Difference between revisions of "AI War:Vampire Claw"
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== How to use in your fleet == | == How to use in your fleet == | ||
− | This cloaked melee-unit offers a number of interesting benefits. They can be used to snipe fleet-ships and most [[ | + | This cloaked melee-unit offers a number of interesting benefits. They can be used to snipe fleet-ships and most [[AI_War:Ships_and_Structures#Guardians_and_Guard_Posts|Guardians]] under a [[Force Field]], and can creep up to long-range ships undetected, especially the pesky ones with a retreat range (although one should keep their uncloaked ships away as a lure). Its Missile-immunity is perfect against [[Missile Frigate]]s and saves attrition from Missile-based guardposts on AI planets. |
The inability of [[Vampire Claw]]s to damage guardposts and starships is an Achilles heel, when compared to [[Vorticular Cutlass]]es. Think of these as assassins to the Cutlass barbarians. Also, keep them away from gravity-effects. | The inability of [[Vampire Claw]]s to damage guardposts and starships is an Achilles heel, when compared to [[Vorticular Cutlass]]es. Think of these as assassins to the Cutlass barbarians. Also, keep them away from gravity-effects. | ||
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Countering [[Vampire Claw]]s is a very specific job. This is a ship type that requires the use of ''both'' [[Tachyon Beam Emitter (Stealth)|Tachyon Emitter]]s and [[Gravitational Turret]]s stationed at hostile wormholes, combined with defenses that give Refractive bonuses (''e.g.'' [[Lightning Turret]]s, [[Laser Turret]]s and [[Flak Turret]]s). Keeping the main wave from penetrating your static defenses will be important. Their damage against [[Command Station]]s may be somewhat nerfed, but losing a Fabricator or [[Advanced Factory]] to these critters will be upsetting - spare a gravity turret at each. Additionally, slapping down a Military Command Station right next to the fabricator will prevent a large number of claws from ever reaching their intended target. | Countering [[Vampire Claw]]s is a very specific job. This is a ship type that requires the use of ''both'' [[Tachyon Beam Emitter (Stealth)|Tachyon Emitter]]s and [[Gravitational Turret]]s stationed at hostile wormholes, combined with defenses that give Refractive bonuses (''e.g.'' [[Lightning Turret]]s, [[Laser Turret]]s and [[Flak Turret]]s). Keeping the main wave from penetrating your static defenses will be important. Their damage against [[Command Station]]s may be somewhat nerfed, but losing a Fabricator or [[Advanced Factory]] to these critters will be upsetting - spare a gravity turret at each. Additionally, slapping down a Military Command Station right next to the fabricator will prevent a large number of claws from ever reaching their intended target. | ||
− | On the player offensive, the claws are not '''too''' dangerous. It is more a matter of bringing mobile tachyon detection to prevent your ships from receiving a surprise attack. Note that none of the triangle ships are strong counters as [[Missile Frigate]]s cannot hurt them, so if you have a choice to unlock a ship-type that is not missile-based and has a Refractive bonus, do so. | + | On the player offensive, the claws are not '''too''' dangerous. It is more a matter of bringing mobile tachyon detection to prevent your ships from receiving a surprise attack. Note that none of the triangle ships are strong counters as [[Missile Frigate]]s cannot hurt them, so if you have a choice to unlock a ship-type that is not missile-based and has a Refractive bonus, do so. Due to the extreme difficulty in killing vampire claws once they have reached engagement range, translocation can knock them away from your fleet long enough to keep their regeneration manageable. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 13:53, 17 February 2015
Close-combat ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
56 | Fusion Cutter | Refractive | Missile Ammo, Tractor Beams, Force Fields | 3 Medium, 3 Artillery, 3 Neutron, 0.3 Command-Grade, 3 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 3,520 | 0 | 1 sec | 146,000 | 0 | 108 | Inf | 3,520 dmg/sec | 197,120 dmg/sec | Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000 |
II | 7,080 | 0 | 1 sec | 290,000 | 0 | 108 | Inf | 7,080 dmg/sec | 396,480 dmg/sec | Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000 |
III | 10,600 | 0 | 1 sec | 438,000 | 0 | 108 | Inf | 10,600 dmg/sec | 593,600 dmg/sec | Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000 |
IV | 14,200 | 0 | 1 sec | 580,000 | 0 | 108 | Inf | 14,200 dmg/sec | 795,200 dmg/sec | Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000 |
V | 17,600 | 0 | 1 sec | 730,000 | 0 | 108 | Inf | 17,600 dmg/sec | 985,600 dmg/sec | Cloaking, Vampirism, Regen Time 01:30, Target Seek Range 5,000, Armor Piercing 10,000 |
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 | -- | 240 | 210 | 450 | 170 | 00:00:02 | 13,440 | 11,760 | 25,200 | 9,520 | 00:01:52 |
II | 2,500 | 500 | 420 | 920 | 340 | 00:00:05 | 28,000 | 23,520 | 51,520 | 19,040 | 00:04:40 |
III | 4,000 | 1,000 | 840 | 1,840 | 340 | 00:00:09 | 56,000 | 47,040 | 103,040 | 19,040 | 00:08:24 |
IV | Adv Fac | 1,500 | 1,280 | 2,780 | 340 | 00:00:13 | 84,000 | 71,680 | 155,680 | 19,040 | 00:12:08 |
V | Core Fab | 2,000 | 1,700 | 3,700 | 340 | 00:00:17 | 112,000 | 95,200 | 207,200 | 19,040 | 00:15:52 |
How to use in your fleet
This cloaked melee-unit offers a number of interesting benefits. They can be used to snipe fleet-ships and most Guardians under a Force Field, and can creep up to long-range ships undetected, especially the pesky ones with a retreat range (although one should keep their uncloaked ships away as a lure). Its Missile-immunity is perfect against Missile Frigates and saves attrition from Missile-based guardposts on AI planets.
The inability of Vampire Claws to damage guardposts and starships is an Achilles heel, when compared to Vorticular Cutlasses. Think of these as assassins to the Cutlass barbarians. Also, keep them away from gravity-effects.
How to counter when in the AI fleet
Countering Vampire Claws is a very specific job. This is a ship type that requires the use of both Tachyon Emitters and Gravitational Turrets stationed at hostile wormholes, combined with defenses that give Refractive bonuses (e.g. Lightning Turrets, Laser Turrets and Flak Turrets). Keeping the main wave from penetrating your static defenses will be important. Their damage against Command Stations may be somewhat nerfed, but losing a Fabricator or Advanced Factory to these critters will be upsetting - spare a gravity turret at each. Additionally, slapping down a Military Command Station right next to the fabricator will prevent a large number of claws from ever reaching their intended target.
On the player offensive, the claws are not too dangerous. It is more a matter of bringing mobile tachyon detection to prevent your ships from receiving a surprise attack. Note that none of the triangle ships are strong counters as Missile Frigates cannot hurt them, so if you have a choice to unlock a ship-type that is not missile-based and has a Refractive bonus, do so. Due to the extreme difficulty in killing vampire claws once they have reached engagement range, translocation can knock them away from your fleet long enough to keep their regeneration manageable.