Difference between revisions of "AI War:Zenith Electric Bomber"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarZR]] | [[Category:AIWarZR]] | ||
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− | |[[File:AIWarElectricBomber.png|left|Electric Bomber]] || valign="top" | Expensive bomber that delivers a tremendous payload.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] | + | |[[File:AIWarElectricBomber.png|left|100px|100px|Electric Bomber]] || valign="top" | Expensive bomber that delivers a tremendous payload.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] |
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableZenithElectricBomber}} |
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== How to use in your fleet == | == How to use in your fleet == | ||
− | [[Zenith Electric Bomber]]: Big, bad, and | + | [[Zenith Electric Bomber]]: Big, bad, and rather expensive per ship. Unfortunately, half the things in the universe will focus them down, limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-kill, but at 6400 range you may not want to let your juicy [[Bomber]]s into range. (These beasts have Polycrystal bonuses, interestingly enough). |
− | The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other [[Bomber]]-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet. | + | The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other [[Bomber]]-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet. There '''will''' be situations where you really want extra Bombers (ever need a [[Black Widow Golem]] destroyed, but have your normal [[Bomber]]s paralysed?) and in these cases you will be grateful for anything. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
There was once a tale about a Zenith Descendent AI, who sent a few hundred angry [[Zenith Electric Bomber]]s and [[Zenith Bombard]]s each on a rampage. In those numbers, a player fleet and turret ball would be shred to pieces. | There was once a tale about a Zenith Descendent AI, who sent a few hundred angry [[Zenith Electric Bomber]]s and [[Zenith Bombard]]s each on a rampage. In those numbers, a player fleet and turret ball would be shred to pieces. | ||
− | Thankfully, this rarely happens. Cap-wise, this ship actually sucks pretty hard due to their low Cap-HP. Building an extra [[Force Field]] will grant your defenses enough time to take them down. Use [[Missile Frigate]]s in offensive situations. | + | Thankfully, this rarely happens. Cap-wise, this ship actually sucks pretty hard due to their low Cap-HP (the difference is that AIs don't use resources, but use caps in determining wave numbers - they benefit more from ships that are balanced by more resources per cap). Building an extra [[Force Field]] will grant your defenses enough time to take them down. Use [[Missile Frigate]]s in offensive situations. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 11:32, 16 February 2015
Expensive bomber that delivers a tremendous payload. Part of the Zenith Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
19 | Energy Wave | Neutron | Paralysis Attacks Being Insta-Killed | 3.2 Ultra-Heavy, 3.2 Structural, 3.2 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 758 | 6,400 | 12 sec | 5,200 | 6 | 50 | 2,000 | 63 dmg/sec | 1,200 dmg/sec | 98,800 | |
II | 1,510 | 6,400 | 12 sec | 10,500 | 12 | 50 | 2,000 | 126 dmg/sec | 2,391 dmg/sec | 199,500 | |
III | 2,260 | 6,400 | 12 sec | 15,700 | 18 | 50 | 2,000 | 188 dmg/sec | 3,578 dmg/sec | 298,300 | |
IV | 3,020 | 6,400 | 12 sec | 21,000 | 24 | 50 | 2,000 | 252 dmg/sec | 4,782 dmg/sec | 399,000 | |
V | 3,780 | 6,400 | 12 sec | 26,000 | 30 | 50 | 2,000 | 315 dmg/sec | 5,985 dmg/sec | 494,000 |
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 | -- | 4,000 | 200 | 4,200 | 250 | 00:00:34 | 76,000 | 3,800 | 79,800 | 4,750 | 00:10:46 |
II | 2,500 | 8,000 | 400 | 8,400 | 500 | 00:01:07 | 152,000 | 7,600 | 159,600 | 9,500 | 00:21:13 |
III | 4,000 | 16,000 | 800 | 16,800 | 500 | 00:02:14 | 304,000 | 15,200 | 319,200 | 9,500 | 00:42:26 |
IV | Adv Fac | 16,000 | 800 | 16,800 | 500 | 00:02:14 | 304,000 | 15,200 | 319,200 | 9,500 | 00:42:26 |
V | Core Fab | 32,000 | 1,600 | 33,600 | 500 | 00:04:27 | 608,000 | 30,400 | 638,400 | 9,500 | 01:24:33 |
How to use in your fleet
Zenith Electric Bomber: Big, bad, and rather expensive per ship. Unfortunately, half the things in the universe will focus them down, limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-kill, but at 6400 range you may not want to let your juicy Bombers into range. (These beasts have Polycrystal bonuses, interestingly enough).
The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other Bomber-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet. There will be situations where you really want extra Bombers (ever need a Black Widow Golem destroyed, but have your normal Bombers paralysed?) and in these cases you will be grateful for anything.
How to counter when in the AI fleet
There was once a tale about a Zenith Descendent AI, who sent a few hundred angry Zenith Electric Bombers and Zenith Bombards each on a rampage. In those numbers, a player fleet and turret ball would be shred to pieces.
Thankfully, this rarely happens. Cap-wise, this ship actually sucks pretty hard due to their low Cap-HP (the difference is that AIs don't use resources, but use caps in determining wave numbers - they benefit more from ships that are balanced by more resources per cap). Building an extra Force Field will grant your defenses enough time to take them down. Use Missile Frigates in offensive situations.