Difference between revisions of "AI War:Zenith Electric Bomber"
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | [[Zenith Electric Bomber]]: Big, bad, and to be honest rather expensive per ship. Unfortunately, half the things in the universe will focus them down (especially [[Ion Cannon]]s, so you'll pay dearly) - limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-kill, but at 6400 range you may not want to let your juicy [[Bomber]]s into range. (These beasts have Polycrystal bonuses, interestingly enough). | |
+ | |||
+ | The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other [[Bomber]]-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet. | ||
+ | |||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
Coming soon | Coming soon |
Revision as of 06:35, 21 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Expensive bomber that delivers a tremendous payload. Part of the Zenith Fleet |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Energy Wave | Neutron | Paralysis Attacks | 3.2 Ultra-Heavy, 3.2 Structural, 3.2 Polycrystal |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 19 | 76,000 | 6,400 | 12 sec | 525,000 | 600 | 50 | 2,000 | 6,333 dmg/sec | 120,333 dmg/sec | |
II | 17 | 152,000 | 6,400 | 12 sec | 1,050,000 | 1,200 | 50 | 2,000 | 12,667 dmg/sec | 215,333 dmg/sec | |
III | 15 | 228,000 | 6,400 | 12 sec | 1,575,000 | 1,800 | 50 | 2,000 | 19,000 dmg/sec | 285,000 dmg/sec | |
IV | 13 | 304,000 | 6,400 | 12 sec | 2,100,000 | 2,400 | 50 | 2,000 | 25,333 dmg/sec | 329,333 dmg/sec | |
V | 9 | 380,000 | 6,400 | 12 sec | 2,625,000 | 3,000 | 50 | 2,000 | 31,667 dmg/sec | 285,000 dmg/sec |
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 | -- | 4,000 | 400 | 4,400 | 250 | 00:00:34 | 76,000 | 7,600 | 83,600 | 4,750 | 00:10:46 |
II | 2,500 | 8,000 | 800 | 8,800 | 500 | 00:01:07 | 136,000 | 13,600 | 149,600 | 8,500 | 00:18:59 |
III | 6,000 | 16,000 | 1,600 | 17,600 | 500 | 00:02:14 | 240,000 | 24,000 | 264,000 | 7,500 | 00:33:30 |
IV | Adv Fac | 24,000 | 2,400 | 26,400 | 500 | 00:03:20 | 312,000 | 31,200 | 343,200 | 6,500 | 00:43:20 |
V | Core Fab | 32,000 | 3,200 | 35,200 | 500 | 00:04:27 | 288,000 | 28,800 | 316,800 | 4,500 | 00:40:03 |
How to use in your fleet
Zenith Electric Bomber: Big, bad, and to be honest rather expensive per ship. Unfortunately, half the things in the universe will focus them down (especially Ion Cannons, so you'll pay dearly) - limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-kill, but at 6400 range you may not want to let your juicy Bombers into range. (These beasts have Polycrystal bonuses, interestingly enough).
The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other Bomber-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet.
How to counter when in the AI fleet
Coming soon