Difference between revisions of "AI War:Armor Booster"
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Note: Armor Boost does not have a Mark V version. | Note: Armor Boost does not have a Mark V version. | ||
== How to use in your fleet == | == How to use in your fleet == | ||
− | Armor boosters are effective survival multipliers, and give players a larger advantage in long-running battles versus the AI. Being slow, the best use a lazy player will get is to utilise group-move until actual engagement happens, or pair armour boosters with vessels of similar speed. | + | Armor boosters are effective survival multipliers, and give players a larger advantage in long-running battles versus the AI. The actual armor mechanic in 5.02x is a flat reduction in damage, so armor-boosters shine most against enemies with weak individual attacks (admittedly not that many). Note that the maximum reduction in damage is 80%, so the player cannot create invincible armies. |
+ | |||
+ | Being slow, the best use a lazy player will get is to utilise group-move until actual engagement happens, or pair armour boosters with vessels of similar speed. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 00:11, 18 February 2012
This page is up to date for game version 5.025 and should still be correct |
Strong fighter in its own right, it also gives a 2x armor rating bonus to nearby ships on your team. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Dark Matter | Refractive | 6 Light, 6 Ultra-Light, 6 Refractive, 6 Composite, 6 Polycrystal |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 19 | 2,000 | 6,000 | 2 sec | 259,000 | 750 | 44 | 100 | 1,000 dmg/sec | 19,000 dmg/sec | Armor Boost For Allied Ships (3000 Range) |
II | 17 | 4,000 | 6,000 | 2 sec | 518,000 | 1,500 | 44 | 100 | 2,000 dmg/sec | 34,000 dmg/sec | Armor Boost For Allied Ships (4000 Range) |
III | 15 | 6,000 | 6,000 | 2 sec | 777,000 | 2,250 | 44 | 100 | 3,000 dmg/sec | 45,000 dmg/sec | Armor Boost For Allied Ships (5000 Range) |
IV | 13 | 8,000 | 6,000 | 2 sec | 1,036,000 | 3,000 | 44 | 100 | 4,000 dmg/sec | 52,000 dmg/sec | Armor Boost For Allied Ships (6000 Range) |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 10 | 900 | 910 | 250 | 00:00:08 | 190 | 17,100 | 17,290 | 4,750 | 00:02:32 |
II | 2,500 | 20 | 1,800 | 1,820 | 500 | 00:00:16 | 340 | 30,600 | 30,940 | 8,500 | 00:04:32 |
III | 6,000 | 40 | 3,600 | 3,640 | 500 | 00:00:31 | 600 | 54,000 | 54,600 | 7,500 | 00:07:45 |
IV | Adv Fac | 60 | 5,400 | 5,460 | 500 | 00:00:46 | 780 | 70,200 | 70,980 | 6,500 | 00:09:58 |
Note: Armor Boost does not have a Mark V version.
How to use in your fleet
Armor boosters are effective survival multipliers, and give players a larger advantage in long-running battles versus the AI. The actual armor mechanic in 5.02x is a flat reduction in damage, so armor-boosters shine most against enemies with weak individual attacks (admittedly not that many). Note that the maximum reduction in damage is 80%, so the player cannot create invincible armies.
Being slow, the best use a lazy player will get is to utilise group-move until actual engagement happens, or pair armour boosters with vessels of similar speed.
How to counter when in the AI fleet
In the current version 5.026, armor has only a small affect on general gameplay. Armor boosters will enhance the survival of all enemy ships by a small percentage, but is itself very weak in damage. They only become significant problems when combined with [Armor Ship]]s, Space Tanks, and other such crafts explicitly emphasising armor protection (1500+) - in these cases it is prudent to down them first.
This forum thread is a 5.02x discussion on armor mechanics and useful for further perusal.