Difference between revisions of "AI War:Neinzul Youngling Commando"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra [[Force Field]]s or extra [[Tractor Beam Turret]]s to hold back the tide. | |
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+ | [[Neinzul Roaming Enclave]] can spawn a comprehensive set of player-buildable Neinzul combat ships; see the mother ship for details. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 03:27, 21 March 2012
This page is up to date for game version 5.025 and should still be correct |
A fighter-scout with mid-power short-range guns. Great against large defenses. Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). This ship can also spawn from Enclave Starships |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Swarmer | Reclamation Mines Repair | 2 Light, 2 Swarmer, 2 Ultra-Light, 2 Close-Combat, 2 Ultra-Heavy |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 4,800 | 3,300 | 3 sec | 112,000 | 300 | 300 | Inf | 1,600 dmg/sec | 156,800 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 750 Gathers Scout Intel |
II | 88 | 9,600 | 3,300 | 3 sec | 224,000 | 600 | 300 | Inf | 3,200 dmg/sec | 281,600 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 1,500 Gathers Scout Intel |
III | 78 | 14,400 | 3,300 | 3 sec | 336,000 | 900 | 300 | Inf | 4,800 dmg/sec | 374,400 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 2,250 Gathers Scout Intel |
IV | 68 | 19,200 | 3,300 | 3 sec | 448,000 | 1,200 | 300 | Inf | 6,400 dmg/sec | 435,200 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 3,000 Gathers Scout Intel |
V | 49 | 24,000 | 3,300 | 3 sec | 560,000 | 1,500 | 300 | Inf | 8,000 dmg/sec | 392,000 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 3,750 Gathers Scout Intel |
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 | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,900 | 4,900 | 9,800 | 4,900 | 00:01:38 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 8,800 | 8,800 | 17,600 | 8,800 | 00:01:28 |
III | 6,000 | 200 | 200 | 400 | 100 | 00:00:02 | 15,600 | 15,600 | 31,200 | 7,800 | 00:02:36 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 20,400 | 20,400 | 40,800 | 6,800 | 00:03:24 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 19,600 | 19,600 | 39,200 | 4,900 | 00:03:16 |
How to use in your fleet
Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet. You'll only have to pay attention to their individual stats when some niche task appears. The Neinzul fleet has its own pseudo-Triangle: Neinzul Youngling Commandos favour light hulls (anti-Fighter), Neinzul Youngling Tigers favour heavy-hulls (anti-Missile Frigate), and Neinzul Youngling Weasel favour rare hulls (anti-Bomber). Their speed makes them effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.
In the above system, the Commando is like a superiority fighter with the addition of scouting. It excels at hounding down Raid Starship or Self-Destruction Guardian but can otherwise be seen as a standard attacking ship.
How to counter when in the AI fleet
Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra Force Fields or extra Tractor Beam Turrets to hold back the tide.
Neinzul Roaming Enclave can spawn a comprehensive set of player-buildable Neinzul combat ships; see the mother ship for details.