Difference between revisions of "AI War:Spider Bot"
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[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
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− | |[[File:AIWarSpiderBot.png|left| | + | |[[File:AIWarSpiderBot.png|left|Spider Bot]] || valign="top" | Extremely effective at damaging the engines of enemy ships. |
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableSpiderBot}} |
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Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027) | Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027) | ||
== How to use in your fleet == | == How to use in your fleet == | ||
Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. | Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. | ||
− | [[Spider Bot]] | + | [[AI War:Spider Bot|Spider Bots]] are capable of first-strike against many ship-types and stop them from making any more progress into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in combination with the translocating attack of [[AI_War:Orbital_Command_Station#Military_Command_Station|Military Command Stations]]. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within a minute (a different targeting algorithm is in place, although this assertion should be tested). A volley or two should also disable the engines of an average starship or guardian. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core [[AI_War:Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave. |
NB: The ship-type distributions being random, engine damage actually decreases in utility with the addition of Neinzul and Spire expansions. A v5.029 non-comprehensive engine health list is included here: | NB: The ship-type distributions being random, engine damage actually decreases in utility with the addition of Neinzul and Spire expansions. A v5.029 non-comprehensive engine health list is included here: | ||
− | * '''Inf''' (immune) - [[Raid Starship]] | + | * '''Inf''' (immune) - [[AI_War:Raid Starship|Raid Starships]], melee ships, teleporting ships, [[AI_War:Sniper|Snipers]], Neinzul ships, and all [[Neinzul Enclave Starship]]s. |
− | * 600,000 - [[Spire Destroyer]]. | + | * 600,000 - [[AI War:Spire Destroyer|Spire Destroyer]]. |
− | * 300,000 - [[Bomber Starship]] | + | * 300,000 - [[AI War:Bomber Starship|Bomber Starships]], [[Riot Control Starship]]s-III (10,000*Mark), [[AI War:Spire Frigate|Spire Frigate]] |
− | * 100,000 - Many Starships, most Guardians, Spire fleet-ships, [[AI-Neinzul Hybrid]]s | + | * 100,000 - Many [[AI War:Starships|Starships]], most [[AI War:Guardians|Guardians]], Spire fleet-ships, [[AI-Neinzul Hybrid]]s |
* 3,000 - [[Plasma Siege Starship]]s | * 3,000 - [[Plasma Siege Starship]]s | ||
* 2000 - [[Zenith Electric Bomber]]s | * 2000 - [[Zenith Electric Bomber]]s | ||
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* 800 - [[Etherjet]]s, [[Zenith Chameleon]]s | * 800 - [[Etherjet]]s, [[Zenith Chameleon]]s | ||
* 200 - [[Fighter]]s, [[Bomber]]s, [[Tachyon Microfighter]]s, [[Space Tank]]s, [[Space Plane]]s | * 200 - [[Fighter]]s, [[Bomber]]s, [[Tachyon Microfighter]]s, [[Space Tank]]s, [[Space Plane]]s | ||
− | * 150 - [[Armor Ship]]s | + | * 150 - [[AI War:Armor Ship|Armor Ship]]s |
− | * 100 - Other fleet-ships, [[Zenith Auto Bomb]] | + | * 100 - Other fleet-ships, [[AI War:Zenith Auto Bomb|Zenith Auto Bombs]](!), [[Decloaker]]s |
* 50 - [[Raptor]]s | * 50 - [[Raptor]]s | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | Enemy [[Spider Bot]] | + | Enemy [[AI War:Spider Bot|Spider Bots]] are generally annoying, being pernicious enough to disable a small bunch of your fleet across every planet. Aside from emphasising ship-types which are resistant or immune, best practice is to send in a squad of [[AI War:Engineer|Engineer]]-IIIs on FRD (engine damage can be repaired just like health damage). |
Ironically, their own engines can be readily disabled by your own ships. | Ironically, their own engines can be readily disabled by your own ships. |
Latest revision as of 11:16, 23 September 2017
Extremely effective at damaging the engines of enemy ships. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
192 | Shell | Light | 6 Light, 6 Swarmer, 6 Ultra-Light, 6 Close-Combat |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 20 | 10,000 | 5 sec | 510 | 1 | 72 | 100 | 4 dmg/sec | 768 dmg/sec | 97,920 | Engine Damage 60 |
II | 40 | 10,000 | 5 sec | 1,020 | 3 | 72 | 100 | 8 dmg/sec | 1,536 dmg/sec | 195,840 | Engine Damage 120 |
III | 62 | 10,000 | 5 sec | 1,540 | 4 | 72 | 100 | 12 dmg/sec | 2,381 dmg/sec | 295,680 | Engine Damage 180 |
IV | 82 | 10,000 | 5 sec | 2,050 | 6 | 72 | 100 | 16 dmg/sec | 3,149 dmg/sec | 393,600 | Engine Damage 240 |
V | 102 | 10,000 | 5 sec | 2,550 | 7 | 72 | 100 | 20 dmg/sec | 3,917 dmg/sec | 489,600 | Engine Damage 300 |
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 | -- | 0 | 240 | 240 | 30 | 00:00:02 | 0 | 23,040 | 23,040 | 2,880 | 00:03:12 |
II | 2,500 | 0 | 500 | 500 | 60 | 00:00:05 | 0 | 48,000 | 48,000 | 5,760 | 00:08:00 |
III | 4,000 | 0 | 1,000 | 1,000 | 60 | 00:00:09 | 0 | 96,000 | 96,000 | 5,760 | 00:14:24 |
IV | Adv Fac | 0 | 1,500 | 1,500 | 60 | 00:00:13 | 0 | 144,000 | 144,000 | 5,760 | 00:20:48 |
V | Core Fab | 0 | 2,000 | 2,000 | 60 | 00:00:17 | 0 | 192,000 | 192,000 | 5,760 | 00:27:12 |
Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
How to use in your fleet
Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1.
Spider Bots are capable of first-strike against many ship-types and stop them from making any more progress into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in combination with the translocating attack of Military Command Stations. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within a minute (a different targeting algorithm is in place, although this assertion should be tested). A volley or two should also disable the engines of an average starship or guardian. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core Raid-Engine wave as a mark-I wave.
NB: The ship-type distributions being random, engine damage actually decreases in utility with the addition of Neinzul and Spire expansions. A v5.029 non-comprehensive engine health list is included here:
- Inf (immune) - Raid Starships, melee ships, teleporting ships, Snipers, Neinzul ships, and all Neinzul Enclave Starships.
- 600,000 - Spire Destroyer.
- 300,000 - Bomber Starships, Riot Control Starships-III (10,000*Mark), Spire Frigate
- 100,000 - Many Starships, most Guardians, Spire fleet-ships, AI-Neinzul Hybrids
- 3,000 - Plasma Siege Starships
- 2000 - Zenith Electric Bombers
- 1000 - Sentinel Frigates
- 800 - Etherjets, Zenith Chameleons
- 200 - Fighters, Bombers, Tachyon Microfighters, Space Tanks, Space Planes
- 150 - Armor Ships
- 100 - Other fleet-ships, Zenith Auto Bombs(!), Decloakers
- 50 - Raptors
How to counter when in the AI fleet
Enemy Spider Bots are generally annoying, being pernicious enough to disable a small bunch of your fleet across every planet. Aside from emphasising ship-types which are resistant or immune, best practice is to send in a squad of Engineer-IIIs on FRD (engine damage can be repaired just like health damage).
Ironically, their own engines can be readily disabled by your own ships.