Difference between revisions of "AI War:SuperFortress"
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{{6.016}}<br/> | {{6.016}}<br/> | ||
{| | {| | ||
− | |[[File:AIWarSuperFortress.png|100px|left|Fortress]] || valign="top" | | + | |[[File:AIWarSuperFortress.png|100px|left|Fortress]] || valign="top" | Incredibly powerful fortress with a massive range. |
+ | |} | ||
+ | |||
+ | This unit is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. | ||
+ | |||
+ | Unlike normal Fortresses, these do not require [[AI War:Supply|Supply]] and are not disabled by lack of it. | ||
+ | |||
+ | Human players can only obtain one of these by buying it to a [[AI War:Zenith Traders|Zenith Trader]]. | ||
− | + | The AI and Human versions have several differences. | |
+ | |||
+ | * <b>Human Fortress:</b> After moving, it must recharge for 60 seconds before it can start doing repairs again. | ||
+ | * <b>AI Fortress:</b> Can not move or be repaired. | ||
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− | |||
__notoc__ | __notoc__ | ||
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| {{AlgCtr}} | I || {{AlgCtr}} | [[Trade Ship|Trader]] || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 36,000,000 || {{AlgCtr}} | 300,000 || {{AlgCtr}} | 02:25:50 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 36,000,000 || {{AlgCtr}} | 300,000 || {{AlgCtr}} | 02:25:50 | | {{AlgCtr}} | I || {{AlgCtr}} | [[Trade Ship|Trader]] || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 36,000,000 || {{AlgCtr}} | 300,000 || {{AlgCtr}} | 02:25:50 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 18,000,000 || {{AlgCtr}} | 36,000,000 || {{AlgCtr}} | 300,000 || {{AlgCtr}} | 02:25:50 | ||
|} | |} | ||
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= AI SuperFortress= | = AI SuperFortress= | ||
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | ||
+ | These have the same polycrystal damage multiplier as regular fortresses, so ships like [[AI War:Bomber|Bombers]] and [[AI War:Neinzul Youngling Tiger|Youngling Tigers]] can do a great deal of damage (though occasionally more than one wave may be called for). Given a sufficient amount of time and lack of AI resistance, [[AI War:Space Plane|Space Planes]] and other units with radar dampening can eventually kill a superfortress. | ||
+ | |||
+ | On their own, Superfortresses are more of an annoyance, requiring a considerable amount of time to eliminate. In combination with other static defenses, such as [[AI War:Laser Guard Post|Laser Guard Posts]] and [[AI War:Force Field|Force Fields]], killing these quickly becomes very tedious. In such a scenario, a sabotage hack is relatively cheap and will save you a great deal of pain. | ||
+ | |||
+ | == Trivia == | ||
+ | |||
+ | These are balanced as an entire cap of five hypothetical Mark V Fortresses, all rolled into one incredibly powerful structure. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 06:31, 27 July 2016
This page is up to date for game version 6.016 |
Incredibly powerful fortress with a massive range. |
This unit is a Fortress and shares some perks with the other types.
Unlike normal Fortresses, these do not require Supply and are not disabled by lack of it.
Human players can only obtain one of these by buying it to a Zenith Trader.
The AI and Human versions have several differences.
- Human Fortress: After moving, it must recharge for 60 seconds before it can start doing repairs again.
- AI Fortress: Can not move or be repaired.
Human Fortress
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
1 | Flame Wave | Ultra-Heavy | Missile Ammo, Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair | 0.05 Scout, 0.01 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 250x160,000 | 53,000 | 2 sec | 150,000,000 | 500,000 | 44 | Inf | 20,000,000 dmg/sec | 20,000,000 dmg/sec | Regen Time 180:00, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 3.5 |
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 | Trader | 18,000,000 | 18,000,000 | 36,000,000 | 300,000 | 02:25:50 | 18,000,000 | 18,000,000 | 36,000,000 | 300,000 | 02:25:50 |
AI SuperFortress
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flame Wave | Ultra-Heavy | Missile Ammo, Antimatter Bombs, Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair | 0.05 Scout, 0.01 Polycrystal |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
250x160,000 | 53,000 | 2 sec | 150,000,000 | 500,000 | 0 | Inf | 20,000,000 dmg/sec | Gathers Scout Intel, Repair Rate 3.5 |
How to counter when in the AI fleet
These have the same polycrystal damage multiplier as regular fortresses, so ships like Bombers and Youngling Tigers can do a great deal of damage (though occasionally more than one wave may be called for). Given a sufficient amount of time and lack of AI resistance, Space Planes and other units with radar dampening can eventually kill a superfortress.
On their own, Superfortresses are more of an annoyance, requiring a considerable amount of time to eliminate. In combination with other static defenses, such as Laser Guard Posts and Force Fields, killing these quickly becomes very tedious. In such a scenario, a sabotage hack is relatively cheap and will save you a great deal of pain.
Trivia
These are balanced as an entire cap of five hypothetical Mark V Fortresses, all rolled into one incredibly powerful structure.