Difference between revisions of "AI War:Grenade Launcher"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarZR]] | [[Category:AIWarZR]] | ||
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|[[File:AIWarGrenadeLauncher.png|left|Grenade Launcher]] || valign="top" | Launches mid-power grenades over medium distance. Grenades explode on contact and deal area damage to enemies. | |[[File:AIWarGrenadeLauncher.png|left|Grenade Launcher]] || valign="top" | Launches mid-power grenades over medium distance. Grenades explode on contact and deal area damage to enemies. | ||
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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 AOE of the Grenade Launcher hits multiple targets within a small range:<br/> | The AOE of the Grenade Launcher hits multiple targets within a small range:<br/> | ||
− | Mk. I: 8 targets, | + | Mk. I: 8 targets, 500 range<br/> |
− | Mk. II: 10 targets, | + | Mk. II: 10 targets, 500 range<br/> |
− | Mk. III: 12 targets, | + | Mk. III: 12 targets, 500 range<br/> |
Mk. IV: 14 targets, 500 range<br/> | Mk. IV: 14 targets, 500 range<br/> | ||
− | Mk. V: 16 targets, | + | Mk. V: 16 targets, 500 range<br/> |
− | Because the Grenade Launcher increases the number of targets it hits as you increase its Mark level, it has a higher DPS increase as its Mark level increases then most other ships. | + | Because the Grenade Launcher increases the number of targets it hits as you increase its Mark level, it has a higher DPS increase as its Mark level increases then most other ships.<br/> |
+ | The DPS numbers in the table above are for only a single target being hit and do not account for the AOE effect. | ||
− | [[Grenade Launcher]]s serve AOE-attack roles in the player fleet, and are generally used as a damage-dealer. Its principal difference from the [[Electric Shuttle]] is a small number of shots necessary to reach maximum damage, keeping this craft away from the "attritioning" category. While it is technically artillery and thus vulnerable to [[Bomber]]s, these move as fast as [[Fighter]]s | + | [[Grenade Launcher]]s serve AOE-attack roles in the player fleet, and are generally used as a strong damage-dealer. The long reload of the ship and its small-AOE are most useful in defensive situations around wormholes or AI spawn-points. Its principal difference from the [[Electric Shuttle]] is a small number of shots necessary to reach maximum damage, keeping this craft away from the "attritioning" category. While it is technically artillery and thus vulnerable to [[Bomber]]s, these move as fast as [[Fighter]]s, allowing them to move well with your fleet. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Since most players tend to group their turrets and ships together, the AI will tend to do maximum damage with this ship. Turrets can be spaced in a line facing the wormhole, while doing this with a fleet isn't very feasible. One can usually take advantage of their long-reload and defuse their first strike. Remember that [[Missile Frigate]]s are immune to AOE. | |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 10:41, 16 February 2015
Launches mid-power grenades over medium distance. Grenades explode on contact and deal area damage to enemies. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
192 | Energy Bomb | Artillery | 3 Light, 3 Swarmer, 3 Close-Combat, 3 Composite |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 20x8 | 7,000 | 15 sec | 1,070 | 3 | 76 | 100 | 11 dmg/sec | 2,048 dmg/sec | 205,440 | |
II | 34x10 | 7,000 | 15 sec | 2,140 | 6 | 76 | 100 | 23 dmg/sec | 4,352 dmg/sec | 410,880 | |
III | 42x12 | 7,000 | 15 sec | 3,200 | 9 | 76 | 100 | 34 dmg/sec | 6,451 dmg/sec | 614,400 | |
IV | 48x14 | 7,000 | 15 sec | 4,250 | 12 | 76 | 100 | 45 dmg/sec | 8,602 dmg/sec | 816,000 | |
V | 54x16 | 7,000 | 15 sec | 5,350 | 15 | 76 | 100 | 58 dmg/sec | 11,059 dmg/sec | 1,027,200 |
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 | -- | 700 | 100 | 800 | 100 | 00:00:06 | 67,200 | 9,600 | 76,800 | 9,600 | 00:09:36 |
II | 2,500 | 1,400 | 200 | 1,600 | 200 | 00:00:12 | 134,400 | 19,200 | 153,600 | 19,200 | 00:19:12 |
III | 4,000 | 2,800 | 400 | 3,200 | 200 | 00:00:24 | 268,800 | 38,400 | 307,200 | 19,200 | 00:38:24 |
IV | Adv Fac | 4,200 | 600 | 4,800 | 200 | 00:00:35 | 403,200 | 57,600 | 460,800 | 19,200 | 00:56:00 |
V | Core Fab | 5,800 | 800 | 6,600 | 200 | 00:00:49 | 556,800 | 76,800 | 633,600 | 19,200 | 01:18:24 |
How to use in your fleet
The AOE of the Grenade Launcher hits multiple targets within a small range:
Mk. I: 8 targets, 500 range
Mk. II: 10 targets, 500 range
Mk. III: 12 targets, 500 range
Mk. IV: 14 targets, 500 range
Mk. V: 16 targets, 500 range
Because the Grenade Launcher increases the number of targets it hits as you increase its Mark level, it has a higher DPS increase as its Mark level increases then most other ships.
The DPS numbers in the table above are for only a single target being hit and do not account for the AOE effect.
Grenade Launchers serve AOE-attack roles in the player fleet, and are generally used as a strong damage-dealer. The long reload of the ship and its small-AOE are most useful in defensive situations around wormholes or AI spawn-points. Its principal difference from the Electric Shuttle is a small number of shots necessary to reach maximum damage, keeping this craft away from the "attritioning" category. While it is technically artillery and thus vulnerable to Bombers, these move as fast as Fighters, allowing them to move well with your fleet.
How to counter when in the AI fleet
Since most players tend to group their turrets and ships together, the AI will tend to do maximum damage with this ship. Turrets can be spaced in a line facing the wormhole, while doing this with a fleet isn't very feasible. One can usually take advantage of their long-reload and defuse their first strike. Remember that Missile Frigates are immune to AOE.