Difference between revisions of "AI War:Munitions Booster"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Under most circumstances, you will want to take these out without mercy. The contribution of one munitions booster is larger than any individual fleet ship in a large battle. A set of munition boosters in an attack wave on their own is a laughing stock (and a good reason to switch to schizophrenic waves), so don't let any survive to make matters worse another day. | |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 07:43, 20 February 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Strong fighter in its own right, it also gives an attack bonus to nearby ships on your team. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Dark Matter | Refractive | 6 Artillery, 6 Refractive, 6 Composite |
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 | 300 | 56 | 100 | 1,000 dmg/sec | 19,000 dmg/sec | Attack Boost For Allied Ships (5000 Range, +80% Bonus) |
II | 17 | 4,000 | 6,000 | 2 sec | 518,000 | 600 | 56 | 100 | 2,000 dmg/sec | 34,000 dmg/sec | Attack Boost For Allied Ships (6000 Range, +110% Bonus) |
III | 15 | 6,000 | 6,000 | 2 sec | 777,000 | 900 | 56 | 100 | 3,000 dmg/sec | 45,000 dmg/sec | Attack Boost For Allied Ships (7000 Range, +140% Bonus) |
IV | 13 | 8,000 | 6,000 | 2 sec | 1,036,000 | 1,200 | 56 | 100 | 4,000 dmg/sec | 52,000 dmg/sec | Attack Boost For Allied Ships (8000 Range, +170% Bonus) |
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 | 100 | 00:00:08 | 190 | 17,100 | 17,290 | 1,900 | 00:02:32 |
II | 2,500 | 20 | 1,800 | 1,820 | 200 | 00:00:16 | 340 | 30,600 | 30,940 | 3,400 | 00:04:32 |
III | 6,000 | 40 | 3,600 | 3,640 | 200 | 00:00:31 | 600 | 54,000 | 54,600 | 3,000 | 00:07:45 |
IV | Adv Fac | 60 | 5,400 | 5,460 | 200 | 00:00:46 | 780 | 70,200 | 70,980 | 2,600 | 00:09:58 |
Note: Munitions does not have a Mark V version.
How to use in your fleet
Munitions Boosters provide damage multipliers to the rest of your fleet, and somewhat more effective than fleet starships in this manner. They are particular suitable for boosting heavy-hitting ships, especially as each ship is limited in the number of allies that it can boost. Therefore, more boosters will support a larger fleet.
Being slow, the best use for a lazy player is to utilise group-move until actual engagement happens, or pair them with vessels of similar speed. Offensive equivalent to Armor Boosters.
How to counter when in the AI fleet
Under most circumstances, you will want to take these out without mercy. The contribution of one munitions booster is larger than any individual fleet ship in a large battle. A set of munition boosters in an attack wave on their own is a laughing stock (and a good reason to switch to schizophrenic waves), so don't let any survive to make matters worse another day.