Difference between revisions of "AI War:Gravity Drainer"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarLotS]] | [[Category:AIWarLotS]] | ||
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|[[File:AIWarGravityDrain.png|100px|left|Acid Sprayer]] || valign="top" | Large, slow ship slows the movement of enemy ships near to it. Also has devastating short-range lasers.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] | |[[File:AIWarGravityDrain.png|100px|left|Acid Sprayer]] || valign="top" | Large, slow ship slows the movement of enemy ships near to it. Also has devastating short-range lasers.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] | ||
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
− | [[Gravity Drainer]]s should not be underestimated - they are mobile [[Gravitational Turret]]s with a strong attack and large area of effect. As most ships in AI | + | [[Gravity Drainer]]s should not be underestimated - they are mobile [[Gravitational Turret]]s with a strong attack and large area of effect. As most ships in AI War are not immune to gravity effects, adding these to your fleet will make kiting a simple affair in every engagement. Therefore, these combine well with [[Missile Frigate]]s and other long-range ships. Note that [[Gravity Drainer]]s hard counter all melee ships. |
Pre-emptively spacing a few Grav Drains around hostile wormholes will provide you with a handy counter to fast marauding ships. NB: [[Raptor]]s and [[Hunter/Killer]]s are immune to gravity effects, as are exo-waves until the lead ship has been destroyed (make that a priority!). | Pre-emptively spacing a few Grav Drains around hostile wormholes will provide you with a handy counter to fast marauding ships. NB: [[Raptor]]s and [[Hunter/Killer]]s are immune to gravity effects, as are exo-waves until the lead ship has been destroyed (make that a priority!). | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | An AI unlock will unavoidably cause some frustrations, since most ships engage at 7000 range or below. Their composite | + | An AI unlock will unavoidably cause some frustrations and heavy losses due to the Drainer's escorts, since most ships engage at 7000 range or below. Their composite hulls can be countered by the player's [[Missile Frigate]]s; alternatively, they can be selectively targeted by bonus ship-types that engage at range ([[Zenith Bombard]]s, [[Sniper]]s, [[Sentinel Frigate]]s, ''etc.'') If one is lacking in the ranged-combat department a few slow and ponderous [[Plasma Siege Starship]]s will help: it's not like you're going anywhere in a hurry. |
Note that all Spire ships are immune to Reclamation and paralysis. | Note that all Spire ships are immune to Reclamation and paralysis. |
Latest revision as of 11:14, 16 February 2015
Large, slow ship slows the movement of enemy ships near to it. Also has devastating short-range lasers. Part of the Spire Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
48 | Laser | Composite | Reclamation, Paralysis Attacks |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 33,200 | 2,000 | 8 sec | 214,000 | 0 | 48 | 100,000 | 4,150 dmg/sec | 199,200 dmg/sec | Max Ship Speed 68 Within 8,000 Range, Armor Piercing 999,999 |
II | 66,800 | 2,000 | 8 sec | 428,000 | 0 | 48 | 100,000 | 8,350 dmg/sec | 400,800 dmg/sec | Max Ship Speed 56 Within 8,000 Range, Armor Piercing 999,999 |
III | 100,000 | 2,000 | 8 sec | 640,000 | 0 | 48 | 100,000 | 12,500 dmg/sec | 600,000 dmg/sec | Max Ship Speed 44 Within 8,000 Range, Armor Piercing 999,999 |
IV | 133,600 | 2,000 | 8 sec | 850,000 | 0 | 48 | 100,000 | 16,700 dmg/sec | 801,600 dmg/sec | Max Ship Speed 32 Within 8,000 Range, Armor Piercing 999,999 |
V | 166,000 | 2,000 | 8 sec | 1,070,000 | 0 | 48 | 100,000 | 20,750 dmg/sec | 996,000 dmg/sec | Max Ship Speed 20 Within 8,000 Range, Armor Piercing 999,999 |
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 | -- | 1,000 | 2,000 | 3,000 | 400 | 00:00:17 | 48,000 | 96,000 | 144,000 | 19,200 | 00:13:36 |
II | 2,500 | 2,000 | 4,000 | 6,000 | 800 | 00:00:34 | 96,000 | 192,000 | 288,000 | 38,400 | 00:27:12 |
III | 4,000 | 4,000 | 8,000 | 12,000 | 800 | 00:01:07 | 192,000 | 384,000 | 576,000 | 38,400 | 00:53:36 |
IV | Adv Fac | 6,000 | 12,000 | 18,000 | 800 | 00:01:40 | 288,000 | 576,000 | 864,000 | 38,400 | 01:20:00 |
V | Core Fab | 8,000 | 16,000 | 24,000 | 800 | 00:02:14 | 384,000 | 768,000 | 1,152,000 | 38,400 | 01:47:12 |
How to use in your fleet
Gravity Drainers should not be underestimated - they are mobile Gravitational Turrets with a strong attack and large area of effect. As most ships in AI War are not immune to gravity effects, adding these to your fleet will make kiting a simple affair in every engagement. Therefore, these combine well with Missile Frigates and other long-range ships. Note that Gravity Drainers hard counter all melee ships.
Pre-emptively spacing a few Grav Drains around hostile wormholes will provide you with a handy counter to fast marauding ships. NB: Raptors and Hunter/Killers are immune to gravity effects, as are exo-waves until the lead ship has been destroyed (make that a priority!).
How to counter when in the AI fleet
An AI unlock will unavoidably cause some frustrations and heavy losses due to the Drainer's escorts, since most ships engage at 7000 range or below. Their composite hulls can be countered by the player's Missile Frigates; alternatively, they can be selectively targeted by bonus ship-types that engage at range (Zenith Bombards, Snipers, Sentinel Frigates, etc.) If one is lacking in the ranged-combat department a few slow and ponderous Plasma Siege Starships will help: it's not like you're going anywhere in a hurry.
Note that all Spire ships are immune to Reclamation and paralysis.