Difference between revisions of "AI War:Neinzul Youngling Nanoswarm"
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|[[File:AIWarYounglingMimic.png|left|Youngling Nanoswarm]] || valign="top" | Actually composed of billions of microscopic organisms, this "ship" has no conventional weapons and attacks by ramming targets and exploding. This explosion damages 4/6/8/10/12 ships (depending on Mark), including the target. More importantly, the now-liberated microscopic organisms will work together to take over the damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened. | |[[File:AIWarYounglingMimic.png|left|Youngling Nanoswarm]] || valign="top" | Actually composed of billions of microscopic organisms, this "ship" has no conventional weapons and attacks by ramming targets and exploding. This explosion damages 4/6/8/10/12 ships (depending on Mark), including the target. More importantly, the now-liberated microscopic organisms will work together to take over the damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened. | ||
− | [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage) | + | [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
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Latest revision as of 10:54, 16 February 2015
Actually composed of billions of microscopic organisms, this "ship" has no conventional weapons and attacks by ramming targets and exploding. This explosion damages 4/6/8/10/12 ships (depending on Mark), including the target. More importantly, the now-liberated microscopic organisms will work together to take over the damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened.
Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Energy Bomb | Close-Combat | Sniper Shots, Minor Electric Ammo, Tractor Beams, Reclamation, Mines, Repair |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 3,240 | 0 | 0 sec | 48,400 | 0 | 300 | Inf | -- dmg/sec | -- dmg/sec | Engine Damage 10, Reclaims Enemy Ships, Self Attrition Time 04:00
Self Attrition Only When Not In Stand-Down, Target Seek Range 2,000, Armor Piercing 999,999 Armor Damage 100, Attack Paralyzes x3 |
II | 4,320 | 0 | 0 sec | 97,000 | 0 | 300 | Inf | -- dmg/sec | -- dmg/sec | Engine Damage 20, Reclaims Enemy Ships, Self Attrition Time 04:00
Self Attrition Only When Not In Stand-Down, Target Seek Range 2,000, Armor Piercing 999,999 Armor Damage 200, Attack Paralyzes x6 |
III | 4,320 | 0 | 0 sec | 97,000 | 0 | 300 | Inf | -- dmg/sec | -- dmg/sec | Engine Damage 20, Reclaims Enemy Ships, Self Attrition Time 04:00
Self Attrition Only When Not In Stand-Down, Target Seek Range 2,000, Armor Piercing 999,999 Armor Damage 200, Attack Paralyzes x6 |
IV | 5,200 | 0 | 0 sec | 194,000 | 0 | 300 | Inf | -- dmg/sec | -- dmg/sec | Engine Damage 40, Reclaims Enemy Ships, Self Attrition Time 04:00
Self Attrition Only When Not In Stand-Down, Target Seek Range 2,000, Armor Piercing 999,999 Armor Damage 400, Attack Paralyzes x12 |
V | 5,400 | 0 | 0 sec | 242,000 | 0 | 300 | Inf | -- dmg/sec | -- dmg/sec | Engine Damage 50, Reclaims Enemy Ships, Self Attrition Time 04:00
Self Attrition Only When Not In Stand-Down, Target Seek Range 2,000, Armor Piercing 999,999 Armor Damage 500, Attack Paralyzes x15 |
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 | 20 | 40 | 10 | 00:00:01 | 1,920 | 1,920 | 3,840 | 960 | 00:01:36 |
II | 2,500 | 40 | 40 | 80 | 20 | 00:00:01 | 3,840 | 3,840 | 7,680 | 1,920 | 00:01:36 |
III | 4,000 | 40 | 40 | 80 | 20 | 00:00:01 | 3,840 | 3,840 | 7,680 | 1,920 | 00:01:36 |
IV | Adv Fac | 120 | 120 | 240 | 20 | 00:00:01 | 11,520 | 11,520 | 23,040 | 1,920 | 00:01:36 |
V | Core Fab | 160 | 160 | 320 | 20 | 00:00:02 | 15,360 | 15,360 | 30,720 | 1,920 | 00:03:12 |
How to use in your fleet
Neinzul Youngling Nanoswarm are the ultimate in support craft: they reclaim, paralyse, and even sacrifice themselves just to clear up your battlefield view. Uses are similar to the Zenith Auto Bomb, in that having a local production source will help you immensely in combat. More so, since Neinzuls degenerate health constantly.
They are cheap enough to delete and produce at a moment's notice, so one should consider stationing a set of Space Docks on bordering planets to act as a super-EMP silo. If you unlock this early, seriously consider upgrading to mark-IVs (and Neinzul Enclave Starship-IVs) to provide one of the ultimate fleet-ship countermeasures. With the improved reclamation power (see Parasites for details) and long paralysis, one may never need to build Triangle-ships again.
NB: This is the one Neinzul where you don't need Regen Chamber at all, since a Nanoswarm at 1% health will do just as well as a full health one as long as it survives until impact.
How to counter when in the AI fleet
As the AI rarely have the Clusters to support Neinzuls normally, you'll like only see these with/after an attack wave. Nanoswarm attacks are completely irrelevant by themselves, so turn on schizophrenic waves to give the AI something to play with. One might not notice them until the later stages of the game, as these become exponentially more dangerous with increasing marks (both reclaim potential and paralysis). As with all ships using melee range, Gravitational Turrets are the answer. Otherwise, you'll have to weather the brief stun-effect.
Side note: All Spire fleet-ships are effectively hard-counters, being immune to reclamation and paralysis.