Difference between revisions of "AI War:Spire Teleporting Leech"
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Teleporting ships and reclaimers are balanced to be weaker the average vessel, and the [[Spire Teleporting Leech]] is (for better or worse) both. They are built with a very specific purpose in life: to capture a ship, and to capture that ship anywhere. One can therefore claim with ease the [[Sniper]]s, [[Zenith Bombard]]s, and [[Sentinel Frigate]]s that are mostly out-of-reach from conventional [[Parasite]]s. Designate these as preferred targets, or spend some time to manually collect them. | Teleporting ships and reclaimers are balanced to be weaker the average vessel, and the [[Spire Teleporting Leech]] is (for better or worse) both. They are built with a very specific purpose in life: to capture a ship, and to capture that ship anywhere. One can therefore claim with ease the [[Sniper]]s, [[Zenith Bombard]]s, and [[Sentinel Frigate]]s that are mostly out-of-reach from conventional [[Parasite]]s. Designate these as preferred targets, or spend some time to manually collect them. | ||
− | It is not cost-efficient to have these ships engage an enemy fleet head-on. They will die, and the replacement process will be ugly. If you take care to send the Leeches only after the battle is half-over (and also utilise the hull bonuses), your economy will be better off. | + | It is not cost-efficient to have these ships engage an enemy fleet head-on. They will die, and the replacement process will be ugly. (NB: To be tested - will Leeches dodge much better with an auto-kiting behaviour set to greater than Fighter/Bomber ranges?) If you take care to send the Leeches only after the battle is half-over (and also utilise the hull bonuses), your economy will be better off. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 01:54, 20 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Large teleporting ship fires lightning shots. Reclaims enemy ships it kills (reclaimed ships have health = damage inflicted by reclamator). |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Minor Electric | Medium | Sniper Shots Tractor Beams Reclamation Paralysis Attacks Mines | 0.1 Command-Grade, 3.2 Refractive, 3.2 Composite |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 49 | 2,200 | 5,500 | 1 sec | 114,800 | 300 | 100 | 100,000 | 2,200 dmg/sec | 107,800 dmg/sec | Teleports Reclaims Enemy Ships Armor Piercing 750 |
II | 44 | 4,400 | 6,000 | 1 sec | 229,600 | 600 | 100 | 100,000 | 4,400 dmg/sec | 193,600 dmg/sec | Teleports Reclaims Enemy Ships Armor Piercing 1,500 |
III | 39 | 6,600 | 6,500 | 1 sec | 344,400 | 900 | 100 | 100,000 | 6,600 dmg/sec | 257,400 dmg/sec | Teleports Reclaims Enemy Ships Armor Piercing 2,250 |
IV | 34 | 8,800 | 7,000 | 1 sec | 459,200 | 1,200 | 100 | 100,000 | 8,800 dmg/sec | 299,200 dmg/sec | Teleports Reclaims Enemy Ships Armor Piercing 3,000 |
V | 24 | 11,000 | 7,500 | 1 sec | 574,000 | 1,500 | 100 | 100,000 | 11,000 dmg/sec | 264,000 dmg/sec | Teleports Reclaims Enemy Ships Armor Piercing 3,750 |
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 | -- | 2,400 | 1,000 | 3,400 | 200 | 00:00:20 | 117,600 | 49,000 | 166,600 | 9,800 | 00:16:20 |
II | 2,500 | 4,800 | 2,000 | 6,800 | 400 | 00:00:40 | 211,200 | 88,000 | 299,200 | 17,600 | 00:29:20 |
III | 6,000 | 9,600 | 4,000 | 13,600 | 400 | 00:01:20 | 374,400 | 156,000 | 530,400 | 15,600 | 00:52:00 |
IV | Adv Fac | 14,400 | 6,000 | 20,400 | 400 | 00:02:00 | 489,600 | 204,000 | 693,600 | 13,600 | 01:08:00 |
V | Core Fab | 19,200 | 8,000 | 27,200 | 400 | 00:02:40 | 460,800 | 192,000 | 652,800 | 9,600 | 01:04:00 |
How to use in your fleet
Teleporting ships and reclaimers are balanced to be weaker the average vessel, and the Spire Teleporting Leech is (for better or worse) both. They are built with a very specific purpose in life: to capture a ship, and to capture that ship anywhere. One can therefore claim with ease the Snipers, Zenith Bombards, and Sentinel Frigates that are mostly out-of-reach from conventional Parasites. Designate these as preferred targets, or spend some time to manually collect them.
It is not cost-efficient to have these ships engage an enemy fleet head-on. They will die, and the replacement process will be ugly. (NB: To be tested - will Leeches dodge much better with an auto-kiting behaviour set to greater than Fighter/Bomber ranges?) If you take care to send the Leeches only after the battle is half-over (and also utilise the hull bonuses), your economy will be better off.
How to counter when in the AI fleet
Coming soon