Difference between revisions of "AI War:Autocannon Minipod"
Darkarchon (talk | contribs) (→How to use in your fleet: Included some further information about CF with them and the effect and generally tried to cleanup the flow of the information.) |
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Note: Autocannon does not have a Mark V version. | Note: Autocannon does not have a Mark V version. | ||
== How to use in your fleet == | == How to use in your fleet == | ||
− | Appears to be a cloaked [[Fighter]], but on closer inspection comes with different bonuses and an interesting Armor damage attribute | + | Appears to be a cloaked [[Fighter]], but on closer inspection comes with different bonuses and an interesting Armor damage attribute. [[Autocannon Minipod]]s and [[Infiltrator]]s are better styled as swarming [[Bomber]]s with a cloak that pepper away at larger targets, instead of delivering their damage in one payload. When comparing to Bombers, however, realize the minipods have traded their [[Heavy]] and [[Artillery]] bonuses for [[Turret]] and [[Swarmer]] bonuses. Turret is a hull type that AI haven't used for years and is one of the things that makes it more dangerous in the hands of the AI then in yours. |
− | As a cloaked assault unit, these ships will chase down enemies for you and make easier work of neutering - although don't expect them to act well alone. | + | The shot damage is so low that they will do minimum damage against the more armored ships such as [[Bomber]]s, at least until the Armor damage scratches away the protection, which doesn't take long during concentrated fire but is nearly useless when spread out. A cap of MK Is at 196 ship cap will do 600 armor damage/second to a single target. As a point of reference a Core Starship has 2500 armor and can be very dangerous to your fleet. It will have no armor in 5 seconds against a cap of MK Is. This means that they're much more effective being micro'd against large deadly targets than trying to use them scattered amongst your fleet. |
+ | |||
+ | As a cloaked assault unit with very high speed, these ships will chase down enemies for you and make easier work of neutering - although don't expect them to act well alone, they can be extremely fragile and will require heavy micro for highly effective use. Remember to low-power them during transit so they don't drop their cloaks. Their sheer numbers are better for screening and softening up targets before the rest of your fleet engages when not microing them. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 01:51, 25 April 2012
This page is up to date for game version 5.025 and should still be correct |
Extremely fast cloaked ship with short-range rapid fire attack. Excellent against heavy targets, but weak to opposing fleet ships. Also known as the Autocannon Minipod. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Swarmer | 3.2 Swarmer, 3.2 Turret, 3.2 Ultra-Heavy, 3.2 Structural |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 196 | 560 | 3,500 | 1 sec | 54,600 | 0 | 188 | 100 | 560 dmg/sec | 109,760 dmg/sec | Cloaking Armor Damage 3 |
II | 176 | 1,120 | 3,500 | 1 sec | 109,200 | 0 | 188 | 100 | 1,120 dmg/sec | 197,120 dmg/sec | Cloaking Armor Damage 6 |
III | 156 | 1,680 | 3,500 | 1 sec | 163,800 | 0 | 188 | 100 | 1,680 dmg/sec | 262,080 dmg/sec | Cloaking Armor Damage 9 |
IV | 137 | 2,240 | 3,500 | 1 sec | 218,400 | 0 | 188 | 100 | 2,240 dmg/sec | 306,880 dmg/sec | Cloaking Armor Damage 12 |
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 | -- | 140 | 20 | 160 | 24 | 00:00:02 | 27,440 | 3,920 | 31,360 | 4,704 | 00:06:32 |
II | 2,500 | 280 | 40 | 320 | 50 | 00:00:03 | 49,280 | 7,040 | 56,320 | 8,800 | 00:08:48 |
III | 6,000 | 560 | 80 | 640 | 50 | 00:00:05 | 87,360 | 12,480 | 99,840 | 7,800 | 00:13:00 |
IV | Adv Fac | 840 | 120 | 960 | 50 | 00:00:07 | 115,080 | 16,440 | 131,520 | 6,850 | 00:15:59 |
Note: Autocannon does not have a Mark V version.
How to use in your fleet
Appears to be a cloaked Fighter, but on closer inspection comes with different bonuses and an interesting Armor damage attribute. Autocannon Minipods and Infiltrators are better styled as swarming Bombers with a cloak that pepper away at larger targets, instead of delivering their damage in one payload. When comparing to Bombers, however, realize the minipods have traded their Heavy and Artillery bonuses for Turret and Swarmer bonuses. Turret is a hull type that AI haven't used for years and is one of the things that makes it more dangerous in the hands of the AI then in yours.
The shot damage is so low that they will do minimum damage against the more armored ships such as Bombers, at least until the Armor damage scratches away the protection, which doesn't take long during concentrated fire but is nearly useless when spread out. A cap of MK Is at 196 ship cap will do 600 armor damage/second to a single target. As a point of reference a Core Starship has 2500 armor and can be very dangerous to your fleet. It will have no armor in 5 seconds against a cap of MK Is. This means that they're much more effective being micro'd against large deadly targets than trying to use them scattered amongst your fleet.
As a cloaked assault unit with very high speed, these ships will chase down enemies for you and make easier work of neutering - although don't expect them to act well alone, they can be extremely fragile and will require heavy micro for highly effective use. Remember to low-power them during transit so they don't drop their cloaks. Their sheer numbers are better for screening and softening up targets before the rest of your fleet engages when not microing them.
How to counter when in the AI fleet
For as long as you keep your turrets out of range, these ships are merely another nuisance to destroy. The AI doesn't take enough advantage of combined arms for these to be a thread. While Tachyon Beam Emitter (Stealth)s are recommended, unlocking Decloakers is optional.