Difference between revisions of "AI War:Zenith Reserve"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{ | + | {{6.010}}<br/> |
{| | {| | ||
− | |[[File: | + | |[[File:AIWarZenithReserve.png|100px|left|Zenith Reserve]] || valign="top" | Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).<br/>Given the large number of ships that come online at once, be sure to have between 20k and 40k energy available to support them.<br/>Their is only one type of [[Zenith Reserve]], the displayed Mark level of the Reserve is actually the Mark level of the Zenith Ships that will spawn when the reserve is destroyed.<br/>Increases [[AI Progress]] by 1/2/3/4/5 (Mk. I/II/III/IV/V) when destroyed. |
|} | |} | ||
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== Base Stats == | == Base Stats == | ||
---- | ---- | ||
− | {| | + | {| {{AlgTop}} |
− | ! | + | ! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | || {{AlgCtr}} | Structural || {{AlgCtr}} | Sniper Shots, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed || {{AlgCtr}} | |
|}<br/> | |}<br/> | ||
− | {| | + | {| {{AlgTop}} |
− | ! | + | ! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 800,000 || {{AlgCtr}} | 1,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change |
− | |} <br/> | + | |}<br/> |
== How to use in your fleet == | == How to use in your fleet == | ||
− | One must decide whether the one-time boost in firepower is worth the permanent AIP increase. It is usually prudent to crack open one only when you need it, especially on the normal difficulties where AIP is less of a critical concern. On the other hand, regular attention to your reserves ships are necessary: a lack of micro can easily lead to the sacrifice of these assets | + | One must decide whether the one-time boost in firepower is worth the permanent AIP increase. It is usually prudent to crack open one only when you need it, especially on the normal difficulties where AIP is less of a critical concern. On the other hand, regular attention to your reserves ships are necessary: a lack of micro can easily lead to the sacrifice of these assets. |
− | In terms of survival rates, the higher marks of [[Zenith Electric Bomber|Electric Bomber]]s, [[Zenith Beam Frigate|Beam Frigate]]s, [[Zenith Chameleon|Chameleon]]s and [[Zenith Bombard|Bombard]]s will last you the game if properly cared for. Ignore the Mirrors, Polarizers and Paralysers - they are more or less | + | In terms of survival rates, the higher marks of [[Zenith Electric Bomber|Electric Bomber]]s, [[Zenith Beam Frigate|Beam Frigate]]s, [[Zenith Chameleon|Chameleon]]s and [[Zenith Bombard|Bombard]]s will last you the game if properly cared for. Ignore the Mirrors, Polarizers and Paralysers - they are more or less ''designed'' to die. Grouping your cache ships with a [[Regenerator Golem]] (or two) will mitigate these concerns. [[Zenith Viral Shredder|Viral Shredder]]s are self-sustaining once the player obtains a suitable practice target for them to build up their numbers. |
− | One argument for | + | One strong argument for opening high-mark caches is that the amount given can exceed the player's ship-limit. Having almost twice the cap of, e.g. [[Zenith Bombard|Bombard]]s-IV and V, is a highly tempting prospect. This is achieved by building a full cap before cracking a cache. Conversely, discovering the relevant research unlocks and fabricators '''after''' blowing up the relevant cache... therefore, scouting is advised. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | None. The cache releases player-controlled ships when destroyed, regardless of the | + | None. The cache releases player-controlled ships when destroyed, '''regardless''' of the entity that currently owns it. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 08:29, 17 August 2016
This page is up to date for game version 6.010 |
Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost). Given the large number of ships that come online at once, be sure to have between 20k and 40k energy available to support them. Their is only one type of Zenith Reserve, the displayed Mark level of the Reserve is actually the Mark level of the Zenith Ships that will spawn when the reserve is destroyed. Increases AI Progress by 1/2/3/4/5 (Mk. I/II/III/IV/V) when destroyed. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Structural | Sniper Shots, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
0 | 0 | 0 sec | 800,000 | 1,000 | 0 | Inf | 0 dmg/sec | Captured On Planet Ownership Change |
How to use in your fleet
One must decide whether the one-time boost in firepower is worth the permanent AIP increase. It is usually prudent to crack open one only when you need it, especially on the normal difficulties where AIP is less of a critical concern. On the other hand, regular attention to your reserves ships are necessary: a lack of micro can easily lead to the sacrifice of these assets.
In terms of survival rates, the higher marks of Electric Bombers, Beam Frigates, Chameleons and Bombards will last you the game if properly cared for. Ignore the Mirrors, Polarizers and Paralysers - they are more or less designed to die. Grouping your cache ships with a Regenerator Golem (or two) will mitigate these concerns. Viral Shredders are self-sustaining once the player obtains a suitable practice target for them to build up their numbers.
One strong argument for opening high-mark caches is that the amount given can exceed the player's ship-limit. Having almost twice the cap of, e.g. Bombards-IV and V, is a highly tempting prospect. This is achieved by building a full cap before cracking a cache. Conversely, discovering the relevant research unlocks and fabricators after blowing up the relevant cache... therefore, scouting is advised.
How to counter when in the AI fleet
None. The cache releases player-controlled ships when destroyed, regardless of the entity that currently owns it.