Difference between revisions of "AI War:Gravitational Turret"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
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{| | {| | ||
− | |[[File:AIWarGravTurret.png|left| | + | |[[File:AIWarGravTurret.png|left|Grav Turret]] || valign="top" | Slows the movement of enemy ships within range. |
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableTurGravitational}} |
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== How to use in your fleet == | == How to use in your fleet == | ||
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− | + | While tractor beam turrets are effective against small enemy ships, anything starship-sized or larger is immune to tractor beams, making these almost a requirement for a good defense. They are especially important against exogalactic waves, which tend to be made up of large, fast units that will happily charge right through your defenses on their way to your home planet. | |
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+ | For maximum effectiveness, instead of placing them directly in the path of incoming waves, try placing them to either side so that they are as far away from the enemy as possible. This way shorter-ranged ships will not be able to shoot them, allowing them to live longer. This is especially effective when combined with a [[Radar Jammer]] II in the system. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 23:38, 7 March 2015
Slows the movement of enemy ships within range. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
58 | Turret | Fusion Cutters, Minor Electric Ammo, Armor Boosts, Reclamation, Transport, Swallow |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | sec | 1,080,000 | 1,200 | 0 | Inf | -- dmg/sec | -- dmg/sec | Max Ship Speed 32 Within 5,000 Range, Requires Supply | ||
II | sec | 2,160,000 | 1,200 | 0 | Inf | -- dmg/sec | -- dmg/sec | Max Ship Speed 20 Within 7,000 Range, Requires Supply | ||
III | sec | 3,240,000 | 1,200 | 0 | Inf | -- dmg/sec | -- dmg/sec | Max Ship Speed 8 Within 9,000 Range, Requires Supply |
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 | 500 | 500 | 7,000 | 7,500 | 400 | 00:00:40 | 29,000 | 406,000 | 435,000 | 23,200 | 00:38:40 |
II | 1,500 | 500 | 7,000 | 7,500 | 800 | 00:01:20 | 29,000 | 406,000 | 435,000 | 46,400 | 01:17:20 |
III | 2,500 | 500 | 7,000 | 7,500 | 1,200 | 00:02:01 | 29,000 | 406,000 | 435,000 | 69,600 | 01:56:58 |
How to use in your fleet
While tractor beam turrets are effective against small enemy ships, anything starship-sized or larger is immune to tractor beams, making these almost a requirement for a good defense. They are especially important against exogalactic waves, which tend to be made up of large, fast units that will happily charge right through your defenses on their way to your home planet.
For maximum effectiveness, instead of placing them directly in the path of incoming waves, try placing them to either side so that they are as far away from the enemy as possible. This way shorter-ranged ships will not be able to shoot them, allowing them to live longer. This is especially effective when combined with a Radar Jammer II in the system.