Difference between revisions of "AI War:Neinzul Rocketry Corps Silo"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{ | + | {{6.010}}<br/> |
{| | {| | ||
|[[File:AIWarNeinzulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets. | |[[File:AIWarNeinzulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets. | ||
− | These warheads do not cause any AI Progress upon detonation.<br/>Also, while the warheads only target human planets, they affect both human and AI ships when they detonate. AI ships don't fire at these warheads, as they know better.<br/>The silo itself has a special form of shielding that makes it completely invulnerable.<br/>Capturing the planet the Silo is on does not stop the warheads from spawning every 15 minutes so if you destroy an AI command station in the system the Silo is in, or an adjacent system, the Silo will spawn a hostile warhead every 15 minutes for the rest of the game.<br/>Each Mark level of the silo is the same except that higher Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled. | + | These warheads do not cause any AI Progress upon detonation, otherwise they are identical to the warheads the player can build at the [[Missile Silo]].<br/>Also, while the warheads only target human planets, they affect both human and AI ships when they detonate. AI ships don't fire at these warheads, as they know better.<br/>The silo itself has a special form of shielding that makes it completely invulnerable.<br/>Capturing the planet the Silo is on does not stop the warheads from spawning every 15 minutes so if you destroy an AI command station in the system the Silo is in, or an adjacent system, the Silo will spawn a hostile warhead every 15 minutes for the rest of the game.<br/>Each Mark level of the silo is the same except that higher Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled. |
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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}} | Composite || {{AlgCtr}} | Mass Drivers, Fusion Cutters, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair || {{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}} | 200,000,000 || {{AlgCtr}} | 200,000,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Regen Time 16:40 |
|} <br/> | |} <br/> | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Despite its description, a [[Command Station|Warp Jammer Command Station]] actually '''cannot''' prevent warhead launches. Putting a Warp Jammer on the planet containing the silo does not work, either. | |
+ | |||
+ | Often one would have to bite the bullet and place some turrets near each wormhole to shoot down the warheads, as losing a bunch of turrets is usually no big deal because you can rebuild them fairly quickly. It is still very annoying if a lightning warhead wipes out an entire wormhole defense right before the wave comes in, or an EMP warhead catches your fleet right in the heat of a battle. | ||
+ | |||
+ | One can also use ships that are immune to Area Damage and EMPs, such as [[Raid Starship|Human Raid Starship]] to shoot down warheads. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 20:01, 7 October 2016
This page is up to date for game version 6.010 |
When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets.
These warheads do not cause any AI Progress upon detonation, otherwise they are identical to the warheads the player can build at the Missile Silo. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Composite | Mass Drivers, Fusion Cutters, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
0 | 0 | 0 sec | 200,000,000 | 200,000,000 | 0 | Inf | 0 dmg/sec | Regen Time 16:40 |
How to counter when in the AI fleet
Despite its description, a Warp Jammer Command Station actually cannot prevent warhead launches. Putting a Warp Jammer on the planet containing the silo does not work, either.
Often one would have to bite the bullet and place some turrets near each wormhole to shoot down the warheads, as losing a bunch of turrets is usually no big deal because you can rebuild them fairly quickly. It is still very annoying if a lightning warhead wipes out an entire wormhole defense right before the wave comes in, or an EMP warhead catches your fleet right in the heat of a battle.
One can also use ships that are immune to Area Damage and EMPs, such as Human Raid Starship to shoot down warheads.