Difference between revisions of "AI War:Neinzul Youngling Weasel"
m (Sk 2013 moved page Neinzul Youngling Weasel to AI War:Neinzul Youngling Weasel: Moving all AI war ships to new category.) |
Latest revision as of 11:00, 16 February 2015
This inexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area.
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 Burst | Composite | Reclamation, Mines, Repair | 4 Neutron, 4 Refractive, 4 Composite, 4 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 9,160 | 3,300 | 10 sec | 220,000 | 1,200 | 300 | Inf | 916 dmg/sec | 87,936 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down
Attracts All Incoming Missiles |
II | 18,200 | 3,300 | 10 sec | 440,000 | 2,400 | 300 | Inf | 1,820 dmg/sec | 174,720 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down
Attracts All Incoming Missiles |
III | 27,400 | 3,300 | 10 sec | 660,000 | 3,600 | 300 | Inf | 2,740 dmg/sec | 263,040 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down
Attracts All Incoming Missiles |
IV | 36,400 | 3,300 | 10 sec | 880,000 | 4,800 | 300 | Inf | 3,640 dmg/sec | 349,440 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down
Attracts All Incoming Missiles |
V | 45,600 | 3,300 | 10 sec | 1,100,000 | 6,000 | 300 | Inf | 4,560 dmg/sec | 437,760 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down
Attracts All Incoming Missiles |
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 | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,800 | 4,800 | 9,600 | 4,800 | 00:01:36 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 9,600 | 9,600 | 19,200 | 9,600 | 00:01:36 |
III | 4,000 | 200 | 200 | 400 | 100 | 00:00:02 | 19,200 | 19,200 | 38,400 | 9,600 | 00:03:12 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 28,800 | 28,800 | 57,600 | 9,600 | 00:04:48 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 38,400 | 38,400 | 76,800 | 9,600 | 00:06:24 |
How to use in your fleet
Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet. You'll only have to pay attention to their individual stats when some niche task appears. The Neinzul fleet has its own pseudo-Triangle: Neinzul Youngling Commandos favour light hulls (anti-Fighter), Neinzul Youngling Tigers favour heavy-hulls (anti-Missile Frigate), and Neinzul Youngling Weasel favour rare hulls (anti-Bomber). Their speed makes them effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.
In the above system, the Weasel stands as a defensive utility ship for the other members. It attracts all Missiles in a 9000 range, a wonderful saviour around missile-attacks (especially around MLRS Guard Posts and Eye Bots ) and an unfortunate malus against Missile Frigates. Its damage bonus should be noted should you need to take out an EMP Guardian or a set of Bombers.
How to counter when in the AI fleet
The Weasel is usually not the dangerous part of an AI wave. they will, however, stop your own Missiles from targeting anything else (and that includes dangerous things). Since there's no way to nullify these Missile effects, you can either increase the number of Missile Turrets and Missile Frigates to take out Weasels ASAP, or eschew missile-ammunition for other options.