Difference between revisions of "AI War:Zenith Bombard"
Line 21: | Line 21: | ||
Users of [[Botnet Golem]]s should note that bombards are one of the few fleet-ships that are perfectly suited to take it out. | Users of [[Botnet Golem]]s should note that bombards are one of the few fleet-ships that are perfectly suited to take it out. | ||
+ | |||
+ | Note that the Bombard can be a particularly irritating unlock in the hands of a Speed Racer AI type. In the early game, the player may have to resort to mercenary [[EtherJet]]s to keep them from kiting you indefinitely. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 11:28, 16 February 2015
Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time. Part of the Zenith Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
48 | Antimatter Bomb | Artillery | Sniper Shots | 2 Heavy, 2 Ultra-Heavy, 2 Structural |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 910 | 33,000 | 30 sec | 1,920 | 1 | 44 | 100 | 30 dmg/sec | 1,456 dmg/sec | 92,160 | Retreat Range 15,000 Armor Piercing 100 |
II | 1,820 | 33,000 | 30 sec | 3,850 | 3 | 44 | 100 | 61 dmg/sec | 2,912 dmg/sec | 184,800 | Retreat Range 15,000 Armor Piercing 100 |
III | 2,740 | 33,000 | 30 sec | 5,750 | 4 | 44 | 100 | 91 dmg/sec | 4,384 dmg/sec | 276,000 | Retreat Range 15,000 Armor Piercing 100 |
IV | 3,660 | 33,000 | 30 sec | 7,700 | 6 | 44 | 100 | 122 dmg/sec | 5,856 dmg/sec | 369,600 | Retreat Range 15,000 Armor Piercing 100 |
V | 4,580 | 33,000 | 30 sec | 9,600 | 7 | 44 | 100 | 153 dmg/sec | 7,328 dmg/sec | 460,800 | Retreat Range 15,000 Armor Piercing 100 |
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 | -- | 800 | 8,000 | 8,800 | 400 | 00:01:07 | 19,200 | 192,000 | 211,200 | 9,600 | 00:26:48 |
II | 2,500 | 1,600 | 16,000 | 17,600 | 800 | 00:02:14 | 38,400 | 384,000 | 422,400 | 19,200 | 00:53:36 |
III | 4,000 | 3,200 | 32,000 | 35,200 | 800 | 00:04:27 | 76,800 | 768,000 | 844,800 | 19,200 | 01:46:48 |
IV | Adv Fac | 3,200 | 32,000 | 35,200 | 800 | 00:04:27 | 76,800 | 768,000 | 844,800 | 19,200 | 01:46:48 |
V | Core Fab | 6,600 | 66,000 | 72,600 | 800 | 00:09:10 | 158,400 | 1,584,000 | 1,742,400 | 19,200 | 03:40:00 |
How to use in your fleet
Zenith Bombards are the ultimate in long-range fire-support of all the fleet ships and starships in the human arsenal. With each powerful volley, a portion of the opposition will disappear. They are best used as a separate control group steering away from enterprising Bombers and melee-ships while remaining in range of the main battle.
Their corresponding large crystal cost should be factored in both resource management (when building these beasts) and fleet management (keeping them alive). A cap of bombards is about equal in cost to two starships, but worth much more. If necessary, retreat these out of the wormhole while they are recharging. Unless it's safe, never evac the rest of your fleet and leave them lagging far behind for an ill-timed AI-reinforcement to tear apart.
How to counter when in the AI fleet
An AI attack-wave consisting entirely of bombards is a good way to test your resolve. Bombards can be goaded into wasting their one-hit-KO on puny Fighters and not on more expensive ships. One can then charge in and eliminate them before the 30-seconds recharge finishes. Forcefields are also immune to their Antimatter Bombs, so you can use them to make your turrets and/or fleet invincible to bombard fire.
On attack scenarios, the large retreat range of bombards becomes a serious pain. It's best to utilise ships with lots of speed and damage (e.g. Raid Starships, Spire Ion Blasters, Raptors) and beeline every bombard in the system. Etherjets are also potential solutions, able to tractor them and pull them into you fleet until its next shot obliterates the flimsy craft. An alternative solution is to use similarly long-ranged ships and duke it out, or take out their engines so they can't run (Spiders, and sometimes Riot starships if they can avoid the initial pounding).
Users of Botnet Golems should note that bombards are one of the few fleet-ships that are perfectly suited to take it out.
Note that the Bombard can be a particularly irritating unlock in the hands of a Speed Racer AI type. In the early game, the player may have to resort to mercenary EtherJets to keep them from kiting you indefinitely.