Difference between revisions of "AI War:Zenith Auto Bomb"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarZR]] | [[Category:AIWarZR]] | ||
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− | |[[File:AIWarAutoBomb.png|left|Auto Bomb]] || valign="top" | Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.<br/>Part of the [[AI_War_Expansion_1:_Zenith_Remant|Zenith Remnant]] | + | |[[File:AIWarAutoBomb.png|left|Auto Bomb]] || valign="top" | Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.<br/>Part of the [[AI_War_Expansion_1:_Zenith_Remant|Zenith Remnant]]<br/> |
+ | Note that the Attack Range of 0 is correct, the Autobomb will explode when it reaches melee range of its target.<br/>The Autobomb will then damage up to 10 enemies that get caught in the Autobomb's explosion.<br/>Each ship caught in the explosion (up to the limit of 10) will take full damage as listed.<br/>As the Autobomb destroys itself on its first attack, the Autobomb does not have a DPS value. | ||
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableZenithAutoBomb}} |
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Autobombs are about as close as you can to firing a continuous storm of warheads without getting an AIP increase, and are also as cheap as Neinzuls. Their health will ensure a likely hit against a collection of fleet ships in a small area - although one should note that [[Missile Frigate]]s are immune to this kind of AOE damage. To spearhead an assault, one should line up [[Space Dock]]s (or [[Neinzul Enclave Starship]]s) against a hostile wormhole coupled with enough Engineers and resources, then FRD into the other side. Your fleet can then clean up the [[Missile Frigate]]s and Starships that are left. | |
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+ | For a user's experience, see this thread: http://www.arcengames.com/forums/index.php/topic,8690.0.html | ||
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | A good network of [[Gravitational Turret]]s plus a [[Force Field]]s will hold these at bay for a while. It may be worth unlocking mark-II or III Gravs if you find that they're still making it through. Their hull-type means that [[Fighter]]s actually do the most damage: just make sure to keep them at max range. | |
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+ | There isn't much one can do on the offense unless you have corresponding unlocks ([[Spire Gravity Drainer]]s, [[Spider Bot]]s (engines), Neinzuls and [[Raptor]]s (outrun), ''etc.''). Sending an initial cannon fodder fleet, especially with ships that are faster than Autobombs, can work to minimise their impact. It may be an idea to try to trick Autobombs into going for your fodder, although GUDare reports that they will preferentially target your [[Flagship]]-line and other such valuable assets. | ||
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{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 21:18, 1 February 2015
Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies. Part of the Zenith Remnant Note that the Attack Range of 0 is correct, the Autobomb will explode when it reaches melee range of its target. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
192 | Energy Bomb | Close-Combat | Sniper Shots Minor Electric Ammo Tractor Beams Reclamation Nuclear Explosions | 2 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship Damage | Ship Cap Damage | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 82x10 | 0 | - | 780 | 0 | 184 | 100 | 820 dmg | 157,440 dmg | 149,760 | Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100 |
II | 162x10 | 0 | - | 1,570 | 0 | 184 | 100 | 1620 dmg | 311,040 dmg | 301,440 | Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100 |
III | 244x10 | 0 | - | 2,350 | 0 | 184 | 100 | 2440 dmg | 468,480 dmg | 451,200 | Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100 |
IV | 326x10 | 0 | - | 3,140 | 0 | 184 | 100 | 3260 dmg | 625,920 dmg | 602,880 | Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100 |
V | 408x10 | 0 | - | 3,900 | 0 | 184 | 100 | 4080 dmg | 783,360 dmg | 748,800 | Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100 |
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 | -- | 20 | 80 | 100 | 10 | 00:00:01 | 1,920 | 7,680 | 9,600 | 960 | 00:01:36 |
II | 2,500 | 40 | 160 | 200 | 20 | 00:00:02 | 3,840 | 15,360 | 19,200 | 1,920 | 00:03:12 |
III | 4,000 | 80 | 320 | 400 | 20 | 00:00:03 | 7,680 | 30,720 | 38,400 | 1,920 | 00:04:48 |
IV | Adv Fac | 120 | 480 | 600 | 20 | 00:00:04 | 11,520 | 46,080 | 57,600 | 1,920 | 00:06:24 |
V | Core Fab | 160 | 640 | 800 | 20 | 00:00:06 | 15,360 | 61,440 | 76,800 | 1,920 | 00:09:36 |
How to use in your fleet
Autobombs are about as close as you can to firing a continuous storm of warheads without getting an AIP increase, and are also as cheap as Neinzuls. Their health will ensure a likely hit against a collection of fleet ships in a small area - although one should note that Missile Frigates are immune to this kind of AOE damage. To spearhead an assault, one should line up Space Docks (or Neinzul Enclave Starships) against a hostile wormhole coupled with enough Engineers and resources, then FRD into the other side. Your fleet can then clean up the Missile Frigates and Starships that are left.
For a user's experience, see this thread: http://www.arcengames.com/forums/index.php/topic,8690.0.html
How to counter when in the AI fleet
A good network of Gravitational Turrets plus a Force Fields will hold these at bay for a while. It may be worth unlocking mark-II or III Gravs if you find that they're still making it through. Their hull-type means that Fighters actually do the most damage: just make sure to keep them at max range.
There isn't much one can do on the offense unless you have corresponding unlocks (Spire Gravity Drainers, Spider Bots (engines), Neinzuls and Raptors (outrun), etc.). Sending an initial cannon fodder fleet, especially with ships that are faster than Autobombs, can work to minimise their impact. It may be an idea to try to trick Autobombs into going for your fodder, although GUDare reports that they will preferentially target your Flagship-line and other such valuable assets.