Difference between revisions of "AI War:SuperFortress"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | These have the same polycrystal damage multiplier as regular fortresses, so ships like [[Bomber]]s and [[Neinzul_Youngling_Tiger|Youngling Tigers]] can do a great deal of damage (though occasionally more than one wave may be called for). Given a sufficient amount of time and lack of AI resistance, [[Space_Plane|Space Planes]] and other units with radar dampening can eventually kill a superfortress. | |
+ | |||
+ | On their own, Superfortresses are more of an annoyance, requiring a considerable amount of time to eliminate. In combination with other static defenses, such as [[Laser_Guard_Post|Laser Guard Posts]] and [[Force_Field|Force Fields]], killing these quickly becomes very tedious. In such a scenario, a sabotage hack is relatively cheap and will save you a great deal of pain. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 11:13, 11 February 2015
This page is up to date for game version 6.016 |
Extremely large, powerful, and expensive defensive structure. Also repairs all nearby ships.
Unlike normal Fortresses, these do not require supply. Note that there are some differences between the Human Fortresses and the AI Fortresses. |
Human Fortress
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
1 | Flame Wave | Ultra-Heavy | Missile Ammo, Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair | 0.05 Scout, 0.01 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 250x160,000 | 53,000 | 2 sec | 150,000,000 | 500,000 | 44 | Inf | 20,000,000 dmg/sec | 20,000,000 dmg/sec | Regen Time 180:00, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 3.5 |
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 | Trader | 18,000,000 | 18,000,000 | 36,000,000 | 300,000 | 02:25:50 | 18,000,000 | 18,000,000 | 36,000,000 | 300,000 | 02:25:50 |
How to use in your fleet
These are balanced as an entire cap of five hypothetical Mark V Fortresses, all rolled into one incredibly powerful structure. The only way to acquire one is through the Zenith Trader.
AI SuperFortress
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flame Wave | Ultra-Heavy | Missile Ammo, Antimatter Bombs, Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair | 0.05 Scout, 0.01 Polycrystal |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
250x160,000 | 53,000 | 2 sec | 150,000,000 | 500,000 | 0 | Inf | 20,000,000 dmg/sec | Gathers Scout Intel, Repair Rate 3.5 |
How to counter when in the AI fleet
These have the same polycrystal damage multiplier as regular fortresses, so ships like Bombers and Youngling Tigers can do a great deal of damage (though occasionally more than one wave may be called for). Given a sufficient amount of time and lack of AI resistance, Space Planes and other units with radar dampening can eventually kill a superfortress.
On their own, Superfortresses are more of an annoyance, requiring a considerable amount of time to eliminate. In combination with other static defenses, such as Laser Guard Posts and Force Fields, killing these quickly becomes very tedious. In such a scenario, a sabotage hack is relatively cheap and will save you a great deal of pain.