Difference between revisions of "AI War:Spire Stealth Battleship"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | SSBs are one of the few enemy ship-types against which you have the comfort of watching the health drop on '''each''' individual ship, as they batter your puny vessels. Due to their tenacity, the player is likely to lose a structure or two to a batch of 20 SSBs that slipped the net, than an equivalent strength of [[Raptor]]s or other weaker cloaked vessels (the new [[Vampire Claw]]s are also problematic, but for different reasons). Therefore it is important to have Tachyon coverage on all entry-points, and start working on them as soon as they are exposed. | + | SSBs are one of the few enemy ship-types against which you have the comfort of watching the health drop on '''each''' individual ship, as they batter your puny vessels. Every [[Bomber]] will count towards a speedy elimination. Due to their tenacity, the player is likely to lose a structure or two to a batch of 20 SSBs that slipped the net, than an equivalent strength of [[Raptor]]s or other weaker cloaked vessels (the new [[Vampire Claw]]s are also problematic, but for different reasons). Therefore it is important to have Tachyon coverage on all entry-points, and start working on them as soon as they are exposed. |
On the offense, taking [[Decloaker]]s with your fleet will expose SSBs at long range before they have a chance to sneak up and gun down your support ships. The SSB's 7000 attack range and chunky health means that other (short-range) tachyon options are less effective. Whatever you do, don't let a batch of zombie SSBs build up while hacking the AI. | On the offense, taking [[Decloaker]]s with your fleet will expose SSBs at long range before they have a chance to sneak up and gun down your support ships. The SSB's 7000 attack range and chunky health means that other (short-range) tachyon options are less effective. Whatever you do, don't let a batch of zombie SSBs build up while hacking the AI. |
Revision as of 03:01, 20 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Powerful battleship with onboard cloaking options as well as a portable radar dampener that makes enemy ships have to be in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one). |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flame Wave | Ultra-Heavy | Fusion Cutters Reclamation Paralysis Attacks Being Insta-Killed | 1.4 Composite, 1.4 Structural |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 5 | 8,000 x9 | 7,000 | 2 sec | 1,925,000 | 0 | 56 | 100,000 | 36,000 dmg/sec | 180,000 dmg/sec | Cloaking Radar Dampening Range 8,000 |
II | 5 | 16,000 x9 | 7,000 | 2 sec | 3,850,000 | 0 | 56 | 100,000 | 72,000 dmg/sec | 360,000 dmg/sec | Cloaking Radar Dampening Range 8,000 |
III | 4 | 24,000 x9 | 7,000 | 2 sec | 5,775,000 | 0 | 56 | 100,000 | 108,000 dmg/sec | 432,000 dmg/sec | Cloaking Radar Dampening Range 8,000 |
IV | 4 | 32,000 x9 | 7,000 | 2 sec | 7,700,000 | 0 | 56 | 100,000 | 144,000 dmg/sec | 576,000 dmg/sec | Cloaking Radar Dampening Range 8,000 |
V | 2 | 40,000 x9 | 7,000 | 2 sec | 9,625,000 | 0 | 56 | 100,000 | 180,000 dmg/sec | 360,000 dmg/sec | Cloaking Radar Dampening Range 8,000 |
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 | -- | 16,000 | 6,000 | 22,000 | 1,000 | 00:02:14 | 80,000 | 30,000 | 110,000 | 5,000 | 00:11:10 |
II | 2,500 | 32,000 | 12,000 | 44,000 | 2,000 | 00:04:27 | 160,000 | 60,000 | 220,000 | 10,000 | 00:22:15 |
III | 6,000 | 64,000 | 24,000 | 88,000 | 2,000 | 00:08:54 | 256,000 | 96,000 | 352,000 | 8,000 | 00:35:36 |
IV | Adv Fac | 96,000 | 36,000 | 132,000 | 2,000 | 00:13:20 | 384,000 | 144,000 | 528,000 | 8,000 | 00:53:20 |
V | Core Fab | 128,000 | 48,000 | 176,000 | 2,000 | 00:17:47 | 256,000 | 96,000 | 352,000 | 4,000 | 00:35:34 |
How to use in your fleet
One for the more patient players - SSBs are highly survivable and can be utilised as an independent strike group. While they can work with the fleet, this is not fully utilising the SSB's unique combination of Stealth, Radar Dampening, Paralysis and Insta-Kill immunity. One example use would be to neuter any planet - without a Black Hole Machine or Gravity Drill, - by (slowly) laying waste to the various guardposts and emplacements. As the caps numbers for a full fighting force are very low, SSBs will not trigger AI alerts (unlike Space Planes).
Tachyon detection should not be a problem unless the AI also possesses significant local firepower (just make sure you upgrade to higher marks to match the planet you're fighting on). Against AIs with several Bomber-type unlocks, however, higher attritions can be expected. Setting up a repair post using Engineers and a Cloaker Starship will support your extended stealth raiding.
How to counter when in the AI fleet
SSBs are one of the few enemy ship-types against which you have the comfort of watching the health drop on each individual ship, as they batter your puny vessels. Every Bomber will count towards a speedy elimination. Due to their tenacity, the player is likely to lose a structure or two to a batch of 20 SSBs that slipped the net, than an equivalent strength of Raptors or other weaker cloaked vessels (the new Vampire Claws are also problematic, but for different reasons). Therefore it is important to have Tachyon coverage on all entry-points, and start working on them as soon as they are exposed.
On the offense, taking Decloakers with your fleet will expose SSBs at long range before they have a chance to sneak up and gun down your support ships. The SSB's 7000 attack range and chunky health means that other (short-range) tachyon options are less effective. Whatever you do, don't let a batch of zombie SSBs build up while hacking the AI.