Difference between revisions of "AI War:Zenith Paralyzer"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you '''really''' don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure. | |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 20:54, 21 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.
Great when combined with other ship types. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flare | Medium |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 2,500 | 5,000 | 8 sec | 50,400 | 900 | 80 | 100 | 313 dmg/sec | 30,625 dmg/sec | Attack Paralyzes x8 |
II | 88 | 5,000 | 5,000 | 8 sec | 100,800 | 1,800 | 80 | 100 | 625 dmg/sec | 55,000 dmg/sec | Attack Paralyzes x10 |
III | 78 | 7,500 | 5,000 | 8 sec | 151,200 | 2,700 | 80 | 100 | 938 dmg/sec | 73,125 dmg/sec | Attack Paralyzes x12 |
IV | 68 | 10,000 | 5,000 | 8 sec | 201,600 | 3,600 | 80 | 100 | 1,250 dmg/sec | 85,000 dmg/sec | Attack Paralyzes x14 |
V | 49 | 12,500 | 5,000 | 8 sec | 252,000 | 4,500 | 80 | 100 | 1,563 dmg/sec | 76,563 dmg/sec | Attack Paralyzes x16 |
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 | -- | 200 | 50 | 250 | 100 | 00:00:02 | 19,600 | 4,900 | 24,500 | 9,800 | 00:03:16 |
II | 2,500 | 400 | 100 | 500 | 200 | 00:00:04 | 35,200 | 8,800 | 44,000 | 17,600 | 00:05:52 |
III | 6,000 | 800 | 200 | 1,000 | 200 | 00:00:07 | 62,400 | 15,600 | 78,000 | 15,600 | 00:09:06 |
IV | Adv Fac | 1,200 | 300 | 1,500 | 200 | 00:00:10 | 81,600 | 20,400 | 102,000 | 13,600 | 00:11:20 |
V | Core Fab | 1,600 | 400 | 2,000 | 200 | 00:00:14 | 78,400 | 19,600 | 98,000 | 9,800 | 00:11:26 |
How to use in your fleet
This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.
Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.
How to counter when in the AI fleet
Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you really don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.