Difference between revisions of "AI War:Nuclear Warhead"
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Nuclear Warheads are of a dubious asset for the player, due to the extreme collateral damage they deal and the fact they cannot kill MkV/Core ships. | |
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+ | The only strategic circumstance where using a MkI Nuclear Warhead is viable is usually on a final assault on the final AI Homeworld, with the intention of winning the game before the AI Progress increase generates far more dangerous AI fleets. The usage of the Nucler Warhead being to help cut down on any massive buildup of Mark IV or less ships/Guardians around the AI Homeworld, or on adjacent Core Worlds. | ||
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+ | The MkII warhead is even more of a niche weapon. Its only real strategic usage is using it to nuke the AI Homeworld and its adjacent Core Worlds to utterly destroy everything that is not a core MkV ship, this can prove useful in high difficulty play sessions. | ||
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+ | and MkIII warheads however have no real strategic use, the only time using them may be of value is on the final AI homeworld assault, even then it may do more harm then good. If you intend to use a MkII or MkIII warhead, ensure you are in a position to end the game not long after, as you won't survive a 500 to 5000 AIP value increase. | ||
The MkIII is involved in an achievement: winning a game after (advice: ''right'' after) using it. | The MkIII is involved in an achievement: winning a game after (advice: ''right'' after) using it. |
Latest revision as of 12:28, 17 March 2020
This page is up to date for game version 6.010 |
Causes a planet-wide nuclear explosion when destroyed by enemy forces or by scrapping. Destroys all resources and most ships on the planet on which it is set off. Does not affect mark V ships or starships. Also causes supply to be permanently lost for all teams at that planet, meaning you then cannot use science labs, docks, etc. |
This unit is a Warhead. Specifically, it increases AI War:AI Progress by 50/500/5000 (Mk. I/II/III) when destroyed.
The MkII also affects all adjacent planets; the MkIII affects the whole galaxy.
The destruction of the planet removes all local resources: Metal, Energy, Knowledge and Supply.
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
2 per Mark | Composite | Sniper Shots, Minor Electric Ammo, Attack Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, EMPs, Mines, Repair |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 0 | 0 | 0 sec | 100,000 | 0 | 44 | Inf | 0 dmg/sec | 0 dmg/sec | Regen Time 30:00, Emits Planet-Wide Nuclear Explosion On Destruction, Blind |
II | 0 | 0 | 0 sec | 100,000 | 0 | 44 | Inf | 0 dmg/sec | 0 dmg/sec | Regen Time 30:00, Emits Multi-Planet Nuclear Explosion On Destruction, Blind |
III | 0 | 0 | 0 sec | 100,000 | 0 | 44 | Inf | 0 dmg/sec | 0 dmg/sec | Regen Time 30:00, Emits Galaxy-Wide Nuclear Explosion On Destruction, Blind |
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 | -- | 75,000 | 75,000 | 150,000 | 5,000 | 00:10:25 | 150,000 | 150,000 | 300,000 | 10,000 | 00:20:50 |
II | -- | 750,000 | 750,000 | 1,500,000 | 50,000 | 01:44:10 | 1,500,000 | 1,500,000 | 3,000,000 | 100,000 | 03:28:20 |
III | -- | 7,500,000 | 7,500,000 | 15,000,000 | 500,000 | 17:21:40 | 15,000,000 | 15,000,000 | 30,000,000 | 1,000,000 | 34:43:20 |
How to use in your fleet
Nuclear Warheads are of a dubious asset for the player, due to the extreme collateral damage they deal and the fact they cannot kill MkV/Core ships.
The only strategic circumstance where using a MkI Nuclear Warhead is viable is usually on a final assault on the final AI Homeworld, with the intention of winning the game before the AI Progress increase generates far more dangerous AI fleets. The usage of the Nucler Warhead being to help cut down on any massive buildup of Mark IV or less ships/Guardians around the AI Homeworld, or on adjacent Core Worlds.
The MkII warhead is even more of a niche weapon. Its only real strategic usage is using it to nuke the AI Homeworld and its adjacent Core Worlds to utterly destroy everything that is not a core MkV ship, this can prove useful in high difficulty play sessions.
and MkIII warheads however have no real strategic use, the only time using them may be of value is on the final AI homeworld assault, even then it may do more harm then good. If you intend to use a MkII or MkIII warhead, ensure you are in a position to end the game not long after, as you won't survive a 500 to 5000 AIP value increase.
The MkIII is involved in an achievement: winning a game after (advice: right after) using it.