Difference between revisions of "AI War:Zenith Siege Engine"
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|[[File:AIWarZenithSiegeEngine.png|left|Acid Sprayer]] || valign="top" | Moderately large vessel built around an outsized plasma siege cannon. The ship does not have enough power to both move and keep the weapon online, so it must remain immobile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it. | |[[File:AIWarZenithSiegeEngine.png|left|Acid Sprayer]] || valign="top" | Moderately large vessel built around an outsized plasma siege cannon. The ship does not have enough power to both move and keep the weapon online, so it must remain immobile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it. | ||
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == |
Revision as of 20:26, 7 July 2013
Moderately large vessel built around an outsized plasma siege cannon. The ship does not have enough power to both move and keep the weapon online, so it must remain immobile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it.
When a plasma-siege bolt explodes, it also damages several nearby units for reduced damage. If it hits a forcefield, it will also damage up to 25 units protected by that forcefield (or forcefields near that forcefield) with 6.25% of the damage done to the forcefield. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
16 | Energy Bomb | Polycrystal | Tractor Beams, Paralysis Attacks, Being Insta-Killed, Mines | 10 Heavy, 10 Turret, 10 Ultra-Heavy, 10 Structural |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 30,000 | 13,000 | 10 sec | 620,000 | 300 | 66 | 1,000 | 3,000 dmg/sec | 48,000 dmg/sec | |
II | 60,000 | 13,000 | 10 sec | 1,250,000 | 600 | 66 | 1,000 | 6,000 dmg/sec | 96,000 dmg/sec | |
III | 90,000 | 13,000 | 10 sec | 1,870,000 | 900 | 66 | 1,000 | 9,000 dmg/sec | 144,000 dmg/sec | |
IV | 120,000 | 13,000 | 10 sec | 2,500,000 | 1,200 | 66 | 1,000 | 12,000 dmg/sec | 192,000 dmg/sec | |
V | 150,000 | 13,000 | 10 sec | 3,100,000 | 1,500 | 66 | 1,000 | 15,000 dmg/sec | 240,000 dmg/sec |
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 | -- | 2,500 | 1,350 | 3,850 | 500 | 00:00:21 | 40,000 | 21,600 | 61,600 | 8,000 | 00:05:36 |
II | 2,500 | 5,000 | 2,700 | 7,700 | 1,000 | 00:00:42 | 80,000 | 43,200 | 123,200 | 16,000 | 00:11:12 |
III | 4,000 | 10,000 | 5,500 | 15,500 | 1,000 | 00:01:24 | 160,000 | 88,000 | 248,000 | 16,000 | 00:22:24 |
IV | Adv Fac | 15,000 | 8,000 | 23,000 | 1,000 | 00:02:05 | 240,000 | 128,000 | 368,000 | 16,000 | 00:33:20 |
V | Core Fab | 20,000 | 11,000 | 31,000 | 1,000 | 00:02:47 | 320,000 | 176,000 | 496,000 | 16,000 | 00:44:32 |
How to use in your fleet
Siege Engines are both stronger and weaker then their stats would indicate.
Because they must stay stationary and reload before firing their first shot, they are very weak when part of the fleet ball as they will hardly ever stay stationary long enough to get a shot off.
Conversely, they are stronger then they look if they can stay stationary and continue firing.
One way to do this is to keep them on the defense. Their AoE will hit AI waves hard when they warp in and as long as they are setup in range of the warp point, they will fire as soon as the AI wave appears.
Another way is to use them to siege hard targets. Their 13,000 range allows them to out range most AI defenses so if you escort them in with other ships and then allow them to setup and pound down a hard target, while keeping your main fleet ball out of range to they take no losses, you will find these an effective weapon.
How to counter when in the AI fleet
When the AI attacks you with these, mop them up at your leisure. The cooldown before firing rule applies to the AI also.
When you are attacking the AI, these can be a pain although there are usually not enough of them clustered together to be a big problem. If they are a priority, they have a polycrystal hull so anti-bomber tactics are appropriate.