Difference between revisions of "AI War:Zenith Paralyzer"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarZR]] | [[Category:AIWarZR]] | ||
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|[[File:AIWarZenithParalyzer.png|left|Zenith Paralyzer]] || valign="top" | Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. | |[[File:AIWarZenithParalyzer.png|left|Zenith Paralyzer]] || valign="top" | Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. | ||
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use. | This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use. | ||
− | Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit. | + | Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you '''really''' don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure. | |
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+ | Making sure you have more than twice the number of ships than the number of Paralyzers will be a good idea, or a collection of paralysis-immune ships ([[Flagship]]s, say). | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 11:32, 16 February 2015
Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.
Great when combined with other ship types. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
192 | Flare | Medium |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 12 | 5,000 | 8 sec | 255 | 4 | 80 | 100 | 2 dmg/sec | 288 dmg/sec | 48,960 | Attack Paralyzes For 8 Seconds |
II | 26 | 5,000 | 8 sec | 510 | 9 | 80 | 100 | 3 dmg/sec | 624 dmg/sec | 97,920 | Attack Paralyzes For 10 Seconds |
III | 38 | 5,000 | 8 sec | 770 | 13 | 80 | 100 | 5 dmg/sec | 912 dmg/sec | 147,840 | Attack Paralyzes For 12 Seconds |
IV | 52 | 5,000 | 8 sec | 1,020 | 18 | 80 | 100 | 7 dmg/sec | 1,248 dmg/sec | 195,840 | Attack Paralyzes For 14 Seconds |
V | 64 | 5,000 | 8 sec | 1,280 | 22 | 80 | 100 | 8 dmg/sec | 1,536 dmg/sec | 245,760 | Attack Paralyzes For 16 Seconds |
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 | -- | 200 | 50 | 250 | 100 | 00:00:02 | 19,200 | 4,800 | 24,000 | 9,600 | 00:03:12 |
II | 2,500 | 400 | 100 | 500 | 200 | 00:00:04 | 38,400 | 9,600 | 48,000 | 19,200 | 00:06:24 |
III | 4,000 | 800 | 200 | 1,000 | 200 | 00:00:07 | 76,800 | 19,200 | 96,000 | 19,200 | 00:11:12 |
IV | Adv Fac | 1,200 | 300 | 1,500 | 200 | 00:00:10 | 115,200 | 28,800 | 144,000 | 19,200 | 00:16:00 |
V | Core Fab | 1,600 | 400 | 2,000 | 200 | 00:00:14 | 153,600 | 38,400 | 192,000 | 19,200 | 00:22:24 |
How to use in your fleet
This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.
Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.
How to counter when in the AI fleet
Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you really don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.
Making sure you have more than twice the number of ships than the number of Paralyzers will be a good idea, or a collection of paralysis-immune ships (Flagships, say).