. Identical to the Missile Frigate Mark IV,
    41 KB (6,447 words) - 19:47, 1 February 2015
  • | [[AI War:Missile Frigate|Missile Frigate]] || Fires powerful, long-range missiles, but has a very slow reload time. ...0d0" | [[Missile Turret]] || Fires high powered and extremely long ranged missiles but has a slower reload time.
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ** Fires powerful, long-range missiles, but has a very slow reload time. ** Fires powerful, long-range missiles, but has a very slow reload time. Identical to the Missile Frigate Mark IV,
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...tually receives in this way. <br/>Mirrors are very weak to area-of-effect, missiles, and melee attacks, since those cannot be reflected.<br/>They also cannot r ...ystal into rebuilding them instead of your other ships. It is very weak to missiles as stated and especially to [[Missile Frigate]]s, but will otherwise outfig
    2 KB (305 words) - 12:32, 16 February 2015
  • ...|| valign="top" | This inexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area. ...stands as a defensive utility ship for the other members. It attracts all Missiles in a 9000 range, a wonderful saviour around missile-attacks (especially aro
    2 KB (300 words) - 12:00, 16 February 2015
  • ...ssile Battery: Advanced defensive structure that attacks using self-homing missiles from long range. Home command and Logi system supported. AI has special for ...beyond 1 for a full 22 at Mark 7. This is because, as fights expand, more missiles will inevitably get shot down.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...y enemies in the direct area, you may still be taking fire from long range missiles (usually from cruisers), and you're probably also taking fire from Snipers ...ets, send out some Fighters to take out the Cruisers that are firing those missiles. As soon as your Counters are up, you'll want to build at least one Space D
    2 KB (405 words) - 13:47, 1 February 2015
  • ...e Turrets and build one of those near to your bombers (since it is usually missiles that will be killing them off, and this will offer them a bubble of protect If you fire off an [[AI War:Missiles#EMP|EMP]], just make sure that any of your non-starship ships are not on th
    4 KB (802 words) - 14:01, 1 February 2015
  • ...eak a high-level planet that has been heavily reinforce is with a [[AI War:Missiles#Nukes|nuclear warhead]]. Make sure you read the link there for information '''EMP:''' [[AI War:Missiles#EMPs|EMPs]] are lesser used, but can be really effective paired with starsh
    14 KB (2,437 words) - 19:50, 1 February 2015
  • -Nuclear Missiles and EMPs have been added as very expensive missiles that can be built at the missile silos.
    5 KB (872 words) - 11:50, 16 September 2017
  • ...ey will be able to function as normal, but this basically prevents armored missiles from being used as scouts on distant enemy planets without support. ...ships that are supposed to be able to fire through force fields (lightning missiles aside) were instead damaging the force fields like normal. Fixed.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...les) now have increased range and much increased health. -darkMatter and -missiles have lowered knowledge cost.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...e game, but oriented towards missiles. These reduce the power of incoming missiles to nearby units and are immune to direct missile fire against themselves.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...able (note that all shots insta-hit a ship trying to leave the planet, but missiles now won't "overkill" them in that case). ...50 nearby targets, but this still significantly decreases DPS wastage for missiles (which generally move fairly slowly).
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...e game, but oriented towards missiles. These reduce the power of incoming missiles to nearby units and are immune to direct missile fire against themselves.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...able (note that all shots insta-hit a ship trying to leave the planet, but missiles now won't "overkill" them in that case). ...50 nearby targets, but this still significantly decreases DPS wastage for missiles (which generally move fairly slowly)
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...to some part of the room. Usually something the player has to expend some missiles to get to, or undertake some other risk. ** doesn't apply to melee damage, or the player's missiles
    40 KB (6,127 words) - 18:16, 15 July 2018
  • ...lls it what resource to pull it from (presumably energy, but you could use missiles or credits if you wanted) **if the player has any missiles, this system is disabled
    40 KB (6,698 words) - 12:54, 5 January 2018
  • * Devastator reworked to fire barrages of missiles that have both the MLRS and Concussion damage bonuses, instead of just bein * Brawlers lose all shields, gain it in hull. Their missiles now cause knockback, some engine stun, and also have a damage multiplier ag
    278 KB (47,062 words) - 16:30, 11 October 2019

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