Difference between revisions of "AI War:Electric Shuttle"
Mad Rubicant (talk | contribs) m (remove note re contributor - shuttles on the same planet stagger their attacks, so there's little or no problem; misc. copyedits) |
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
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|[[File:AIWarElectricShuttle.png|left|Electric Shuttle]] || valign="top" | Slow moving, but emits lightning into nearby enemy ships.<br/> | |[[File:AIWarElectricShuttle.png|left|Electric Shuttle]] || valign="top" | Slow moving, but emits lightning into nearby enemy ships.<br/> | ||
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
− | The damage statistics are deceptive on this unit. A single shuttle has 200 'shots' each time it fires. If there are 200 or more units in range, it hits 200 units once each. So the Mk I single unit DPS is actually 16, | + | The damage statistics are deceptive on this unit. A single shuttle has 200 'shots' each time it fires. If there are 200 or more units in range, it hits 200 units once each. So the Mk I single unit DPS is actually 16,200 dmg/sec if all 200 'shots' in the salvo hit. If there are fewer than 200 units in range, units are hit multiple times until all 200 'shots' have hit targets. However, no ship can be hit more then 5 times by a salvo, so if there are fewer then 40 ships in range, the ships in range take 5 'shots' each and the remainder of the salvo does not hit anything. |
What this means is that [[Electric Shuttle]]s are effectively powerful attritioning ships, very useful when fighting short-range swarms and worm-hole defenses. As long as you bring other ships that actually make the kill, Electric Shuttles will make the job quicker. | What this means is that [[Electric Shuttle]]s are effectively powerful attritioning ships, very useful when fighting short-range swarms and worm-hole defenses. As long as you bring other ships that actually make the kill, Electric Shuttles will make the job quicker. |
Latest revision as of 10:39, 16 February 2015
Slow moving, but emits lightning into nearby enemy ships. Each blast can hit up to 200 targets, but can concentrate their full power against any group (of eligible targets) larger than 40. Against groups smaller than 40 some of the power is wasted. Stronger than their stats look in midsize-to-large groups. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
48 | Major Electric | Composite |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 8x200 | 7,000 | 20 sec | 2,140 | 1 | 44 | 100 | 80 dmg/sec | 3840 dmg/sec | 102,720 | Personal Attack Boost Limited To +100% Armor Piercing 9,999 |
II | 16x200 | 7,000 | 20 sec | 4,250 | 3 | 44 | 100 | 160 dmg/sec | 7,680 dmg/sec | 204,000 | Personal Attack Boost Limited To +100% Armor Piercing 9,999 |
III | 24x200 | 7,000 | 20 sec | 6,400 | 4 | 44 | 100 | 240 dmg/sec | 11,520 dmg/sec | 307,200 | Personal Attack Boost Limited To +100% Armor Piercing 9,999 |
IV | 32x200 | 7,000 | 20 sec | 8,500 | 6 | 44 | 100 | 320 dmg/sec | 15,360 dmg/sec | 408,000 | Personal Attack Boost Limited To +100% Armor Piercing 9,999 |
V | 40x200 | 7,000 | 20 sec | 10,700 | 7 | 44 | 100 | 400 dmg/sec | 19,200 dmg/sec | 513,600 | Personal Attack Boost Limited To +100% Armor Piercing 9,999 |
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 | -- | 600 | 3,000 | 3,600 | 400 | 00:00:25 | 14,400 | 72,000 | 86,400 | 9,600 | 00:10:00 |
II | 2,500 | 1,200 | 6,000 | 7,200 | 800 | 00:00:50 | 28,800 | 144,000 | 172,800 | 19,200 | 00:20:00 |
III | 4,000 | 2,400 | 12,000 | 14,400 | 800 | 00:01:40 | 57,600 | 288,000 | 345,600 | 19,200 | 00:40:00 |
IV | Adv Fac | 3,600 | 18,000 | 21,600 | 800 | 00:02:30 | 86,400 | 432,000 | 518,400 | 19,200 | 01:00:00 |
V | Core Fab | 4,800 | 24,000 | 28,800 | 800 | 00:03:20 | 115,200 | 576,000 | 691,200 | 19,200 | 01:20:00 |
How to use in your fleet
The damage statistics are deceptive on this unit. A single shuttle has 200 'shots' each time it fires. If there are 200 or more units in range, it hits 200 units once each. So the Mk I single unit DPS is actually 16,200 dmg/sec if all 200 'shots' in the salvo hit. If there are fewer than 200 units in range, units are hit multiple times until all 200 'shots' have hit targets. However, no ship can be hit more then 5 times by a salvo, so if there are fewer then 40 ships in range, the ships in range take 5 'shots' each and the remainder of the salvo does not hit anything.
What this means is that Electric Shuttles are effectively powerful attritioning ships, very useful when fighting short-range swarms and worm-hole defenses. As long as you bring other ships that actually make the kill, Electric Shuttles will make the job quicker.
How to counter when in the AI fleet
Soundly defeated by anything that can outrange them, they're not particularly hard to destroy, so AI usage is largely confined to annoying attrition as your fleet attempts to take them out. The long recharge times enable some repairs in between, or a leading lure of cheap vessels (e.g. Fighters) to trigger an attack.
Of course, if you ever face a large crowd of angry mark-IV shuttles (as has happened before to a previous player), it would be very wise to keep away and send artillery (Missile Frigates) instead.